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the Amiga 1000 I have been a devoted reader of your magazine since its inception and enjoy it very much. I have found your hardware and software reviews, columns and instructional articles to be both entertaining and extremely helpful. You do a great service to the Amiga community by publishing this excellent magazine. I am an attorney with three Amiga 1000s (each equipped with an external drive and one megabyte of expansion memory), a 33-meg C Ltd hard drive and an HP LaserJet+. I bought my original Amiga 1000 when they were first shipped in October of 1985. I purchased a second Amiga 1000 in February of 1986 and third in September 1986. Having suffered through the extremely lean period, I am very pleased to see all of the new products that have been released during the past year. However, I must add my name to the list of Amiga 1000 owners who feel that their machines have been abandoned by Commodore-Amiga in favor of the new Amiga 2000 and 500 machines.
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ALSO: Highlights From The Los Angeles AmiExpo™ GOOD THINGS COME IN SMALLER PACKAGES iliim NEW AVATEX1200 E. AVATEX Authorized Sales & Service TOTAL HAYES COMPATIBILITY 8 LED STATUS INDICATORS AUTO DIAL AND ANSWER TONE OR PULSE DIALING jstomer: 0 from I ies now oved ve ¦ASSISTANCE IMMEDIATE DELIVERY + NO CREDIT CARD SURCHARGE + NO SERVICE OR I HANDLING FEES NEW 1200 E FEATURES CCITT COMPATIBILITY CALL PROGRESS DETECTION INTERNAL SPEAKER 2 YEAR WARRANTY JE OR YOU advertised pi BOX 3660. LOGAN, UTJ 660, LOGAN, UT 84321 MEGATRONICS, It’s Time To See How Your Word Processor Stacks Up To ProWrite™
2.0 Now You Can Trade Up To ProWrite And Save $ 50 See for yourself trade in your current word processing software, and get 550 off when you order ProWrite, the only multi-font color graphics word processor for the Amiga1!
ProWrite 2.0 h;ts a number of powerful new features. A spelling checker with a 95,000- word dictionary. Mail merge. The ability to read hold-and-modify (HAM) pictures, and to resize pictures as well. In addition. ProWrite has die Workbench 1.3 printer drivers, for much faster and higher quality graphics printing. All this, plus ProWrite’s flexibility and ea.se-of-u.se combine to make ProWrite the best word processor for the Amiga.
Here's die offer: just send us die master disk of die word processor you're using now.
;t ProWrite, version 2.0, for only S75! That’s a savings of 90% which makes diis imc to reconsider your word processor. Because now. When you compare and die competition, it really pays!
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in i trulmurk of New Hon ia boftwarr, Inc Amity is j
registered trailrriuik of Commodnrt-Atmga, Inc I’M READY TO
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[ Here's my word processor master disk and a check or money order i for S75 payable to New Horizons Software, Inc. Send me the new ¦ ProWrite 2.0! (Texas residents please add S6 sales tax).
ln March iuIkiuI oil tee limn hint) a ww ‘.-lies memt ivr f|T -uni prue is kbnu V bf Poivtur!
I I I 1 NAME I ¦ i ADDRESS i I I _ i tan sT.viT. t ...... m 0 Volume 3, Number 4 Amazing contents X JL. COMPUTING1 Amazing Features Highlights from AmiExpo, Los Angeles 8 by Steve Hull The Amiga shows off its best in the West.
Writing a SoundScape Patch Librarian 38 by Todor Fay Get your hands dirty working within the System Exclusive.
Upgrade Your A1000 to A500 2000 Audio Power 58 by Howard Bassen Modifications to help your A1000 make sweet music, too!
Amiga Audio Guide 70 A descriptive listing of all Amiga audio products.
Gels in Multi-Forth by John Bushakra 72 Push Gels to the limit with these programming tools.
Macrobatics by Patrick J. Horgan 83 Ease the trauma of assembly language programming.
Amazing Columns Take Five! By Steve Hull 16 Four lightning-paced titles to slash boredom.
Amiga Notes by Rick Rae 35 Confounded by sound? Take a basic tour of Amiga audio.
The Ultimate Video Accesory, Part V 49 by Larry White Now that we've got the basics down, let's add some flash to our video.
Bug Bytes by John Steiner 88 The exterminator strikes again.
The Big Picture by Warren Ring 90 Part II of the eye-opening Unified Field Theory.
Roomers by The Bandito 99 Hardware hijinx... Toasted video ... the dream Amiga ... and more!
In the Public Domain by C.W. Flatte 101
C. W. has hooked the latest Fish disks here's an inside look.
Amazing Reviews Time Bandit by Keith Conforti 25 A whole video arcade wrapped up in one game!
Audio Master by Brendan Larson Friendly digitizing software that samples in real-time.
27 Amazing Departments Amazing Mail 4 104 105 Index of Advertisers Public Domain Software Catalog Music Mouse by J Hemy Lowengard 29 Making music without lifting a finger from the mouse.
Amiga-Tax Canadian Version by Ed Bercovitz 31 A Canadian income tax planning, preparation, and analysis package for the Amiga.
SAM BASIC by Bryan Catley A new BASIC which exploits even more unique Amiga features.
35mm SLIDES FROM VOUR ARTWORK!
AMIGA |sp«iali*1i | TRU' imfiGE ma PrafESsional 35rnm Slides Now you can have reproduction and presentation quality slides of your work si Distortion-free fills in raster lines crisp bright colors, converts all IFF files New_ CustoH srnaphic .n't and IIIustnatlon.
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• Copy, Repeal and lots more EDITORIAL Managing Editor:
Co-Editor: Don Hicks Ernest P.Viveiros Jr.
Michael T. Cabral Ernest P. Viveiros Sr.
Richard Rae John Fousl Julie Landry Michael Croodon Alben G. Andrade Co-Editor: Hardware Editor: Music & Sound Editor: Amicua & PDS Editor: Copy Editors: PRODUCTION Art Director: Illustrator: Keith Contort!
Brian Foi Mark Thlbauft Rico A. Confortl Kevon V. Desmarais Production Manager: Asaodate Prod. Mgr: Production Assistant: ADVERTISING SALES Advertising Manager: John D. Fastina 1-800-345-3360 or 1-617-678-4200 SPECIAL THANKS TO: Buddy Terrell & Byrd Press Belsy Pper at Tech Pius Bob at Riverside Art, Ltd.
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Motorola Hex. Intel Hex. And Tek Hex AMIGA TM trade mark of Commodore Inc. AMAZING MAIL Another Amiga Virus!!!!!
Dear AC: For your virus article: a second appeared some months ago. The virus only influences A-2000 and A-500 with internal battery buffered clocks and causes the computer, some weeks after being infected, to reset. At the beginning it resets only after several days, but later its an endless reset-loop.
The virus can be located in the battery buffered clock RAM and it only can be killed effectively by disconnecting the jumper J36 on the mother-board (Cerman model), but so you offer the battery buffering (sic). The Virus is about 1 2 - 3 4 years old and comes from Belgien, Holland. It doesn't infect a Janus-Hard disk.
N. b.: If the SCA virus shows its message you know it's on the
last disk you booted from before reseting by CTRL-A-A.
M. Indiekofer West Germany When will this end? Since we reported
the second Amiga virus (the first one was in early 1986 when
there was a problem with accurate dates on the file message),
reports of widespread viruses infecting all forms of computers
have made national news.
Newspaper reporters and TV anchor people are struggling with the concept of viruses and computers as they are reporting new outbreaks almost weekly.
The virus problem is serious and users of all computers are in danger. If anyone has a suggestion on how this can be monitored and stopped, please write, your answers are important.
Dear Amazing Computing, I am glad to see that Amazing Computing is finally getting some good 68000 Assembly Language articles, i find that good tutorials in this are pretty much lacking. What is seriously needed is a set of various program examples that explain what is necessary to set up, how things are set up, and why things are set up that way. I am still relatively new at 68000 Assembler, and feel the lack of good materials.
The program is well written, as all libraries are dosed properly in the event that one doesn't open .
But, for those who tried to run Allen Barnett's program and found it didn't work, here is the reason: Allen wrote this program using a compiler with the
1. 1 version of 'amiga.iib' which has a bug in it. This bug was
fixed in the 1.2 version. Therefore, the correct code in the
loop "SolLp2" should be; move.l PBuf,-(SP) moved (a2)+,-(SP)
jsr „fpa lea 8 SP),SP This removes the 'dummy* instruction he
found necessary for compiling with 'amiga.iib' 1.1, and
affects loading the effective address by four bytes (8 instead
Allen evidently was not aware that all of the _LVO calls (except AbsExecBasc) can be handled by: SYS MACRO XREF _LV0 jsr LV0 l(a6) ENDM It saves typing many individual XREF's, LVO's and (a6)'s. Also, 'SYS Write' and 'SYS Read' can be used in his WriteCon and ReadCon macros (I learned these concepts via a local programmer).
Sincerely, Marvin Millis CANADA Thank you for the hints and corrections. We are always searching for new and different Amiga projects in hardware and software.
We were not able to place a good Amiga Assembly Language article in the magazine until we received one. We continualy rely on the versatility of our Amiga readers to provide their insights and techniques to this very powerful machine.
If you feel you would like to contribute more to the magazine, please contact us for an AC writer's guide. AC is an Amiga forum: it only works when everyone gets involved.
Dear Amazing Computing, RE: Fat Agnes Hack for the Amiga 1000 1 have been a devoted reader of your magazine since its inception and enjoy it very much. I have found your hardware and software reviews, columns and instructional articles to be both entertaining and extremely helpful. You do a great service to the Amiga community by publishing this excellent magazine.
1 am an attorney with three Amiga 1000s (each equipped with an external drive and one megabyte of expansion memory), a 33-meg C Ltd hard drive and an HP LaserJet -. I bought my original Amiga 1000 when they were first shipped in October of 1985. I purchased a second Amiga 1000 in February of 1986 and third in September 1986. Having suffered through the extremely lean period, I am very pleased to see all of the new products that have been released during the past year.
However, I must add my name to the list of Amiga 1000 owners who feel that their machines have been abandoned by Commodore-Amiga in favor of the new Amiga 2000 and 500 machines. I considered it to be highly unfair and unrealistic of Commodore-Amiga to think that people who took a chance and purchased the machine in its infancy and struggled through all of their trials and tribulations of that period will automatically go out and plunk down the large sums of money necessary to purchase the Amiga 2000. Frankly, I feel that I am just beginning to get my money's worth out of these machines.
Nevertheless, I would like to have the benefit of the ability of the "Fat Agnes" chip used on the Amiga 2000 to access a full megabyte of chip memory. This would be a great boon to productivity in my office since we use the multitasking feature of the Amiga 1000 to its utmost.
In addition to having WordPerfect, CityDesk, Faac If, the Workbench Clock and the Gizmozs Roilodex, Calendar and Financial Calculator open at all times, we also use Deluxe Paint II, Butcher 2.0, Analyze!, Acquisition and sundry other products on a frequent basis, i have also developed an extensive documents library and forms library using these machines in my practice.
Amiga - Commodore Computers Users Show Don't Miss the most Exciting Show on the West Coast Exclusively Devoted to the Amiga and Commodore Computers* Santa Clara Convention Center 5001 Great American Parkway (Aext to Great America Park) Santa Clara, California Sat., May 14, '88 10-8 pm Sun., May 15, '88 10-5 PM One Day Adm, Exh. Only One Duy Adm. W Lectures Two Duy Adm. Exh. Only Two Day Adm. W Lectures $ 10.00 S1S.00 $ 15.00 $ 25.00 There will also be two full days of lectures and seminars This show is a marketplace for buyers and sellers of Amiga - Commodore Computers For exhibitor and general
information call or write: Golden Gate Shows • PO Box 587 • Corle Madera, CA 94925 • (413)388-8893 ' A«=4i nd Ccmdxtara rafutrxd intairii d Cwtdui ftuAfla* m In In order to organize our forms and documents, it is often necessary to have three, four, five or even six layers of nested subdirectories on a disk. As you can imagine, when wre get down to the bottom level of a Workbench directory path, screen refreshes can be aggra- vatingly slow.
If you or one of your readers could come up with a Fat Agnes hardware hack for the Amiga 1000 that would make it possible to install the Fat Agnes chip plus additional chip memory in the Amiga 1000, intensive multitasking on Amiga 1000s could be much quicker (and, consequently, more productive and enjoyable).
Find an economically feasible way to do this, and you will have the profound gratitude of the small army of Amiga 1000 pioneers who otherwise would be denied access to Fat Agnes's charms.
R. Gary Wainwright, Attorney at Law Georgia I am not certain your
request can be handled, due to either electronic limitations
or legal copyright entanglements with Commodore.
This Show will Feature: Animation & CAD Business & Database Software Desktop Publishing Games & Entertainment Graphics Hard Drives However, it is an excellent suggestion. AC prides itself on the quality and caliber of its readership, I am certain some bright Amiga enthusiast has already considered the problem or arrived at a solution.
Dear Amazing Computing, I would like to bring to your attention the fact that we have started a new- Amiga Users Group called Northern California Amiga Club. We arc located in the Redding area and anyone is invited to join, especially those Amiga fans in Northern California.
We meet on the second Saturday of each month from 2 to 5pm at Rico's Pizza Parlor at 200 Hartnell Ave. In Redding, CA.
Sincerely, David L. Murphy, President Northern California Amiga Club
P. O. Box 54 Bella Vista, CA 96008
(916) 472-3237 Dear Amazing Computing I wish to thank you for
your consideration of us subscribers. An example of this
consideration is the protection enclosure for each mailed
issue. I also Memory Expansion Music Software Programming
Languages Public Domain Software Spreadsheets Simulators
Telecom. & Utilities appreciate that you do not ruin the
issues even before they are mailed by gluing announcements
on the cover like some others do. The addition of color is
a further enhancement to your excellent magazine. Keep up
the good work.
Sincerely, Karen Parker Oregon Thank you for the kind words. It took some time to find a printer who could provide the polybag mail protection for our subscribers, but it has been worth it.
Dear Amazing Computing A message to Peter Kinross (Letters V3.2). Until today I would have agreed with you -1 also spent 1 2 hour in the bank, and paid an extra S6 for the experience!
But consider - spending that extra S6 gets you Amazing Computing for around SA5 per issue, delivered (as I discovered today) around 14 days after mailing.
The alternative? Pay SA9.50* at the news stand, to get AC 2-3 months after issue - wrien they remember to get your copy in!!
Sure plastic is convenient, but as a certain Alien Life Force w'ould say - NO PROBLEM!
Regards, Steve Spink Australia Thank you. The prospect of credit card payments remain in the future, so the current system of US funds from a US bank is still a neccessity.
We are extremely grateful to our dealers in Australia who pay a small fortune in air freight to bring Amazing Computing to Australian Amiga enthusiasts.
* denotes $ 9.50 in Australian Dollars ¦AC' ATTENTION ALL READERS
Do you have a suggestion or observation? Please write us.
Each reader who has a printed letter with a suggestion,
question, helpful technique or other useful information to help
the Amiga community, will receive a certificate for five Public
Domain Software disks and the gratitude of Amazing Computing
and its readers.
Please send your letters to: Dear Amazing Computing,
P. O. Box 869 _Fall River, MA 02722_ C for Am Software |)c*»*pciJ
(or AMIGA Lattice G 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
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 recovery from undefined symbols. And you’ll have a faster compile and link cycle with support for pre-linking.
Lattice* Version 4.0 Manx* Version 3.40 Dhrystone Float Savage (IEEE) 120-t Dhrystones second
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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 is 2 registered trademark of Lattice Incorporated Amiga u i trademark of Cofnmtjdorc .Amigj, Inc Manx i* 2 rcfliMcrtrd trademark of Manx Jioft ware System* 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, 24-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.
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Inc. rV I he second AmiExpo took place January 16 - 18 at the
Los Angeles Westin Bonaventure. Nobody was really sure what to
expect from this show; the New York AmiExj o, held in October,
was reasonably successful, but rumors pointed to a low turnout
for the L A event.
HIGHLIGHTS Kickslarl Vl orkbench 1.3 From several informal interviews with Commodore technical staff, I was able to piece together a look at operating system version 1.3. Kickstart 1.3 and Workbench 1.3 will be package!
Together on disk, similar to the 1.2 Enhancer package. A1000 owners will be able to use the new Kickstart and Workbench immediately; 500 and 2000 owners will need ROM upgrades to use Kickstart 1.3 enhancements. Many 500 and 2000 owners will not need to upgrade their ROMs immediately, as Workbench 1.3 is compatible with the revision 1,2 Kickstart currently in ROM, and offers benefits by itself.
Everyone who is anyone in Amiga circles was there, and it was nice to be able to put some faces with the names; Judy Blair and Kevin Sullivan, the duo responsible for the dazzling El Gato animation; Amiga pioneers Dale Luck, Bob "Kodiak" Burns and Jay Miner; screen hack wizard Leo Schwab in his trademark cape; Jeff Bruette of Max Headroom fame (plus MewTek's Maxine Headroom); Chet Solace, the man behind the comprehensive Amiga BBS listing, The Final List; public domain disk legend Fred Fish; and Kickstart 1.3 contains enhancements such as the ability to boot the system from a hard disk. The
bad news is, no existing Amiga bard disk controller (Commodore or third-party) has the firmware to take advantage of this feature. Retrofitting a "fix" on existing boards may be, for all practical purposes, impossible. A new hard drive controller, designated the 2090-A, is nearing completion at Commodore.
Kickstart 1,3 has also been engineered for a new generation of "smart" peripherals; when the system is booted, the operating system polls all devices for a "diagnostic vector." This FROM THE 1988 LOS ANGELES AMI EXPO" By Steve Hull Genie: LightRaider People Link: St.Ephen vector points to an address on the expansion device; if found, the operating system calls the initialization routine on the device. This autoconfiguration will eventually replace the AmigaDOS "binddrivers" command.
Workbench 1.3's enhancements include a new, faster IEEE double-precision math library. The current IEEE library is so slow, it is seldom used; the routines contained in Workbench 1.3 speed up IEEE operations by 200%.
68020 68881 machines will perform these operations up to 20 times faster.
Workbench 1.3 adds the long-awaited and misunderstood fast file system, an enhancement intended for use exclusively with hard drives. The fast file system requires special formatting, and increases access time up to 300%.
Workbench 1.3 also includes a new, whiz-bang printer device to increase printing speed on graphics up to 1000 percent, depending upon the printer model. New drivers have also been added, including support for the Calcomp Colormaster, Epson LQ series, and HP Deskjet, and PaintJet.
Other rumored enhancements, such as Colorfonts, look like they'll have to wait for version 1.4, which is shaping up to be a major revision, Estimated availability? Commodore isn't even willing to go on the record about 1.3, which insiders predict will be released this summer. Don't look for 1.4 much sooner than next year. Now, on with the show!
Exhibit Highlights The first thing most people saw as they entered the crowded hall was Microillusions' massive display it took up half a wall! The display was sectioned into desktop video, education, music, games, and creativity applications, fronted by a large Meade telescope promoting the new Planetarium astronomy package. The telescope was no prop; Microillusions is currently working on software to interface the telescope's drive motors with the Amiga. Want to take a look at the Ring Nebula? Locate it on the computer screen and the telescope tracks it in the sky. Planetarium retails
for 569.95 and is available now; availability of the telescope interfacing software is expected in the third quarter, though Microillusions has not decided how it will be marketed.
Microillusions has a sizeable investment in Amiga games, and their latest titles were on display: Land of Legends, a dungeon adventure; Ebonstar, an outer space game featuring a black hole that literally bends the fabric of space around it; Blackjack Academy; and their second One-To- One title. Galactic Invasion.
Perhaps the most fascinating product demonstrated in the Microillusions booth was Photon Paint, a graphics program that can best be described as a combination of Digi-Paint and Deluxe Paint II, with a dash of Sculpt- 3D thrown in. Photon Paint supports standard "paint" features in any Amiga graphics mode, including the 4096-color Hold And Modify. In addition, it adds such sophisticated features as surface mapping and light- source generation. Surface mapping allows you to take an image and "wrap" it around a geometric shape.
In a demonstration, the artist digitized a slab of black marble, then wrapped the image around two cylinders. Add a light source to create spectral reflections and depth, and iwda two ancient temple columns. I saw this effect demonstrated at last year's National Association of Broadcaster's convention on a SI 00,000 Wavefront machine, and the Photon Paint graphic was comparable. Photon Paint retails for 599 and is available now.
Photon Paint is one module of a system which comes under the umbrella of Photon Video; other modules include a fully-featured cell animator, 3-D editing and rendering modules, and transport controller software to interface Amiga graphic programs, such as Aegis Videoscape 3D, with industry standard edit controllers. All modules support SMPTE time code through Microillusion's Micro SMPTE reader.
Whew, it gets a little dizzying our little Ami is growing up fast.
Aegis Development took both sides of one row in the hall, and as always, their display was a feast for the eyes and ears. A large-screen TV showed the kinds of audio and video work possible with Aegis products. The tape was exciting because it demonstrated that for Aegis, a company that has paid some heavy dues over the past few years, desktop video is really coming together. High-quality videos were demonstrated in which the animation, titling, soundtrack and sound effects were done exclusively with Aegis products.
An upgrade to Videoscape 3D was announced, featuring transparency, reflection, and HAM support. Two new polygon types "light" and "dark" may be used to simulate the effects of light sources and shadows, respectively. The upgrade uses a pseudo ray-tracing technique, which is not as accurate as true ray tracing, but the upgrade doesn't take all night to plot one frame, either. Videoscapa 3D version 2.0 should be available this summer for $ 199.95, with upgrades available to Videoscape owners for $ 10.
Since its initial release, Videoscape's biggest liability has been the effor: it took to define objects a process that required graph paper to plot the shapes. Dedicated Videoscape artists (and those who have shied from the program because of this difficulty; will welcome the release of Modeler 3D, a stand-alone product that has the look and feel of a computer-aided design program in three dimensions. Don't expect to see the product right away, though; Modeler 3D only recently entered beta testing.
The biggest draw at the Aegis booth was their newly released shipping simulation, Ports of Call. Authors Martin Ulrich and Rolf Deiter-Klein spent two years researching all facets of world shipping right down to the canal fees, and it all shows in the game. Add superb graphics by Jim Sachs (Defender of the Crown) and Dick LaBarre, and Aegis just may have a classic on their hands.
Sachs spent a good deal of time at the Aegis booth, answering questions and talking with the crowd. Unfortunately, he recently lost two months' programming on an Amiga adaptation of 20,000 Leagues Under the Sea to the SCA virus. The game is now on an indefinite hold. Considering Jim Sachs' generosity in sharing his time and talents with aspiring Amiga artists and programmers, it doesn't seem right that some amateur prank cost him so heavily. Sachs is now considering his next move; a 3-D port of his Commodore-64 game, Saucer Attack, seems likely.
John Foust picked a prime spot between the Aegis and Byte-by-Byte booths to promote Interchange, a utility allowing users to share animation objects between Aegis' Videoscape 3D and Byte-by-Byte's Sculpt 3D.
Foust's company. Syndesis, also sells an Interchange module that handles objects from Forms in Flight. Syndesis also offers an Object Disk packed with various animation objects from Sculpt and Videoscape and a full alphabet of flat letters that can be extruded into 3- D block letters. The Interchange main module retails for $ 49.95; the Forms In Flight module and Objects Disk 1 retail for $ 19.95 each.
The most wacko booth hands down was manned by Comp-U-Save, a public domain disk and accessories retailer from New York. Dangling from a wire across the front of the booth were attention getters like a large rubber tarantula, labelled 'True Multi-Tasking," and a shrunken head with the legend "Former Atari ST User." Comp-U-Save's outrageous approach salesman Eric Miller sported a huge rubber cockroach on his shoulder and a button charging, 'TAKE NO SURVIVORS!" appears to have been lucrative, if nothing else.
The booth moved 90 cartons of merchandise over three days.
Computer System Associates of San Diego, California had a booth filled with high-tech, high-ticket toys about which most of the Expo crowd could only dream. Among the highlights: the Over 030 board, which piggybacks on CSA's 68020 board, allowing configuration of a 68030 68882 CPU Coprocessor. The Over 030 goes for $ 495 bare board. You don't even want to know what a 68030 is going for these days. (OK, it goes for S690. I told you you didn't want to know.)
CSA also showed 68020 68881 2 boards for every model in the Amiga line; perhaps the standout is the configuration for the Amiga 2000, which allows CPU speeds of up to 14Mhz, with the co-processor screaming along at 25Mhz. According to CSA , an Amiga configured in that fashion will outrun the Sun 31160 and the VAX 8800 workstations. Finally, for mass storage freaks, CSA introduced WORM-880, a Write-Once-Read- Many-Times optical disk drive with a capacity of 880 megabytes, shipping now, for the bargain price of $ 5995.
To the right of the Amazing Computing booth, Dr T's Music Software provided a rhythmic soundtrack with their MIDI sequencer and patch editor.
The multitasking sequencer can handle 48 tracks, with 36 on screen at any time. I'm no musician, but I was astonished at how easy it was to put together multi-layered, studio quality tracks. Also announced for summer: The Copyist, a program to print high quality sheet music. Look for reviews of Dr T's software by Richard Rae upcoming in Amazing Computing.
Notably more cacophonous sounds were coming from our neighbor to the left of the Amazing Computing booth, Constellation Software. Constellation showed off an impressive collection of arcade games, including Emerald Mines (a souped-up version of Boulderdash), Space Battle (an appealing contest for Asteroids fanatics), and Fortress Underground, a game that features the unlikely scenario of a helicopter exploring a giant underground cavern that covers 640 screens!
One of the biggest draws was a prerelease version of a game called Larrie, an entertaining original chase game.
The packaging doesn't look like much, but game was played constantly throughout the Expo.
Very Vivid Incorporated invited Expo attendees to "get physical" with an Amiga connected to a video camera.
Their product, Mandala, interactively integrates video signals with Amiga graphics in real time. The effect is a bit astounding; a person stands against a flat background, while he appears on the monitor inside a scene surrounded by musical instruments. When the person's "video" hand strikes the drum in the picture, the drum sounds very strange to watch. My favorite demo pictured a slowly flapping bird that screeched and struggled when caught. Mandala is available now for S395.
Gold Disk was on hand demonstrating Professional Page, the state-of-the- art successor to their desktop publishing program, Pagesetter. Professional Page offers access to all Amiga graphics modes, up to 1008 x 1008 screen resolution, in all colors, including Hold And Modify, Professional Page currently outputs only to Postscript devices, but an upgrade is in the works to allow use of any Preferences printer. This upgrade supplied at no charge to registered Professional Page owners will also include routines to perform full-page color separations.
Also announced, but not demonstrated, was an interface to work with NewTek's Digi-View video digitizer.
Professional Page is available now for S395, with upgrades to registered Pagesetter owners available for $ 266.
On the lighter side. Gold Disk showed Comic Setter, a package that will allow aspiring Stan Lees to crank out full- color comics on their Amigas. Comic Setter comes with cartoon clip art, with three additional comic art disks to come. Comic Setter should already be available for $ 99.95. Spirit Technology showed Inboard internal memory expansions for each member of the Amiga line; 1.5 megabyte boards for the Amiga 500 and 1000 were on display. Bare-board prices begin at $ 279 for the Amiga 500, and $ 299 for the A1000. Additionally, 2 and 8 meg boards for the 2000 were announced, but no price
Brown-Wagh Software fielded a large booth with demos and mini-seminars running constantly. Brown-Wagh is a marketer, not a true software design house, and has been scouring the Amiga scene for promising products.
Among their recent acquisitions are Softwood Software's File Ilsg (the third generation of MiAmiga file, adding support for sound and graphics fields), and Softwood Write and File, a program integrating a friendly database similar to Filell with a what-you- see-is-what-you-get word processor.
Brown-Wagh's most discussed title was not on display at the booth: Excellence!, Micro Systems Software's reputed word processing giant killer, is due in March. Everyone should then be able to see for themselves.
Brown-Wagh also displayed TV Show, a special-effects slide show for use with IFF images and fonts.
NewTek's booth was, as always, big and flashy. An upgrade to Digi-Paint, their Hold And Modify drawing program, was announced for summer release. Digi-Paint !I adds support of 1024 x 1024 super bitmaps, automatic anti-aliasing for all fonts, 3-D image mapping, full overscan, and dithering modes that simulate up to 100,000 colors on screen simultaneously.
NewTek promised upgrades to registered Digi-Paint users for SI0-20.
NewTek also demonstrated their Video Toaster, easily the most impressive video processing product of the show.
It's anyone's guess why NewTek calls this hardware software combination a 'Toaster" it's closer to a "Cuisinart," with its ability to flip, spin, freeze, and "pixelize" video images with a refresh rate of 60 frames per second. Besides video effects, the Toaster includes a broadcast-quality genlock and frame capture. According to NewTek, its buffering also allows compatible software to run in literally millions of colors. The Video Toaster will be available this summer for about S1000.
It may sound pricey, but the next- lowest priced hardware which offers similar effects is about S49,000 more.
Soft Logik Corporation offered a first look at Publishing Partner Professional, their entry in Amiga desktop publishing. Soft Logik has traditionally produced software for the Atari ST, but they claim the Amiga version of PPP offers significantly greater capability. Among the features are ,0036" resolution text and graphics, support for Postscript, HP Laserjet and color Paintjet, built-in word processing, a spelling checker, auto-hyphenation and drawing and they're saying it'll run on a 512K machine. Soft Logik also showed print samples done both in Postscript and by their Postscript-
work-alike for dot matrix printers.
The dot matrix quality was very impressive. It will list for about S199.95. WordPerfect Corporation showed off their soon-to-be-released WordPerfect Library, a package of productivity utilities. Included are: a Notebook, Financial Scientific Programmer's Calculator, Planning Calendar, File Manager, and Program Editor. Also, representatives say a macro editor is "top priority" once Library is released.
Also in the works: the spreadsheet Plan Perfect, and public domain utilities to convert files from WordPerfect version 4.2 to 4.1, as well as from Scribble!, Textcraft, and other formats.
Representatives were less encouraging about the Amiga port of WordPerfect
5. 0, the true WYSIWYG (what you see is what you get) MS-DOS
version integrates support of color, multiple fonts and
graphic images. Version 5.0 is so sophisticated that some
WPCorp developers fear it may require a hard drive a factor
that could seriously limit sales until prices for Amiga hard
drives fall to a reasonable level.
Nonetheless, WPCorp planners have decided to leapfrog over version 4.2 and put an immediate priority on 5.0. The term "priority" here is strictly relative; conservative estimates place an Amiga version of WordPerfect 5.0 at least one and a half years away.
WordPerfect's enormous success in the Amiga market has not gone unnoticed; scouts from Ashton-Tate (Dbase III Plus) were seen patrolling the exhibit hall. I tried prying information out of one of them with little success: "Why are you here?" "No comment hahahaha." "Would it be accurate to say that WordPerfect's success has generated interest in the Amiga at your company?" "Hahaha." "Might Ashton-Tate be preparing to give dbMan a run for its money?" Answer: Huge grin, take it for what it's worth.
Hypertek was at the show, selling copies of GOMF 2.0. Anyone who has used the shareware 1.0 version of GOMF (Get Out of My Face) knows the program does a decent job of trapping GURU errors, allowing users to kill the offending task without rebooting. GOMF 2.0 handles all errors with the exception of a full system freeze. It’s available for S34.95. RscDL Productions displayed profes- sional-quality digitizing pads for computer-aided design and graphics programs. AproDraw 12 x 12 bundles a 12" x 12" Summagraphics MM1201 pad and stylus with Amiga software drivers for S549. AproCAD adds a cursor
puck at $ 599. Less expensive 9" x 6" pads were also on display.
Inner Connection Incorporated offered one of the more interesting hardware items of the show: A 20 megabyte Bernoulli drive for the Amiga 1000 and 2000. For those not familiar with Bernoulli technology, the product is basically a removable hard disk. The disk itself is hermetically sealed within a rugged cartridge. The cartridge can then be plugged into the drive unit as needed. Theoretically, you could have a bookshelf full of 20Mb storage cartridges. Initial cost is high $ 1795 to start for the Amiga 1000 model (SI 00 less for the A2000), but considering additional 20Mb cartridges are
currently going for $ 99, cost-per-byte becomes reasonable on systems requiring large amounts of storage.
Interactive Software, producers of the Calligrapher Coiorfonts package, announced a stand-alone program, Font Mover which fully "Amigatizes" the tedious and error-prone task of transferring fonts between disks.
Besides moving fonts, it will display fonts in any resolution in 2-16 colors, and "fix" font files. Font Mover sells for $ 29.95 and is available now.
Interactive also showed off two new font disks suitable for use with any Amiga application: They are Newsletter fonts and Studio fonts, the latter intended for graphics and video production. I also got a peek of their upcoming "Stained Glass" fonts a 16- color font as beautiful as it sounds.
Hash Enterprises, producer of Animation:Apprentice, demonstrated two new animation programs to be used with Apprentice and other graphics programs. Animation:Stand performs zooms and pans on any resolution IFF image, recording animation files using a differential compression method similar to Aegis' AN1M format. Interestingly, the program "fills in" shapes as it zooms in, keeping images from appearing blocky at high magnifications. Hash also showed Animation:Effects, which performs spins and flips on images sort of a poor man's ADO. At the booth, a videotape ran showing Effects performing
spins with perspective and specular highlights on a Colorfont logo. Animation:Stand and Effects retail for $ 49 each.
RGB Video Creations, producers of Deluxe Help for Deluxe Paint, introduced Deluxe Help for Digi-Paint and announced forthcoming instructional products for Calligrapher, Photon Paint and Pagesetter. The Deluxe Help programs take advantage of the Amiga's multitasking talents to lead users on a computer-aided tutorial; it's the ultimate learning tool for people who hate manuals. "We take the intimidation out of software," explained one of the RGB reps. "In 4-5 hours you can become a power user."
Deluxe Help for Digi-Paint retails for $ 34.95 and is available now.
WordPerfect demonstrated their highly acclaimed tcord processing package and a new package of productivity utilities.
Rivals. The winners, of course, are the users. Here's looking for bigger and better, at Chicago Ami Expo in July!
Overall, the Los Angeles Ami Expo showed how the state of Amiga support both in quality and quantity has skyrocketed in the past year.
There is enough competition in every major application area so that second and third generation programs are appearing, each trying to better its
• AC* (A listing of AmiExpo exhibitors is on page 14.)
Exhibitors at Los Angeles Ami Expo Constellation Software 17 Saint Mary's Court Brookline, MA 02146
(617) 731*8187 Hypertek Siiicon Springs 120-1140 Austin Avenue
Coquitlam, BC Canada V3K 3P5 (604} 939-8235 R 8 DL
Productions 11 -24 46th Avenue LIC, NY 11101
(718) 392-4090 A-Squared Distributions 6114 LaSalle Avenue, Ste.
326 Oakland, CA. 94611
A. X, Productions .
9276 Adelphi Road, Ste. 102 Adelphi, MD 20783
(301) 439-1151 Abacus Software Dept. L1-5370 52nd St. SE Grand
Rapids, Ml 49508
(616) 698-0330 Accolade 20823 Stevens Creek Blvd. C*1A
Cupertino, CA 95014
(408) 446-5757 Aegis Development 2115 Pico Boulevard Santa
Monica, CA 90405
(213) 392-9972 Ascitec Amiga Science & Technology User's Group
141 Del Medio Avenue, Ste. 210 Mountain View, CA 94040
(415) 949-4864 Amuse New York Amiga Users, Inc. 1511st Avenue,
Ste. 182 New York, NY 10003
(212) 460-8067 ASDG, Inc. 925 Stewart Street Madison, Wl 53713
(608) 273-6585 Brown-Wagh Publishing 16975 Lark Avenue, Ste. 210
Los Gatos, CA 95030
(408) 395-3838 Byte by Byte Corp. 9442 Capitol ol Texas Hwy.
North, 150 Austin, IX 78759
(512) 3434357 Central Coast Software 286 Bowie Drive Los Osos, CA
(805) 528 4906 : Ccmmodore Amiga User International 40 Bowling
Green Lane London, England C1R One
(001) 278*0333 Ccmp-U-Save
41. 4 Maple Avenue
- "YVosttoury, NY 11590 (5-6)997-6707 Computer System Associates
7534 Trade Street San Diego, CA 92121 (6-9)566*3911 Creative
Computers 313 Wilshire Boulevard Santa Monica, CA 90401
(2-3)394-7779 (86X1)872-8832 Digital Creations 1333 Howe
Avenue, Ste. 28 Sacramento, CA 95825 (9- 6)344 4825 Digital
Dynamics 5740 Skyview Way, Unit C !
Agora Hills, CA91301 (S' 8)706-8214 Discovery Software International, INC. 163 Conduit Street Annapofis, MD 21401
(301) 268-9878 Dr T’s Music Software, Inc. 223 Boyiston Street,
Ste 306 Chestnut Hili, MA 02167 (6‘ 7)244-6954 Finally
Software, Inc. 2255 Ygnecio Valley Road, Ste. N Walnut
Creek, CA 94598 (4:5)564-5903 Fuller Computer Systems
P. O. Box 9222 Mesa, AZ 85204-0430
(602) 835-5018 Gold Disk, inc. 2171 Dunwin Drive, Unit 13
Mississauga, Ontario L51 1X2 (4' 6)828-0913 Hash
Enterprises 2800 East Evergreen Boulevard Vancouver, WA
(206) 693-7443 Infinity Software, Inc. 1144 65th Street, Ste. C
Emeryville, CA 94608
(415) 420-1551 Inner Connection inc. 12310 Brandywine Rd.
Brandywine, MD 20613 innovision Technology 26319 Whitman
Street, 136 Hayward, CA 94544
(415) 533-8355 Interactive Softworks 2092 Avenue of the Trees
Carlsbad, CA 92008
(619) 729-3968 Manx Software Systems
P. O. Box 55 Shrewsbury, NJ 07701
(201) 542-2750 Microitlusions 17408 Chatsworth St Granada Hill,
(818) 360-3715 MicroTimes
N. Highland Street Ste. 220 Hollywood, CA 90028
(213) 467-7878 Micron Technology, Inc. 2805 E. Columbia Rd. ;
Boise, ID 83706
(208) 386-3800 Mindware International 110 Dunlop Slreet West Box
22158 Barne, Ontario Canada L4M 5R3
(705) 737-5998 New Horizons Software, Inc.
P. O. Box 43167 Austin, TX 78745
(512) 328-6650 NewTek 115 W. Crane Street Topeka, KS 66606
(913) 354-1146 New Wave Software
P. O. Box 438 St Clair Shores, Ml 48080
(313) 771-4465 Oxxi, Inc. 3430 Faicon Avenue Long Beach, CA 90807
(213) 427-1227 PAR Software, Inc.
P. O. Box 1089 Vancouver, WA 98666
(206) 695-1368 Prolific Inc. 1808 W. Southgate Avenue Fullerton,
(714) 447-8792 ReadySoft Inc. 25 Red Oak Drive Richmond Hill,
Ontario Canada L4C 4X9 RG.B Video Creations 2574 PGA
Boulevard Palm Beach Gardens, FL 33410
(305) 622-0138 BBS (305)622-7049 Sedona Software 11828 Rancho
Bernardo Road, 123-20 San Diego, CA 92128
(619) 451-0151 Soft Log ik Corp. 11131 South Towne Square, Ste. F
St. Louis, MO 63123
(314) 894-8608 Software Visions, Inc. 26 Forest Road Framingham,
(617) 877-1266 (800)527-7014 Spirit Technology Corp. 220 W. 2950
South Sail Lake City, UT 84115
(801) 485-4233 Supra Corporation 1133 Commercial Way Albany, OR
(503) 967-9075 Syndesis 20 West Street Wilmington, MA 01887
(617) 657-5585 The Other Guys 55 N. Main Street Ste. 301D, Box H
Logan, UT 84321
(801) 753-7620 Topdown Development
P. O. Box1692 Champlain, NY 12919-1692 514)341-2946 WordPerfect
Corp. 266 West Center Orem, UT 84057
(801) 227-4010 Brookfield Communications 3820 Griffith View Drive
Los Angeles, CA 90039
(213) 668-0030 Very Vivid 1499 Queen Street West Suite 302
Toronto, Ontario Canada M6R 1 A3
(416) 537-7222 ~ifm?
J ’j'T j | i Adventures i m mm _ MffieYoummyi Now you can shoot the bad guys with this real-time action shoot-'em-up adventure. Just connect the Actionware PHASER " to the game port (or use your mouse) and you’re ready to combat evil in an exciting action packed world!
See your Dealer or call 1-800 8480 In Illinois (312) 87% VIS A Master Card J It’s your choice . .. CAPONE ™ gangsters in Chicago,
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Each Action Adventure only $ 39.95 Actionware PHASER (optional) $ 49.95 Actionware Corporation 38 W 255 Deerpath Road Batavia, Illinois 60510 AVAILABLE ONLY FOR THE AMIGA WHICH IS A TRADEMARK OF COMMODORE AMIGA By Steve Hull Genie: LIGHTRAIDER People Link: St.Ephcn In last month's column I mentioned that Goldrunner and certain Amiga 2000s do not get along. Since then, 1 have discovered Goldrunner is not alone there are several programs out there that don't work well (or at all) with the first Amiga 2000s released.
The problem lies with the German-manufactured keyboard packed with the first A2000s. This keyboard identifiable by its small, square function keys uses a different processor than the American keyboard.
Its timing, while within the specs outlined in the Amiga hardware manuals, is different enough to trip up programs that try to get around the Amiga keyboard device and go straight to the registers.
The official company line at Commodore: the hardware's fine "the problems result from programmers using "illegal" means of reading the A2000 keyboard." This is not the "will-not-read-the- f irst-keypress-a fter-s tartu p" bug, which Commodore has acknowledged. No hardware trade-ins are being discussed.
Also since last month, a nifty little cheat has surfaced for use with Barbarian. Immediately after you PRESS ANY KEY to begin the game, type 04-08-59. Voila you're invincible! Or nearly so. The notorious Cap'n Chet Solace reports that the method is not completely foolproof. But don't let me spoil the surprise. (Snicker...) Oh, and just to tie the preceding paragraphs together Barbarian's "cheat" mode doesn't work on the A2000!
Whatever happened to justice?!
Let the games begin!
Traditionally, I have had a personal loathing for sports games. My first experience in the genre was with a track-and-field simulation on the Atari 800 that required players to jerk the joystick violently back and forth at great speed to propel their screen surrogate down the track. After developing the kind of wrist cramps known only to certain Olympic gymnasts, I decided the game was far too realistic for me and about as much fun as a tax audit.
To lure those who have been similarly turned-off by computer sports games, Mindscape has released Superstar Indoor Sports, a collection of four contests for the more sedentary (continued) AT LAST!
.real-time, LIVE! Video on your Amiga’s screen.
• True Color: just as it comes from your video source: camera,
VCR, TV, anything. Direct, moving, in your Amiga's memory...our
• Fast: video images in black & white, 32-color, and 4,096-color
See 15 new images every second in black & white, 12 in color, -4 in HAM.
• Save: moving video, play it back, use it in other programs.
Unlimited stills, too.
• Video Effects: real-time mouse-controled...posterization,
fades, color- keying, strobes, more.
• Roll Your Own: programmer's video library, hardware documenta
tion, examples in C, Basic.
• S295. Immediate delivery. This is hot.
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 I got an intriguing insight to the accuracy of detail in Indoor Sports' Darts game when my wife and I had friends over for dinner one night. I had been trying out Indoor Sports that afternoon, and invited our guests to take a look. My friend Charlie is an avid darts player, so he had to give it a shot. I had been practicing, mind you, Charlie approached the game
Indoor Sports' Darts allows you to begin from 701, 501 or 301 points. The object of the game is to whittle your points down to zero by hitting areas of the target, each worth different values.
Double and triple points can be earned by hitting the narrow bands at the perimeter and middle of the target.
The game also allows "double-in" and "double-out" options. With "doublein" selected, a player must strike the thin "doubles" ring before any of his throws count. "Double- out" requires that your last dart land in the "doubles" sector to reduce your score to exactly zero. For instance, if you end up with only two points left, you must strike the tiny "doubles" sector near the 1!
IHEPT GAME 1 GAME 2 GAME 3 SERIES COMPUTER GAME 1 G GAME 2 GAME 3 SERIES 6 To throw the dart, you must first set the horizontal position of the dart in relation to the target, then the throw angle, and finally the force of the throw. The shot then switches to a view of a player throwing a dart at the target, and returns to a close-up of the target to show how you did. An invisible hand updates your score on the chalkboard, and play continues.
I 3 3 7 ¦ ...... ...... 1 - ili u Lj L_i ?
¦ j wi'wi 1 ¦ J * izJ U lJ Lj i J "i11 - j Superstar Indoor Sports Bowling None of this high-tech nonsense fazed ol' good- time-Charlie. Once he got the hang of the basic play mechanics, he applied the same strategies used in a conventional dart game and they worked! For example, at the beginning of the game, he immediately began aiming his dart at the far right edge of the target easier to "double-in" on the sides, he explained.
And darned if it wasn't.
Cold. He smoked me! That night I learned the hard way the authenticity of Indoor Sports' Darts game.
Joystick athlete. Indoor Sports includes computerized Bowling, Darts, Air Hockey, and Ping-Pong.
Indoor Sports' Bowling is perhaps the trickiest of the four games. A frame begins with a side view of the action; the screen player picks up the ball from the ball return, then control is passed to the player. Four actions are required to send the ball on its way: positioning the screen player from left to right on the alley, setting the angle of the shot, adjusting for the inevitable hook, and releasing the ball. The screen player approaches the foul line as soon as you set the shot angle; you don't have a lot of time to get the curve and release right!
You'll send a few dowm the gutter before you figure out how everything comes together. It may help to play a few series against the computer to see how it set up its shots.
Options include the ability to choose the weight of the ball, and whether to play one game, two games, or a regulation three game series. Lane slickness is set randomly by the computer just to keep things interesting.
Once the ball is released, the view switches to the bowler's view of the alley. The top of the screen shares the most recent frame's scores and a medium close-up of the player's facial expression in reaction to his shot.
(My favorite was a magnificent scowl from the computer's player when it failed to release the ball in time, and got dragged down the lane on its face.)
What was the final score, you ask?
Well ... I forgot (yeah, that's the ticket). Let's just say 1 got a lesson in humility that night.
The first time I tried Indoor Sports' Air Hockey simulation, I was puzzled to hear a gentle whoosh from my speakers, stabilizing into a low hiss the sound of the air jets on the board!
Does this give you any idea about the attention to detail in this game?
The object is to knock the puck past your opponent's defense into his goal.
The puck itself glides effortlessly across the table, capable of 32 different directions and 40 different speeds.
The computer opponent is quite aggressive, even at the lowcr-skill levels where its aggression often leads to its inadvertently knocking the puck into its own goal! But don't get cocky; at the higher levels, the computer player can handle itself. And it can more than handle you.
Several speeds and skill levels are available, and you can choose to switch sides after every game ... which makes more difference than you might think. The game ends when one player scores 10 points, or time runs out. If the score is tied when the timer hits zero, the winner is determined in sudden-death overtime.
Indoor Sports' Ping-Pong is eons removed from the original Pong videogames of yesteryear. The game begins from a player's-view. Finely- detailed Ping-Pong paddles hover at each end of the table, held by invisible players. (It's a bit unnerving to sec the paddles flip to strike the ball, rotated by phantom wrists.)
Like Air Hockey, Indoor Sports' Ping- Pong allows players to switch sides after each game. The Amiga version of Indoor Sports lacks a feature common to versions released by Mind- scape on other machines: "side-view" play mode. Reading between the lines of the disclaimers in the documentation ("Select SIDE VIEW only when you and your opponent are accomplished players ready for a new challenge"), I'm not sure we're missing much.
Of all the Indoor Sports games, Ping- Pong offers the greatest control of player options. By distributing "Power Points" over various player attributes (such as Reaction Time and Endurance), you may "create" players with particular strengths and weaknesses as is often done in role-playing games.
Though a thorough simulation, I found Indoor Sports' Ping-Pong less engaging than the other games.
Overall, Mindscape has turned out a fine, playable package. Besides strict attention to the details of each event, the Indoor Sports games include the little slips and traps that sometimes befall the unwary (or the unlucky) in real life. For instance, if you release the ball too soon on your approach to the foul line in Bowling, it hits your foot. In Darts, thrown darts occasionally hit one of the wire circles dividing the target, striking with a metallic click and falling to the floor. A flubbed serve in Ping-Pong sends the ball dribbling lamely across the table and off the side.
As I said, I'm no great fan of computerized sports, but Mindscape made me a believer. Check out Indoor Sports you won't be disappointed.
SUPERSTAR INDOOR SPORTS Mindscape 3444 Dundee Road Northbrook, IL 60062
(312) 480-7667 List price: $ 49.95 Graphics: Good Playability:
Very good Sound: Precise Copy protection.' Disk-based
Overall: Four suprisingly good simulations Bowling,
Darts, Air Ifockcy and Table Tennis. 1 to 4 players SYSFONT
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Order now! Only $ 24.95 Send check to: eraware PO Box 10832 Eugene, OR 97440 Inquiries welcome! BIX: jbaron Back in the formative years of home videogaming, Activision made its name by pushing more color and detail out of the modest Atari VCS than anyone thought the machine was capable of (Atari showed its corporate gratitude by slapping Activision with a massive lawsuit, which was settled out of court but that's another story). In the years since, Activision has sustained its reputation by producing a string of colorful best-sellers for a wide range of computers.
Such Amiga titles as Hacker and Tass Times in Tone Town show how far Activision has come in many ways since the old ROM-pack days.
Activision's recent release. Gee Bee Air Rally, is in some ways a blend of the old and the new.
For the uninitiated, Gee Bees were small, single-seater prop aircraft with stubby bodies and short wings, engine and fuel tank, that flew air rallies throughout the 1930's. In a decade when the average winning speed at Indianapolis barely squeaked into three digits, the Gee Bees' low-flying antics at speeds that sometimes topped 250 miles per hour were as close to Warp Factor 1 as anyone had seen before.
(continued) In Gee Bee Air Rally, you gain poir.ts by completing levels consisting of four courses each. The fourth course of each level is a special event; these events alternate between a bal- loonbusting contest and a slalom race.
The documentation claims each level is progressively more difficult, though the increase is subtle, indeed.
The main game screen consists of your view from the Gee Bee's cockpit; the top half of the screen looks out the canopy; the bottom half shows the plane's sparse instrumentation. Don't sweat the instruments this is strictly seat-of-the-pants flying. Press the fire button and the plane's engine kicks over with a satisfying sputter (I wonder who's lawnmower was digitized for that sound effect?) and you're off!
The main portion of the game is basically Pole Position with wings.
You're racing against other planes, but your main adversary is the clock you have a limited time to complete a course. Unlike Pole Position, Gee Bee takes place in three dimensions, so if you can't get around an adversary, you can always attempt to fly over or under him, skimming so low that your wingtip practically meets its own shadow on the turns. Of course, such a maneuver has its risks you're allowed a friendly tap or two on competing aircraft, but too severe a collision forces you to bail out (I thought you said we were skimming the ground! Shut up), which can lead to any of several
amusing scenarios on the ground.
The slalom event is basically a variation on a common theme: fly an "S" course between different-colored pylons. The balloon-bust is a little more challenging; you must track the tethered red balloons while avoiding the green road signs, or it's parachute- time. Intermission screens reward successful completion of each level.
There are four different intermissions, and when you finish the fourth level, the last intermission screen displays 'THE END." Ahh, but it's not. Gee Bee lets you play until you twice fail to complete a course within the allotted time. After 'THE END," gameplay resumes at the next level.
The top 15 scores may be saved to disk.
Gee Bee's greatest strength and weakness is its heritage. Activision made its early reputation on flashy, playable, but basically simple games. While Gee Bee’s arcade-quality graphics and sound match the high quality of Activision's previous Amiga titles, its gameplay harkens back to the old Atari VCS ROM-packs. After the first few rounds of chortling in delight over the Dopplered VRRRROOOM of competing planes as they winged past my aircraft, I found myself wondering, where's the beef? Strategy can be stated in one sentence: stay within the boundaries, fly low, and don't bump into anyone.
And that's the game.
After playing a few levels of Gee Bee, you're ready for something new.
What Gee Bee Air Rally does, it does well, but the game lacks the staying power needed to keep veteran gamers coming back for more. Designer Steve Cartwright has produced a good game for casual players, family get-togethers, and kids.
GEE BEE AIR RALLY Activision
P. O. Box 7286
(415) 960-0410 Mountain View, CA 94039 List price $ 39.95 Copy
protection: Disk-based Graphics: Bright Playability:
Average Sound: Lawnmowers at 4 o’clock!
Overall; Pole Position with wings.
1 player "Have you tried climbing in the casket? Don't."
"How do I bet on the rat races?"
"Where do 1 get the eye to complete the recipe?"
These and other such comments on local bulletin boards were my first indication that Magnetic Scrolls' Guild of Thieves is not your average game.
But then, anyone who would expect the ordinary from the perverse minds that created The Pawn is simply not paying attention. Guild of Thieves is alternately frustrating, exhilarating, and surprising and a heckuva good play.
Though the game comes with a standard play guide, the main documentation is a 40-page magazine titled What Burglar?, a trade publication of sorts for The Worshipful And Partially Honorable Guild of Professional Nocturnal and Surreptitious Entry And Removal Operatives of Kerovnia, Get My Drift?; a.k.a,, the Guild of Thieves.
The feature story in this issue of What Burglar? Describes how a corrupt judge annoyed at being constantly called to work because the ineptitude of local hooligans determined that the answer was organizing the criminals into a professional union.
One eventful night, the judge threw a party for the Kerovnian ne'er-do-wells, at which time he described his proposal. When they were told that dissenters would be "shot, garrotted, guillotined, hanged, clubbed, gassed, and electrocuted, then sent to prison for life," the entire party enthusiastically embraced the idea, and the Guild was born.
As the game begins, you are a young apprentice thief, aspiring for membership in the Guild but of course, it's not as simple as just filling out an application with four or five "bad character" references. You must prove (continued) Other Products from The Other Guys REASON - a professional proofreading system used by universities and writers around the world to analyze and improve writing. (Has helped raise students grades when used faithfully.) $ 395.00 OMEGA FILE - a REAL data base & mail merge $ 79.99 PROMISE - the BESrhigh speed spell checker.
(Even betterthan Zingf Spell) $ 49.99 KEEP-Trak GL - general ledger for home or business $ 49.99 $ 39.99 $ 39.99 $ 39.99 AMT - amortization program MATCH-IT -teaches shapes & colors (preschool) MATH-A-MAGICIAN - add, subtract, multiply & divide Call or write for more information.
SYNTHIA High Performance Digital Synthesizer A slate of the art music tool which will: Create digital IFF Instruments for use with nearly all music programs!
Modifying existing IFF Instruments. Use SYNTHIA on digitized samples to add reverb, wow, and other enhancements.
SOMETHING FOR EVERYONE: q. Additive Synthesis - a traditional method which can create almost any type of instrument. _ Plucked String Synthesis - simulates plucked strings . . . Right down to the 'pluck'. .vriy *¦ Interpolative Synthesis - a method which introduces the natural imperfections found in instruments.
(Instruments such as brass, woodwinds, pianos, etc.) Percussion - build your own drum set . . . Create any drum you desire.
Subtractive Synthesis - a simple method of creating instruments.
Special Effects - includes filtering, amplification, phasing, wavcshaping, amplitude modulation, real reverb, and . . .
IFF Music Player - powerful and compact. Now you can enjoy those songs that needed a memory expansion before! Up to 32 tracks and 32 IFF Instruments! Supports chords, tics, etc. IS IT LIVE ... OK IS IT SYNTIHA ?
Synihia uses the latest technology to generate realistic sounding instruments and even the new families of instruments sound real. A real synthesizer on a real computer!
Why buy digitized instruments when you can SYNTIIIAsize them? GC1C1 QQ Requires AMIGA 5I2K Copyright©1987, THE OTHER GUYS Software • AMIGA is a registered trademark of Commodore Amiga THE OTHER GUYS 55 North Main Street Suite 301-D PO Box H Logan Utah B4321 (BOD 753-7620 (BOO] 942-9402 Give Your Amiga Control Of Your House!
Program 128 Times For 256 Lights & Small Appliances Over Existing House Wiring L'slng The K-IO POWERHOUSE SYSTEM & YOUR AMIGA Plug Lamp Into X-10 Module, Plug Module Into WallsockeL X-10 Computer Interface & Software: S45 + S3 s h Software Only: S20 + $ 1 s h SPECIFY AJOO IOOW2IWO Guild of Thieves has the kind of features that have become standard for text adventures: the option to print a copy of an adventure as it is played, save a game in progress, and set the program for brief, normal, or verbose descriptions. Its ability to understand English sentences is as good as perhaps even better
than anything Infocom has done.
What sets Guild of Thieves apart are features not common to adventure gaming : simple but thoughtful additions like the ability to choose between standard 80-column text and a large, easy-to-read custom font.
Sight-impaired players can use the "SPEECH" option, which uses the Amiga's speech synthesizer to read the game as it is played. There is an "EXITS" command that lists every exit from your current position, and you may assign frequently used commands to the function keys.
My favorite command one that really takes the tedium out of moving from place to place is the "GO TO" command. Let's say you're at the bottom of a cave, and discover the key to unlock the jewelry box in the master bedroom of the castle, twenty- odd moves away. To get to the master bedroom, most games w'ould force you to enter every move from one point to the other. To reach the your destination in Guild of Thieves, all you have to do is enter "GO TO THE MASTER BEDROOM." Barring obstacles in your way (you can't use GO TO to charge past the fire- breathing dragon), you will be transported by
the most direct route to your destination. If that route takes 20 moves, it will still count as 20 moves against your final score, but especially in later stages of the game, GO TO saves a lot of time.
Unlike some companies that gouge befuddled players a few bucks for hint books, Guild of Thieves' documentation includes a "hints" section. But there's a rub the hints are encrypted. As in The Pawn, Guild of Thieves' hints begin with a question "Why Does The Mynah Bird Do Nothing But Squawk?", followed by a long string of two-character jumbles "tm o5 7s ye", etc. This keeps players from inadvertently stumbling across a solution and ruining the challenge. You can get a hint if you get stuck, but it's quite a pain anyone who's ever typed in a hexadecimal machine language program from a
magazine will recognize the feeling immediately.
This makes getting hints hard enough that most people will turn to them only as a last resort.
1 admit some ambivalence toward text-gaming, but Guild of Thieves has managed to steal from me more than its share of late-night hours. It is challenging without being mind- numbing, and its convenience features let you spend your time cracking the game's puzzles, not trudging through the game's mechanics. Well done!
GUILD OF THIEVES Firebird Licensees, Inc Box 49 RantBey, NJ 07446
(201) 444-5700 List price $ 44.95 Copy protection:
Documentation-based Graphics: Rich and varied Playability:
Very involving .
Sound: None Overall: Who cares if crime pays when it’s this much fun?
Infocom, the Cambridge-based company best known for such classics of interactive fiction as Zork, Witness, and the Enchanter trilogy, has done it again. The Lurking Horror is a Lovecraftian horror story set in the present, at the unlikely venue of George Underwood Edwards (G.U.E., pronounced gooey) Institute of Technology, a high-tech haven for assorted computer nerds, geeks, squints and you, of course.
(continued) TAKE A DRIVE INTO TOMORROW Tomorrow's disk drive is here today.
From CALIFORNIA ACCESS™ comes the CA-880, a powerful new 3 Vt" disk drive for all Amiga® computers.
This highly reliable disk drive formats a 3 " double-sided, doubledensity diskette for 880 kilobytes of storage. The CA-880 is fully compatible with the Amiga 1010 disk drive, but offers much more.
The CA-880 is half the size, is considerably quieter, and The CA-880 also has a connector that allows you to attach an additional disk drive.
So why wait until tomorrow for what your computer needs today.
The CA-880 is yours for only S 229.95 (suggested retail price).
For more information call (408) 435-1445, FAX (408) 435-7355, or write to Logical Design Works, Inc., 780 Montague Expwy., 403, San Jose, CA 95131.
Project Disk Special WB Extras CLI WBExecute WWBExjras by Peter Dunlap Isn't it time you got the most from your Amiga?
Now, “WBExtras" is here and is specifically designed to enhance operation of the Amiga by the ‘New User" as well as the "Seasoned Programmer".
For the Amiga User. . .
Use of New Workbench Menus,' FtAM Tools" and "WBExtras" provide access to ANY Workbench Tool from the Workbench Menu and allow "Multiple Icon Selection" without the use of the "SHIFT Key". Also, "New Execution Modes" permit a "Singie Loading" of Workbench Tools for Multiple Task Execution. This results in "Optomized Memory Allocation" and "Reduced Disk Thrashing". For FULL System Memory, WBExtras will "PolitelyRetire" and RELEASE ALLOCATED MEMORY WITHOUT RE-BOOT. As a BONUS, several New Workbench Tools are included (See Menu).
For the Amiga Programmer... WBExtras includes SOURCE CODE in "C" and "AmigaBASIC" for Workbench Tools using a NEW Programming Technique which provides "Optomized Memory Utilization". "Inter-Program Communication”, and "Disk Access Queing".
SeePicture LoadPicture UnloadPicture Lynn’s Luna SYSfCM INNOVATIONS
P. O. Box 1308 Canon City, CO 81212 303 275-5858 Amiga 4
AmlgaBasIc Workbench TM of Commodore - ‘ 'Dealer Inquiries
Invited'' And Something Else : deep within the forgotten
recesses of good old G.IJ.E. lurks a creature as vile and
repulsive as anything in the Cthulu Mythos.
First stop: the documentation. As with all Infocom games, a quick perusal of the docs is time well-sfient.
Lurking Horror comes with a technical manual to acquaint newcomers with the finer points of text adventuring, a copy of G.U.E. Tech's Guide for Freshmen, a student ID, and a festive plastic centipede that sticks to your monitor screen to set just the right mood for what's to come.
Eeeeuuuuuu ... The centipede is the least of your problems. Your most pressing concern as the game begins is a Classics paper due the next day; you log in to an available computer in the terminal room and attempt to edit your paper... but what's this? Scrambled directories have replaced your work- in-progress with what looks like the class syllabus for Feed-Humans-To- The-Beast-101 ... whereupon you lose consciousness and become lost in your computer in a whole new way ... But let's not give any more away, shall we? Heh, heh, heh.
Lurking Horror marks a new feature for Infocom games: sound. You get your first taste of this innovation early in the game, adding an eerie presence to a dream sequence which foretells terrors to come. Perhaps I'm just overly suggestible, but it worked on me I found myself actually checking doors and looking over my shoulder because of a computer game.
Using sound to supplement a horror story was a savvy move on Infocom's part. Sound moves in under the conscious level, calling up associations and painting mental images are unique Amiga, Inc. Plus 3.00 (or Shipping Colorado Res. Add Salas Tax S3995 to each individual. The masters of old-time radio drama knew this well, and used it to their advantage. No graphic artist can ever paint the horrors conjure in your own mind.
Lurking Horror's sound is most effective in those places where it supplies a background to continuing action; it approaches gimmickry when used to punctuate a climactic moment with a scream, and the long disk accesses preceding each sound effect betray any surprises. In any case, the sound is an option. If you like it, it's there.
If not, you can toggle it off.
If you are new to interactive fiction, this game is probably not the place to start. Lurking Horror is tough. Attempting to tackle it without thorough mapmaking skills is a virtual invitation to become Purina Monster Chow.
Even with a good map, your ingenuity will be tested by some of the nastiest challenges since Infocom's Starcross required players to recognize molecular structures from a text description!
It is recommended that you pause frequently to save games in progress.
With Lurking Horror, author Dave Lebling (Zork, Suspect, Spellbreaker) again proves himself to be a master in his field. If your tastes run toward the horrific, this one's a must-have.
TIIE LURKING HORROR Infocom 125 Cambridge Park Drive Cambridge, MA 02140
(800) 262-6868 List price $ 39.95 Copy protection:
Documentation-based Graphics: None Playability:
En(gross)ing Sound: Creepy Overall: A first-rate
interactive chiller that will have you cringing in your
Nihes. And you thought Grues were bad!
¦AC- AMAZING P R by Keith Conforti AC Art Director TIME BANDI A shoot-em up arcade extravaganza!
Science fiction genre games are probably the most common arcade games on the Amiga market today. Usually, if you've seen one, you've seen them all, but there are exceptions. Time Bandit, a new breed of science fiction game from Microdeal, explores boundaries of size and cleverness that most other current games just cannot compete with.
Time Bandit is a huge, massive, awesome fit's BIG) combination of other arcade games, board games, movies, music, history and fantasy. You might say it's a "greatest hits" collection from the popular-entertainment culture we have all grown up in.
Time Bandit borrows game themes from Pac Man, Space Invaders, Centipede and others, like the board game Chutes and Ladders (my childhood favorite). The game is also flavored with humorous reminders of Ghostbusters and Star Trek. There is even one Timegate known as "Hotel California"!
Time Bandit steps into yesteryear to recall the glory days of arena fighting in ancient Rome, the struggle for power among the kingdoms of the Middle Ages, as well as the evil curses of the Great Pyramids. The story is something H.G. Wells would be proud of. These seemingly unrelated, frivolous scraps are wound into an exciting shoot-em-up race against time.
About all that's missing is a good oT American Western but Time Bandit's got that, too! It's called, get this, Ghost Town. Even James Arness would be a little wary of stepping foot in this shady place!
"What is this," you say, "a potpourri of worn out, overused, and dated items which everyone has already seen too many times?" No! There is a plot here, and the basis for the game is daring and original, even if some of the graphics and ideas are not. You must conquer each of the territories accessible through the Land of the Timegates. It may sound simple and easy, but there are sixteen Timegates to test your skills and adrenalin.
The Adventure Begins!
As the game begins, you are in the land of the Timegates. From this starting point, you may enter any area of time: the past, the present, or the future. The creators, Bill Dunlevy and Harry Lafnear, have also thrown in a couple of extra Timegates to explore, an outer space Twilight Zone and Shadowland, and a great version of Pac Man in which you are continuously stalked by ominous shadow- creatures.
Each time territory has three unique Timegates which must each be conquered, and there are five time territories in all, plus Shadowland. To reach a final triumph in the game, each Timegate must be rid of its curse or secret. In order to undermine these clandestine dealings, the Bandit must be victorious on each level of play in a Timegate. There are four major levels, each with four sublevels.
Let's see. That's sixteen levels per Timegate and there are sixteen Timegates, which means you need to conquer 256 levels to win! All these victories are a lot to do to win a simple game, but each place is a story and a game in itself.
Scenario of a Timegate Aboard the Excalibur (a downed spaceship that looks remarkably like that other famous spaceship, the Enterprise), you must solve a mystery surrounding the abrupt disappearance of the flight crew and the reason for the craft's downing. Beware, though, a very hostile life form has invaded every corner of the Excalibur.
(continued) adventure. But for those who love to get into all the spirit and action a game can offer (you know, those people who play computer games until the wee hours of the morning and eat all three meals in front of the monitor), Time Bandit will definitely be the bread for their butter.
6 ¦gglK. 1 n rimvo BF...’ . T . CUBITS: 2910
* ******** Time Bandit is not flawless.
There is no musical score to accompany any portion of the action. It's possible that, with everything already stuffed on this single-disk game, there was just no more room for music. The action window for the Bandit is also rather small, considering how many meanies are sneaking up on you from all sides.
The screen is split in half and leaves too much room for status information.
I think it would be much better to have a larger action window.
Overall, though, these minor criticisms are far outweighed by the game's originality, wit and compelling size. I think it will be a long time before we hear about anyone completely succeeding at Time Bandit, and, somehow, I think Bill Dunlevy and Harry Lafnear meant it to be that way.
• AO THE TTHEGftTES The single player live action window could be
larger, but it does not hamper the game at all.
Slightly The race against time is even more challenging when two Bandits are vying to achieve the same goal. Two players can work in tandem to conquer more Timegates, or they can shoot it out to eliminate the weaker of the two. The screen is split in the two-player mode, so each player can monitor the moves of both. The effect is good, but it does make a small active window for each Bandit.
Remember, I said Time Bandit is big, really BIG. But is it too big? For some, I think it will be, because they won't have the time or patience it takes to really get involved in the Bits and Pieces Blast, blast and blast again! The Bandit has an unlimited number of missiles he can fire from his hand-held cannon, so shoot everything that moves! There are more evil monsters than you can shake a stick at: lumbering cavemen, roving lions, floating eyeballs, man-eating spiders, stalking Cyclopes, and too many others to describe in a single paragraph!
I have always hated playing a game where all my characters are killed, because I only had three or, maybe, four lives, and the game ends. Time Bandit solves that problem by giving each player at least a dozen lives.
Believe me, you'll need every one of them if you are going to win anything.
During each journey, you will come across all kinds of trinkets and rewards. These treasures will add to your fortune (measured in Cubits), so be sure to amass all that you can get your hands on.
At Castle Greymoon, an evil sorceress has left King Quark powerless after kidnapping Kelveshaan, a character who kept the kingdom pure.
There is a mighty reward to be won for finding Kelveshaan, but beware the hands his magical powers fall into!
Poor King Quark has also lost the Crown of the Universe, and at King's Crown, you have the chance to regain it for him. Only this time, your adversary is a ruthless warlock who holds the crown for ransom.
Each territory of the Timegates has a different story to follow, but I won't go into those here. What I will go into, though, is some of the fine detail in this arcade extravaganza.
The two player mode is more difficult to function in because it’s tough to sec if the "bad guys" are sneaking up on you.
u AMAZING REVIEWS by Brendan Larson AudioMaster ...works ivith all sound digitizers on the market and deals with almost every type of sound data processed and stored on the Amiga.
In this day of brilliant 3-D paint packages and animation software, it's easy to overlook another quality the Amiga possesses sound generation, specifically digitized sound. Several of the Amiga sound digitizers on today's market have been hampered by the lack of a powerful, "user-friendly" digitizing software environment.
However, Aegis' AudioMaster provides a friendly environment and more!
Sampling AudioMaster, written by Australian Peter Norman, works with all sound digitizers on the market and deals with almost every type of sound data processed and stored on the Amiga.
(This will be discussed in more detail later.) One of the most exciting and unique features AudioMaster offers is the ability" to sample sound in realtime and "pass" the sample to the Amiga audio jacks almost simultaneously! As a sample is monitored, a small window displays the wave pattern being formed in real-time (like an oscilloscope). This helps the user because he she can tell immediately if a sound is being sampled at too high a volume (causing distortion), or if the input volume needs a boost.
To give you an idea just how useful monitoring in real-time can be, consider a case where you want to sample a "slice" of music from a radio station. What is played on the radio is not under your control; you need a way to "monitor" the radio until your favorite song is on the air. Normally, you would have to provide an externa!
Output for this. With AudioMaster, it is easier. Simply bring out audio cables from the back of a radio tuner or amplifier system and attach them to the "audio input" of the sound digitizer (normal procedure for sampling). From there, you can use separate standard audio cables and connect them to either the Amiga Monitor (audio input), or run them into the audio "auxiliary input" on the back of the amplifier system. Presto, monitoring in real time is as easy as a click of the mouse! (Of course, another application is the emulation of the ever popular "Mr. Microphone," where audio is passed out
of the Amiga in almost real-time.)
When you use AudioMaster's custom- designed sampling software, notice that the length of the recording is not limited to 512K Chip RAM:, as in the past. You can now record to your heart's content, or until you fill up your reserve of Fast RAM:! With 2 Mb of Fast RAM:, I was able to record a sample nearly 1.5 minutes long.
AudioMaster allows sampling at two different rates: "Sample Lo" (used primarily for sampling sounds to be used later as "instruments" in one of the many popular music programs available); or a "Sample Hi" which will consider the capabilities of your particular system (e.g., amount of Fast RAM:).
Editing Editing is as important as sampling.
In fact, editing sound waves usually consumes the most time in audio production. AudioMaster not only loads any previously created IFF instrument or sound, it also loads any type of raw data. So, if you want to find out what your latest IFF picture sounds like, you can load it in. I have tested AudioMaster with nearly every type of sound data, including NewTek's favorite Fibonachi Compression technique. I doubt there is any Amiga sound file that cannot be loaded into AudioMaster's Edit Window. But watch out! Due to the vast array of sound effects that can be applied to your sound with Audio
Master, there's no telling what the end product will sound like, once you load the desired sound into the Edit Window, Within the Edit Window there's a vertical bar that acts as a placement marker on the waveform. It is quite easy to select any part of the waveform (sample) and listen to a portion of it. The portion can be stored into memory by a Copy command. It can also be removed from the entire waveform and stored into memory by cutting it and then pasting it into another area of the waveform. This is useful for repetition of certain sounds (e.g. A Max Headroom effect).
Other features include the Echo feature, which allows selection of the length of the echo, the total number of echos, and the echo's decay rate.
Also, if a crescendo or decrescendo of a portion of the sample is desired, AudioMaster has a Volume percentage control (not to be confused with the Volume control for the speaker system), causing a "ramping" of the (continued) ADD TO THE POWER OF YOUR PROGRAMS WHILE YOU SAVE TIME AND MONEY!
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CBTREE lets you use multiple keys, variable key lengths, concatenated keys, and any data record size and record length. You can customize the B+lree parameters using utilities prov ded.
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CBTREE is a full function implementation of the industry standard B+tree access method and is proven in applications since 1984.
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CBTREE is over 6,000 lines of tightly written, commented C source code The driver module is only 20K and links into your programs.
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The C source code that you receive can be compiled on ali popular C compilers for the IBM PC and a'so under Unix, Xenix, and AmigaDos! No royalties on your applications that use CBTREE. CBTREE suppons multiuser and network applications, CBTREE IS TROUBLE-FREE, BUT IF YOU NEED HELP WE PROVIDE FREE PHONE SUPPORT.
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TO ORDER OR FOR ADDITIONAL INFORMATION CALL (800) 346-8038 or (703) 847-1743 OR WRITE Peacock Systems, Inc., 2108-C Gallows Road, Vienna, VA 22180 sound. A simple pull-down menu allows the sample to be played backwards, or mixes two different waveforms together to get strange and unusual effects. In fact, freehand editing with the mouse can always be executed on a particular waveform.
This is useful for creating bizarre instruments to be loaded into a music program.
The Edit Window is not restricted to displaying the entire waveform at once. If you need to get to the nilty- gritty of a wave, simply select the desired portion and "Zoom In" or "Zoom Out." If the sample does not have the proper pitch, "re-tune" the sample with AudioMaster's special tuning menu. I had fun with this at Halloween because it was quite simple to record a person's voice and lower it by several octaves, creating a monsterlike sound!
For preparing an instrument, Audio- Master allows the continuous looping of a waveform. However, this mechanism is limited. For instance, I was not able to loop samples recorded at a high sample rate, nor those lasting over 10 seconds. This makes sense, since most instruments used in a music package usually last only a few seconds.
If you're afraid of damaging a sound sample while editing or experimenting with it, a Snapshot will end your worries. When you take a Snapshot, you can send your waveform to either a hard disk drive, floppy disk drive, or, (if you have tons of memory) to RAM. If you do make a mistake while experimenting, simply Recall the Snapshot, and your original is back again!
Finally, if you need a treble control to alleviate aliasing (distortion), play back a sample using a special Low Pass Filter. The effect of the Low Pass Filter is to "tone down" a sample.
One word of caution: the Low Pass Filter works well as a software toggle to the high frequency cutoff filter on both the Amiga 500 and 2000 motherboards, but a hardware "hack" is recommended (although not explained in the AudioMaster manual) for owners of the 1000 machine.
Conclusion AudioMaster was written in Machine Language, which makes it very powerful and fast, and the 72-page manual is documented quite well. If your particular applications require manipulation of any Amiga sound generation, digitization, or audio production, don't pass up Aegis' AudioMaster, which retails for S59.95. Brendan Larson WeatherConnect, Inc. Chicago, Illinois.
I first learned about Music Mouse from a review in Ear Magazine (June '86). I was so interested, I actually bought a copy even though I didn't have a Macintosh to run it on! (All right ... I gave it to my brother to run on his Mac Plus.) Now more than a year has passed, and after many beta versions and creeping features, the Amiga port has been released, marketed by Opcode Systems as their initial entry into the Amiga community.
What a port! Music Mouse has been adapted and expanded in its Amiga version, with much attention paid to Amiga-related concerns such as fine full-color graphics, multitasking, and IFF sound files. It even installs itself as a module in Mimetics' SoundScape's patch panel!
So what is Music Mouse? "You can't play 'Home on the Range' with it," says author Laurie Spiegel. Music Mouse is a high-level software-based musical instrument. If you take a wide view of music, you will realize that Music Mouse itself is a composition (somewhere in the genre of "process music"). It reacts to the mouses position and a few dozen parameters to either play internal sounds or send MIDI data. More precisely, the mouse position selects a chord voicing from any of seven built- in scales, then plays it according to settings for arpeggiation patterns, decay length, loudness, and
The aforementioned scales are Chromatic, Diatonic, Middle-East, Penta- tonic, Fourths, Octotonic and Non- Quantized; they may be transposed into any key. The patterns interact with the mouse position and pattern transformation settings to produce four notes. The selected notes are then ordered into a short musical phrase, and finally, played on the internal voices, on MIDI devices, or both (or neither one may mute any or all of these voices).
The result is a flow of chords or arpeggios controlled by mouse movements. Music Mouse uses the computer keyboard as a control panel, which means you don't have to fish for menus or gadgets very often. The menus clue you in on the various functions, and a copyable cheat sheet is provided to help you out until you memorize the keyboard layout. The manual tells you about each function in detail, and explains the reasoning behind the various groupings of keys.
All the menus, by the way, sport drop- shadowed lettering, which I recommend to all developers.
If you acquire other software packages, or new MIDI synthesizers, mixers, effects racks and what-not, Music Mouse gTows in power. It makes an imaginative MIDI controller, creating understandable, unexpected effects while you shape the general contours of the composition. The program is quite accommodating and obviously (continued) carefully designed: the manual even gives a few tips on how to take advantage of certain synths' power, and it has menu entries which accommodate the quirks of the CZ-101 and the Mirage. MIDI is accommodated via a scrial-to-MIDI converter, such as the ECE MIDI,
MIDI Gold, or Mimetics' interfaces.
Music Mouse 6yJ. Henry Lozvengard AMAZING REVIEWS The Amiga's internal sounds need not be left out of the orchestration. Music Mouse uses standard IFF 85VX formatted files with no funny extensions (i.e. ".sample" or ".snd" ) as internal sound material. The program comes with 24 samples in its Sounds directory. The four Amiga voices may be independently loaded with any of these sounds, using a snappy file requester. You can use sounds made for other Amiga music programs with Music Mouse, and pre-select the ones to be loaded when the program is started. As you discover the effects certain
keystrokes have on various sample combinations, you will find that even without the aid of MIDI, the Amiga can do its awesome best. And thanks to multitasking, you can run a slideshow or animation on top of it while it plays (memory permitting).
The manual, also written by Laurie Spiegel, is very thorough, and unlike some other ports I have seen, it's brand new and Amiga specific. S:nce the Amiga version is currently the more powerful of the two, this is helpful. (Mac readers take heart!
Your version will be upgraded next, with even more features and controls than before!) The manual also covers some aspects of the philosophy behind Music Mouse, and by extension, the whole subject of computer-aided composition in real-time. You can use it to ear-train yourself to find the movements underneath the melodic patterns and harmonies found in other music.
One of the very big problems witfi computer-based performance is that it is not interesting to look at. Often, the operator comes out, turns it on, arid assumes a grim visage while the audience squirms. Amiga Music Mouse provides an eight-color disolay which can be "played" in synch with the music. For example, the coionad bars may be "stamped" on the screen (Deluxe Video terminology) and color cycled. Each of the 8 colors may be set interactively from the keyboard.
Turning down colors 6 and 7 removes the logos and keyboard images, leaving you to groove on the Video Vibes. While not as psychedelic as Polyscope, the effects give audiences and performers something to look at and hum their mantras to.
Admittedly, the mouse is not an ideal musical controller. It has only two degrees of freedom. Even when augmented by the keyboard, it takes some practice (as all instruments do) to understand which gestures cause which music events. On the other hand, since my "mouse" is a modified trackball, I can control it with my feet while playing some other instrument.
I can also report that, using internal sounds only, it runs perfectly from a Kurta Series 1 digitizing pad (the Series 1 uses the serial port). Because of the intentional randomness of sequences, its output is a good basis for improvisation.
Music Mouse is copy protected, using the original disk as a key. Even Marauder II won't copy this key successfully, so you're out of luck if you want to run uninterruptedly from a RAM: or hard disk. Music Mouse (Mac) has been widely pirated, and the two authors could really use the royalties. If you make a copy for customization purposes, be sure to rename the disk so Music Mouse won't confuse it with the key disk, and subsequently become Music Guru.
I have found two inaccuracies so far with the program and manual: 1) The Title screen has the old address for Opcode Systems, which I will not discuss here. 2) The method for pre- loading sounds is slightly more powerful now. Music Mouse looks into the S: directory (where Startup- Sequence hides) for a file named MmlnitSounds. This file contains (in order) the directory name for the Initial sounds on the top line, then the name of the sound file to load for each of the four voices, each on separate lines. You can get a clue to this file's existence in the S: directory if you use the Save
gadget in the Amiga voices requester. It would also be nice to save and restore entire configurations in a file, should you happen upon the Lost Chord.
I mentioned that it can install itself in Soundscape's Patch panel, where you may connect it to the 'Tape Deck" or rechannel its MIDI output. Music Mouse either transmits all information on channel 1 or puts each voice on channels 1 to 4. It can also take its "Clock ticks" from Soundscape, and by extension, from an external drum machine. When Soundscape is activated from Music Mouse, the Mouse screen glides down to reveal the Workbench-based Soundscape windows. If you connect your MIDI out to its own MIDI in, you can fool a concurrently running copy of Deluxe Music into reading "MIDI Events"
and insert them into a human-legible score.
(This trick comes directly from the manual!)
Those with lots of extra memory can run DMCS, Soundscape and Music Mouse simultaneously and patch them together. (Now you know what multitasking is good for!) You can also run Music Mouse with copies of itself, although this makes sense only when using MIDI, since the internal sounds would be used up by the first copy. Those of us with even more memory like to run an infestation of Music Mice. Internally, Music Mouse sleeps most of the time, wakes up to play its notes and find out what's new, and then goes to sleep again.
This makes for trouble-free multitasking.
Music Mouse will soon be joined by other programs with similar aims, such as "M" from Intelligent Music and "Hierarchical Music Specification Language" (HMSL), a musical Jforth extension from the Center for Contemporary Music at Mills College (415-430-
2191) . It's a little odd that programs like this are surfacing
before any commercial MIDI patch editors, but it may also
mean that the ebb tide in Amiga music software is turning.
• AC1 Music Mouse
(C) 1986-7 by Laurie Spiegel and David Silver I I Ust Price:
S79.00 Opcode Systems 1024 Hamilton Ct. Menlo Park, CA 94025
(415) 321-8977 About the Author
J. Henry Lowengard is an active member of Amuse, the New York
Amiga User's Group, and the author of some half-baked Amiga
music software (DXFER,LYR,DRW...), which is available in the
A At A Z IMG REVIEWS Arnica- Tax Canadian Version by Ed Bercovits April brings the end of Winter and the advent of Spring. Most people look forward to this time of year, but others dread it for one reason: income taxes.
Tax payers have a natural tendency to put off completing and submitting their tax returns until the last moment.
Those fortunate enough to receive a refund complete and submit their returns as soon as possible. Whichever category you're in, you want to complete the necessary forms with minimum effort and complication.
For tax-paying Amiga owners, there is good news and bad news. The good news is help is now available with Amiga-Tax from Datamax Research.
The bad news is Amiga-Tax is only available in a Canadian version.
Datamax had hoped to release a U.S. version, but changes in tax legislation and forms made this impossible.
However, they have already started working on an American version of Amiga-Tax for next year's returns.
Amiga-Tax has some unique features, both as a tax program and as a piece of Amiga software. First of all, it is WYSIWTGC not "what you see is what you get," but rather, "what you see is what the government gets"! The graphic power of the Amiga is used to display an exact on-screen representation of the layout, logos, fonts and colors of all the tax forms.
When you start the program, you are presented with a blank T4 slip on the screen. You just take your real hardcopy of the T4 and transcribe the amounts for earnings, deductions, tax deducted at source into the same boxes on-screen. If you have more than one T4 slip, simply invoke a new blank slip and insert the additional figures. When you are finished, Amiga-Tax sums all the appropriate boxes and automatically copies the totals to the appropriate locations throughout your tax return.
...a solid program which eases the burden of tax preparation and greatly reduces transcription and calculation errors.
Amiga-Tax is page-oriented, even for multi-page sections of the tax return.
To move from one page to another, you must either select the appropriate item from a pull down menu, or use a right Amiga "hot key" combination.
Quite often in a tax return, a figure entered on a particular line may be the result of a series of calculations on another page. Amiga-Tax handles these relationships unobtrusively by updating all interdependent lines.
However, when a particular line is the sum of calculations elsewhere, it would be convenient to be able to move quickly to the other page by double-clicking in the entry box for the summary field. Datamax plans this feature for future program updates.
(continued) Moving around an individual page is very easy and fast. First of all, there is "zoom in-zoom out" gadget on the menu bar which toggles the screen between non-interlaced and interlaced mode. In the latter, you can see twice as much of the page. Given the limited number of colors, the screen flicker is not objectionable. However, with the smaller characters and narrower spacing, I found it difficult to select the correct item on a pull down menu.
To move to a particular field on a line, you simply click with the mouse in the field. To move sequentially from field to field, hit the return key repeatedly. A third movement option involves using the menu bar up-down gadget to move the cursor one line at a time for each click of the mouse.
Finally, there is a one-inch horizontal proportional scroll gadget on the menu bar. This gadget controls large vertical scrolling movements: the left side represents the top of the page; the right side represents the end of the page. One of the nicest movement features occurs when you try to go beyond the bottom of the page.
Rather than stopping, the screen display scrolls seamlessly around and returns to the top of the page.
While you are working on your return, you can click at any time on a "recalculate" gadget to show the "bottom line" numbers of your return: tctal income, taxable income, federal and provincial taxes payable, etc. When you've completed all your entries, simply turn on your printer, select "print" from the menu, and print out the complete return with your data.
At this stage, many tax programs require you to either transcribe the figures manually onto an official form or to insert the form into the printer and hope your alignment gets all the data in the right place. Amiga-Tax's printer format has been approved by the tax department. Consequently, you can simply take your printout, sign it, attach your receipts, and submit it as your official return.
Datamax intends to include this capability in their US release.
A number of other, more general features bear mentioning. When you oper. The disk window from the Workbench, you will note one icon to start the program and another icon to install it on your hard disk. Selecting the "install" icon brings up a requester window, which allows you to specify the path and name of the directory where you wish to install the program.
It then completely automates the transfer of the necessary files. Incorporating this function is not particularly difficult, but it eliminates the trouble of the new user having to search through all the directories on the floppy disk to find the files required to run the program, and then transferring these files to the appropriate directories on the hard disk.
Automated hard disk installation programs are very common cm other computers, but virtually non-existent in Amiga software. More Amiga software producers should follow Datamax's example.
Actually an IFF overlay file. Consequently, when you move between pages, the program must access the disk for the new overlay. However, there are two menu items in the program which allow Amigas with 1 Mb of memory to move the most commonly used overlays to the RAM: disk. With 1.5 Mb, you can move all the overlays to RAM:, thereby reducing the need for disk access to virtually nil, Again, this is not a difficult programming effort, but it greatly simplifies easy program use.
The final feature which caught my eye was the licensing agreement, one of the simplest and most straightforward I have seen for any software product.
While it allows you to make copies for archival backup purposes, the agreement goes on to state the following: Amiga-Tax’s printer format has been approved by the tax department.
Consequently, you can simply take your printout, sign it, attach your receipts, and submit it as your official return.
"... you must treat this software just like a book." By saying "just like a book," Datamax means that this software may be used by any number of people and may be freely moved from one computer to another as long as there is no possibility of it being used at two location at the same time.
A book can't be read by two different people in two different places at the same time; likewise, the software cannot bo used by two different people in two different places at the same time. From the user's viewpoint, a computer tax preparation program is a highly perishable commodity.
While software producers obviously would like to sell as many copies of their program as possible, it is unrealistic to expect to prevent an individual who has completed his return, from passing the program on to a friend.
Datamax should be commended for recognizing reality in their licensing agreement. They should be rewarded by consumer support.
Amiga-Tax is a solid program which eases the burden of tax preparation and greatly reduces transcription and calculation errors. At S69.95 Cdn ($ 56 US) for the program, and S29.95 Cdn ($ 25 US) for updates, it is a good value, especially when compared to similar commercial programs for other computers. It should be noted that the current update reflected not only new tax code provisions, but also provided additional program enhancements.
If you're a Canadian Amiga owner, I strongly suggest you take a look at this year's version of the program. If you're an American, watch for advertisements and check your dealer's shelves next year.
• AC* Amiga-Tax Canadian Version $ 69.95 once then $ 29.95 for
yearly updates Datamax Research Corp. Box 5000 Bradford,
Ontario Canada L3Z2A6 L_____ 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 2000... 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-length 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 5329.
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).
When adapted to the 2000, StarBoard2 is still fully functional autoconfiguring memory plus you get access to all the StarBoard2 MuItiFunction 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 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 dock 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 dock 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.
MicroBotics, Inc. Great Products Since the Amiga Was Born!
811 Alpha Drive. Suite 335 Richardson, Texas 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, MuItiFunction 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 StarBoardZ 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.
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 MuItiFunction 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 AmigaDOSl.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 $ 99.95. StarDrive Module Speedy, Low-cost SCSI Interface As an alternative to the MuItiFunction Module, all models of StarBonrd2 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 clock 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 battery-backed mouse port dock 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" is a registered trademark of Commodore-Amiga. MStarBoard2", StarBoard2 500", "HardFrame 2000""8-UP!", “PopSimm", "StarDrive", and "MouseTime" are trade names of MicroBotics products.
Aladdin was expecting light but what he got was magic.
Our new software will also deliver more than expected.
• True dBase ill data file and program compatibility.
• Access Amiga® system routines, to create mixed
data sound graphics.
• dB PRO mns applications faster than dBase III.
• Price is hundreds less than dBase III.
CALL FOR PRICING
• Unix System?compatible.
• A multi user, multi-tasking Unix worit alike.
• Compatible with Amiga-DOS file structure.
• Access Amiga-Dos special functions such as sound and graphics.
• Priced less than Unix System?
CALL FOR PRICING Free Next Day Air Shipping in the United States For information or dealer inquiries LAMPLIGHTER SOFTWARE, Inc. 3353 S. Main, Suite 197 . SLC, UT 841!
DB Pro and Amix are trademarks of Lamplighter Software Inc. Unix, dBase III and Amiga are not AmigaNotes A Back To Basics Look At Sound by Rick Rae CIS (76703,4253) Sound What It is And How To Make it At Home "Purist digitizers" do not have to understand sound as long as they acknowledge the limitations of the digitizing system used. For the rest of us, however, having a firm background in the theory of sound makes it easier to mimic traditional instruments and modify digitized samples.
Sound, according to Webster, is "the sensation perceived by the sense of hearing." We are bombarded by sound 24 hours per day, 365 days per year. Even while lying in bed at night, a time you would think of as quiet, there are sounds the ticking of the grandfather clock, the hum of your calculator's AC adapter, the gentle murmuring of crickets outside. The closest we can get to real silence here on Earth is in an anechoic chamber, a perfect acoustical sink which absorbs sound before you can hear it.
In fact, the human animal is so used to a constant stream of sound that to have it taken away is an unnerving experience. Most people begin to feel oppressed after being in such a chamber for only a very short period.
Yet, even here we are not free from sound. When all outside noises are stilled, the sensitivity of the ear adjusts and we begin to hear a gentle hiss: the rush blood through our bodies.
Sound, then, is very familiar to us.
Yet do we really understand it? Why does a jet sound different at the airport than it does a half-mile away?
How can we tell the difference between the voices of two friends?
What is it about music that we find pleasing?
Sound is created when an object displaces air or another medium and changes its pressure at a rate which falls within the audible range. Traditional musical instruments create sound with vibrating surfaces: the strings of a violin, the reed of a clarinet, the lips of a trumpet player, the head of a drum, and so on. This vibration results in a cyclic change in air pressure, which causes movement of the eardrum, a membrane in the ear. Nerves connected to the eardrum create electrical impulses which the brain interprets as sound.
There are three broad parameters to any sound. Expressed in terms of physics, they are amplitude, frequency, and harmonic spectrum; in terms of perception they are volume, pitch, and timbre (rhymes with "amber").
Although we will use these terms interchangeably, they are not truly equivalent. The ear's perception of a sound's loudness is relative and changeable; it is possible to hear pitches which do not exist in a sound, and varying conditions can alter the apparent timbre of a sound. (In fact, it should be admitted at this point that we still do not understand much of the ear's functioning. There are a number of interesting experiments one can perform in the area of acoustics.
While the results of some are easily explainable, others produce results that cannot be fully understood now.)
Volume and Amplitude Volume is the loudness of a sound, and is related to how much the air pressure is changing. The ear's range of perception is fairly wide, about 100 db. The price we pay for this range is sensitivity; the ear cannot detect changes in volume of less than about 10%. The lower limit is called the threshold of hearing, close to the sound of the proverbial pin drop. The upper limit is called the threshold of pain, even louder than you would experience if you stood on the tarmac during a 747 takeoff.
Obviously, a jumbo jet disturbs the air pressure a great deal more than a vibrating pin, so we can equate the volume of a sound to the amount of change in air pressure. Other observations bear this theory out. Hitting a piano key more heavily makes the hammer strike the strings harder, causing them to vibrate more vigorously and produce a louder sound. If your stereo speakers have a removable grill, you can perform a simple experiment. Pull the grill off, put on a record or tape with a firm bass line, and watch the woofer (the largest speaker in a two- or three-way cabinet). As you
increase the volume and or bass control you will actually be able to see the changes in the motion; louder sounds are produced by greater movement of the cone.
(continued) Frequency and Pitch Pitch is where we perceive a sound to be within the musical scale, and is related to how quickly the air pressure is changing. The range of pitches we can hear is much narrower than our volume range, but we hear them with greater resolution the ear can detect pitch changes as small as about 1 10%. The lower limit is around 15 to 20 cycles per second, or Hertz (abbreviated Hz); below this point we stop hearing a tone and begin hearing "events" a rhythm of sorts. The upper limit is roughly 15 thousand cycles per second, or KiloHertz (KHz); above this limit the
sound just seems to fade out (although your dog can still hear it just fine, thank you).
The conclusion that pitch is related to the rate of vibration can be reached by examining various instruments. The bass strings of a guitar are much heavier than the treble strings, and therefore vibrate much more slowly.
In fact, if you pluck the lowest string of a bass guitar you can see it moving back and forth; the high string moves faster than your eye can respond and is just a blur. The high strings of a harp are shorter than the low strings, a bass drum is larger than a tom-tom.
In each case, the lower frequencies are generated by an object with more mass, which therefore moves more slowly.
Timbre and Harmonic Spectrum Timbre is the tone color or "character" of a sound, and is related to the harmonics or overtones present. The range of timbres we can perceive is effectively unlimited, and the ear is very sensitive to changes in it. In fact, we rely on timbre discrimination more than we realize. Speech uses inflection (changes in pitch and volume) to emphasize and modify meaning, but it is almost exclusively changes in timbre which convey information the difference between the sound of an "o" and an "e" is one of timbre.
Unfortunately, we cannot look at a traditional instrument and intuitively understand harmonics; we must resort to physics to explain them, and electronics to visualize them.
As we have said, pitch is the rate at which air pressure changes. It is the way air pressure changes which determines the timbre. The simplest form of pressure change is represented by the sine wave. A sine wave is a pure signal containing no harmonics, and is perceived as a very dull, mellow tone.
We could explain the sine wave by using trigonometry and talking about angles and such, but there is an easier method. Realize that the sphere is the simplest and most efficient shape possible; with a given surface area, we can enclose more volume within a sphere than within any other shape.
The same is true of a circle. It is the simplest and most efficient shape for enclosing an area.
Keeping these concepts in mind, we can define a sine wave as simply as describing movement around a circle.
We can visualize it this way: consider a baton twirler spinning an upright baton with a smoke marker on one end. If we look at the baton from the side, the smoke will form the simplest path which the end of the baton can take, a circle. If we look at the baton from the end, however, we see only a straight vertical line, the way a penny viewed edge-on shows a straight line rather than a disc.
Now what happens if our baton twirler starts marching? The smoke, from our edge-on vantage point, draws a sine wave! The gently rounded top and bottom are created as the smoking end moves toward or away from us; the sharply sloped center portions occur as the tip moves upward or downward very quickly.
So we see that the sine wave is a variant of a circle, which is about as simple as we can get.
Sine waves are also fairly common in nature, we can find approximations all around us. If we plot the velocity against time of a pendulum or a child on a swing, we will generate a sine wave. A weight bobbing up and down on a spring describes a sine wave. The ripples on the surface of a pond caused by a tossed pebble are sine waves. A whistle and the tone generated by a tuning fork are also sine waves.
If the sine wave is the simplest possible tone, it seems reasonable to assume we could use it as a building block for more complex tones, and in fact this is the case. Within practical limits, we can combine sine waves at various frequencies and amplitudes to create any timbre we desire. Conversely, we can break any timbre down into its component sine waves.
These are the principles behind additive synthesis, Fourier analysis, and resynthesis, discussed here a few issues ago.
There are two names for these component sine waves: overtones and harmonics. These terms confuse many people because they are NOT interchangeable. The sine wave, the basic frequency of the tone, is called the fundamental when speaking of overtones, and this term is often used when speaking of harmonics as well.
The fundamental is also referred to as the first harmonic, which indicates it is a frequency of one times the basic frequency.
Most musical sounds are composed of harmonically related sine waves, where "harmonically related" means an integer multiple of the basic frequency. So, the next sine wave normally found would be twice the fundamental. This is called the first overtone, meaning the first tone above the fundamental; it is also called the second harmonic. Similarly, the next frequency would be the second overtone or third harmonic, which is three times the fundamental frequency.
You can see where the confusion comes in! Just remember that the number of a harmonic is the ratio of that frequency to the fundamental tone, whereas you must ADD one to the overtone number to get the frequency ratio. Following is a chart of the first eight harmonics for the A above middle C: [ HARMONIC OVERTONE |j fj FREQUENCY RATIO m ¦i: | 1st Fund.
440 Hz i i 1:1 I f! 2nd 1st 880 Hz 2:1 if 3rd 2nd 1320 Hz 3:1
j. j 4th 3rd 1760 Hz 4:1 !l| 5th 4th 2200 Hz 5:1 I 11 6th 5th
2640 Hz 6:1 1 7th 6th 3080 Hz 7:1 || ¦1 Fx-h 8th 7th 3520 Hz
8:1 il 1 !
Y-yV.ry::: Memory designed with some thought... If you’re an Amiga 2000 owner, you’d undoubtedly like to add more memory to your system. After all, the reason you chose the A2000 was for the expandability. The question now is "What's the best path for upgrading?". A 2 meg memory expansion card may seem the cheapest way, but it’s too easily maxed out. You’d like to be able to expand beyond 2 megs, but the sticker shock of an 8 meg board populated with its minimum configuration of 2 megs makes this route unappealing as well. The Digitronics R.C4 Ramcard was designed to solve these problems. The
RC4 is auto-configurable as low as 1 2 megabyte, but as your memory requirements gradually grow, so can your memory’, in steps of 1 2 meg, all the way up to 4 full megabytes of no wait-state fast memory!
If you’re an Amiga 500 owner, adding memory to your system may seem a bit more difficult than simply plugging in an expansion card. Some vendors seem to think it's a good idea to tear open your machine and solder in printed circuit boards, voiding your warranty, overheating the inside of the case, and bringing an already overtaxed A500 power supply to its knees. Digitronics offers a much belter solution. The same RC4 Ramcard designed to plug into the A2000 can be plugged into the expansion slot on the side of the A500 when installed in our adapter box. This adapter is a completely enclosed
low-profile metal case with its own power supply, which can fit neatly under your, external A1010. This allows for a quick and easy way to add up to 4 megabytes of fast memory to your A500. Best of all, if you should ever decide to move up to an A2000, the RC4 ramcard you’ve been using in your A500 can go along as well.
The RC4 comes completely assembled and tested, and is fully socketed for 4 megs of 256k x 4 DIP DRAMS (0k installed). Also included is a disk containing memory test software, our own version of a recoverable RAM Disk, and other useful utilities.
Call or write for pricing of boards with various amounts of RAM, or for information on our do-it-yourself kits.
PO Box 579 Hatfield, PA 19440
(215) 361-1991 0 lgitronics Dealer inquiries invited.
• Amiga is a trademark of Commodore-Amiga Inc. Now, if you reread
the last paragraph, you'll find I Left myself an out by saying
"most musical sounds." There are groups of sounds which do not
depend on harmonically related sine waves. One such group are
the clangorous sounds. This category of sounds includes gongs,
bells, and chimes sounds which have a definite pitch but also
have a distinctive dissonant component. Another group is the
unpitchcd sounds, such as cymbals.
The sounds are composed of an almost infinite number of sine waves, at about every possible frequency ratio.
But It’s Not That Easy We have seen how every sound can be defined using just three parameters: volume, pitch, and timbre. I have described how a timbre can be broken down into its component sine waves, and how individual sine waves can be assembled to create any timbre. From this it should be obvious that we can analyze any sound we wish to recreate, determine the amplitude and frequencies of the individual sine waves, use these individual sine waves to build a new tone, and exactly recreate the original sound.
There is a bit more to it, however!
Most important is that analyzing a tiny "slice" of sound and recreating it recreates only that slice. If you stretch the result out over time, the odds arc very good it will sound nothing like the original instrument. If you've experimented with looping a digitized sample, you know the sample sounds unrealistic static and unchanging if you make the loop too small.
To reproduce a sound accurately, this analysis of volume, pitch, and timbre must occur almost continuously over the entire duration of the sound. A note struck on a piano grows louder rapidly, then dies away slowly; obviously, it would be unrealistic to try to make a pipe organ sound like a piano, since the organ produces a constant volume level. Less obvious is that pitch and timbre must also be adjustable over the length of the sound. Although there is a characteristic sound which reminds us of violins, it is not constant in any of these parameters. The volume changes, yes, but the pitch
changes during the course of the sound, as does the tonal quality. To mimic the instrument successfully, we must reproduce all three parameters. The more successful synthesis techniques provide us the means for properly shaping these parameters over time.
That's going to do it for now.
• AC* ACKNOWLEDGEMENTS I'd like to thank Bernie Hutchins of
ElectroNotes for the baton tzvirler analogy.
It is the most lucid explanation I’ve yet to find of a sine wave.
In addition to voice and real-time message events, there's a third category in the MIDI spec: System Exclusive messages. In this article, i'll discuss implementing the System Exclusive protocol in the SoundScape environment, and write a patch librarian module which can load and save patch information from Yamaha TX81Z, DX21, DX27, and DX100 synthesizers using System Exclusive dumps. I'll also discuss the issues that crop up when you write SoundScape modules with the different versions of the Lattice and Aztec compilers.
By Todor Fay Write a patch librarian module which Yamaha synthesizers This is fourth in a series of articles on programming music for the Amiga with SoundScape. To better understand what follows, I recommend that you read the previous articles, especially the first one (AC V2.5). System Exclusive The standard MIDI message types do a good job of representing just about everything digital musical instruments need to communicate. However, there are always specific types of data that individual machines would like to bo able to communicate over the MIDI wires.
Patch information is a good example.
If two synthesizers are hooked t tgether, it would be nice to trarisier a patch from one machine to the ether.
Or to send the patch to a computer for editing and storage. But no two makes of synthesizer use the exact same method for creating sounds. The parameter information that makes up a flute sound on an additive synthesizer would be hogwash to a synth that uses an FM algorithm to generate sound. Even if two machines use the same method for creating sound, they rarely have the same set of parameters.
So creating a MTDI standard for patch parameter information would be just about useless.
Enter System Exclusive. This MIDI protocol allows manufacturers to define their own standards for shipping data particular to their machines over the MIDI wires.
How It Works Each MIDI packet starts with a status byte that defines what style of packet it is. System Exclusive uses two status bytes. The first indicates the start of the packet; the second indicates the end of transmission. The second marker is needed because the packet can be of any length, and a reader who doesn't know this particular System Exclusive protocol must be able to recognize when to resume normal operation.
The code for System Exclusive is OxFO.
This is followed by the manufacturer ID. Each manufacturer has a seven-bit identifier. Then the data follows. The only restriction on the data is that the highest bit always be cleared. The MIDI protocol states only status bytes can have their high bit set. Iif a non- real-time status byte (such as Note On) appears in the data stream, indicating the end of System Exclusive, just as the normal end marker would which has a value of 0xF7.
System Exclusive and SoundScape The SoundScape Patch Panel does not support System Exclusive messages.
There are two good reasons for this.
System Exclusive messages can be of any length. Obviously, the standard SoundScape Note packet, which holds up to only three bytes, cannot be used.
Any solution that involves a fixed buffer size would be invalidated by a larger packet. The sky's the limit these days with MIDI sample dumps, A variable buffer size would make sense. A System Exclusive packet would have a pointer on a buffer and a count of how large it is. It would work, except in the case of interrupt routines, which cannot allocate memory from the system. Unfortunately, it's the serial port interrupt routine (which receives MIDT from the outside world) that would need to allocate some arbitrary length buffer.
There's no need for System Exclusive when communicating within SoundScape. For the style of data transfer that the System Exclusive protocol provides, EditMidiPort calls make much more sense. For example, if the CrossFade and Sampler modules (see my second article, in AC V2.9) were separate hardware devices communicating over MIDI, they would use System Exclusive dumps to transfer the sample dump information back and forth. However, as modules within SoundScape, they can do that much quicker with EditMidiPort calls.
Can load and save patch information from using System Exclusive dumps.
To communicate with the outside world, SoundScape does need to read and write System Exclusive messages from the serial port. The serial MIDI module was designed to let other modules control the reading and writing of System Exclusive packets through EditMidiPort calls.
Manipulating the Serial MIDI Port As with most SoundScape modules, the Serial MIDI port has a structure for passing information back and forth with EditMidiPort calls.
Struct MidlState I long length; long midinsicew; char *sysexinbuffer; long sysexinslze; long sysexincounc; long sysexlnpart; char ‘sysexoutbuffer; long sysexoutsize; long sysexoutcount; l Wo] }; All of these parameters can be accessed and edited.
Length - This gives a count of how many bytes follow in the structure.
Programs, such as the environment load and save (which don't know about specific modules), can still read and write within the structure.
Midinskew - This offset is added to the channel number of all incoming channelized messages, modulo 16, to create a new channel. For example, if midinskew is 2 and a Note On event comes in on channel 3, the Serial MIDI port passes it on as a Note On event on channel 5.
The remaining parameters are used for System Exclusive messages.
Sysexinbuffer - This points to a buffer supplied by another module (yours?)
Used for storing a system exclusive message coming in. It is initialized to 0, so System Exclusive events are normally discarded.
(continued) Sysexinsize - This is the size, in bytes, of the syscxin buffer. When you give the Serial MIDI port a buffer to read into, you must also let it know how big it is.
Sysexincount - This is managed by the port. Initialized to 0, it increments every time another byte comes in and is added to the buffer. You must initialize it to 0.
Sysexinport - This is the port ID of the module that set up the buffer. If you give the Serial MIDI port a buffer to fill, you need to tell it who you are.
When a complete System Exclusive packet has come in, a SYSTEMX packet will be sent to you, notifying you that the packet has arrived.
Sysexoutbuffer - This is for sending a System Exclusive packet. You give this a pointer to the buffer you provide.
Sysexoutsize - This is the size of the buffer.
Sysexoutcount - The output routine increments this to show how many bytes of the packet have been sent.
To receive a System Exclusive packet, create a MidiState structure and buffer that is large enough to hold what you expect to receive.
Midistate = AllocMem(sizeof (struct MidiState),MEMF_PUBLIC ; buffer = AllocMem (BUFFER_SIZE,MEMF_PUBLIC); Call EditMidiPort with a GETSTATE command to initialize the structure.
You may find that the sysexinbuffer is already being used by somebody else, in which case you can do no more than to install the buffer with a SETSTATE command.
EditMidiPort(FindHidiPort ("serial raidi") ,C,GETSTATE,midistate); if (midistate- sysexinbuffer) FreeMem(buffer,BUFFER_SIZE); FreeMem(midistate, sizeof (struct MidiState)); return; ) midistate- sysexinbuffer - buffer; midistate- sysexinsize - BUFFER_SIZE; midistate- sysexincount - 0; midistate- sysexinport - thisport; EditMidiPort(FindMidiPort ("serial midi"),0,SETSTATE,midistate); Now the port has been initialized and is ready to receive. Once it has read in a complete packet, it will send a SYSTEMX message (without any data) through the Patch Panel to you. Then, if you are not sure how
many bytes came in, execute an EditMidiPort call to read the sysexincount value. The buffer will be filled with the system exclusive dump, with the exception of the System Exclusive status bytes (at the beginning and end), which are stripped out.
Sending a packet is somewhat easier.
Once again, you allocate a buffer. Put your data in it and install it with a call to EditMidiPort. Don't include the System Exclusive status bytes in the message; they will be added automatically. The call to EditMidiPort does not send the packet; it only sets things up to send it. You trigger its transmission by sending a SYSTEMX packet through the patch panel to the Serial MIDI port.
Midistate - AllocMem(sizeof(struct MidiState),MEMF_PUBLIC); buffer - AllocMem(BUFFER_SIZE,KEMF_PUBLIC); * Code to fill the buffer * EditMidiPort(FindMidiPort ("serial midi"),Q,GETSTATE, midistate) ; if midistate- sysexautbuffer) ( FreeMem(buffer,BUFFER_SIZE); FreeMem(midistate, sizeof (struct Midistate)); return; } nddistate- sysexoutbuffer - buffer; midistate- sysexoutsize - BUFFER_SI2E; midistate- sysexoutcount - 0; EditMidiPort(FindMidiPort ("serial midi"),0,SETSTATE,midistate); note - AllocNode(NOTE); note- status - SYSTEMX; outMidiPort(FindMidiPort ("serial midi"),note); Although the
serial MIDI port sends most System Exclusive messages just fine, there can be situations where it won't work. Some synthesizers require a handshake protocol for uploading and downloading bulk data Unfortunately, instead of sending individual system exclusive messages for each of the steps in the protocol, they just have two long, interwoven System Exclusive messages (one coming, one going). The receiver has to understand an incoming packet in order to reply accordingly, but a generic System Exclusive port, such as the Serial MIDI port, simply waits for the end of the packet. This can result in
There's another problem. With very long packets, sometimes a byte is dropped. Although the interrupt routine runs at a reasonably high priority, it may get preempted long enough by DMA hardware or other interrupts to lose a character. As it turns out, the only way to get around this and receive all the data reliably is to turn off all interrupts and poll the serial port directly.
A Different Solution We'll write our own System Exclusive reading and writing routines, so we are free to tailor them to any manufacturer's protocol, and we'll poll the port directly, Since we are going to deal directly with the serial port, we need to know a bit about the hardware in the Amiga. There is a file called "custom.h" in the include:hardware directory of Amiga C development environments. In it is a structure called Custom which maps onto all of the registers in the custom chips.
Instead of reading or writing directly to hardcoded addresses, you can read and write to fields in the custom structure. The serial port is in the custom hardware, so we read and write registers in the custom structure.
The serial port registers are: custom.serper - This sets the baud rate. Since SoundScape has already set it to the MIDI baud rate, you can leave it alone.
Custom.serdatr - This is the serial data read register. It is a sixteen-bit register. The low nine bits are the serial data bytes coming in, while the upper seven are status bits. Of those, we'll use bits 14 (read buffer full) and 13 (transmit buffer empty).
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Event, since task switching is turned off. Instead, read the button directly.
The left mouse buttons for the two mouse ports are read by pins 6 & 7 of peripheral data register A of the 8520A peripheral interface adapter chip.
There is also a structure that defines the registers found in the file "cia.h" in the include:hardware directory. The field in this structure we need to read is called ciaa.ciapra. When the mouse button is down, bit 6 or 7 goes to 0.
Here's simplified code to read serial data into a buffer and leave, either when the buffer is full, or when the mouse is clicked: extern struct CIA ciaa; extern struct Custom custom; char bufferIBUFFER_SIZE]; int i; Disable 0; ' Loop to fiU buffer. *1 for(i-Q;i BUF_SIZE;i++) | * Wait for the serial in register to fill. * while (J (custom.serdatr 6 0x4000) * Check the mouse button. • if ((-ciaa.pra) t OxCO) ( Enable (J; return; ) f Get data. “ buffer[i) - custom.serdatr; custom.intreq - INTF_RBF; i Enable (); This routine is a little simpler than we want it because we need to strip
out non-System Exclusive messages and return when the message is complete, rather than when the buffer is full.
Writing to the Serial Pori There's no longer any danger of losing data because we are sending it. We don't have to do anything awful like disabling interrupts. We will send by shoving data directly through the custom.serdat register and polling the transmit buffer empty bit to know when to send the next byte. We could write a transmit interrupt routine but that's too much work for a very small gain.
Here's a routine that sends a block of data out: extern struct Custom custom; int i; char buffer(BUFFER_SIZE); for (i-0;i BUFFERSlZE;i++) ( * Walt for transmit buffer empty. * while (i(custom.serdatr & 0x2000)); * Set bits 8 and 9 to create stop bits. * custom.serdat - buffer(ij | 0x300; Wow! That's simple!
A TX81Z DX21 DX27 DX100 Patch Librarian I have a Yamaha TX81Z. It's a very nice rack mount synthesizer. To keep costs low, it loads and saves patches to cassette, and is programmed through a very limited collection of eleven buttons and an LCD display. It was designed with computer hookup in mind. The MIDI System Exclusive implementation is complete. Individual patches can be loaded and saved through MIDI. Entire banks of sounds can be saved or loaded. Performance and voice parameters can be individually altered through MIDI. The list goes on... but since we're writing a patch librarian,
we'll limit ourselves to loading and saving a single voice.
The TX81Z DX21 etc. All use the same design to generate sound. As a result, they share the same system exclusive format for a single voice. Here's the single voice format (in hex): FO System exclusive start command 43 Yamaha ID number On Bulk data on channel n 03 1 Voice (VCED) command 00 Data size, high 7 bits 5D Data size, low 7 bits xx Data bytes - all the parameters of one voice xx Checksum F7 End of Syst. Exclusive command All told, there are 101 bytes in this message.
If one of these messages is received by the synthesizer, it automatically replaces the current sound in the edit buffer with this one. And, when a patch change is selected by the user, the synthesizer automatically sends this message.
There is also a message that can request that a voice dump be sent.
This comes in handy for librarians, which use it to retrieve data automatically without requiring the user to push buttons.
Here's the format of the VCED dump request message: FO Syst. Exclusive start command 43 Yamaha ID number 2n Bulk data dump request on channel n 03 1 Voice (VCED) dump type F7 End of System Exclusive command We'll use this command in our program when saving synthesizer parameters to disk. First, this request command is sent, then the synthesizer replies with the data.
What the Module Does Our SoundScape module is quite simple. Like most SoundScape modules, it sets itself up as an icon on both sides of the Patch Panel. To load a sound bank from the synthesizer and save it to file, the user clicks on the left icon. A file requester opens, asking what file name to save to. The user selects a name and a message is displayed, saying that it is receiving the voice and requesting that the user click on the left mouse button to abort.
Meanwhile, it sends a dump request to the TX81Z DX21 etc., which replies with the data. The message goes away and the data is saved to disk.
To load a sound bank from disk and send it to the TX81Z DX21 etc., the user clicks on the right hand icon. A file requester opens with a list of files that have been saved to disk. The user selects a file to send to the synthesizer. With all of the voices kept in one directory, it makes for a simpler librarian, where the user selects voices to load by file names.
When an environment save command is issued, the librarian has the user download from the synthesizer and save to disk. The environment load command automatically loads the bank from disk and sends it to the synth.
The Program From this article and previous ones, we have all the information we need to write our module, except one detail: the file IO, which brings us to three more SoundScape routines.
ReadFileName(FileName,Prompt Template) This will put up a file read requester, FileName is a character array which you provide. The file name will be written into it, so make it at least 70 bytes long. Prompt goes into the title bar of the window. For this example, "TX81Z DX Voice" would do. Template is also a string that defines what extension is attached to the files it is looking for. For example, if Template is "hello," all files that end with ".hello" will be displayed. So, if "goodbye.hello" and "jellofellow.hello" exist on a disk, then "goodbye" and "jellofellow" would be displayed in
the file requester. The user can click on the desired file or select another directory to look in or abort the file load. If the file load is aborted, FileName returns with its first character cleared. If FileName is not clear, FileName holds the full file name to load, including the directory path.
One of the nice things about this requester is it keeps file names around, so when you open it a second (continued) GET THE BIG PICTURE “THE BIG PICTURE” Print your IFF HAM pictures in full color up to 104 feet x 104 feet. “Rear multiprocessing and overscan printed because printing is done from the file not the screen.
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to disk and grind through everything again (which means
that our librarian keeps the list of voices around).
WriteFileName(Filename,Prompt,Template) This puts up a save file requester which displays the name of the last file of this type loaded. The user can either request to save to that file or type in a new file name.
Once again, the name is returned in FileName, Prompt is displayed in the title bar, and Template is appended to the file name after a dot.
For the TX81Z DX21 DX27 DX100 dies, we'll use a template of "tx81zvoice."
FunctionCall(Routine,Paraml,Param2,...) AmigaDos has one annoying feature: Tasks cannot do disk or console IO. You may have run into this before when the system crashed after you tried to call printf from a task you created.
When a module's user edit routine is called, SoundScape creates a task to handle it, so that multiple modules can be edited at the same time. This means that if your routine intends to do any disk IO, it might have some talking to do with its Maker.
Fortunately, there is a solution. Pass the address of your routine that does the disk IO and any parameters to Func- tionCall. The routine will be given to a process that docs the IO for you. Make sure only to send the disk IO routine, not the larger procedure that puts up a window and waits for the user to make a decision. There is only one process that is available for FunctionCall; if you hog it, other modules will have to wait before they can use it.
That's it. See the listing for tx.c to see how everything pulls together.
What Next7 Now that you have the tools to do System Exclusive dumps from SoundScape, it's easy to see where you can go from here.
If you don't have a TX81Z, but you have a Casio CZ101, Yamaha DX7, or Granola XJFrap, consult the system exclusive implementation in the user manual and edit this program so you can use it with your machine.
If you do have a TX81Z, you can immediately expand it by supporting more of the data dump formats (there are some extra features the TX has that the DX21 DX27 DX100 don't have).
Turn this into a full fledged editor librarian, where you can not only load and save patches, but edit them as well. It's surprisingly easy to do; just put up an Intuition window full of gadgets for all the parameters of one sound. If you use PowerWindows to design your window, you might have the whole thing done in one afternoon.
Compiler Issues I probably should have talked about this in the first article.
You can write your SoundScape modules with all versions of both the Aztec and Lattice compilers. However, there are some differences that need to be observed.
Parameter Passing All SoundScape routines receive their parameters as thirty-two bit entities. If you are compiling with Aztec, make sure all the integers passed are long. Also, make sure the routines you call from SoundScape receive long integers. The new Aztec has a portability mode switch; 1 recommend that you use it.
Register Trashing This can be a real headache if you don't understand it.
SoundScape obeys the Amiga register trashing conventions whereby DO, Dl, AO, and A1 are scratch registers. When leaving a routine, all other registers must be returned to the state they were in when entering. This can create problems, because SoundScape calls routines that your module provides.
If your module cats A4 for lunch and then burps all over D5, SoundScape will lose its appetite and the Guru will make a house call. This problem occurs with Aztec 3.20, which considers A6 and D3 to be scratch registers. In addition, Aztec
3. 20 needs A4 loaded with its Data Segment pointer. So
SoundScape should provide your Aztec module with a properly
initialized A4 register, which it doesn't.
The solution isn't too complicated. Your Aztec code needs to call two routines. On entering an Aztec function called by SoundScape, call "enteraztecO", which puts most of the registers on the stack and loads A4 with the proper pointer.
When leaving your routine, call "leaveaztec()." This reloads the saved registers from the stack.
_enteraztec move.l (sp)+,dO ;save return address, raovera.1 d3 d4 d5 d6 d7 a3 a4 a5 a6,-(sp) move.l ? Dorg,a'! ; load data pointer.
Add.l 132766, a4 ; set it to data, move.l d0,-(sp) ; set return address, rts 7 done.
Leaveaztec move.l (sp)+,dQ ;save return address, movera.l (sp)+,d3 d4 d= d6 d7 a3 a4 a5 a6 move.l dO,-(sp) ; set return address, rts Use the routines when entering and leaving your opencode, closecode, outcode and editcode routines. If you use Func- tionCall, put these in the function that has been called (since it is called by another process), which is handy when you are writing code that is called by the operating system.
With Aztec version 3.40, you no longer need these routines.
You must, however, compile with the super portability flag +p. This accomodates large code and data, 32-bit integers, and also saves the D2 and D3 registers.
Different Libraries There are three library sets to link with; be sure to use the right one. One is for Lattice, one is for the old Aztec and one is for the new Aztec. All are on PcopleLink &. Amicus.
(c) 1987 Todor Fay * (include "exec types.h"
(include"exec exec.h" (include "hardware custom,h" (include
"hardware cia.h" (include“exec interrupts.h" (include
"exec memory.h" (include "hardware intblts.h" (include
"llbraries dos .h" (Include"lntuition intuition.h” (include
“soundscape.h" extern struct CIA ciaa; extern struct Custom
custom; ' The state structure for this module has just the
file name for saving a TXS1Z (or DX21 27 100) voice.
Whenever an environment save command (SAVESTATF.l occurs, the file that the voice was saved in is returned here. When an environment load command (LOADSTATE) happens, the file that is given here will be loaded by this module.
* struct SynthState ( long length; char fllename[70); ); *
Initialise the file name as empty. * static struct SynthState
synthstate - | 70,0, J; * The port id for this port. * static
short thisport; * The icon in the Patch Panel. * UWOSD
txSlzdata £ 1 - ( * 3 2 x 12 * 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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Look. Ma, I’m programming!
12486, 448, 8070, 1792, 12486, 7168, 8079, 32752, 16383, 57344, 224, 0, 231, 28672, 227, 57344, 225, 49152, 227, 57344, 231, 28672, 0, 32752, 0, 448, 0, 1792, 0, 7168, 0, 32752, 1; Struct Image tx81zimage = ( 0,0,32,12,2,tx81zdata, 3,0,0 } ; * We need to be able to display messages to the user.
For example, "Sending the voice...". Two routines handle this. Onmessage opens a window and displays the given strings. Offmessage closes that window. Here Is the window declaration.
V struct NewWlndow NewWindowStructure - I 134,35, 336, 66, 0,1, NULL, ACTIVATE, NULL, NULL, "TX81Z DX21 DX27 DX100 Librarian”, FALSE (0). When a System Exclusive status byte comes in, sysexon is set. When the end of the packet is reached, sysexon Is turned off again.
The static variable length keeps track of our presence in the array. It Is not allowed to become greater than maxlength.
NULL, NULL, 5, 5, 640,200, WBENCHSCREEN ); struct Window 'messagewindow - 0; void onmessage (stringl, string2) * Opens a window and prints the message.
Window is closed by offmessace () .
' char stringl [ ] , string2(].‘ static struct IntuiText text = j ’,0,JM2,0,0,0,0, messagewindow - struct Window *) OpenWindow(4NewWindowStructure); if (messagewindow) text,IText - stringl; PrintlText (messagewindow- RPort, 4text, 20, 20) ; if (string2) text.IText *¦ string2; PrintlText (messagewindow-;-RPort, Stext, 20,30) ; ) ) I void of fnessage () * This just closes messagewindow if it is open. * ( if (messagewindow) ( CloseWindow(messagewindow); t messagewindow = 0; ] Return 0 if still reading or about to read the packet. Return the length when the packet end has been reached.
* register unsigned char 'buffer; register unsigned long
maxlength; register unsigned char mldiindata; ); ( static
unsigned long length; static char sysexon - 0; * Is this a
status byte? * if (mldiindata 4 0x80) | ' MIDI real time
event? ' if (mldiindata - CLOCK) [ return (0) ; ) * End of
packet? * else if (sysexon) ( sysexon - 0; buffer[length++)
-mldiindata; return (length) ; ) * Start of packet? * else if
Imidiindata -- SYSTEMX) [ sysexon - 1; length = 1; 'buffer =
SYSTEMX; } ) * Read data, * else if (sysexon) ( if (length
maxlength) ( openccde(direction) * Soutine to open this
modules's port in the direction specified. Always return TRUE
* char direction; i return (1); 1 closecode(direction) '
Always close successfully. ' char direction; I return (1); )
unsigned long processbyte(buffer,maxlength,mldilndata) * When
a data byte comes in, this routine is called to process it.
Buffer is a pointer to an array to store the data in, Maxlength
is the size of that array. Mldiir.data is the data byte that
just came in.
The static variable sysexon keeps track of whether we are currently reading a system exclusive packet. It Is initialized to buffer[length++] -mldiindata; 1 !
Return (0) ; unsigned long ReceiveSysEx(buffer,maxlength) * To receive a system exclusive buffer, disable interrupts and poll the serial port and mouse button. Whenever a data byte comes in, pass it to the processbyte routine, which deals with it appropriately.
Once the packet Is In, return the length.
Register char 'buffer; register unsigned long maxlength; register unsigned char c; unsigned long length - 0; Disable(); for (;,-) ( while (! (custom.serdatr a 0x4000)) if (('ciaa.ciapral 4 OxCO) ( Enable () ; return (0); i i c (unsigned char) custom.serdatr; custom.intreg - INTF_RBF; if (length = processbyte(buffer,max length,c)) break; ) “NEW” PRINTED 3.5" SHUTTERS Enable(I; return(length); I void EendSysEx(buffer,length) * first, set the priority of this task to higher than the SoundScape packet router so there is no danger of SoundScape sending a MIDI packet at the same time.
CORPORATE CUSTOMERS Then, send all the bytes in the buffer, polling the buffer empty bit before sending each byte.
When done, bring the priority back down.
' register char ‘buffer; register unsigned long length; ( register long oldprl - SetTaskPri(FindTask(0) ,21) ; register unsigned long i; for (1-0; i length; i++) ( while (! custom.serdatr s 0x2000)); custom.serdat » buffer[i] j 0x300; } SetTaskPri(FindTask(0),oldpri); SOFTWARE DEVELOPERS Permanent Identification of your Company, Information, or Products.
SOFTWARE DUPLICATION PACKAGING void dosomething(direction,filename) * This routine is called to either read a voice from disk and send it to the synth, or read a voice from the synth and store it to disk.
Direction is set if we are to store a sound to disk, otherwise cleared.
A filename may be given (the case for environment loads and saves) . If so, the variable filename will have that file name In it. If there is no filename (filename!0) =”0), put up a requester with a call to RoadFileName or WrlteFileNamo.
If saving a voice to disk, first send a dump request to the synth.
Then read the system exclusive packet that comes back. There is a danger that no synth is hooked up, or that the wrong data Is returned. If this happens, the length of the data returned will not be 101, so don't save it to file.
If sending a new voice, just read it from file and send the data, * char direction; register char filename [ ] ; ( register long buffer; register long file; static unsigned char dumprequest (| - ( OxFO,0x43,0x20,0x03,0XF7); long length; buffer « AllocMem(200,MEMF_PUBLIC); if (buffer) if (direction) ( if (!filename) WriteFlleName(filename,"TXB1Z DX Voice", “txBlzvoice");
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SAVESTA7E: Another module asks this module to save files. This usually occurs in the context of an environment save. This tine, we get the sound from the TX81Z and save it to disk, then return the file name, so that can be stored in the environment file.
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Switch (command) | case USEREDIT : synthstate.filename = 0; FunctionCall(dosomething,direction, synthstate.filename); break; case SETSTATE : movmem (buffer, Ssynthstate, sizeof (synthstate) ) ; break; case GETSTATE : movmem (4sy nthstat e, buf fer,sizeof(synthstate) ) ; break; case LOADSTATE ; movmem(buf fer,Ssynthstate,si zeof(synthstate)); FunctionCall(dosomething,0,synthstate.filename); movmem (Ssynthstate, buffer, sizeof (synthstate)) ; break; case SAVESTATE : FunctionCal1(dosomething,1,synthstate.filename); movmem (ssynthstate,buffer,sizeof(synthstate)); break; ) buf fer-Mength = 70;
void cditcode (direction,command, buffer)
* This, the edit routine, is called under five circumstances:
USEREDIT; The user clicked on either the left or right icon in
the patch panel, depending on the variable di rection. Clear
the SynthState filename field so there is no current filename
and make = FunctionCall to
dosomething(direction,synthstate.filename) which will either
load a sound or save one.
SETSTATE: This occurs when another module wishes to change the data in this module's state structure. Simply ccpy the passed buffer into synthstate.
GETSTATE: Another module wishes to read the contents of this module's state structure. Simply copy synthstate into the passed buffer.
L0ADS7ATE: Another module asks this module to load files. This ususally occurs in the context of an environment load. Once again, a buffer is passed and the data from it is copied into synthstate. This should have the name of the file to read and send to the TXB1Z.
Long SoundSoapeBase, IntuitionBase, GfxBase; * Here's the main program. As always with a SoundScape module, open the SoundScape library to get a handle on the routines, then close It so it can be eventually closed by the program that opened it Initially.
Create a midi port in the patch panel and wait for it to be closed, then leave.
Void main () ( Intuitloc3ase = OpenLibrary ("intuition.library", 0) ; GfxBase = OpenLibrary("graphics.library",0); SoundSoapeBase = OpenLibrary("soundscape.library", 0) ; if (SoundSoapeBase) [ CloseLibrary(SoundScapeBase) ; thlsport = AddMldiPort(opencode,closecode,editcode, 0, stxaizimage,ttxSlzimage,-1,"txSlzlibrarian"); SetTaskFrl(FindTask(0),-20); while (MidlPort(thlsport)) Delay(lOO); i CloseLibrary(IntuitionBase); CloseLibrary (GfxBase) ;
• AC- The Ultimate Video Accessory by Larry White W We're off and
running, so let's add some pizazz to our video with some help
from Aegis and The Right Answers Group.
We introduced our video using a short vignette choreographed with Deluxe Video. Let's add a few graphic frames proclaiming the virtues of Amiga desktop video. (Several excellent titler A good titler will let you create a variety of large, crisp titles using different fonts, colors, and shadows.
Video Titler can use any Amiga compatible bit-mapped font, including Zuma Fonts and ColorFonts (made with The Calligrapher from Interactive Softworks). Video Titler comes with a few additional fonts which are well suited for titling applications.
Slanted, and even tilted, using the Amiga mouse. You can still add any of the styles and various color combinations to give you a virtually unlimited selection of titles.
Video Titler supports a wide variety of resolutions, with interlace available for all modes (required for "video resolution") and two levels of "overscan," Figure 2. Polyfonts can be stretched, tilted, slanted and bent with ease.
Packages are available for the Amiga, including Brown-Wagh's TV Text and PRO Video CGI, from PVS Publishing.)
I just received a software package that's ideal for this purpose: Video Titler, from Aegis. With just a few hours' practice, I was able to create a vibrant title sequence which was played back, with the necessary transitions, by Aegis VideoSeg (included with Video Titler).
Each font can be displayed in a variety of colors and styles, ranging from a simple drop shadow to multi-plane neon styled outlines. Despite this versatility, each font must be available and loaded into memory in the exact size you'll be using.
Video Titler comes with one shape font and six special fonts (called polyfonts), which literally stretch the versatility of your titling. These fonts can be stretched vertically, horizontally, "medium," and "severe." Medium might leave a small black border on your video image; "severe" virtually guarantees edge-to-edge Amiga graphics. This increase can slow things down a bit and isn't always necessary, But, with the Hi-Res mode set to severe overscan, you'll have 768 X 480 pixels in NTSC video (768 x 592 if you're using a PAL Amiga).
Figure 3. Fl til e pattern can make an effective background.
Figure 5, EditForm is a requester that lets you the scene and its transition.
Any IFF file can be loaded as a background, but the resolution of the titles will be adjusted to match the resolution and palette of the background. For genlock operation, you can leave the background set to color 0, or use a background with large areas of color 0 where you want the live video to show through. Simple backgrounds can be easily generated with solid colors, graduated colors, or a grid pattern. Text can be stamped or pasted into the background and a professional tile effect (see Figure
3) can be quickly produced.
1® ttsktop Vidro Dim
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VifDpics tmtivriSn" r» icl to 3d blit 3(m,lS.lkl7,-i75,HDFiiiH
I ?AM.5M7MS:piii» I tilt 3,2,19,7B,59,17s,45lp»us( 1 Next x E
If you're sporting enough memory (at least 1.5Mb), you can
store the title as a frame in a special type of file called an
Anim. (A500 owners, fear not.
Expansion is on the way! 1 oxpec: to have mine up to 3 Mb by the nex-: installment.) Moving the tit las on the screen and saving them as additional Anim frames allows smooth playback of an animated title. Let's take a closer look at Amiga animation.
Animation Types and Standards There are three basic types of animation available on the Amiga. The first type uses the Amiga's blitter chip to control the position of a predefined object on the screen. This is the type of animation often used in video arcade games and in home computers, such as the Commodorc-64. Ami- gaBASIC supports two types of objects directly (bobs and sprites) that primarily differ in their speed and number of available colors. (See your AmigaBASIC manual for more on bobs and sprites.) This type of animation is especially useful when you want many small items to move
across a background, as in the case of a video game. We used this method indirectly when we moved our Amiga logo across the screen with Deluxe Video.
Typically, the background is a full screen IFF drawing and the object may be a partial screen IFF picture, such as a brush saved with Deluxe Paint.
The second type of animation specify available is page flipping. This can be demonstrated easily with pencil and paper. Fold a small piece of paper in half so you have two small attached pages. On the bottom page draw a circle and make one of the smile faces that were popular several yeais ago.
Flip down the top page and trace the face on the bottom page, but change the mouth from a smile to a small circle. Next, roll the tape page around your pencil. Then hold the page at the fold and move the pencil up and down rapidly the face will appear to be talking! If we create several screen drawings with only slight differences between them, then replace the screens rapidly enough, we'll get the same result.
Paint programs make it easy to produce a series of drawings with a few strategic differences. Several page flipping programs are available for the Amiga including Animation-.Flipper (Hash Enterprises), Cell Animator (Microillusions), and Page Flipper (Mindware). Several programs use page flipping or partial page flipping as part of more versatile animation packages. Deluxe Video comes with a utility called framer which lets you use a series of partial page images as your object, thereby letting you animate the object even while the blitter controls its screen position. The Director (Right
Answers) lets you flip full or partial pages.
To speed up the page flipping and make the animation appear more fluid, most page flipping programs allow you to use double-buffering when you have enough memory. Doublebuffering allows the computer to stay a few frames ahead, loading the pictures into memory before they are called for on the screen. The video frame rate is 30 frames per second, but you'll perceive animation at rates of 12 frames per second or faster, since the human eye retains an image for approximately l 12th second. Most page flipping programs work by having you create a script or list of files to be loaded, then dictate
the order to put them on the screen.
Disk 1: Computer, Office, Music, School, Travel, Trans.
Disk 2 : Business, Sports, Animals, Party, Religious Disk 3 : Food, Borders, Medicine, Old West, Newsletter Disk 4 : Hands, Seasons, Pirates, Tools, Personal, America Disk 5 : Theater, Corners, Zoo, Menu, Outdoor Disk 6 : Adman’s Special: Computer Products $ 19.95 (Add S2.50 P & H per order) _per disk_ Magnetic Images Co.
P. O. Box 17422, Phoenix, AZ 85011
(602) 265-7849 Dealer inquiries welcome.
Page flipping is often used by traditional animators to test the motion of their pencil drawings before they make the final cels for animation. Pin- registered pencil drawings may be digitized using Digi-View. To maximize the effect, set the Digi-View color palette to two color (black and white) and save the file as a 2-color IFF file.
Page flipping is a very straightforward technique; even simple "slide show" programs work on similar principles, although they often use sophisticated transitions between frames, rather than quickly replacing the screen with the next frame or slide. VideoScg (for Video Special Effects Generator) lets you use transitions such as fades, dissolves, and wipes between your IFF format title frames.
Page flipping can be slow and memory intensive, depending on the number of frames in your video. If you don't have a hard drive, you may not be satisfied with the number of frames you can store on a disk, since each frame is a complete IFF screen.
There is another way to create this type of animation: by using an Anim format.
This type of animation is similar in principle to page flipping, except instead of the storing each frame as a separate IFF file, the first frame is stored, and then only the differences between successive frames are stored.
Since frame-to-frame differences must be small for animation to be effective, the resulting large file is much smaller than the total files needed to store individual IFF screens for page flipping. A special program (usually freely distributable) is included with this type of software for playback.
There are many different ways to generate the graphics that go into your Anim files, ranging from the manual frame-by-frame storage of Video Titler to the automated Anim recording of VideoScape 3D. Storing and loading Anim files is a rather time consuming process (I've seen it take five full minutes!), but the entire animation is handled as a single file. Anims will typically play back on machines with 512K, although you'll usually need 1Mb or more to record them.
Professional display and animation language for the Amiga'1' Envision a creative freedom you've only dreamed about. Imagine page flipping, color cycling, text generation, even IFF AN1M animations, all combined ai she samt lime on the same screen Now, from the simplest slideshow to the most sophisticated desktop video production, that dream comes true with the Director.
• Use any IFF images, any resolution, any number of colors ¦
Fades, Dissolves, Blits, Wipes, Stencils
• Page Dip 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 the script
• Text string and file input and output
• Keyboard and mouse interaction
• Digitized soundtrack module
• Supports HAM and overscan
• Supports IFF AN1M playback
• Built-in draw.ng commands
• No copy protection
• And much mare . . , The Right Answers Group Department C Box
3699 Torrance, CA 90S10
(213) 325-1311 Amiga is i trademark of Commodore-Amiga, Inc DEMO
DISKS Sit) each Probe Sequence (512k) RGB (I meg) $ 69.95
Check or money order payable lo: Right Answers Plus $ 3
shipping and handling.
Calif, icbidenu add 6.5% sales tax Unfortunately, not all programs that use Anims use the same anim file format. There is an IFF A MINI file format documented by Comraodore- Amiga, but since this is undergoing some revision, I can't prepare a list of all the programs using the same Anim format. Sometimes even programs from the same manufacturer or distributor don't use the exact same file format. (At this writing, I believe the Director is compatible with Vitleo Titter and VideoScape 3D and the Microillusions video products, although I have not tried all the possibilities.) Anim files from
Animate 3D (Byte by Byte) and Hash Enterprises are currently using a different format.
Some anim formats even support sound as well as video.
All is not lost however. Several programs are expected shortly that will either capture the frames of any anim one by one and save them in a "standard anim format," or convert files from most anim formats to almost any other anim format. Even so, you can chain various types of anims for your desktop videos by simply stopping and starting your VCR at the appropriate times.
Can you use all the various formats together in a single continuous animation? One way would be to use a program called The Director. Designed to closely resemble AmigaBA- SIC, The Director lets you prepare a script a sequenced list of instructions.
The commands are similar to BASIC with FOR NEXT, IF THEN, LOOPing; VARiables, and GOTOs. There are additional video based commands, like Blit, Fade, Display, Dissolve and even Play Anim. If you want to use a CL1 command to try to play an incompatible anim, there is an Execute command which will send your instruction directly to the CL1.
One of The Director's most powerful features is the ability to partial page flip, so you can actually store an entire animation in a single IFF file. To do this, simply load the IFF file into a buffer and, using the Blit command, designate different sections of the original to the appropriate spot on the display screen. For example, we can put a twinkle in our title by making several copies on a single screen, then highlighting various positions on each copy. On playback, we treat each copy as; a single frame, placing it directly on top of the previous frame.
(See Figures 5, 6, and 7.)
It would take a much longer discussion to describe all the capabilities of this program, but one of the most important is the ability to control several animations simultaneously.
Depending on available memory, it is possible, for example, to play an anim in one screen quadrant while page flipping in the other three.
The Director can write text directly to the screen, keeping it as part of your script and eliminating the need to store text in a larger IFF file.
Of course, there's still much more to animation than this: I just received two programs from Hash Enterprises that show real potential: AnimationtStand and AnimalionsEffects. They let you do some interesting things with IFF files, such as zoom in and pan the background. More on this next time.
• AC- Your Name Company- Address- City State-Zip Phone_ - Qty
Description Price Total Insider 1000 One full meg of internal
RAM with clock $ 399.95 Insider 1000 Same as above without Mem
chips socketed S249.95 Kwikstart 1000 PC board putling Kick] .2
in ROM $ 169.95 Multi-Start 500 & 2000 PC board putting Kickl.l
in ROM $ 129.95 Drive Extenders 500,1000 & 2000 3 foot DB-23M F
cable $ 24.95 Monitor Extenders 500,1000 & 2000 Same as above,
cable $ 24.95 DB-23 Male Female Bare connectors only, each S3.00
DB-23 Hoods To cover connectors, each S3.00 Mouse 500 & 1000
Original replacement mouse $ 69.95 Mouse 2000 Original
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3167. 00 Internal Drive 2000 Orignal 3 1 2 replacement $ 187.00
Custom Chips & Parts Availability & Price SCALL Suh Total.
U. S. 83.00 Canada 86.00 Shipping & Handling: Michigan residents
add 4% Sales Tax.
Total VISA, MIC, AMEX, COD (cash or Money Order) Sorry no P.O. 's Order Today (or Call): Michigan Software J 43345 Grand River I H Novi, MI 48050 _( 313 * 348 • 4477 Amiga BBS 313 * 348 • 4479 1 L Amazing Computing V3.4 ©1988 53 Aegis Development 2210 Wilshire Blvd. Suite 277 Santa Monica, CA 90403 Video Tiller, VideoScape 3D Brown-Wagh Associates 16795 Lark Ave. Suite 210 Los Gatos, CA 95030 TV Text, TV Show, Zuma Fonts Byte By Byte Arboretum Plaza II 9442 Capitol of Texas Hwy. N. Suite 150 Austin, TX 78759 Sculpt 3D, Animate 3D Hash Enterprises 2800 East Evergreen Vancouver, WA 98661
Animation; Stand, Animation: Effects, Animator: Flipper InterActiveSo ft Works 57 Post St., Suite 811 San Francisco, CA 94104 Calligrapher PVS Publishing 3800 Bottecelli, Suite 40 Lake Oswego, OR 97035 Pro Video CGI, Pro Video Plus Microlllusions 17408 Chatsworth St. Granada Hills, C A 91344 Photon Video, Cell Animator Mindware International 110 Dunlop St. W. Box 22158 Barrie, Ontario, Canada L4m 5R3 Pageflipper NewTek 115 West Crane St. Topeka, KS 66603 Digi-View, Digi-Paint Electronic Arts 1820 Gateway Dr. Right Answers Group Box 3699 Torrance, CA 90510 The Director San Mateo, CA 94404
Deluxe Video, Deluxe Paint II 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.
O Uses ARP VI. 1 On the Amiga, modular applications are more than just next year's dream. They're available now, with two of the cornerstones Teady to go. TxEd Plus, the text editor, and AREXX, the macro processor.
TxEd Plus $ 79.95 Even without the ARE!XX 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.
Microsmiths, Inc We don't even know what the limits are yet.
Developers: find out atout 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.
Expanding Reference nrriazing Volume 1 Number 1 Premiere 1986 Super Spheras ByKalfyKwjffmir An Abesc Graphic* prog.
Data Virua ByJFxst A oseaserayatadtyb, Aiga1 E-Term by Ktey Kaj'fman An Asasc Terminal program Mgs Mania by P. Kwio ti Programming lies & mouse caro InddaCLI tyG- Muwer a g jOed msgteUnto tee AmgaOot™ CLISumwiry by Q. Mutaer Jr. A Lit erf CLI command* Amiga Forum byB lubkin Met CompuServe4! Am-geSC Commodore Am lg* DawlopnwiI Program byD. Hcfcs Amiga Product A lapng of present orx) cipectod product!
Volume 1 Number 2 March 1986 Electrode Arta Com« Through A rewew ts* k*w ( from EA knaldeCU; pari two G. Uuseer kwwtgstos CU A ED A Summary of ED Cooimindt Lhfii byFfrcnUner ArowwrofteeBetiw'ao’icfljwl Onlne and the CTS Fibhi 2424 ADH Modem by J FouK Superterm V 1.0 By K. Kairfman Aierm.pvog. « Amiga Baa* A Workbench Taora* Program by &c* Men Amiga BBS number* Volume 1 Number 3 April 1986 AntJyiala by Efr»ji Wvenos flwipwa bl Ractor, Bimticai indMnddiidow Forth!The Irst of bur ongong titxid Do via Oawl! ByFlWrch An A-gaBitc art program Amiga Buie. A bag men Moral knaldaCU:part3 by George Mjts*
Geoge gvea u* ?!=£ Volume 1 Number 4 May 1986 SkyFox and ArtJefax Reviewed Build you own 51 * Drive Connector ByEmealVivwos Amiga Buie Tpa byftchWroh Soimper PartOna by P. Knrotowtz progtppnnt Arogascroen Microsoft CD ROM Conference by Jit Oksiro Amiga BBS Itomfcart Rmazing Computing User (iroup Issue Volume 1 Numbers 1986 Tha HSI to RGB Con var at on Tool by S. Pwtrawa Color manpUalion in BAS£ AmlgiNotaaby AickRae The first of tha Amiga muse columns Sidecar A First Look by John Foust A Irst ’under the hood' John FourtTtfka with H J.lAe*l it COMDEX™ Haw dot* Sidecar iff act tba Tram former an
mtorvew wte Douglas Wyman of Smile Tht Commodore Lryoffi by J Foust A look Commodore 'aits* Scrim per Pi f Two by Pery KvOlwrtZ.
Maraudar reviewed by Rex W.rm Bullring Todi by Denid Kay Volume 1 Number6 1986 Temple of ApaheJ Thdogy r©v«wd by Stephen flotowicz Tha Hailey Prefect: A Mtalon In our Sofar Byitam reviewed by Stephen Pefroiwa Flew: rov«««d by Erv Bobo Textailt Plut a FtraJ Look by Joe 10*07 How lo atari your own Amiga Uaar Group by Wiliam Smpaon Amiga Uier Groupa Mailing Llet by Kelly Kauffman a base mail 1st program Pointer taiga Ed.tor by Stephen frefroveez Scrimpw: part thraa by Perry Kvo owb Fun With tee Am Iga Dsk Controller by Thom Storing OplmLza Your AmipiBaaie Programs for Speed by Petrowcz Volume 1
Number 71986 Aegla Driw: CAD comao to the Amiga byKdfyAdsra Try 30 byJimMsaoorw an intoducton to 3D graphic* AagEa kbigato Animator: a rov*w by Erv Bobo Deluxe Video Conitnictlon Sat reriewea ty Joe Lowery Window raquaatori In Amiga Basic by Stovo Meted ROT ty Coi n French a 30 graphcs etftar 1 C What I Think* Ro n Ftote' so n w tea lew Cgraphc progs Your M*nj 3»! By B Cabey progr«r Amiga B«W meowe IFF Brush to AmlgiBadc BOB’ Bok edtor by M Swnger Unking C Programs with Asa ambler ftoutnee on tha Amiga by Gr aid Hull Volume 1 Numbers 1986 The University Amiga ByG.G&mbte Amiga’s inroads at
Wasnngan Stato Uriveraity Micro Ed a took at a one man umyfor tee Anga M*cro£d, Tha Lawl* and Clark Eapedidon reviewed Fnaelto Scribble Yaralon 20 aremw Computer a In the Claatroom by Robert Fri dto Two lor Study by Fnztie Dsccwery & ThoTaltong Cotorrg Book Trui Bade rwwwed by Brad Grw Udng your prfntor with tha Amiga Marble JaiSnaat rrveweo by Stephen Peraaecz Udng Forta from AmlgaBiaJc ty Tim Jbr« Screen SaYer toy P. KvotowiaA monitor protecson prog, in C Lttttoa MAKE Util tty revived by Scat; P. Evemto A Tali of Thraa EMACS by Stove Polrng tomap File Reader In Amiga Basic by T Jones Volume
1 Number91986 Inaunt MjiIc Revwwfl by Stove P«To mu llntfwiikar Rwvwvwd by R rarsJ K-wcpar The A'ag'a Memory Board Renewed by Ref W-cti TiEJ Revwwedby Jan andCLTKant Amutng Dlractory A ;jo* to tto locoes and 'nzjat Amiga CavalofMn A iaing of Suite's anc Dvwaows PuBle Domain Catalog A Isjtng o' V* X* and Fred Fjfi PCS Do* 2 Dot ’ev«vr ft Kneoper Trarstor 1« V0t PC.VS-COS and AngaBaac War Ran revwr FkJ’rC Kneooor The *F ft Spreadsheet Gixmor by renewed by Pra* Wayer Amiga exits1 The Loan htormitfon Program by Bran Ccey oaac prog, to *ar you finanat apeona Sta tlngYouf Own Amiga Rail lad Busin aa
a by W Smpaon Keap Tracn of ’four Business Bugs for Tun byj Kun-*r Thi Abaof: Amiga Fortran Corrpitaf -evby ft A Re** Uaing Fonts from Am IgiB sale. Part Two by Tim Janes MOCQ Maeno* on th Amiga by G. Ml! Advance your lb ty.
TDI Moaia-2 Amiga Com pilar 'tv«w by S Fawia Volume 2 Number 1 1987 WhitOjhVlew la.. Dr, W at Oarlock Should Ba! By J Foust Arl jiBi ac Default Color* by B-yart Cabay Am igaBiaie Tires by B yr CtToy A Public Domain Modula-2 System fev«v*d by Wron 8 oa On* Ov» Compila by Dougat Lava!
Us -g Lsrtc* C *r a anga a m ays*"- A Megabyte Without Magelucks by 0*r« Jvng An IntonM Meg byto uograo* Digl-Wwf 'ev vrtc by Ed Jikaber Dv'rndei ol tha C wan -tvi wad By Keiji Corforti Lattldr Board ’e wmC by C-Tvot R&jdoni Round hi I Computer Syttwna PANEL 'avawad by Ray Larva Bgl-Pslrt by New Tola pr jvanac sy John Foust Douxt Paint H from Electronic A ti pr avowed byj. Fount Volume 2 Number 21987 Tha Modem by Jotph L Rotimin efforts o' a BOS Syioo MecroModam ‘evawed by Sippne R Rarowa GEUhl or ft tekai twotoTmgo* by Jhi Uaacavi G*.ming bewr1 runnel BBSPC! -evflwc by S»tr«n H. Pamacz Tha
Trouble «dti Xmodam by Joseph L Rofman Tha ACO Prq»rt_..Graphic Taaconlarindnfl on th Amlgt by B ft. Rabwrci Right Sim Uatar IU Cro* Cowity Tutorial By Jtfin Rs*W*y A Dik Ubnrtan In AmlgiBASC By John Kerna i Cnicrg ind Uaing Amiga Workbench Icons by C Ha."*a An jsDOS varaon IJ by Oiffcrd Kart Tha Anulrg MW Interface build your own by flcnrd ftae AnlgiDOS Dparittng Syetam Cilia and DlikRli Mmagimant byO Hayne Work.ing artth the Worklraneh by Loua A Uamakoi Prog r* C Volume 2 Number 3 Tho Amiga 20WT«by Jfouat A Frr oon at rw n*w. High and A- a™ Tha Amiga 5an*By JonnFouat A look it ranaw.
Owprcad Ar gi An Analyaia of tha Ntw Amiga Pca by J Fcuc: Soecj aton on rw New Amgaa Gaminl Peril by Jim Ueedont Tha cord lading artoe on wro-diyw'ganas iibacripts and Suparacrfpta In AmlgiBASC By fvin C. &riSi ThaWintt Conaumar Electronics ow oyJohn Foi t AmigaTriibyW Bock Amga ahortuS Intuition Gadgati by Hamat Msyoack To ly A jot'ney Prougn gaogatiand, uang C Shanghai ravftwadbyKaiJi M Confort Chsaamsrar 20001 Chaaami W wvewedby ElJ»n V ApW, .
2ng! Tom Uarid an Sofbeva ev«wed by Ed Bwco tz Forti! By Jon B'yin Get newo sound into yoir Form prpgrami Ailerrbiy Languaga on ra Amiga™ by Chrs Wain Roomara oy iwBarxab) Gonoaa »a finally snipping. & WoftEH Am fgaNotaa by R RaeHuni Busin "No tweo?Ynof?.. Tho AM CL’S Network by J Foust CCS. User group tiuei and K~qa Eipo’ Volume 2 Number 4 1987 An ling Inirvirwi Jot Sacha by S. K.1 Ar-ga Arte Tha Mc_n That Got Raatorad Of Jer-y Hull and Bob FfroO* Suithing Public Domain Diakawith CU By Jorm Foutt Nlghlighta from th San Frinciaco Commodore Snow By ShjI Spawkar Sessional San Frandaco
Commodore Show H Toly The Household Inventory System In AmlgaBAStC'" by B Ca'ty Secrets ol Scraan Dumps by Nation Okjn Using Function Keys wr bn MiercEmaca by Greg Dou aa Amigitrii D tyWifa- Boot Uc-e A-ga a-o-rja Biec Gadgr.a by Or r Cray Cr«to ji. r tncbona Gridiron rmawao by K. Co-hyt Hen tooaaii for rw A-ga Star Fidel I Version 2.1 'wewed ty J Tracy Ar gin Spaca ThaTIC -evrwrtd by J Foust B«r»-y pon« -oo Ccot Garrtiar Me ti scope 'new by H To!y An easy to uw debugger Volume 2 Numbe'5 1987 Tha PaHa s Sound O Bxar wvew by ft. Bait* Tha Futura Sound Dgidrtfiiy W. Bdcx Aooed V*crY SO Forth! Ty
J, byrxz-pe*-g jForf rxJ Uui'Forji Elawc Input Of B C«ey V-gaBASiC nput routn for utem ai you progrimti.
Writing a SoundScapi Modiil*Bn CbyT. Fay Programming wn MO, Amiga and SoundScape by SoundScape eutior.
Programming In UDC3 AikmUy Language by C Martin i3om-rcung Couriers & AdO-ess-vj Wodei Uaing FuluraSound with Am !gsB ASJC by J kWedowt A-gaBAi CP*ogriH-r gutiTy*rr real, eg tjad STEREO Am giHo aa by R Raa A «w o' W-etct lJUdScifaSout 5ar«r.
Mora AmigaNotaaDf ft Raa A fufw -mw of xnr»4$ RrVd Souv!
W a vi torn Workahop In Am giBASlC by J SnadaadtA aawi waveform tor ute r ore' AmgaBAStC programi.
Tha Mmtlci Pro MIDi Studio by Sjlwirt. Jo4*7 A wen of Umetics'mupcadtori'piyer, Intuition Gadgets Part I oy R MryoeckToPy Booeangadges promoe re uaer ivr an o-Vo'f user mwrtaca Volume 2 Number 6 1987 For -! By J Bryir Access m-a* n r« ROM Kama Th Ama lng Computing Hard Dak Review by J Fouat&S Lerron r-o*tnilaokii:?w CLW Hat Drve, kkrobotcY MAS-0 w20, Byw oy ByW'sPAL Jr., Suom’t k»4 Hwo 0 ve and Xooec's 975SH Hard Oiw. Aiao. A took at d* driver aoftwwe cyrorby undar dwrtjpnent Modijla-2AmlgiD05 WltfaaoyS Fawcewsk A Ca’sto AmgaDOSanorw ROM kama.
Amlgt Eipanelon Peripheral byJ Fous: Eapianasonef Arga eoarsan prphra'i Amiga Tachnlcai Support by J Fouat How and whew t get At ga tech aupoort Goodbya UaCatoi byj Four Cotng LoaGaoa Tha Amfcua Network by J Fo.fi WeatCotatCompuW' F**a Metacomco9iiilind ToolldlbyJ. Foufi A'evww The Magic Sac by J Fouit Run Mac Qrog'ama on your Amiga What You Should Know Safari Cftooaing an Amiga 1000 Eipanaion Dnlca Of S. Gnr.
7 Aaaamblers for tha Amiga By 3 HU Choose ysuf user-bw figh Laval Shi letup RapitcaaTop Mantgamant at Commodore Ly S Hull Pater J. BscxofTjy S Hul Manage' at C8LI gve* an irwd* ook Loglali A ravww by Rcn-l-d KnepfW' Orgmxe ty A w« RcTwtJ K*wpper dat sse 64000 Aaaambiy Language Prpgrimmlng on hi Amiga By Chp*Mmn Suptrtiaae Personal Halatfonal Dinbui by Ray McCace AmigsNotsaDyRae. Rcha.nt Al»ka! Fut-'aScuvd Commodort Shew* m Amiga 2CQ0 and 500 at tia Bostor Com put*r Society by H Uaybecx Tofy Volume 2, Number 7 1987 Hew Bread of Vfd to Product* by John FeuH_ Yary trtvli I Sy Tim Grwifam .
Y!d*c and Your AmSga by &ar Sard II Amlgu 1 Wastiiar Fortciibng by Brandan Llrson A*Squirvdand tha UvalVktao Dlgltlrw by John FouiL Aag a Animator Scripts and C*1 Animation by John Fo at Qusity Video from a Quality Computer by *n Sftnca II.
Is IFF Really ¦ Standard? By John Four.
Am wing St or I as and ra Amiga™ by John Fsust All i a out Prlntar Drrv era by Rcwd Q&n Intuition Gadgits by Hamvt Uaybec* Tbey.
Muit Video 12 ty Bob Bwr Pro Vldao CG1 ByOan StfOl III D ghVan 10 D Hjtr-Sofrwar* by Janb M Jam P»ian HAM Edrtorfrom Inpulaa by JannV U Jank Eaeyi drawing aatt by John Foot.
CSA’a Turbo-Amiga Tower by A*rd Abu to 6K00 Aaaambfy Languaga by Chna Martn.
SO, Ear! Weaver Baseball, Porta!, The Surgeon, L."e Computo Feope, Sroad, StarG'der, King'sOuestl.lland III Fa&7 Tae Adventure. Litur* HI Faooa a' towntji*. Vdeo Vegas and Barol Tie Plue Am ulng monthly column*... Amiga NatoS, Roomers, Modula-2,680CQ Assembly Language and The Amos Network.
Dlak-2-Oik by Mamew Lmcs Tha CdorFonti Staxa’C by John Foust Skinny C Program* oy Robert Renervna, Jr.
Hidden Meuage* In Your Am g a™ by John FouSt Th* Con*ym*r Electronic* Show i id Comdex, by J caust Your Resource to the Volume 2 Number 9 1987 Anaiy2e 2JJ T ewed by K:m Scha'er lrpact Bu*tni**Cnphlc* wewbyChuck Rajcoas Merofeh*FI*f revewby HarvLaser PtgeKner -evew by R x W *cb Giimag Productivity Set 2.0 ’e ew by Bob E «’ Kick work review by Ha. Laser Oigi Taletommunicailorta Packaga ’evewby Stove H J Moute Tim* and Tlm**ivor toview by John Foust kiBidw Memory Eipanalon tovewtjy JaTttOKenne Mwobotlca Sttrboerd-Jrevewby S Fewiuwski Leather Goddeau of Phoboa tovevwi by Harriet Maybeck-TqUy La
idea C Com pi I if VerajonltOrevevedEy Mam 3.4b Update •cvevcd by John FouSt AG-0A9C rev wod by SneKfon Leemoi AC-BASIC Complller an abemntw com person by B Catey Modula-2 Programming SfawuevwA Raw Con aoe Dsvce Evens 0rectory Llttlnga Unitt A-nlgiDCS oy Dave Hay-.e AmlgiBASIC PiQema by Br an Cetey Prog’imming wlffi Soundeeapa Toecr Fay ranbjato’s aa-pes Bill Volk, Vlce-frMident Aegia Development, irarviewM oy Stove H»1 Jm Good row, Devafcoptr of Mam ‘C‘ rtorvew by H*rm! Mtoiy Volume 2 Number 11 1987 Volume 2 Number 10 1987 Mai Headroom and tha Amiga by John Foust Takng tha Perfect Screen Shot
oy Ke i Corfoni Anga Artat: Brian Willlama by John Feus: Am 31 Forum on Compuaerv*™._ Software PubHahlng Corf er anc e Tran ec ri p t by R chard R ae Ai About Online Conferencing by Rutha-C Rae dBMAN -evewed by Ckffbfd Kent Am’ga Paacal revewed by M(Tt»i MtMe-J AC-BASIC Compiler rev,ewed Oy Bryan Catey Bug Byte* by John Stoner Am ig a Note* by RiCheTj Rae Roomer* oy TheBandito 660M Auembly Language by Cnna Ma'tn The AMICUS Network by John Foust Amga Programming: Am ga BASIC Slructurea by Stove Mc*xl Oulck and Dirty Bob* by Mefae Swnger Directory Uatlnga Under Amlg*-DOS, Part I by Dave Hayie
Fact Fill 10 wlto Modula-2 by Sto** Fawwewt* Window 10 by Read Preomo'e Word Procenor* Rundown By Geoh Gam be PoW' *, Sc-abe". Ano Word PsriBCt cam pared LPD Writer Review Dy Matan Drax VlaWrlte R wiew by Harv Laser Aecit Rrvtew by Wrti Bow WcrdPerfect Preview Oy Ha'v La»’ Ju San Interview by Efl Bwt»va Tne author of Sti'GW*' speaks' Do-U-y ou re elf Improvement* to the Amiga Genlock Oigl-Paint Review ty Harv Laser Sculpt 30 Review 17 Stove PeJowcz Shidowgite Review by Lind* Kb pan TeleGamea Review oy Mc-aei T. Cabral Ruaon Preview: a fuck look at an m*r»» grammar eum naton appSerian A* I See
It by Edbo Chi cWl Peeamg ilWrdfVNcL Gmoz Vio mb Z ng' Key* Bug Byte* by Jom Stoner Am ig* Note* by R Rie l wc»ir c mu»c books Modl *-2 Programming by Stow Fawsaws*.
Oev-c«. KJ. Ax fa vr a pot Roonen by Tne Bax to 56X3 Aaaembiy Language by O- s Mi'tn Onswai s r'ougnrecsbayroutnes Tha AMCUS Network oy Jox Foust Desktop Pib 1 a-ing sSeyboc C Animation Pirt M by M w S*vrge' Anmaton OoecS BASIC Text oy Bn an Catey P ib pe ecttoictpasta'ing Soundacape Part II by Todor Fay KJ Meter ird more Fun with Amiga Number* by A an Bd'xS File Broweer ty fryin Catey FjI Fea re BASC Fe Browsng ufity Commodore Amiga1 TM The phrase above is not just empty words. The pages of Amazing Computing™ are Tilled with articles on technical operations and procedures, basic use, and
just-plain-fun. The growing library of Amazing Back 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, indcplh reviews and hands on articles for their machines.
Volume 2 Number 12 1987 The UlamatB Video Aec***ory by The Sony Conn*cton by Stowirt Cobb 15-Putrioln AmlgiBASIC ?y Zotan Sa» Ufa, Pin I: The Beginning by GeradHu !
The Jta-corrpe* rvne Wt loLbon to tw *Ger*e of Lie * Amiga Vlrua! By John Faust AnewArgavrutnassyhaced Pease creek you’system.
CU Argument* In C by PaJ Cestfguay MDIEnterfact Adapter by BanyMassoni Amiga fCCC-styfe MIDI iraehaces can f, A2X3s orSCSs ModLdi-2oy StBveFawsaiwsAi First in a senna, a command toe calculator m Mocua-Z AmlgaNote*by Ridia’dRae The audio changes mode m the Amga SOS and 2CC0.
Animation for C Rooklaa: Pari HE by M. Swrngar tack tog d&jb* buffering.
Tha Big Retur* by Wanen Rmg Amiga™ Assembly language programming for the crave Ki itaKId Revlawby StopnenR Periowa G0!64rwlwr by John Foust JaTesOKearie. AndRekW-ch Three C-54 ensehs rwstgato a new Anga SaeTjiafir, A-Talk-Plua Rrview by Ere tea" La’son 'FJMedged tomr*| prog'en' & Tekto-KS csaab *es Calligrapher Review byJonnFo.c AnJmasof: Appf*ntic* Revliwoy JamFouC Playing Dynamic Drum* on the Amiga by David N B to * Word Perl* cl Review by Stove Hui IneiderKwlketiri Review by E'restP, Vveros Sr PAM & ROM ex pans, an: Commemtsax rsalatantps.
Bug Bytea by Jam Stoner Forth! By Jon Bryan Dum pfiPort utility bryoi Mutfor7itoa:bot Aal See It by Eode ChurchII An ohbeat ’ook on Dg -Pi nt, Portal, and Videoscape 30.
The Am I nr a Network by JomFojR The Commodore Show and Ami Expo: New York I (Continued on Page 111) Amazing Computing™ was the first magazine to document CLI Amazing Computing™ was the first to show1 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.
Ama .lng Computing™ was the first to offer Public Domain Software at reasonable prices.
Amazing Computing™ was the first magazine with the user in mind!
From the Beginning Since February 19S6, Amazing Computing™ has been providing users with complete Information for their Amiga. This store house of programs and information is still available through our back issues.
From the Premiere issue to the present, there arc insights into the Amiga that any user will find usefull.
$ 4.00 each!
Our Back Issue price is still $ 4.00 per issue! (Foreign orders, please add SI.00 per issue for Postage & Handling. All payments must be made by check or money order in U.S. funds drawn on a U.S. Bank.)
Limited Supply Unfonmately, 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 arc still available. Please complete the order form in the rear of this issue and mail with check or money order to: Back Issues, PiM Publications, Inc., P.O. Box 869, Fall River, MA 02722 (Please allow 4 to 6 weeks for delivery) Upgrade Your A1000 to Amiga 1000 users who are interested in exploring the Amiga's musical applications, I bought an Amiga 1000 in 1985 partly for its unique sampled sound capabilities. As an electronic engineer and amateur musician, I had a qualified interest in the Amiga's 8-bit, 28 Khz
sampled sound system, with four simultaneous voices. In this respect, the Amiga is very similar to MIDI sampled sound "synthesizer" units.
After I got my Amiga and experimented with some sampled-sound demo disks, I was somewhat disappointed to find, while the Amiga could record and play back sounds at 28 Khz sampling rate, the audic circuitry had a low pass filter that cut out all frequencies above about 5.5 Khz. This drawback kept the audio quality of the Amiga's sound system out of the "high fidelity" category (which includes even the cheapest portable stereo systems).
In early 1986, I began hearing rumors about a "fix" for the audio output of the Amiga 1000 to boost the high frequency response and give the Amiga true "high fidelity" sound. In mid 1987, after getting a MIC I keyboard synthesizer and Pro-Midi Studio Software, I was ready to add Sampled sounds to my personal digita' recording studio. Discussions on local and national electronic bulletin boards mentioned putting jumpers across several pins on one chip insic e the Amiga. These messages gave conflicting information about the "fix,"even listing different chips to be modified.
By Howard Bassen I was hesitant to make the modification (short circuit two pins of a chip) without having full technical details.
One bulletin board message named a Commodore engineer who gave the details on the "official" Amiga 1000 audio fix. When I spoke to this Commodore staff member, he not only explained how to perform this fix, he also said the Amiga 500 and 2000 would have this modification designed into their audio circuitry. In these newer Amigas, this modification (a low pass filter bypass) gave the newer systems a high-frequency "boost" and was software selectable. After hearing this, I had some technical discussions with a few experienced hardware developers in my local Amiga users group, and was able to
review the hardware schematics for the 1000. I then felt confident about the modification.
After I installed the audio circuit modification, I performed real time comparisons of the same digitized sounds played through the original and modified audio circuitry. My audio upgrade produced performance equal to that of the 500 and 2000. For all properly recorded sampled sounds, the results are always equal or better sounding than sounds played through the old Amiga audio system (particularly percussion instruments like snare drums and cymbals). The most dramatic improvement occurs when you play an entire musical piece, with drums, digitized voices, and a variety of other instruments.
Amiga 1000 users who are interested in exploring the Amiga's musical applications, but can't afford a dedicated MIDI sampler, should install this simple upgrade. You will need a few hours to perform the hardware modification, be sure to have the proper audio playback equipment (a high-fidelity amplifier and an inexpensive 7 or 10 band frequency equalizer).
Amiga 500 and 2000 owners can simply switch off the audio filter with a software command and connect a graphic equalizer and high fidelity amplifier to get the same improvement in their system's audio performance.
Factors That Affect the Quality of an Audio System The Amiga 500, 1000, and 2000 are the only personal computers that provide digitally-sampled audio as a standard feature. This type of audio recording and playback technology is also used in compact disc (CD) audio systems and in expensive, musical sampling keyboard synthesizers. Several parameters affect the fidelity of an audio recording playback system. If we examine the specifications of the Amiga's digital audio hardware and compare it to the digital audio circuitry in CD audio systems and keyboard synthesizers, we can understand the
capabilities and limitations of the Amiga audio system. We can then factor this understanding into the modifications needed to upgrade the system's performance.
Frequency Response 500 2000 Audio Power but can't afford a dedicated MIDI sampler, should install this simple upgrade.
The audio-frequency spectrum for musical sounds covers a wide range of pure tones, or pitches, from the Bass pitch of 100 cycles per second (100 Hz) to the Treble pitch (3500Hz or
3. 5KHz), Most musical instruments produce fundamental sounds
from about 200 to 1000 Hz, but their higher frequency
overtones, or harmonics, give instruments their unique sound.
This is why high fidelity audio products usually provide a frequency response of about 50 to 15KHz.
Compared with hi-fi systems, such as CD players and portable FM radio and cassette tape players, the performance of the Amiga 1000's audio system is quite limited. The second generation Amiga models attempt to provide high fidelty performance through a software-controlled high-frequency "boost."
Distortion of the Audio Signal The distortion of the original signal is usually expressed as the number of unwanted, artificial frequencies an audio system introduces. In For Analog audio systems, distortion is limited to integer multiples of the input frequency. For example, recording a pure 1 Khz sine wave with an imperfect audio tape deck produces a small amount of additional 2 Khz, 3 Khz and higher integral multiples (harmonics) in the audio output signal.
In digitally sampled audio systems, another type of distortion occurs. This type of sampling distortion is termed Aliasing, and occurs if the sampling rate is too low compared to the high- frequency content of the audio signals.
This distortion can offset the improvements in sound quality digital audio systems can produce. The magnitude of unwanted distortion in digital audio systems is determined by the sampling rate and the low pass filtering used during sound recording or playback.
In theory, to properly record and reproduce sounds by digital sampling, the frequency of sampling you use when performing digital recording and playback must be at least twice the highest frequency (including all desired overtones) present in the original sound. This provides all of the information present in the original sound.
After digitally recording or playing back a sound, you must eliminate the "aliasing distortion" occuring in any high-fidelity digital audio system, including compact disc (CD). High performance digital audio systems use very high sampling rates, as well as a specially designed low pass filter. The filter removes high frequency aliasing signals created during digital sampling. In CD audio playback systems, sampling rates of 44 Khz and sophisticated low pass filters are used. The filter is installed to remove (attenuate) frequencies above approximately 20 Khz, so no desired sounds are lost,
while all unwanted distortion noises are eliminated during playback.
With the Amiga, you can record audio material (like speech or "arcade game" sound effects) at sampling rates below 10 Khz and still get acceptable sound quality, while conserving the computer's chip memory. When audio information is recorded or played back at low sampling rates with an Amiga, the built-in low pass filter cuts off all audio frequencies above approximately 5 Khz. This approach eliminates aliasing distortion, but the low pass filter destroys the computer's ability to provide "high fidelity" audio reproduction of sounds recorded and played back at high sampling rates (up to 28
Dynamic Range The dynamic range and the signal-to- noise ratio of a digital audio system are interrelated. Dynamic range (continued) describes the span of volume levels from the quietest to the loudest sound that can be recorded and played back by a system. The quietest sound must be audible above the audio system's electronic background noise, while the loudest sound must not overdrive the audio circuitry, producing harmonic distortion. CD systems offer 14 or 16 bit recording, which yields about 90 to 96 db of dynamic range. The Amiga has an 8- bit sampling system that limits the system's
dynamic range to about 48 db. The Amiga actually has an extra 6-bit "volume control" for each audio channel which can be adjusted in real time by software commands to enhance the dynamic range of the system.
It is difficult to write software that changes the volume of a stored, sampled sound during playback.
However, Mimetics has incorporated an audio signal compression scheme for their audio sampler hardware that uses real-time software to extend the dynamic range of their audio products.
This feature would be welcome in future musical software products.
Figure 1 compares the performance of the Amiga sound system to modern home audio equipment. Of course, using an Amiga with a good audio amplifier and high fidelity speakers or headphones is a must. If you use the little audio amplifier and speaker in the Amiga 1080 video monitor, the quality of the sound will be "lo-fi," regardless of fixes added to the computer's audio circuitry.
Each performance parameter discussed above can be optimized in a digitally- sampled audio system, but the process requires expensive analog-to-digital and digital-to-analog conversion circuitry, and a very large amount of digital storage, either in RAM, or on a magnetic or optical disk. If you use a 16-bit analog-to-digital converter to sample a sound at a rate of 44 Khz (as in CD audio systems), hundreds of kilobits of data must be stored on an optical compact disk for every second of audio material recorded. Compact discs have a capacity of hundreds of millions of bits (hundreds of mega
bytes), but Amigas can use only their 512K chip memory equaling 4,096 kilobits to hold all sampled sound data and graphics (including the Workbench and text screens). The memory available for real-time sampled sound performance cannot be increased by adding "expansion RAM" boards.
Goals of My Amiga 1000 Upgrade As the data in Figure 1 shows, there is room for improvement in the frequency response of the Amiga's audio system. I wanted to perform a simple upgrade on my computer to optimize the audio performance of my model 1000 while satisfying the following goals:
A. To improve the high-frequency response of the audio system
without introducing a significant amount of distortion. This
requirement would be necessary for ail types of sampled
sounds, both high-fidelity musical sounds and iow-fidelity
sounds, like digitized speech.
B. To minimize the number of "destructive" hardware
modifications that would require alterations of the Amiga's
printed circuit boards and soldered components. I wanted these
modifications to be simple and quick; I did not want my
computer down for more than a few hours. I did not want to
keep the computer chassis opened up while experimenting with
circuit designs and modifications inside the machine. I would
rather perform modifications and "add-ons" outside the machine
by sending the "raw" signal out to the audio receptacles on
the back of the computer chassis. In addition, I wanted to
ensure that the modifications made to the computer would not
damage the Amiga's audio circuitry if any incor-
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C. To make "unmodified" audio signals available from my Amiga
without reopening the computer.
A Tour of the Amiga's Audio Circuitry When you examine the audio portion of the A1000 schematic (Figure 2), you can see that two analog audio output signals (AUDA and AUDB) are provided by the 8364 (Pauls) Chip through its internal digital-to-analog converters. These analog outputs arc fed to a pair of buffer amplifiers on chip U5G. The buffers serva several important functions: they ccnvcrt current to voltage; they isolate the Paula chip from the external analog audio circuitry on the Amiga's main circuit board (motherboard), they act as a simple "low pass filter'’ to gradually reduce the
strength of the high frequency audio signals as they rise above about 4 Khz.
This first stage of low-pass filtration smooths out the sharpest transients in the audio signals output by AUDA and AUDB. The next section of the Amiga's audio system consists of an active low pass filter (LPF) for the left and right stereo channels. The filters each have 5 sections, formed by a network of resistors and capacitors and an operational amplifier. The filter design is intended to attenuate all frequencies above 7 Khz. According to the Amiga Hardware Manual, this was done to eliminate aliasing distortion caused by playback of digitized audio originally recorded at a sampling rate
of 14 Khz. However, sampled sounds can be recorded and played back at rates of up to 28.8 Khz, implying that a 14 Khz low pass filter could be used, and 14 Khz of audio frequency response could be obtained.
Since it is impossible to make a perfect low pass electronic filter (a filter that passes 7.000 Khz with no attenuation, but rejects all frequencies above 7.001 Khz), the filter in the Amiga starts to attenuate audio signals with frequencies as low as 4 Khz. By experimenting with laboratory grade electronic equipment including a variable- frequcncy low pass fitter, I found that the Amiga's internal filter made sounds above 5.5 Khz inaudible.
This 7 Khz filter is the culprit that limits the high frequency response of the Amiga's audio system.
The Amiga 500 and 2000 were designed to allow the user to disable the left and right channel's low-pass filters by activating an internal analog switch (field effect transistor) that short circuits the LPF components. The filter-disabling feature is software selectable in the Amiga 500 and 2000.
This feature allows the user or programmer to choose the mode that allows playback of high fidelity audio sounds (sounds originally recorded with sampling rates greater than 14,000 samples per second).
Options for Upgrading The Amiga 1000 Audio System
A. The "Quick Fix" for Enhanced Frequency Response The simplest
way to bypass the low pass filters (LPF) for the AlOOO's left
and right stereo channels, and obtain improved audio fidelity,
is simply to solder a wire to bypass each filter's network of
resistors and capacitors.
(See Figure 3a.) This "hardwired" (continued) A COMPARISON OF THE PERFORMANCE OF AUDIO RECORDING PLAYBACK SYSTEMS FREQUENCY RESPONSE DYNAMIC RANGE DISTORTION AUDIO SYSTEM COMPACT DISK AUDIO CASSETTE AMIGA AUDIO SYSTEM AMIGA AUDIO SYSTEM
0. 01 % (digital playback) (14 to 16 bits) 90 to 96 dB 70 to 78
dB 48 dB " 48 dB " 51 o 20,000 Hz 4C to 16.000 Hz 0 1o 5.5 Khz
0 TO 10 KHZ
1. 5 % (analog recording and playback) LOW' (digital record (8
bits) and playback) LOW TO MODERATE* (with High-Frequency
Boost) (8 bits) Figure 1 Commodore' presents a major
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publishing center, video production studio, and live presen
tation workstation giving you access to professional-quality
results at a fraction of the cost of outside suppliers.
Desktop Publishing Color. It's the next generation in desktop publishing. And with the Commodore Amiga 2000, you can create your own catalogs, brochures, and magazines in up to 4096 colors.
There's a big advantage in black and white, too. Since the Commodore Amiga 2000 can display 16 levels of grey, it gives a far better Presenting.The Future Of Business.
The Commodore Amiga 2000 Desktop Presentation System.
The Next Step Forward.
Give 'em a show they II never forget. Hook a Commodore A mtgo 2000 to a Polaroid Palette"* and make 35mm slides in up to 1096 colors.
Preview of your laser-printed documents than the Macintosh3" SE ever could.
Desktop Video Video is part of the new language of modern business. But you won't need epic budgets to produce your own corporate, sales, and promotional videos. With the Commodore Amiga 2000 you can create professional-quality 3-D animation. Titles. Wipes.
You can even paint over video images, one frame at a time.
Optional non Commodore hardware Jtid software required for some applications Commodorei* j registered trademark of ComrnoJote Elec ttonus. IJd Amiga is a registered tudrmark and the Amiga logo a tiide-mark of Commodore Amiga Irw Macintosh is a trademark cf Apple Computer. Ira.WordPerfect is j registered trademark of the WordPerfect Corporation Gold Disk and Professional Page jre trademarks of Gold Disk. Ira; Polaroid Palette isa trademark of Polaroid Cor pour ion Live Presentation The Commodore Amiga 2000 shines in front of a live audience, too. Create 35mm slides, storyboards,
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was described by the Commodore engineer. The permanent hardware
modification does not damage the low pass filter, but its
effects on the audio signal cannot be altered without
re-opening the housing of the Amiga and desoldering the wires,
I chose a slightly different approach adding a new pair of
external audio receptacles to my Amiga. This new pair of output
jacks provides a modified audio signal (bypassing the LPF), but
doe; not affect the signals available from the original audio
B. The Dual-Mode Upgrade My modification is more complicated than
the simple "fix" for the 1000, but it isn't as complicated as
the LPF bypass circuitry and software that have been added to
the Amiga 500 and 2000. In my modification, no remote control
of the LPF bypass is provided (unlike the model 500's bypass
system), so no internal, active electronic circuitry is
required. Adding active circuitry (transistors, extra
digital control chips, and data control lines) to the Amiga
chassis must be done with great care, since it is easy to
create a situation where unwanted electronic interference and
noise are picked up from the high-speed digital circuitry
surrounding the audio chips, This interference can be fed to
the sensitive audio section. My approach worked the first time
and introduced no noticeable noise in audio output.
The details of my modification are shown in Figure 3b. I simply took the unfiltered signal appearing at the output of the first buffer amplifier of each stereo channel, and using shielded miniature cable, fed these to the exterior of the Amiga chassis and box. I added a 4.7 K ohm resistor in scries with this signal line to provide short-circuit protection for the internal buffer amplifiers, and to provide the series resistor needed to make a simple resistor capacitor low-pass filter. The capacitor can be added outside the chassis, so you can experiment to get the best value to match the
frequency response of your particular audio amplifier and speakers. The modification put me up and running in a few hours. 1 then had two pairs of audio output jacks to compare the quality of the signal from the "old" Amiga audio system with the new, higher-performance system.
VI. Audio System Modifications Note: Perform this modification at
your own risk. Although the procedures described here are
accurate, they deal with very delicate operations and
electronics. Neither Amazing Computing™ nor the author can
be held responsible for damages incurred during the
procedure. As always, such a modification also voids your
Amiga manufacturer's warranty.
Both audio system modifications should be extremely simple for any novice electronics hobbyist. If you do not have electronic circuit fabrication experience (such as soldering integrated circuit chips and printed circuit boards), DO NOT TRY TO LEARN ON YOUR DELICATE COMPUTER'S MOTHERBOARD! Get together with an experienced electronics hacker in your local Amiga Users Group, or have a computer or TV repair shop perform the modification (it should not require more than one hour in labor charges and S15 in materials for any shop to perform the dual-mode modification). If you have experience,
proceed on, using a low power (30 Watt) soldering iron or soldering pencil (Radio Shack part 64-2067), and some thin, rosin core solder (Radio Shack part 64-006).
A. Step-by-Step Details for Modifications
1. Flip the Amiga 1000 over and rest it upside-down on a clean,
flat surface with a 12" by 19" cotton cloth towel or other
padding under the computer.
Don't use polyester or other material that will create static electricity. Also avoid synthetic carpets, they can generate static electricity. To eliminate static electricity, have an electrical ground nearby, like a water pipe or the metal outer surface of a dosed electrical conduit (not an AC wall outlet). This ground point should be touched before you make contact (with your hands, soldering iron, or other tool) with any electronic component or computer board. This "grounding" operation discharges any static electricity on your body.
2. Open the plastic computer housing (described in Amazing
Computing V2.1, pp. 71-72). Remove five screws from the deep
holes on the bottom of the housing and the two smaller screws
that secure the front panel bezel.
Attach the screws to a piece of paper noting their locations. Turn the computer right-side up and gently pry off the four corners of the plastic lid.
Figure 4a; Photo of Kickslart “daughterboard” (indicated by Arrow 1) after removal from the motherboard (indicated by Arrow 2).
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4. Remove the three screws holding the Kickstart "daughterboard"
(see Figure 4a) mounted on the large motherboard. Discharge
your body of any static electricity before removing the
Kickstart board. Carefully remove the board by gently rocking
the four edges upward. Don't pull and tilt one edge of the
board up more than one eighth of an inch before raising the
other edges by the same amount.
Place the Kickstart board aside on a corner of your static-free worktable.
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$ 1850 Annual contract for support All these products with full support are available om a ’ INTERFACE TECHNOLOGIES 3336 Richmond, Suite 323 Houston, Tx 77098-9990 (713) 523 B422 Dealer inquries welcome E-Mail; APLUSL@komsys.ifi.e!hz.ch (UUCP) The black header connector (arrow 5) provides a ground connection on its lower left pin. (Note that ,’.he pin is soldered to a wide ground trace on the motherboard).
5. Locate the audio buffer filter chip U5G (figure 4b) on the
It is located to the left of the round plastic post protruding through the hole in the Kickstart board. (Figure 5a shows a close-up of the chip, a 4084 quad op amp). Two test pads are shown with the two uppermost white arrows. These test pads are next to pins 8 and 14 of the chip. These pins provide the buffered, pre-fikered output signals from the left and right channels of the Amiga's audio system.
Don't remove the capacitor on the buffer amplifier of each sten;o channel.
These capacitors (Cl 00 and C96) prevent very high aliasing frequencies from overdriving your stereo amplifier.
B. Installing the Hardwired "Quick Fix" The simplest way to
bypass the two low pass filters for the left and right stereo
channels is simply to solder a wire to bypass each LPF
This permanent hardware modification does not damage the low pass filter, but its effects on the audio signal cannot be removed without opening the Amiga and desoldering the wires again.
Next, solder the ends of the wires to the correct pins. Make sure to apply the soldering iron long enough to avoid a "cold-soldcr" joint, but don't overheat the chip, printed circuit board, or insulation on the wire.
2. After you make the above modifications, reinstall the
Kickstart board and test the computer as described in section
C. The Dual-Mode Upgrade This more versatile modification is
slightly more complicated than the "quick fix." A new pair of
audio output cables and jacks is added to provide external
access to the raw audio signal, while leaving the signals from
the original audio jacks unaffected. To perform the dual
mode upgrade do not connect pins 14 and 3 or pins 8 and 5 of
This modification requires a few more parts. The extra materials cost about $ 10. The parts are: Two 36-inch audio cables with phono plugs on one end, and stripped, tinned wires on the other (Radio Shack part 42-2370).
Two 1 8th Watt, 4700 ohm (4.7 K ohm) resistors (available in the Radio Shack resistor kit, part 271-311).
Shrinkable insulating tubing (Radio Shack part 278-1627).
1. To install the dual-mode upgrade, drill two 1 4 inch holes
(spaced about 1 2 inch apart) in the back of the plastic
case, just above the original audio jacks. Feed the tinned,
stripped end of one audio cable through one of the holes, so
the phono connector is outside the computer and the stripped
end is inside the case. Repeat this process with the second
cable, using the other hole you drilled in the case.
2. The shrinkable tubing is an important item that prevents a
bare cable braid (a ground wire) or an exposed resistor lead
wire from accidentally contacting anything inside the
computer. Choose the smallest diameter tubing that slides
freely over the resistor or the braid wire that needs
insulation. Later, after all soldering is completed, shrink
and lock the tubing in place by heating it.
You can shrink the tubing without burning and melting it by putting the tip of your soldering iron under a 1000 Watt hair drier. You can also place the tip of your soldering iron about one inch below the tubing-covered wire and let the hot air rise and shrink the tubing. Both methods should be done with care to avoid overheating other electronic components, or burning and melting the insulation on any nearby wires.
3, Take two 4.7 K ohm resistors (the first three color-code stripes are yellow, violet, and red) and clip the leads so the length of the resistor, from the end of one lead to the end of the other is 3 4 of an inch. Solder one lead of one of these resistors to pin 14 of chip U5G, and solder one lead of the second resistor to pin 8 of the same chip. Solder the center conductor of one cable assembly to the free end of one of the resistors (after you slide a one-inch piece of heat-shrink- able tubing over the resistor see Figure 5b). Repeat this process on the other resistor and cable.
The resistors serve two purposes.
They serve as a safety device that limits the short circuit current drawn from the audio buffer amplifier if you accidentally touch one of the new audio cables' center pin to a grounded object. They can also be used to form half of a simple low-pass resistor capacitor filter, when an 0.0047 uF capacitor is connected from the new audio cable's center conductor to ground outside the computer.
One group is on the upper side of the board; a second group is on the lower right side of the board; a third, single connector is on the lower left side of the board.
4. Solder a 3-inch piece of solid, insulated hook-up wire to the
end of the cable's tinned braid, and slide a piece of
shrinkable tubing over each of the shielding braids with its
hookup wire extension. The tubing should be 1 2 inch longer
than entire bare, tinned braid. Trim the hookup wire, so it is
just long enough to reach the leftmost (ground) pin of the
black header connector (indicated by the lowest white arrow in
Connect and solder the free end of the hookup wire (which is simply an extension of the cable braid) to the header ground-pin. Make this connection at the lowest end of the pin (very close to the motherboard's surface).
Slide the tubing over the entire bare braid and shrink it in place.
VII. Preliminary Checkout of the Audio System Modification.
To check the performance of your Amiga and its audio system, perform the following steps:
1. First replace the Kickstar: board. I found this critical step
somewhat difficult the first time I tried it. Make sure your
body is discharged of any static electricity and then pick up
the Kickstart board, Locate the black plastic headers with
pins on the motherboard, and the groups of mating red plastic
sockets near three edges of the Kickstart board (see Figure
6). Place the kickstart board over the motherboard with the
red- socketed side facing down. Line up the pins carefully on
the motherboard with the sockets on the Kickstart board.
Squint between the two boards to make sure all three groups of
sockets have their pins in place.
Gently press down on the top center of the Kickstart board to connect all pins and sockets. Peek between the boards again, and press the area over each group of sockets until none of the metal pins are visible (the black and red plastic mating connectors should be in tight contact at all locations).
This can be done only after going around the board several times, each time pressing down gently ever each socket area to get a tighter fit. Pressing very hard on the board all at once can put too much stress on the motherboard and crack it.
Finally, replace the three screws that permanently hold the Kickstart board to the computer chassis. If you installed the dual-mode modification, make sure not to stress the connections between the new audio cables and the audio circuitry.
Demo program (like the Amicus Public Domain Disk Number 10). Test the audio performance of the system; if it sounds "normal" on both left and right stereo channels, power down the system.
Be aware that many sampled sound demos do not produce stereo sound.
The sounds from Amicus 10 come from either the left or right channel as you press different keys on the Amiga keyboard.
If you can not get the Kickstart icon to appear on the Monitor, you probably don't have the Kickstart board connectors seated properly.
3. Remove all connections to the computer, including the AC cord.
Close the computer, reversing the steps you performed when opening the computer. When replacing the metal shield, remember to twist all the tabs back to their original positions.
If you installed the dual-mode modification (which adds a second pair of audio outputs to the computer), you must clamp the new audio cables down, under the shield, as follows.
When you replace the metal shield over the motherboard, run the new audio cables under the flat lip of the metal shield. Tighten the screws that hold the metal shield, but do not crush or cut the new audio cables. The flat surface of the metal shield's lip normally has about 1 8 inch of clearance above the motherboard in the area of the original Amiga's audio connectors. The lip, when screwed down onto the motherboard and the new audio cables, serves as a cable- clamping device to anchor the cables to the motherboard. Be sure this anchoring is done well, so the cables and resistors will not be
torn from inside the computer if you accidentally move the computer while it is still plugged into an external stereo amplifier.
4. Attach a stereo amplifier to the modified system's audio
jacks. Be sure you have a tone or treble control on your audio
amp, and then cut the treble response on it. This adjustment
limits the high frequency response of the amplifier, since the
modified Amiga puts out much higher frequencies.
Evaluating the Improvement in Your Computer's Audio Quality To test the final results of the audio modification, I used several prerecorded sounds and a low cost seven- band equalizer with all frequency bands set at 0 db, except for the 6 Khz frequency band (which I set to +8 db) and the 15 Khz band (which I set to its minimum, -12 db). This set-up added a low pass filter to the input of my audio amplifier, so all frequencies above approximately 10 Khz were well attenuated. I used sample sounds from Amicus 10 and the Deluxe Music Construction Set. When 1 began testing the modified audio
system, I heard no increase in background noise due to pickup of electrical interference by the new shielded cables that run along the motherboard to the outside of the computer housing.
I heard significant improvements in the sounds on Amicus 10 that naturally contained high frequency overtones: "Snare_Drum," "Organ_.Minor_Chord," and "Harp arpeggio." I heard little improvement in sounds without high frequency components ("Whistler" and "WaiUguitar"). Some sounds, like the eerie "OOhhii," contained noticeable high frequency distortion. This distortion was audible when played through the unmodified Amiga audio system, but when played through the modified audio system, the nonharmonic distortion was more pronounced. This distortion was probably a result of too low a
sampling rate during the original recording process, or the distortion may have been put in intentionally, for an added effect. By adjusting the high frequency control on my frequency equalizer, the sound from the modified Amiga audio outputs could be made to sound like the lower-fidelity sounds produced by the original audio system.
With Deluxe Music Construction Set, I played "Passacaglia" (the same melody as 'The House of the Rising Sun").
This piece used only two sampled sounds, Piano and Electric Bass. There was a significant improvement in the quality of the Piano sound when played through the modified audio system (it had more brilliance without distortion). The bass sound had a noticeable "buzz," probably because it was not recorded at a high sampling rate. I have played other sampled bass sounds through my modified audio system that do not have as much distortion.
The most dramatic improvement I noticed was when I downloaded a Large sampled sound music file from a bulletin board. The file was a recording that played an entire band with a female vocalist for about 15 seconds.
The sounds of crisper drums, clearer digitized voices, and an overall improvement in sound quality were very noticeable when comparing the output played from a modified Amiga with the "flat" sound that emerged from the original Amiga audio system.
It was clear that doubling the high frequency response can add significant, new capabilities to the Amiga computer.
The Finishing Touches Most stereo amplifiers have separate treble and bass controls. By reducing the treble setting, high-frequency aliasing sounds can be eliminated, but this also attenuates the desired high frequencies as well as the aliasing distortion. This tends to defeat the purpose of the audio modification. I found that significant improvements in the quality of the sound were obtained by inserting a seven-band frequency graphic equalizer ahead of my external stereo amplifier's inputs. The equalizer contains a group of individually adjustable bandpass filters. Equalizers allow
"boosting" of the audio frequencies in desired bands (6 to 10 Khz for the modified Amiga output), while "cutting" the aliasing distortion signals. Virtually any low cost 7 or 10 band audio graphic equalizer will give a performance superior to the Amiga's audio system. The $ 60 Radio Shack unit 1 bought produces no hum or noise that is audible above the normal background noise level of the unmodified or the modified Amiga.
If, after trying the modified computer with your present audio amplifier, you feel an equalizer is needed, get one with more than 7 bands, and be sure there is a band with a center frequency between 6 and 8 Khz, and another band centered at about 15 Khz.
When recording sounds, always use the highest possible sampling rate (at least 20,000 samples per second). Use a low pass filter on the input of the sampler with the cutoff frequency set below 14 Khz. A graphic frequency equalizer can be used as a recording filter as well as a playback filter.
Since the new Amiga models have the high frequency audio modification installed, musical product vendors should soon be producing improved sampled sounds and software to play the sounds back with the best fidelity.
Conclusions New, higher fidelity musical software and hardware should soon be produced for the Amiga 500 and 2000, and model 1000 owners will be able to take advantage of these improved audio products after installing the audio hardware upgrade.
¦AC- Note: CD and cassette data from Electronic Musician, September, 1987 _ 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.
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• 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
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Operations ? The included FastCom™ compiler is a one pass
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Aegis AudioMaster S59.95 r AMIGA AUDIO AMIGA Audio Software Edit digitized sound samples, including changes in pilch, sample rate, volume, and octave. Special effects can also hi added.
Aegis Development, Inc Aegis Sonix $ 79.95 Combine multiple instruments, samples sounds, and Audio Master files. Includes on-screen editing system, instrument sythesizer and MIDI support.
Aegis Development, Inc Animation $ 19.95 45 sound effects like door knocks, footsteps useful for graphics and games.
WaveTable Technologies Big Dollar Synth 519.95 Samples from hi-end synths across six octaves in IFF and Mimetics format.
WaveTable Technologies Cased Artist Editor Librarians SI 49 Midti-fasta’ng graphic editor librarian for many synthesizers: Roland D-50, DX-7, others.
Dr. Ts Music Software Inc Deluxe Music Construction Set $ 99.95 Full-featured sound editor with complete input, notation, and score printing.
Electronic Arts DNA music $ 19.95 Plays music based on DNA sequences. Menu choice of DNA, speed, tone, channel.
Silver Software Dr. Drums,Dr. Keys,Bach Songbook $ 29 Data disks for Dr. Ts sequencer patch editor.
Dr. Ts Music Softv ire Inc. $ 79.95 Four Disk Set All four disks of samples ECT SampleWare Fractal Music $ 19.95 Plays music based on fractal mathematics.
Menu choice of number of notes, speed, tone, channel, save, recall.
Sjver Software HMSL $ 150 Hierarchical Music Specification Language: music composition and performance language.
Frog Peak Music Hot & Cool Jazz Jazz data disk for DMCS.
$ 29.95 Electronic Arts Hotlicks $ 49.95 Keyboard player which lets you create your cmm compositions or rescore a classic. Includes built-in rhythm guides and editing.
Infinity Software Instant Music $ 49.95
F. asy musical composition through mouse control. Electronic Arts
Instrument Voice Disks $ 49 Data disk for Dr. Ts
sequencer patch editor.
Dr. Ts Music Software Inc. Keyboard Controlled Sequencer
VI. 6 $ 249 Sequencer which includes multi-programming
environment, variations generator, and full MIDI editing.
Dr. Ts Music Software Lnc MediaPhile $ 525 Media production database and automatic playback system which includes audio and video editing.
Interactive Microsystems Mellotron $ 19.95 The Mellotron instrument sampled, including cello, violin, flute in IFF or Mimetics format.
WaveTable Technologies Micro Midi Price unknown MtDl with 6 outputs, two inputs, external clock output, and serial pass-through.
Microlilusions Micro SMPTE Price unknown SMPTE reader which allows Music-X to synchronize with with video audio tape decks.
Microlilusions Modem Percusslves $ 19.95 Over 60 sampled real and percussive sounds for music composition programs. Available in IFF format.
WaveTable Technologies Music Mouse $ 79 Musical composition with the mouse. "Instrument" reacts to mouse movements to play internal sounds or create MIDI data.
Opcode Systems Music Student I $ 59.95 Educational tool which includes theory, intervals, triads, scales, symbols, etc. 8 learning levels and 178 lessons.
Associated Computer Services Music-X $ 199.95 MIDI sequencer which includes keyboard mapping, real-time recording, a configurable librarian and full-featured editing.
Microlilusions Pattern Splatter $ 49.95 Random sequence generator dealing with appregialion patterns. Randomize various MIDI parameters within user controlled ranges.
Mimetics Corporation Perfect Sound $ 89.95 Digitizes from any line-level input source and creates IFF instruments. Includes a library of pre-recorded sounds.
Microscarch Inc. Phonelink Plus $ 299 Touch-tone decoder for your synthesizer.
Computer Expansion Products Protein Music $ 29.95 Plays music based on protein amino acid sequences. Menu choice of protein, speed, tone, channel.
Silver Software Rea! Brass 519.95 Digitally recorded brass instruments, including trumpet, tuba, french horn, others in IFF and Mimetics format.
WaveTable Technologies RXMix S 79.95 PRODUCTS 16-channel programmable mixer for Yamaha RXII drum machines.
Pregnant Badger Music Sonic Spectrum S59.95 all four: SI 9 9.95 A collection of sampled sounds organized as Rock, Percussion, Classical, and Sound Effects.
Datasound Sound Effects Library 599.95 Sir disks of wide-ranging samples. 288 sounds total.
Karl R. Denton Associates SoundLib IFF Portable (Vol. 1-6) $ 19.95ea Six disks of sampled sounds compatible with DMCS and Sontx. Over 30 sounds on each disk, including synth voices, real instruments, etc. WaveTable Technologies SoundLib Mimetics' Exclusive (Vol. 1-3) S19.95oa Sampled sound libraries in Mimetics format.
Over 30 sounds per disk, including real instruments and synlhs.
WaveTable Technologies SoundScape Pro MIDI Studio S149.95 MIDI sequencing sampling package dealing with computer sounds and external music; a complete "musical operating system."
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Speech Systems Symphony Songs Price unknown A Collection of nearly IOOO sampled sounds, including Beatles, Classical, Rock, more.
DMCS, Music Studio or Sonix format.
Speech Systems Synth Wizard $ 99.95 Editor librarian for popular synthesizers; Yamaha DX-7 DX-7 II, TX-81Z FB01 and Roland D-50 and MT-32.
Datasound Synthia High Performance Digital Synthesizer S99.99 Digital synthesizer which allows you to create and modify IFF instruments. Additive synthesis, percussion, many other features.
The Other Guys Texture $ 199.95 MIDI sequencer with multi-tasking, mouse keystroke interface, and graphics.
Magnetic Music The Digital Synthesizer Disk $ 24.95 26 instruments generated by synthesis software. IFF or SoundScape format.
ECT SampleWare The Grab Bag Disk $ 24.95 26 odd ethnic musical sounds and effects, including bali flute, dog bark, etc. ECT SampleWare The Orchestral Disk $ 24.95 17 multi-sampled sounds, including strings, grand piano, etc. ECT SampleWare The Rock Disk $ 24.95 Samples including drum kits, guitars, bass, organ, synthesizers, etc. ECT SampleWare Utilities 1 $ 49.95 8 additional modules for SoundScape. Mapper Splitter, System X, Frame Counter, Fuel Cauge, etc. Mimetics Corporation Waveform Easel $ 19.95 Use the mouse to draw any curve shape desired to define waveform tables the Amiga uses to make
Silver Software AMIGA Audio Hardware Deluxe MIDI Interface $ 89.00 MIDI 500,1000,2000 with input, thru, two switchable thru outs and a switchable RS-232 Pass-thru.
Hypertek Silicon Springs ECE MIDI 1000 $ 64.95 A1000 MIDI interface with in, out, through and RS-232 bypass.
ECE Research & Development ECE MIDI 500 2000 564.95 MIDI 500 2000 with in, out, through, and RS-232 bypass.
ECE Research and Development FutureSound $ 175 Audio digitizer with microphone and editing software.
Applied Visions MIDI IOOO $ 49.95 AlOOO MIDI with in, out, through.
Mimetics Corporation MIDI 1000 500 2000 549.95 MIDI for all models with in, two outs, and through. Skyles Electric Works MID! 500 2000 $ 49.95 A500 2000 with in, out, through.
Mimetics Corporation MIDI Gold 500 2000 $ 59.95 Features 1 MIDI in, 2 MIDI outs 1 MIDI out thru; serial pass-through allows other serial devices to be connected at the same time.
Golden Hawk Technology MindLight $ 169 Hardware and software combine to create art related to audio changes. IFF compatible.
Visual Aural Animation SoundScape Sound Sampler $ 99.95 Digitize microphone audio input to produce sampled sounds in Mimetics or IFF format.
Mimetics Corporation GELS IN MULTI-FORTH Programmer’s tools needed to use Gels to their fullest potential.
ByJoftn'Busfuikra Gels In Multi-Forth. It sounds more like the title of a poorly-made outer space movie from the 1950's. The title is oddly appropriate, though, since outer space is where you're likely to wind up if you try to program the Amiga's Gel system without some set of tools. We'll eventually develop such tools in this series of articles.
Power and versatility come at a price to the programmer.
There are images to be drawn, piles of data structures to be allocated and initialized, links between the data structures to be established, and pointers to image data to be stored.
And oh yes, don't forget to store your image data in CHIP memory only, or your Super-Deluxe Pac Man game will end up as inviso-ware. All this has to be done before you see even one pixel rendered on your expensive RGB monitor.
Unless you have the tools :o handle these mundane, tedious tasks, you'll find you need to re-invent the wheel just to construct a simple display. Below are four of the many tools needed to use Gels tc their fullest potential.
1) Any art program that will allow you to pick up part of the
display and write it as a standard IFF file.
2) A program to convert the data in an IFF file for display as a
Bob or Vsprite.
3) Routines to put up any of the different types of graphics
playfields the Amiga is capable of displaying.
4) Routines to dynAMIGAlly allocate (and deallocate) gel
structures, read in their image data, and link them together.
This include;; various other functions, such as moving and
altering the appearance of a gel.
The art program is no problem. There are many art programs, inexpensive and otherwise, available for the Amiga. We'll begin our look at gels with tool number two, a program to convert images you've drawn with your art program to the proper format for display on the machine.
Before looking at the program in detail, I must point out some things about the files it makes, and the functions we'll eventually develop. The files generated by my program, iff2bob, are not "editable" cr "indude-able" files. Instead, the files contain only the numbers comprising the Virtual Sprite structure, image data, and, if you want them, the Animation Component and Animation Object structures.
The main reason the files contain only certain numbers is one of Multi-Forth's major drawbacks the relocation issue.
Certain structure members, specifically pointers (which abound in Amiga programming), must be initialized at runtime. If you initialize a structure as you would in C and "include" it at the top of your program, the addresses will be correct after the program is compiled, and your pointer variables will be initialized properly. But, when you finish your code and turn it into a stand-alone application (a "turnkey"), the next time you load your finished program from the disk, the structures won't necessarily be loaded at the same address they compiled at. So, all your aointers (which still
contain the compile-time addresses) will be pointing to the wrong places!
Another reason for not making "include-abie" files: if you store your image data as an array in the dictionary, what happens when your program is run on an Amiga with 2Mb?
No one will see your 32-shades-of-yellow Pac-Man, because the image wasn't loaded into chip RAM. Since storing the image in the dictionary and copying it later to chip RAM makes no sense whatsoever, the only alternative is to have functions dynAMIGAlly allocate gels, read their image data along with the other variables (like x and y coordinates) directly from the file into chip RAM, and then establish the links between them. Thus, the problems of tedious initialization, relocation, and Inviso-ware images will be solved by our set of functions. Here is the format of the files created by
1) The Virtual Sprite structure.
2) Image data. You can later determine the size of the image data
from information in the Vsprite structure.
3) The Animation Component structure (only if requested).
4) The Animation Object structure (again, only if requested).
The information in the colormap file is stored differently than in the IFF CMAP chunk. For example, the color represented by the hex value 0DB9 would be stored as DO BO 90 in IFF format. This program reads in those three bytes, then uses the packrgb routine to squish them dowm to 0DB9 again, which is the way the color will be stored in your color table anyway.
Now to the program listings. Listing One is called dos.calls, which defines the AmigaDOS file functions the program uses. This file should be "included" at the top of the iff2bob and iff2sprite programs. Also, you'll need to include the file graphics gels.f again, at the very top of the programs. In my personal Forth system, ! Made a snapshot with these files, which is why you don't find them "included" explicitly in my listings.
Listing Two shows the IFF converter in its entirety. Listing Three gives the modifications you'll need to make to the converter, to use on sprites.
Before using the programs, you'll need to make a data disk to store the images you've drawn. 1 made mine with directories named comps, for animation objects and components such as bobs, sprites, cmaps, and brushes. In addition, 1 put turnkeyed versions (one for sprites, one for bobs), of the program on the data disk.
Hopefully, your painting program will allow you to twiddle with the number of bit planes you want to draw in. (You'll need to do this, if you want to make sprites.) Using Dpaint II, all you have to do is select a two-plane display when the program first boots up. Also be careful, when capturing your sprite as a brush, that you don't go over sixteen pixels in width. Use the option which lets you see your current screen coordinates to avoid this hazard. Remember, sprites may be any height, but only 16 pixels wide.
When you draw your images, try to get as many on one screen as you can. This way, you need to generate only one colormap file, which may be used by all your gels.
Now you can use iff2bob to convert your brushes to gels.
After invoking the program from the CLI, you'll be prompted to enter the name of your input (brush) and output files, and to indicate whether or not you'll need a colormap (cmap) file. Be sure to specify the complete path for your files. For example, to specify a file named "balll" in your brushes directory, you'd answer the input file prompt like this: brushes balll. Or, with your data disk in the external drive: dfl:brushes balll. The message telling you to use a .cmap extension is of course merely advisory; you can name your file whatever you like.
After verifying your specified files, the program will make sure you've given it a valid IFF file to read, and it will spit error messages back if you haven't. Then you'll be asked for other information, such as the Gel's starting x and y coordinates, HitMask and McMask (used in collision detection), PlaneOnOff, and PlanePick. If you need to make an animation component structure, answer y to this prompt, and you'll be asked for still more information. The object of all this is to get as much information about each gel in the file now, which will cut down tremendously on the amount of
initialization you'll have to do when it comes time to actually display the things.
Let us begin to dissect the program itself. A project like this lends itself perfectly to "bottom-up" design, so we should begin by looking at the low level functions first.
Program Listing Two is divided into three sections. The first part contains variable declarations. There is nothing tricky or of special interest here; all variables are explained, so I won't repeat myself.
The second section begins the actual low-level functions, the ones that deal with opening, verifying, and dosing the user's files. These functions are laid out in typical Forth style: start at the very bottom, gradually working your way up to the main function of your program. If you've chosen the names of your Forth words carefully, your main function will be very easy to read because of its English-style syntax. The functions in this section culminate in the word readyfiles, which represents an intermediate stage in program development. Readyfiles uses some of these low- level functions,
but it in turn will be called by the main function.
Some of these words are handy, generic functions which could bo used in any program. The first, "filename?" Asks the user for a string of up to eighty characters in length, storing the string at the address the caller passed. It tacks a zero on the end of this string, so it can be passed to any Amiga function requiring a null-terminated string, Report.error uses the AmigaDOS function IoErrO to report certain error conditions. The "?(y n)" command gets a character from the keyboard and puts a true or false value on the stack.
Notice the Forth word "key" asks for only one key stroke, but in reality you give it two the character, plus a carriage return. The first key gets the character and sends it through the case statement, and the last key drop is needed to pick up the carriage return and throw it away. Get.number takes the address of a null-terminated string and loops until it gets a valid number (up to 10 digits in length) from the user. The string is repeated each time through the loop.
The rest of the functions in this section are specific to this application, and are very straightforward Forth.
Section three is where all the action is. These words deal directly with the IFF file. The first, roundcksize, takes the size of an IFF data chunk, and rounds it up if the size is odd (not divisible by 2). "?iff.file" reads the first four bytes of the specified file. If their ascii value is equal to FORM, this is indeed an IFF file, and the function reads the next 4 (continued) AMIGA DUAL 3Vz" DISK DRIVES 100% Comparable with Amiga 500, 1000 & 2000 Computers
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Bytes (the length of the file) and leaves the count of that read operation on the stack for use as a true flag. If FORM is not present, the user's files are closed, and a zero is left on the stack to indicate that -he function failed to find an IFF file, The next word uses the same method as "?iff.file" to determine if an ILBMBMHD hunk is present. If the hunk is there, its twenty bytes are raid into the bmaphead structure, declared in section one.
Packrgb is an interesting little function. It takes byte values of red, green, and blue, and sacks them into one word. The red value is shifted four places to the left, then the value of green is "or'd" with red. The blue value is shifted 4 places to the right, and or'd with the red green value. (The green value doesn't need to be shifted, since it's in the middle.)
If the user's "cmapfileid" is non-zero, then he wants a colormap. The length of the colormap is read, and three bytes at a time are taken from the file. These bytes are packed down to a single woid and written to the colormap file. If the user doesn't want a colormap, the entire chunk is read into the pad and ignored.
The function "flndbody" is one of the most important things in this program. It negotiates the road from the BitMa- pHeader to the BODY of the IFF file, creating a colormap along the way in case the user wants one. The local variables "foundbody" and "proceed," both initialized to zero, are used to indicate the success or failure of the function. Each time through the loop, four bytes are read from the file. If the count returned by Read() is zero, then we've reached the end of the file before finding the BODY.
"Abort.clcanup" is then called, and a I is stored i:i foundbody, terminating the loop. Proceed will still be zero at this point, however, and this will indicate that the function has failed in its quest.
If the count was not zero, then the four ascii values at the pad will be the name of an IFF hunk. A case statement determines if that hunk is one we're looking for. If the values at the pad form CMAP, "?gencmap" is called. If it forms BODY, we've completed our quest. A 1 is stored in both foundbody and proceed, terminating the loop, and leaving a true flag on the stack to indicate success. Otherwise, the name of the hunk is printed with a message that it is being skipped. Then the length of the unknown hunk is read, rounded as per "roundcksize," and the data in the hunk is stored and ignored
at pad. Foundbody will still be zero, so the loop will continue.
"Allocimagehandle" uses information contained in the BitMapHcader to determine the amount of space needed to store the image. The little "16 mod" song and dance is here to compensate for IFF's strange ways. Technically, if you were to make an image thirty-two pixels wide, that image would need to be stored in three sixteen-bit words, since we start counting from zero (a thirty-one pixel wide image would require two words). However, in an IFF file, you may find a thirty-two stored in the width field of the BitMapHcader, but the image data is laid out using two words. So, in order to figure out
how many bytes are in one row of the image, you use the modulo operator. If there was a remainder, you need to divide the width (in pixels) by sixteen, and add one to it. If the pixel width is divisible by sixteen, you can leave it alone (although technically, you should have to add one to it also).
"Readbody" is a simple function which skips over the length field of the BODY and just reads the data into the input buffer. The global variables "height," "idepth" (changed to avoid conflict with the Forth wrord "depth"), and "decom- prossf" are initialized here also.
The "decompressrow" and "convertbody" functions arc perhaps the most difficult to understand. In order to understand how they work, it is necessary to see how image data is laid out in an IFF file. The data is arranged in the following manner: row 0, from bit plane 0 row 0, from bit plane 1 row 0, from bit plane 2 row 0, from bit plane 3 row n, from bit plane 0 row n, from bit plane 1 row n, from bit plane x However, the data has to be in the following format to be used by the machine: row 0, bit plane 0 row 1, bit plane 0 row 2, bit plane 0 row 0, bit plane x row 1, bit plane x row n, bit
plane x, etc. To complicate matters, the data may be compressed. For now, let's just look at the normal, uncompressed case. To convert the data, we use nested do-loops. The outer loop index will be the height of the image, the inner will be its depth. The local variable "thisline" is initialized to point to the buffer holding our IFF image data. The others, "row" and "planeindex," are initialized to zero, and will be used to move the image data to the proper location in its final destination, the "imagedata" buffer.
If the data in the IFF file was compressed, we have a different problem on our hands. A 1 stored in the decompression field of the BitMapHeader indicates that the byte run encoding scheme was used on the data. The data is still stored as described above, except each byte of image data is preceded by a signed byte (call it n) which tells what to do with it. The signed byte is read from the input buffer, and one of three things can happen:
1) If 0 = n = 127, then the next n + 1 bytes are transferred
literally from the input buffer.
2) If -127 = n = -1, then the next byte is copied
- (n) + 1 times.
3) if n = -128, no operation is performed.
The function "decomprcssrow" handles this problem. The function loops until it transfers the number of bytes per row to the "rowbuffer." Each time through the loop, the signed byte n is read from the input buffer, and the appropriate action is taken. Of special note here is the fact that Multi- Forth does not know about signs on anything other than a thirty-two bit integer. That's why I had to play the "store and shift" game with n. In order to maintain the correct sign on n, it has to be stored (using C!) In a thirty-two bit integer variable, then shifted to the right 24 positions (-24
(continued) As long as the data is not compressed, all we need to do is move the bytes in each row of the IFF image to the appro- priate spot in our "imagedata" buffer. How to determine the "appropriate spot"? Well, each time through the inncrloop, the variable "planeindex" is incremented by the height of the image, multiplied by the number of bytes per row. In addition, "thisline" is incremented by the number of bytes per row. So, the first time through, we'll move the zero-th row of bit plane zero to our buffer. The next time through we'11 be moving row zero of bit plane one, and so on.
When we fall out of the inner loop, the variable "row" is incremented by the number of bytes per row of the image, "planeindex" is cleared to zero, and the inner loop is begun again. This time through the inner loop, we'll be moving row one of bit plane zero, row one of bit plane one, and so on.
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After the number of bytes per row has been copied to the "rowbuffer," things can proceed as described for a normal, uncompressed case.
For sprites, type: turnkey' (drive;)iff2sprite' doiff2sprite Listing One; dos.calls +BMHvidth +BMHheight ?fJMHx
* BMHy ?BHHnplanes ?BMHmasking +BMHconpression +BMHpadl
+BMHtransparentcolor +BMHxAspect ?BMHyAspect V of +BMHpagewidth
+BMHpagehelght SHORT: SHORT: SHORT: SHORT: BYTE: BYTE:
BYTE: BYTE: SHORT: BYTE: BYTE: SHORT: SHORT: structure.end The
remaining functions in ;;ection three deal with prompting the
user for variables needed for the gel structures, and are
straight Forth. One glitch in these functions is extremely
important to note. It pertains to incorrect (or incomplete, in
this case) documentation of certain variables in the Anima
tion Component and Animarion Object structures. Apparently
the velocity and acceleration are not, as the Rom Kernel Manual
would have us believe, the only variables defined as fixed
point binary numbers. In fact, the variables AnX, AnY, and all
the translation variables in the Animation Component are also
treated as such. The form of these numbers is
"nnnnnnnnnn.ffffff", where "n" is the whole number part and "f"
is the fractional part. All values must be shifted six
positions to the left. For example, the number 10, shifted six
places to the left, becomes 640. For these variables, just
enter the number as you want it (i.e. the integer), and the
program will take care of the shifting. For now, you'll have to
stick to using only integers in these variables the program
doesn't do fractions. A round of applause should be given to
Mr. Roy Thompson, for exposing this in his article on sequenced
animation. The article appears in the April May '87 edition of
The main function in the program is "doiff2bob." Just from a quick reading of this function, one should immediately be able to get an idea how the program works. The files are readied, then tested for IFF validity. Each of these three "test words" contains code for aborting the operation, should the file prove invalid. If the file passes all the tests, we can proceed with our work. We read the body of the file, convert it, write out the Vsprite structure, write the converted image data, then write out the animation structures. We then finish up, deallocate memory handles, close files, and
ask the user if he wants to continue. The whole process is spelled out plainly, sitr.ply, and neatly.
If you look one more time at the way the data is stored in an IFF file, you'll notice it's already in the proper format for use as a sprite. In addition, since the brush you'll make is so small, no decompression should be needed even for a brush as tall as your display. Consequently, the words dealing with these things won't be needed to use this program to make sprites. To make the program "iff2sprite," 1 suggest typing in "iff2bob ' making a copy of that file, then using program listing tnree to modify one of those files. Of course, you can make the programs stand-alone applications, simply
by turnxeying them. For iff2bob, type: The process takes around five seconds, and the resulting files are runnable from the CLI.
Well, the length of this article and program wouldn't indicate it, but converting an IFF file is not all that difficult.
For an even clearer illustration of what's going on, type out a small IFF brush file using opt h, and try to follow the program's execution. Next time, we'll look at developing functions to put up Amiga display modes.
¦¦¦* Listing Two: irf2bob.f
* * These programs were made entirely with Multi-Forth,
* * a product of Creative Solutions, Inc.
* * 4701 Randolph Road Suite 12 Rockville MD 208S2 new marker
* * Routines to read an IFF brush file and store the * * M data
for use as a bob. **
* ¦ You'll need to include 'graphics gels.f' and my ** file,
"dos.calls' , if you haven't made a snapshot •
• • with these files.
1Q0S constant MODE_OLDFILE 1006 constant MODE_NEWFIL£ ; dosopen !d2 !dl call.lib 1 5 0dO ; : dosclose Jd1 call.lib 1 6 ; : dosRead Jd3 !d2 Idl call.lib 1 7 0dO .» : dosWrite Jd3 !d2 !dl call.lib 1 8 0dO ; ; dosIoErr call,lib 1 22 0dO ; : dosDclete !dl call.lib 1 12 ; raster width in pixels height in pixels x position y position number of bit pJar.es choice of masking technique compression technique used unused pad transparent color number for determining the size a pixel.
Width of the display e.g. 320 height of the display e.g. 200
* * Here is a declaration of the BitMapHeader
* * structure as defined In the IFF document.
Structure BitMapHeader The following are the types of chunks to read, ** defined as constants. ** turnkey' (drive :)iff2bob' doiff2bob ascii FORM constant form ascii ILBM constant ilbm ascii CHAP constant cmap ascii BODY constant body Declaration of data structures... Even up the Score !!!
Struct Virtualsprlte vsprt struct AnimComp acorap struct AninOb aob struct BitMapHeader bmaphead '* Buffers and Global variables.... file id's for reading £ writing to files.
Create inputfile create outputfile create cmapfile create rowbuffer global infileid global outfileid global cmapfileid global imagehandie global datahandle global imagedata global databuffer global chunklength global bytesperrow global decompressf global height global idepth Stores handle to the imagedata.
Stores handle to file input buffer.
Stores pointer to actual data.
Stores pointer to actual data buffer.
length of an iff chunk.
of bytes per row of the image Flag indicating decompression algorithm.
Height of the image.
Depth of the image.
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Closefiles : Checks to see if a file is even open and closes it if it is. Clears all fileid's.
Report.error: Prints applicable error message, then aborts.
?(y n) : Generic "(y n)" prompter. Leaves flag on the stack.
Get.number : Accepts an address of a null terminated string. Prints out the string, and loops until a valid number is received from the user.
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Readyfiles : Gets input, output, and cmap (if desired) filenames. Opens files and reports on errors. Note report.error aborts on an error.
Ascii Y of -1 endof ascii y of -1 endof a sell X of 0 endof ascii n of 0 endof abort.cleanup : Closes files, if one is determined not to be an IFF or brush file. The output file given by the user is deleted, as is the cmap file, if one was requested.
: filename? addr ) locals! Addr [ addr 80 input.string 0 addr count 1- + c! ; get,number ( - ) cr .** Closing all files...” infileid if infileid dosClose then outfileid if outfileid dosClose then cmapfileid if cmapfileid dosClose then cr 0 to infileid 0 to outfileid 0 to cmapfileid ; readyfiles endcase closefiles ?turnkey if bye else abort then : these files..." (continued) dosIoErr case 202 of endof 203 of endof 204 of endof 205 of endof 213 of endof 214 of endof 221 of endof : 7(y n) ( - flag ) (y n)" key : report.error ( ) : closefiles ." Object is in use. H cr File already exists."
Cr ." Directory not found." Cr ." Input file not found." Cr ." Disk is not validated." Cr .* Disk is write protected." Cr Disk is full." Cr inputfile 1+ MODE_OLDFILE dOsOpen dup 0- if report.error then to infileid outputfile 1+ MODE_NEWFILE dosOpen dup 0- if report.error then to outfileid cr Generate colormap file?" ?(y n) if cr ." Filename (use .cmap extension)- cmapfile filename?
Cmapfile 1+ MODE_NEWFlLE dosOpen dup 0- if report.error then to cmapfileid then ; endcase key drop ; ( addr - n ) locals! 05 I begin OS dup Oslen type 10 ask.number until ; ( - ) inputfile 80 erase outputfile 80 erase cmapfile 80 erase cr ." Input file name ." Output file name - abort.cleanup ( ) cr cr Can' closefiles inputfile filename?
Cr Deletliq outjjut file..." output file 1+ dosDelete cr craapfile 1+ dup eg 0- not if ." Deleting bad Colormap file..." dosDelete cr else drop then cr ; Words dealing with the IFF :'ile: roundcksize: If the size o:" an IFF data chunk is odd, then there is a pad byte tacked on the end which is not included in the stored sizu of the chunk-this takes of that, by rounding up when necessary.
?iff.file : Checks for FORM in the specified brush file. Reports the error if FORM is not present, and leaves a 0 flag on the stack. If form is present, skip over the next 4 bytes, and leave the count returned by dosRead) on the stack aji a true flag.
ReadBMHD : Checks for presence of ILBM. If it's not there, then calls abort.cleanup, otherwise, reads in 20 bytes of the BitMapHeader to inaphead.
Packrgb : Accepts 3 bytes as stored in the IFF CHAP, and squishes them down to i single word.
?genciriap : Read in the lencth of the CMAP chunk, then loop, reading in 3 bytes at a tine. Calls packrgb to fix the bytes for storage es a color.
Findbody : Skips over all irrelevent chunks. This is everything except CMAP3 anc BODYs. Drops out of the loop when BODY is found. If EOF is reached before BODY the files are chucked, and things start over.
Allocimagehandle : Allocate s enough space to hold the imagedata and a buffer to lead the file into.
Readbody : Skips length field, and reads data into databuffer.
Decompressrow: If compression is indicated, unpacks one row of data as described in the iff document.
Convertbody : Stores image data from the brush file In the format in which it is used to display an image the amiga, decompressing each row, if necessary.
Writevsprite : Copies data from. BitMapHeader to the vsprite structure, prompts for other info, and writes it all out to the user's output file.
: packrgb ( red green blue - packed rgb value ) locals| blue green red | red 4 scale green I blue -4 scale I ; : ?gencmap ( ) 0 locals| packedcolor 1 infileid addr.of chunklength 4 dosRead drop cmapfileid if cr ." Generating Color Map file..." chunklength 0 do infileid pad 3 dosRead drop pad cB pad 1+ ci pad 2+ c0 packrgb addr.of packedcclor w!
Cmapfileid addr.of packedcclor 2 dosWrite drop 3 +loop cr else infileid pad chunklength dosRead drop then ; ; findbody ( } 0 0 locals| foundbody proceed begin infileid pad 4 dosRead 0- (0 returned on ECF I not if pad 0 case cmap of ?gencmap endof body of 1 to foundbody 1 to proceed endof ( write out chunk name } pad 4 type chunk skipped..." cr ( get its length ) infileid addr.of chunklength 4 dosRead drop infileid pad ( read the chunk.. ) chunklength roundcksize dosRead drop endcase else cr ." End of File reached be Tore body." Cr Could be a bad IFF file..." cr abort.cleanup 1 to foundbody
then foundbody until proceed ; writeobject : Asks if user wants an Animcomp structure and prompts for Info If ho does. Then asks user if he wants an AnirnOb structure, prompting for info, if so.
: allocimagehandle ( - ) bmaphead +BMHwidth wg dup 16 mod if 16 1+ else 16 then 2* dup to bytesperrow bmaphead +BMHheight wg ¦ bmaphead +BMHnplanes c0 ¦ dup CLEAR get.memory to imagehandle imagehandle 0 to imagedata CLEAR get.memory to datahandle datahandle 0 to databuffer ; : readbody - infileid pad 4 dosRead drop allocimagehandle infileid databuffer datahandle handle.size dcsRead drop bmaphead dup dup +BMHheight w? To height FBMHnplanes c0 to idepth +BMHcompresslon c0 to decompressf ; : decompressrow ( thisline rowbuffer bytesperrow - modified thisline ) 0 locals| lengthbyte libytes
tempbuff thisline I tempbuff 128 erase begin lfbytes 0 while thisline c0 addr.of lengthbyte cl lengthbyte -24 scale to lengthbyte thisline 1+ to thisline lengthbyte 0 127 range if 1+ to lengthbyte lfbytes lengthbyte - to Ifbytes thisline tempbuff lengthbyte cmove thisline lengthbyte + to thisline tempbuff lengthbyte + to tempbuff else
- 127 -1 range if negate 1+ to lengthbyte l bytes lengthbyte - to
1+bytes tempbuff lengthbyte thisline c0 fill thisline 1+ to
thisline tempbuff lengthbyte + to tempbuff else drop then then
repeat thisline ; : convertbody 000 locals| thisline row
planeindex I databuffer to thisline height 0 do idepth 0 do
decompressf if thisline rowbuffer bytesperrow decompressrow to
thisline rowbuffer imagedata row + planeindex + bytesperrow
cmove else thisline imagedata row + planeindex + bytesperrow
cmove bytesperrow thisline + to thisline then height
bytesperrow ¦ planeindex + to planeindex loop 0 to planeindex
bytesperrow row + to row loop ; : writevsprite - ) vsprt
VirtualSprite erase bmaphead +BMHwidth w0 dup 16 mod if 16 1+
else 16 then vsprt +vswldth wi height vsprt +vsHelght w!
Idepth vsprt +vsDepth w!
Cr 0" Starting X coordinate * get.number vsprt +vsX w1 0" Starting Y coordinate " get.number vsprt +vsY wl 0" PlaneOnOff " get.number vsprt tvsPlaneOnOff cl 0" PlanePick get.number vsprt +vsPlanePlck cl 0" MeMask ¦ " get.number vsprt +vsMeMask w!
O'* KitKask " get.number vsprt +vsHitMask w!
Cr ." Writing Vsprite structure..." outfileid vsprt VirtualSprite dosWrite drop cr ; : writebody | ) ?* Writing Image data..." outfileid imagedata imagehandle handle.size dosWrite drop cr ; : writeanimob ( ) aob AnimOb erase 0" X position of this animation object " get.number 6 scale aob +aoAnX wl 0" Y position of this animation object " get.number 6 scale aob +aoAnY wl (continued) CLI Hard n Fast :P You bought your Amiga because it is the most powerful personal computer and installed a hard disk to make it even more powerful. Being a knowledgable computer user, you then set out to
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You started the program and waited . . . Through hours of gronking and disk swapping. It was so tiresome that you put off backing up your disk again. If you haven’t already lost irreplaceable data, you know that it will happen sooner or later.
@%&C%! That’s how I feel too. I know the Amiga is better than that. Fortunately I know how to program the Amiga right.
Backup your whole disk, a directory, or just the files that have changed since your last backup. Restore it all or just a file or two that you fat-fingered. It’s fast, 10 megabytes in under a half hour! It’s easy to use, with menus and all that nice Intuition stuff.
And it’s only $ 49.95 It’s Hard n Fast Don's ComputerWorks 6641 Scott Street Hollywood, Florida 33024 '(305) 966-8179 I'D
* Putting It together: •
* doiff2bob : The turnkey token.
1) Gets files ready.
2) Tests lor IFFness. Skip to 7 if not IFF,
3) Reads EitHap header info.
4) Skip over unknown chunks.
5) Reads and converts data to proper format for display.
6) Close files, deallocate handles.
7) Ask to process another...loop or quit.
Doiff2bob cr ." Ready to convert IFF brushes to Bobs." Cr begin readyfiies ?lff.file if readBMHD if fir.dbody if readbody convert body writevsprite vritebcdy writeolject cr ." Finished." Cr imagehandle to.heap datahardle to.heap closefi les then then then cr ." Process another file?" ?(y n) not until ?turnkey if bye else abort then ;
v. v.;.v.vz .v.;, v.v.;.vv.vz.y.v ‘jfffMi z.y
.v-v.;.;v.vX-Xvtvtvy 'X -X-X- X-XX-X-N-X -X -UvX Lis tins;
Three '¦ } **** Listing 3: Changes to Iff2bob to enable it
to make •* sprites. Anything that is not called out in this
file ** should 3tay the same.
Declaration data structures... These are the only *• "¦ ones needed to make sprites.
Struct VirtualSprite vsprt struct BitKapHeader bmaphead .. ** 3uffers and Global variables: The following are the ** "* only buffers and variables needed for making sprites. *• V ** The 7 others may be deleted. ** create inputfiie BO allot create outputfile 80 allot create cznapfile 80 allot global infileid global outfileid global cmapfileid global imagehandle global imagedata global chunklength The following functions need to be redefined: (ONLY the functions listed here need to be modified!
Allocimagehandle : Allocates enough space to hold the imagedata. No longer stores the number of bytes per row.
Readbody : The imagedata in the IFF file is now read directly into the buffer, since *io conversion is needed.
The function 'decompressrow' is NOT needed in this file.
Same for 'convertbody'.
Writevsprite : Copies data from 3itHapHeader to the vsprite structure, prompts for other info, and writes it all out to the user's output file.
Notice different method of getting height L depth values ...this is needed since we got rLd of those global variables.
Allocimagehandle ( - ) bmaphead +BMHwidth w0 dup 16 mod if 16 1+ else 16 then bmaphead +BMHheight w0 * bmaphead +BMHnplanes c0 • 2m CLEAR get.memory to imagehandle imagehandle 0 to imagedata ; readbody ( - ) 0 locals I length I infileid pad 4 dosRead drop pad g to length allocimagehandle infileid imagedata length dosRead drop : writevsprite ( - ) vsprt VirtualSprite erase tnaphead +BMHwidth w£ dup 16 mod if 16 1+ else 16 then vsprt +vswidth wl bmaphead +BMHheight we vsprt +vsHeight wl bmaphead +8MHnplanes eg vsprt +vsDepth w 1 VSPRITE vsprt +v3Flags w 1 cr 0" Starting X coordinate **
get.number vsprt tvsX w!
0" Starting Y coordinate - " get.number vsprt +vsY w!
0" PlaneOnOff - " get.number vsprt +vsPlaneOnOff c!
0H PlanePick - “ get.number vsprt +vsPlanePick cl O4 MeMask get.number vsprt +vsMeMask w!
0“ HitMask - * get,number vsprt +vsKitKask w!
Cr Writing Vsprite structure...” outfileid vsprt VirtualSprite dosWrite drop cr ; Putting it together: Redefinition of iff2bob.
F AMAZING PREVIEWS SAM BASIC by Bryan D. Catley Many but still not all the Amiga's features are readily available through simple BASIC statements with Simon's Amiga Multi-tasking BASIC.
First there was AbasiC (back in Amiga's early days). Then there was AmigaBASIC (currently distributed with all Amigas). A little later True BASIC came on the scene (a specialized version of the language that is very portable between supported machines). Now we have SAM BASIC. SAM BASIC? Yes, Simon's Amiga Multitasking BASIC, or SAM BASIC!
Simon? Does that name ring a bell?
If you have ever worked with the Commodore 64, I'm sure you have heard of Simon's BASIC. It's an alternate version of the BASIC language designed specifically for the 64, and distributed by Commodore.
David Simon has designed a particularly powerful version of the BASIC language specifically for the Amiga.
Remember, Microsoft's AmigaBASIC is just a variation of their BASIC implementation on the Macintosh and IBM PC. As powerful as it is, AmigaBASIC definitely lacks overall power when you consider the capabili ties of the Amiga. However, SAM BASIC is designed specifically for the Amiga, and I doubt you will ever see a variation cropping up on another computer (but never say never). In fact, it is my guess that as time goes by and SAM BASIC is updated and increased in power, it will become more and more fixed into the Amiga's way of doing things!
Does all this whet your appetite? If you consider yourself a serious BASIC programmer, it should. For now, many (but still not all) of the Amiga's features are readily available to the BASIC programmer via simple BASIC statements.
SAM BASIC is not available in the United States (they are still looking for an appropriate distributor), but I was able to pick up a copy during a recent visit to the United Kingdom. The package consists of a single non-copy protected disk with lots of demos, and a very complete reference manual, but no tutorials.
SAM BASIC Features SAM BASIC comes in two distinct versions. There's a development version which only the buyer is allowed to access and use, and a runtime version which may be freely distributed with SAM BASIC programs. The run-time version, without editing capabilities, is essentially the same as the development version.
(Double-clicking on a program icon invokes the run-time version automatically.)
(continued) Many of the general commands and functions found in most BASIC languages, along with those specifically designed to use Amiga features are available. In fact, many of these additional commands are named after the operating system routines they use. For example, SET PENA is used to set the foreground color; SET PENB sets the background color; SET PENO sets the outline color; TEXT displays text strings using specialized fonts, styles, and modes.
The most obvious feature SAM BASIC offers is its multitasking capability.
Up to 32 independent tasks may be run under SAM BASIC at any time.
Each task is scheduled separately by SAM BASIC and has its own set of variables.
Communication between tasks is possible through the use of "messages." While not useful for every application, the ability to multitask is a major plus which, on its own, lifts SAM BASIC out of the ordinary.
Complete structured programming facilities are included within the language. IF THEN ELSE, WHILE, CASE, REPEAT UNTIL, and BLOCK are fully supported. All of these features make programming much easier.
Also included is full support for IFF files. Commands such as LOAD SCREEN, WRITE IFF, READ IFF, and TRANSFER IFF provide reasonably complete support for IFF files. But once you have the file on yorr screen, handling it is up to you!
All screen formats, including HAM, are supported. However, thee is little or no direct support for HAM!
Screens windows once they are opened. It's all up to you!
Another neat feature is the ability -o draw directly on screens without opening windows. One demo program shows a squadron of UFOs (1 think) flying across the Workbench screen! And speaking of screens, how would you like to be able to move a custom screen up and down over another screen? SAM BASIC provides it for you!
Graphics is where SAM BASIC really shines; it has all the expected capabilities, a complete set of commands to handle 3D animated drawing:., and more! Patterns, mouse pointers, sprites, and bobs are all defined online in a simple manner. The Amiga's fonts are also fully supported and very easy to use.
All events (menu selections, mouse clicks, keyboard presses, etc.) are detected via a READ EVENTS command. Follow this with a CASE statement for each of the expeicted events, and you can see how simple event handling is!
It is also possible to issue AmigaDOS commands directly from within SAM BASIC with the EXECUTE command.
Because SAM BASIC itself is fairly large, not all of it is loaded into memory at start-up time. Commands handling specific areas are grouped together into extensions which must be loaded before those commands may be used. This may be done in direct mode, or under program control. For example, to insure the graphics extension is loaded, you would issue the following command: IF NOT(EXTENSION(‘graphics')) THEN EXTEND WITH 'SamBASIC:extensions graphics').
One advantage of this technique is that it becomes very easy to add custom extensions to the language, and instructions for doing this are included in the reference manual.
What SAM BASIC Cannot Do Believe it or not, there are a number of things which SAM BASIC cannot do, depending upon your personal requirements, they may make a difference.
There is no direct support for gadgets, so you still have to simulate them.
Sub-menus are not supported, and there is no method of directly calling operating system routines. Additionally, you cannot implement the USING option of PRINT and LPRINT, and LINE INPUT is also unavailable. Also, relative files and a few other commands and functions are not supported.
Another downer is that we are back to using mandatory line numbers, although labels may be used via the DEFINE LABEL command.
Touched the surface of SAM BASIC, and I intend to follow up with a more detailed review a few issues from now. In the meantime, if you would like further information, or want to purchase a copy of SAM BASIC, you will need to get in touch with: PCC Sales Limited 3 Mundells Court Welwyn Garden City Herts, England, AL7 1EN Phone: 011-44-707-371016 The price of SAM BASIC is £89.99 sterling. At an exchange rate of SI .75 to the pound, this price works out to $ 157.50. Should you decide to call, please remember the UK is five hours ahead of Eastern Time.
If you would like a demonstration disk, 1 have created one (with PCC's permission) using many of the demos on the distribution disk, which includes a paint program. This demo disk utilizes only the run-time version of SAM BASIC, and as such, you will not be able to examine any of the source code just watch the programs execute! If you would like a copy, please send me a formatted blank disk, a self addressed stamped envelope, and S5 (to cover my time and the wear and tear on my disk drives), and 1 will send you erne as quickly as I can. Mail your blank disk to: Bryan D. Catley 2221 Glasgow
Road Alexandria, VA 22307-1819 (Please, no phone calls; and if you send me a check, be prepared to wait until it clears.)
• AC- Finally... Obviously this preview has barely If you learn
to be comfortable using pointers in C, you're ready to make the
transition to assembly language.
By Patrick ]. Horgan If you've never programmed in assembler, making the transition from a high level language can be a strange and traumatic experience. While you can get a book to learn 68000 assembler, there's still quite a gap between being able to code in 68000, and being able to make things happen on the Amiga. But don't get nervous two things narrow this gap for Amiga programmers. First, C programming language, the de facto standard development language for the Amiga, has in addition to a very complete set of high level constructs, features with a definite assembly language feel, such
as the frequent use of pointers. If you learn to be comfortable using pointers in C, you're ready to make the transition to assembly language.
Clr.l dO lea Dos_Name,al Jsr _LVOOpenL!brary(a6) The other thing making the transition easier is the set of include files, like exec.i, that come with the macro assembler. These files correspond to the .h include files you're familiar with from C, and enable you to write code for the Amiga that often has an amazing resemblance to C. The include files define and use an extensive group of "macros" that ease programming for assembly language programmers. What is a macro? A macro is a set of instructions, called pseudo-ops, that tell the assembler to replace the macro name, whenever you use
it, with whatever the macro was defined as. A macro works like a subroutine call with an important difference: instead of going to the subroutine and returning, the macro-generated statements are substituted directly in-line in your source code.
The use of a macro involves three things: the macro definition, where you create a macro; the macro invocation, where you call a macro; and the macro generation, where the assembler inserts the macro text into the source code in place of the macro invocation. Sounds confusing, doesn't it?
Don't worry, it will soon be clear.
One of the most common things you'll do as an assembly language programmer is call operating system routines. A typical calling sequence would look like this: (continued) We don't care which version.
Set up ptr to library name.
Note: this assumes that register a6 contains the address of the base of the exec.llbrary. the library that contains the OpenLibrary routine.
;Save base address of dos.library. move.l dO.DosBase If you place the instruction: Include 'libraries libraries.!'
Near the top of your source file, you can replace the jsr _LVOOpenLibrary(o6) with CALLLIB _LVOOpenLibrary This works because libraries.i contains the following macro definition.
CALLLIB MACRO NARG-1 FAIL (A6) ;Macro Header.
IFGT ENDC JSR ENDM :Macro Trailer.
The Macro header tells the assembler we are defining a macro named CALLLIB. It's important to realize that defining a macro doesn't cause any code to be written.
Instead, the assembler remembers the macro definition, so when you later call the macro, the assembler can substitute the macro "definition" for the macro "invocation," or call.
With that in mind, let's analyze the macro body.
The IFGT is one of a set of conditional operations that allow you to control the execution of the assembler. With true conditional statements, assembly (or macro generation) continues through an ENDC. ENDC stands for end conditional. If the statement is false, the assembler skips lines as if they were comments, until it passes the ENDC. The IFCT conditional is true if the expression following it is greater than zero. If the expression is greater than zero, the statements that follow are generated, up to an ENDC conditional ending statement. In this case, the condition for the IFGT
conditional is NARG-1. What's NARG? NARG is a variable the assembler uses to keep track of how many arguments you use when you call a macro, The idea here is to make sure you don't use too many arguments. Saying CALLLIB _LVOOpenWindow.200.400. ;ERROR is wrong, and we don't want to generate any further in this case.
I'll explain exactly how it wcrks. If you used more than one argument, NARG-1 is greater than zero, the conditional is TRUE, and the assembler continues with the next sequential statement, FAIL. FAIL is another pseudo-op used to tell the assembler to quit. If we try to call this macro with too many arguments, the assembler will print the line as an error and possibly quit, depending on the assembler you have. The Aztec assembler cuits, but the Amiga assembler just prints the error message.
On the other hand, if you use just one argument, the correct case, the expression equals zero, or FALSE. Since the conditional is false, the assembler now treats following lines as comments until it skips past the ENDC. This time the FAIL is skipped and the assembler continues on past the ENDC statement.
You've probably already noticed the in the arguments for the JSR on the next line of the macro. This is how we tell the assembler where we want it to put the arguments of the macro. refers to the first argument in the list we use, 2 the second, and so on. The M in the line with the JSR tells the assembler to substitute the first (in this case the only) argument for the . So after the assembler replaces the with our argument, _LVOOpenLibrary, it replaces: CALLLIB _LVOOpen Library with JSR _LV00penUbran (a6), the same instruction we used before.
It's important to realize when this takes place. The assembler replaces the macro invocation with a macro definition in a pre-pass. No object code is generated, and the assembler simply places the macro definition as text into the source file, in place of the macro invocation. In a later pass it will be assembled as if you had written it there yourself.
A related macro in the libraries.i include file Is used when you want to call a system routine, but a6 doesn't already contain the base of the correct library. Suppose we've already opened the dos.library and stored the pointer to the dos.Iibrary in DosBase, a6 still contains ExecBase, and we want to call the Delay function from the dos.Iibrary. We can use the LINKLIB macro: Writing Stand Alone Programs With the Aztec Assembler While the Aztec assembler is normally used in conjunction with the Aztec C compiler, it can also be used as a stand-alone product. There is, however, s problem. When
the Aztec assembler processes a label, by default it changes the reference to it to a short offset relative to the address contained in register a4. Thus move.! Label.dO would be assembled as, move.l offset(a4),d0 where offset is a signed 2 byte inleger.
This is good, since the alternative, move.t absaddress.dO where absaddrcss is a 4 byte absolute address, is a longer and sic wer instruction.
The obvious question is, where does the value in register a4 come from, and what should it be? Well, here's one .answer, dug out from the depths of the tech info section of the Aztec manual. If either the small code or small data model is used, register A4 must point 32766 bytes after the beginning of the program's data segment. To insure this is set up correctly, we can place a label, say Data„Start, at the beginning of the initialized data section. The first instructions in your program should be: movea.I Data_Start.a4 adda.I 32766.a4 Note that we can't say lea Data_Start,o4 since this
would create a reference relative to a4 and we haven't set it up yet! Thereafter, never use a4 for anything else, LINKLIB MACRO IFGT NARG-2 FAIL ENOC MOVE.L A6.-CSP) MOVE.L 2,A6 CALLLIB MOVE.L (SP)+,A6 .Fail If more than 2 arguments.
ENDM Push a6 onto the stack.
Move second arg Into a6 CALLLIB first argument Restore a6 from stack.
Our use of LINKLIB would look like this... move.l 50,dl ;50 ticks = 1 second.
LINKLIB _LVODelay,Dos_Base .call Delay(SO) The assembler would find IFGT NARG-2 false, so it would replace our macro invocation with the code from the macro to save the current contents of a6 on the stack, put Dos_Base in a6, replace the CALLLIB macro with jsr _LVODelay(a6), and finally, restore the contents of a6 from the stack. Ta-da!
Here's the code that the assembler would put into our source code in place of the macro call: Using macros to generate code in your program is a very powerful way to increase your productivity in assembler language programming. But there is another, much more common use of macros in the Amiga include files that generates no code at all! There are macros in the exec types.i include file that allow you to define and use C-like structures. In fact, all the Amiga system structures in the include files are defined using these macros.
The key to understanding this second use of macros is to understand the operation of two pseudo-ops, EQU and SET.
The format for the EQU is: label EQU expression .
It's the equivalent of an assignment statement. A typical use of it would be: TRUE EQU 1.
MOVE.L A6,-(SP) MOVE.L Dos_BaseA6 JSR _LVODelay(A6) MOVE.L (SP)+,A6 This is great stuff, isn't it? Don't get carried away with the use of macros, though. Remember, the code is generated directly in-line, so every time you invoke a macro, you expand the size of your code.
After the assembler encountered this statement, it would substitute 1 everywhere it found TRUE. The value of this is that it allows you to use meaningful names for things. An equate cannot be changed, so if you said TRUE EQU -1, (continued) and you'll be just fine. When you are calling the assembly : language as a subroutine from a C program, all this will be i handled for you by the Aztec linker, In, when your subroutines I are linked with the C programs.
The only other problem I've had is that the constant _AbsEx- ecBase, which has a value of 4, cannot be used to get the address of the base of the exec.library with the statement: movea.I _AbsExecBase,a6 ¦ since the Aztec assembler assumes it is just like any other label and assembles it as, movea.I 4(a4),a6 ;Say hello to the Guru!
The simple solution is to use the following, movea.I 4,a6 ;Get a pointer to exec.library move.l a6,Exec_Base ;Save the pointer.
Where Exec_Base is defined in the data section as follows: Exec_Base ds.l 1 From then on you can use, movea.I Exec_Base.a6 to access the exec.library. I have to admit that when I first started writing programs in assembler for the Amiga, I couldn't figure this out and ended up buying the Amiga Assembler. Now I've written thousands of lines with both of them and can tell you that the Aztec assembler definitely produces smaller faster code. Incidentally, the Aztec linker. In, works just fine with the Amiga Assembler object files, and is much faster than Alink or Blink.
Patrick J. Horgan later in your program, the assembler would know better, and would flag this as an error. The SET pseudo-op, syntax: In the pre-pass, the assembler would replace our definition with the following (excluding my own explanatory comments): label SET expression , works almost like the EQU, with one important difference: The SET is temporary. If you said TRUE SET 1, Example SET 0 SOFFSET SET 0 SOFFSET = 0 longl EQU SOFFSET longl =0 SOFFSET SET SOFFSET+4 SOFFSET = 4 bytel EQU SOFFSET bytel = 4 SOFFSET SET SOFFSET+1 SOFFSET = 5 exmp_slze EQU SOFFSET exmp_size = 5 and later
said TRUE SET -1.
The assembler would replace all occurrences of TRUE with 1 until it got to the second SET, and would replace all occurrences of TRUE thereafter with -1.
Perhaps the easiest way to understand how this allows structure definition is to trace through the equivalent in assembler of this C structure definition.
LONG long 1; UBYTE bytel; 1; I'll list the macros we'll use, and trace out how they work.
First, we will use the STRUCTURE macro: Do you see the way the variable SOFFSET is used to keep track of how far we are from the start of the structure definition? The STRUCTURE macro initializes SOFFSET to zero. The other macros in types.i , such as LONG and UBYTE, always EQU their arguments to SOFFSET, and then add their size to SOFFSET, i.e., LONG adds the length of a LONG, 4, to SOFFSET. The LABEL macro is typically used to get the final size of a structure. LABEL'S argument is equated to SOFFSET, but nothing is added to SOITSET. In our case, the net effect is that longl and bytel are
given values equal to the number of bytes they are offset from the beginning of the structure, and exmp size is given a value equal to the total size of the structure. Note, just as in a C structure definition, no memory is allocated by these macros, which are used only to define a structure.
To access the members of the structure you first need to create an actual occurrence of it. Here are three ways you could do it: STRUCTURE MACRO SOFFSET LONG M SOFFSET UBYTE SOFFSET 0 2 METHOD 1: cnop 0,4 actual ds.l 1 ds.b 1 followed by the LONG macro.
MACRO EQU SOFFSET SET SOFFSET+4 then the UBYTE macro, MACRO EQU SOFFSET SET SOFFSET+1 Our structure definition would look like this: STRUCTURE Example.O LONG longl UBYTE bytel LABEL exmp_size and finally the LABEL macro.
LABEL MACRO 1 EQU SOFFSET SET SET METHOD 2: cnop 0A .Assure long word dlignment, dctual EQU •+exmp_sbe ;Move program counter, (the *).
,-past end of structure.
Or dynAMIGAlly: METHOD 3: move.I exmp„s!ze,dO .Get size of structure, move.I MEMF_FAST,dl ;These are requirements, CALLLIB _LVOAIIocMem Allocate the memory, move.I d0.actual_ptr .Save the address.
With actual_ptr being defined in the data section as, actual_ptr ds.l 1 .Storage for pointer.
Assure long word alignment, ;Set aside space for a long.
;Set aside space for a byte, COMPUTER MART Your Texas Amiga Source Immediate Access to over 400 Amiga Titles.
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Mon. thru Fri. 10:00 AM-7:00 PM, Sat. 12:00-5:00 PM CALL TOLL FREE CUSTOMER SERVICE 800-443-8236 409-560-2826 Computer Mart. 105 Lynn Street. Nacogdoches, TX 75961 To access the value of bytel, first get the address of the structure into an address register either with lea actuai.aO for the first two examples, or with movea.I actual_ptr,a0 for the dynAMIGAlly allocated structure. Then use a statement such as the following: move.b bytel(a3),d0 which tells the 68000 chip to move the byte at the address obtained by adding the contents of aO to bytel, into register dO. In other words, the byte
at actual+4 is moved into register dO.
All the libraries have include files defining their structures just this way. For example, suppose you have previously used the OpenWindow function, and have now moved the address of the window structure into aO. To get the address of the UserPort where Intuition will be sending you messages, look up the name of the appropriate offset in the intuition.i file, then write: movea.I wd_UserPort(a0).a0 Voila! A0 now contains the address of the UserPort.
In order to program in assembler on the Amiga, it's imperative that you become familiar with the include files. I suggest that you print them all out, and keep them handy when programming. While you're at it, look at RJ's comments in the intuition.i include file for lots of good explanations mixed with wonderfully strange and bizarre humor. (I didn't know anyone else commented like that!)
I hope you've learned enough about macros to take advantage of the ones in the include files, or perhaps even write your own. As you advance as an assembly language programmer, you'll find it useful to make your own include file with all your own favorite macros. We've only begun to touch upon the power of macros; the examples I've shown you are all quite simple, and they don't begin to explore the possibilities.
• AC* A very good 68000 programming reference is: 68000 Assembly
Language Programming Second Edition, by Leventhal, Hawkins,
Kane and Cramer, published by Osborne McGraw-Hill.
By John Steiner Bug Bytes The Bugs & Upgrades Column The Epson LQ-800 lias been an excellent printer choice for Amiga owners, due to its high-quality output.
Because the standard Preferences driver for Epson printers is not correct for Epson's 24 pin printers, someone wrote an LQ-800 driver and posted it to all the major information services.
Epson's 24 pin printer was r ecently replaced by the less expensive LQ-500.
When first connected, graphics printed on the Epson LQ-500 using :he Epson LQ-800 driver will produce garbage output. Most people's first bought is that the printer driver is not appropriate for the new printer. There is no need for a new driver, however.
Careful study of the printer manual will reveal that DIP switch 2-6 must be on for the printer to accept the ESC code for unidirectional graphics.
When the LQ-800 driver initializes the printer, it sends an ESC code to set the mode for graphics to uni-directional.
If DIP switch 2-6 is off, graphics printing will not work. The LQ-500 comes with DIP switch 2-6 In the off position. Placing DIP switch 2-6 in the on position fixes the problem.
Get Outta My Face is an unusual name for a program, so they shortened it to GOMF. GOMF is a utility that causes your Amiga to avoid the Guru.
GOMF constantly monitors the system operation, trapping both system reset and task held guru messages. Originally shareware, GOMF 2.0 has now been released as a commercial offering.
Several improvements to the original version have been made, and a program called Nuke is included in the package. Nuke allows you to remove an errant task from the system, and reclaim the memory and other allocations previously assigned to that task. If you have ever had a CL1 window lock up and had to set it aside, knowing it was holding several hundred K of RAM hostage, you can see how useful Nuke can be.
Registered users of the original GOMF may upgrade to the latest version for the difference in price between their shareware contribution and the commercial price of S39.95 (U.S.) + $ 4 shipping + S3 U.S. Handling Fee.
GOMF 2.0 Marketed by: HyperTek Silicon Springs 205 2572 Shaughnessy St. Port Coquitlam, BC Canada V3K 3P5
(604) 942-4577 TDI Software has an upgrade available for Modula
2. Version 3.01a contains several bug fixes to the editor
and compiler. It is a no-charge upgrade.
Registered users will be notified. If you have changed addresses, or have not registered yours, notify them.
You can also send two blank disks and your registration number, and they will copy the files for you and return your disks. Their address is: TDI Software Inc. Mike Valentine Amiga Upgrade W4I0 Markison Rd. Dallas, TX 75238 Put in a note with your registration number, saying you have 3.00a and want the latest upgrade.
The latest version of VizaWrite is 1.06, from Progressive Peripherals and Software. Changes were made to fix bugs, and some minor enhancements have been included. The major change to the program involves the startup configuration file. Virtually anything that can be changed in the program can be set to a default value in the configuration file. Thus, you can customize the way VizaWrite starts up, so your documents will always be precisely formatted without making changes. Registered users do not have to do anything to receive the VizaWrite upgrade.
Progressive Peripherals and Software has also made available another nocharge upgrade to CLIMate. The program reads and displays directories and files. The program creates a file called .fastdir, which it uses to help speed display of a disk or directory.
The .fastdir file is stored in the displayed directory. On hard disk systems, the .fastdir file created by CLIMate clutters up the directory trees and is not easily removable. The latest version of CLIMate includes an option to avoid writing the .fastdir file.
Additionally, a program is included that will search and remove .fastdir files from a hard disk, reclaiming valuable disk real estate. To receive the upgrade, simply ship your original CL1 Mate disk to them, and they will copy and return the new version to you at no charge. Send your disk to: Progressive Peripherals and Softrvare (attn: Mark) 464 Kalamath Street Denver, CO 80204
(303) 825-4144 For about a month, I have been using Professional
Page, Gold Disk's Desktop Publishing Masterpiece. The
program, well over a year in the making, was worth the
wait. I publish two newsletters a month, and a plethora
of other materials. Pro Page has turned my Amiga into a
truly professional desktop publishing system.
Still, version 1.0 has a couple of bugs.
On rare occasions, a postscript print will draw a diagonal line from the upper right corner of the page, down and to the left. The line seems to be of random length and thickness. It doesn't happen often enough for us to nail down the problem, so if you are having the same problem, let me know the details. Maybe we can determine under what conditions the problem OCCUTS.
There are eighteen Postscript fonts included with the package. One notable exception is Zapf Dingbats, a font made up of many useful (and not so useful) symbols. Arno Krautter of Gold Disk reports that in the rush to release Pro Page, they accidentally lost the ".metric" file for it.
One of the major disappointments to prospective Professional Page users is that there is no dot matrix printer support. Pro Page outputs only to a Postscript printer. Gold Disk is working on an upgrade to Professional Page (version 1.1), and by the time you read this, it should be ready. The Zapf Dingbat font and Dot matrix support, as well as Color Separation capabilities, will be in VI.1 of Professional Page. The color separation module was originally expected to cost extra, but Gold Disk has decided to include the module in the main package. This will be available as a FREE upgrade to
current Pro Page owners.
Incidentally, if you have a desktop publishing package that writes Postscript disk files and you would like typeset or laser printed pages, but none of the printing services in your area will read Amiga disks, don't go buying a Macintosh. You can send your disks for printing, at reasonable rates, to a company I am affiliated with: Computer Associates Box 683 West Fargo, ND 58078 (701) 280-0915.
If the Postscript file is small, you may upload it for printing to their BBS at
(701) 280-9463. Remember, a 200K Postscript file will do nasty
things to your telephone bill at 1200 baud.
The Amiga 2000 and Digi-View do not always get along well together. New- Tek sells a small circuit that mates the Digi-View unit with the 2000. If you recall, the A1000 has a printer port that is just the opposite gender of the A2000. In addition, the port wiring is different and a straight-through gender changer won't always work with Digi- View. Even the NewTek Gender Changer evidently doesn't always work. Instead, the software responds with "NO VIDEO SIGNAL PRESENT."
There appears to be a problem with the 8520 CIA chip (it controls the parallel port, among other things); a lot of them seem to be marginally adequate, and apparently Digi-View is sensitive and requires exact voltages and power requirements. NewTek has commented that, with few exceptions, when they got a call about Digi-View not working on the 2000, the person's printer would work. Replacing the 8520 CIA chip in your 2000 may cure the problem, but even then there's no guarantee you won't replace it with one that's marginal or worse than the original chip. If you have found a solution to this
problem, pass along the information. I will publish it here.
There have been complaints that the Okimate 20 printer will not work with the A2000. It seems the Workbench
1. 2 v33.61 33.59 will not work with the Okimate 20. Until a
better solution comes along, you can use the Enhancer
v33.47 33.44. That Workbench and Okimate printer driver
combination works fine.
While on the topic of Amiga operating system problems, there is a report of a problem with AREAD and AWRITE on the A2000, when using a Jlinked virtual drive. Use of either program will corrupt some of the files on the Jlinked drive. To work around this bug, simply use an intermediary file on the Amiga side, if the source or final destination is in a Jlinked drive.
Not to be left out, the A1000 Sidecar also has a problem with AREAD and AWRITE. A note from a Mr. K. Davidson included the following workaround. Mr. Davidson found that AREAD and AWRITE didn't work after installing a hard disk in the Sidecar. After the DJMOUNT command was entered to add the hard disk to the Amiga, AREAD AWRITE no longer worked. The problem seems to be one of timing. In your hard disk startup sequence, enter the B1NDDRIVERS command and use the WAIT command, allowing enough time for the sidecar to boot. When the disk has finished booting the sidecar, enter the DJMOUNT command.
Click the Pcdisk icon on workbench, then click the Pcmono or Pccolor icons Aread and Awrite will work.
There is a new hard disk driver program for the A2000. If you have problems with read errors on a hard disk when the A2000 is in the overscan mode, you will need the new driver. It has been posted to every major communications link, or you may get it from your local dealer. It is a no-charge upgrade. You won't need to reformat your hard disk or anything, just copy the new driver program to your expansion drawer.
• AC* Pictur by Warren Ring The Vilified Field Theory Continued!
Last month we started a series of articles on interfacing between a number of assembler functions, a collection known as a tool box, with unified fields. This article is the second in a three-part series describing these functions. The source included here covers disk I O, console I O, line- scanning of text for individual words, string manipulation, Integer ASCII conversion, and text display.
This month, we'll reveal the source code and examples of a full set of disk I O routines, string copy, string compare, and string extraction (your BASIC LEFTSO, RIGHTSO, and MIDSO functions). When this series concludes next month, we will have completed our first toolbox. The text shown in the MACROS.ASM and WARLIB.ASM files should be appended to the text for the files shown in last month's column. (You can also obtain a copy by modem. See end of article.)
The functions we'll cover tlais month can best be illustrated by two example test programs.
Example One: Text Manipulation Listing 1 is an example of how you can extract text from the left end, middle, or right end of a string as easily as you can in BASIC. Type in the example listing, assemble and link it as "testl." Then execute it by entering the program name, "testl," followed by a text string no longer than sixteen characters, and two integers, which we'll call "m" and "n."
Testl displays the left-most "m" characters, the "n" characters starting from position "m," and the right-most "n" characters, just as they are used in BASIC. Listing 2 shows some sample runs. Note in the examples how the package gracefully handles invalid data, such as the negative numbers and the excessively long input string.
Example Two: Disk I O Listing 3 is an example of all disk I O functions: how to Create, Open, Read, Write, Seek, Close, Rename, and Delete files. In our example, "test2," we define a file structure as a group of records, each contuning sixteen bytes. Each record contains an English word or phrase padded with spaces on the right end to make it sixteen characters long. You may open, create, rename, or delete a file. Once you open a file, you may read and write records, seek a new position to make the next read or write, or dose the file. You may also display or modify the text in the record in
RAM. Listing 4 shows a sample run. Note that you can display both the hex and ASCII values of the bytes in the file we create by entering: l fype text3 opt h Now for some background on how the AmigaDOS disk I O calls work. AmigaDOS correctly assumes that most files read or written are "sequential" files, meaning you either read an existing file from beginning to end, or you create a file and write sequentially until you dose it. Each file has a position marker, or cursor associated with it, indicating where in the file (how many bytes into the file) the next read or write takes place. Each
time you read or write in a file, AmigaDOS automatically moves this cursor to the end of the record you just read or wrote, making the assumption that you wish to read or write the following record. If you wish read or write in another place in the file, you must use the Seek command to change the cursor position.
The figure AmigaDOS accepts can be relative to the beginning of the file, current position, or end of file. In this toolbox, we make all cursor positioning arguments relative to the beginning of the file. Listing 4 shows a sample run.
For those of you who just joined us this month, this package uses a structure called a "string buffer" to hold our text record. A string buffer consists of a long integer, indicating the size of a data area in bytes, followed by a long integer indicating the current usage of that data area in bytes, followed by that data area.
String buffers are used as disk I O buffers, as well as text buffers. When we write to disk, the current usage of the string buffer is the number of bytes to be written to disk.
Conversely, when we read from disk, the maximum length of the string buffer is the number of bytes we wish to read from disk. The read routine sets the current usage of the string buffer to the actual number of bytes read from disk.
Accordingly, AmigaDOS tries to fill the string buffer, and the string buffer's current usage is set to the correct value.
$ 3.00 $ 3.00 $ 3.00 $ 3.00 $ 1.75 $ 59.00 $ 13.00 $ 10.00 1000 Paralel 500 2000Serial 2 Pos AB - M 3 Eos ABC - M $ 30.00 $ 35.00 S35.00 $ 45.00 String buffers unify the interfaces to all functions in this toolbox, and simplify many of the coding operations that assembler programmers find difficult.
A Common Error During the development of this package, I noticed that an unusually high percentage of Guru visitations are caused by one specific error: using a Long word move when moving a byte. Three statements after CreateFile2 in the library file, the following statement appears: MOVE.B 0.(A2) If "L," instead of "B," is inadvertently specified here, as is normal in other parts of the routine, and A2 happens to point to an odd address, you will get a visit from the Guru!
About 50% of the Gurus I received were traced to this error.
The ones for the DISK CABLE (DB23P) The ones for the RGB MONITOR CABLE (DB23S) The ones for the BARALLLB, (FRHSTTER) CABLE (D825S) CENTRONICS MALE FEMALE The cnes for the ES21AL (MODEM) CAST (DB25P) CONNECTOR COVKS crc 9-ELLS W? Ciso hCfye Ihe 34 PIN B2GE CCM JECTOR for those making the 5 '» Floppy Dsk Interfaoe Ready to Use 2 DRIVE CABLE w POWER SUPPLY Ccties for PRNTH3S crd MONTOTC5 6ft. 1311 Sony RGB Ccfcte We have those FUNNY CONNECTORS for the back of the Amiga™!
1000 Serb 2000 500 Pardbt AB-S ABC -S Parting Words If you missed last month's column, or would rather get a copy of these files electronically, they should be available under the name ASMTOOL1.ARC on PeopleLink. This archive file should also be on the two BBS systems I regularly visit the Los Angeles Amiga User's Group BBS (LAAUG Line) at (213) 559-7367, and the "1939" BBS at (818) 3684248. If you have questions or comments, you may contact me at either of the boards or through this magazine.
Listing One Text Manipulation Exercise (lestl) section code include “macros.asm" .-Perform startup ,- housekeeping .-Set AS, m, and n, ; to the first three words j found on the command ; line, respectively Start XI Scanw Iwordl Scanv Iword2 Atol lword2,I Scanw !Word3 Atol Iword3,J Display 'Left$ (“' .-Display “Lefts (AS, m)-¦ WritCon Iwordl Display WritCon *Word2 Display ')•"' Left Iwordl,I,!Word4;Calculate B5, and WritCon Word4 ; display it Display Crlf Display Omid$ ("' .-Display "Kid$ (A$ ,n,n) WritCon iWordl Display '*,' WritCon !Word2 Display WritCon Iword3 Display 0)-"' Hid Iwordl,
I, J,IWord4 .-Calculate B$ , WritCon Iword4 ; and display it Display "" Crlf Display 'Rights “ % ;Display “Rights (AS,n) -¦ WritCon Iwordl Display WritCon Word2 (continued) Shoe your dsk resouce*. (2000 Owners w Bridge cord.)
Use this switch box co mplete w cables to switch your exfemol floppy between Amiga & IBM ports.
$ 49.00 MAJL ORDERS ptocse hdude $ 2X10 Postage & Hrneing PHONE ORDERS (918) - 336 - 1704 (COD only) BCD Jim Black
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Iwordl, 1, Iwordl;Calculate 95, WritCon Iword4 ; and display
it Display *"' Crlf ;Perforn ending house- t keeping, and
exit Exit include "warlib.asra" section data StrBuf Buffer,80
StrBuf Wordl,16 StrBuf Word2,16 StrBuf Word3,16 StrBuf
Word4,16 DS.L 1 DS.L 1 Listing Two Sample Text Manipulation
Run l testl abode 2 3 Lefts(“abode",2J-“ab" Mid$ (“abede",
2,3)-"bed" Rights(“abcde“,2)-"de" l testl abode -1 5
Left$ ("abode",-!)-"” Hid$ ("abede",-1,S) Rights (“abode",-!)-"”
l testl abode 5 -1 LeftS("abode", 5)-"abode”
MidS(“abede",5,-1)-"" Ulitgkmg at % Ardennes (Made for the
Amiga™ WW li 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 BO-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 and concepts Detailed full-color graphics Realistic sound effects One or two players Seigfried Line Artillery Supply Terrain effects
• V-2 Rocket attacks
• German saboteurs
• Play customization
• Save Game function
• Handicapping system for play balance
• Fuel Dumps
• Aerial bombardment $ 5295 plus $ 3.00 post. & hand.
Visa $ MasterCard Check, Money Order or C.O.D. Mass. Res. S' a tax Building 3, 297 North Street Hyannis, Mass. 02601
(617) 790-1994 Requires 512 K Amiga™ or Amiga 500™ StrCmp
(Selection,(C;If the response is not
• ' *C then jump to X3 Display 'Which file? ' ReadCon
(Filenamel Create (Filenamel,Filol BEQ X2A ;if there was an
error, ; then jump to X2A Display 'The file is open',LF BRA
XI0 ;Jump to X10 A Display 'l cannot create it',LF 3RA XI
;Jump to XI StrCmp (Selection,IR;If the response is not 0NE *4
i "R", then jump to X4 Display 'Which file? ' ReadCon
(Filenamel Display 'New filename? ' ReadCon Filename2
Rename (Filenamel,(Filename2 BEQ X3A ;if there was an error, ;
then jump to X3A Display 'The file is renamed',LF BRA XI
;Jump to XI A Display 'I cannot rename it',liT BRA XI ;Jump
to XI StrCmp (Selection,(D;1f the response was not BNE ¦* t,D",
then jump to X5 Display 'Which file? ' ReadCon (Filenamel
Delete (Filenamel BEQ X4A ;if there was an error, ; then jump
to X4A Display c'The file is deleted', LF BRA XI ;Jump to XI A
Display c'l cannot delete it',LF BRA XI ;Jump to XI
Rights("abcde",Sl-'abcde" l testl abode 6 3 Lefts ("abcde",
6 -"abcdc" MidS("abcde",6,3}-"" Right? ("abcde", 6) -"abcde"
l testl abcde 1 2 Left$ ("abcde", 1)-"a" MldS("abcde",l,2)-"ab"
Rights("abcde",l)-"e" l testl abcdefghijkimnopqrstuvwxyz 100
100 LeftS ("abcdefghi jklmnop", qrstuvwxyz) Hid5
(“abcdefghijklmnop", qrstuvwxyz, 100)-"*
Rights("abcdefghijklmnop”,qrstuvwxyz) 1 StrCmp
(Selection,IE;If the response was not BNE X6 ; "E", then jump
to X6 Display 'Exiting...',10 BRA X99 .'Jump to X99 ;(Other
selections may go here) BRA XI .'Jump to XI Display c'Olose,
Rlcad, W) rite, D) isplayRec, ' Display H)odifyRec, Sjeek:
» ReadCon iSelection StrCmp (Selection,1C;If the response was
not BKE XI1 ; "C", then jump to XII Filel XI Close BRA .•Jump
to XI Listing Three Disk I O Exercise . _ imm- section code
include "macros.asm" Start .-Perform starting housekeeping
Display c'OJpen, Oreate, R)encme, D)elete,f Display ' Ejxit:
' ReadCon (Selection StrCmp (Selection,(O;If the response la
not BKE X2 ; "O", ther. Jump to X2 Display 'Which file? ‘
ReadCon (Filenamel Open Filenarael,Filei BEQ X1A ;If there vas
an error, ; then jump to XIA Display 'The file is openr,liF:-
BRA X10 .-Jump to X! 0 A Display 'There is no such fills',
LF BRA XI ; Jump to X!_0 StrCmp (Selection,(R;If the response
was not BKE X12 : "R", then jump to X12 Read Filel,(Recordl
ADDQ.L (l,RecNuml .-Increment the displayed ; record number
StrLen (Recordl ;If the record has a non- BNE XI0 ; zero
length, then jump ; to XI0 Display 'Unwritten record',LF BRA
XlO ;Jump to X10 ?Selection,(w.-if the response was not X13 ;
"w", then jump to XI3 StrCmp BKE ADDQ.L l,RecKuml ;Increment
the displayed ; record number Write Fiiel,(Recordl BGT X10 ;If
there was no error, ; then jump to XI0 Display 'Error',LF BRA
XI0 .-Jump to XI0 (Selection,ID;If the response was not X14 ;
"D", then jump to x!4 StrCmp BKE Display 'Record ' ItoA
RecNuml, Selection INTRODUCING..... WritCon *selection ;Display
the record number Display ', the word Is ” ' WritCon fRecordl
Display '"',LF BRA XI0 ;Jump to XI0 StrCnp fSelection, M;If
the response was not BNE XI5 ; "M", then jump to X14 Display
'Enter a new word: ' ReadCon Word strCpy
Spaces, Recordl;Pad the word with StrCpy Word,tRecordl;
spaces to make it 16 MOVE.L 16, DO .* chars long MOVE.L DO,
Record1+4 BRA X10 ;Jump to X1Q
• Selection, S;If the response was not XI6 ,* "S", then jump to
XI6 StrCmp BNE F E A T U R I N G Display 'Enter the record
number: ' Readcon fSelection Atol Selection,RecNuml MOVE.L
RecNuml,DO .’Multiply the record LSL.L 4,DO ; number by 16 to
get the MOVE.L DO,FilelOffset; byte offset Seek
Filel,FilelOffset BRA X1Q ;Jump to X10 6 ;(Other selections may
go here) BRA X10 ;Jump to X10 An Evolution in Disk Utilities
for Amiga™ Personal Computers!
.•Perform ending house- ; keeping, and exit TO ORDER Send check or money order to; Fuller Computer Systems, Inc.
P. O. Box 9222 Mesa, Arizona 85204-0430 Or CALL (602) 835-5018
include "warlib.asm" section data String C,'C' String D,* D'
String E,'E' String M,'M' String O, 'O' String R,' R' String
S,'S' String W, rW' String Spaces, ' StrBuf Filename!,16
StrBuf Filename ,16 StrBuf Word,16 StrBuf Recordl,16 StrBuf
Selection,16 Dealer Inquiries inviied Filel RecNuml
DC. L 0
DC. L 0
DC. L 0 Listing Four Sample Disk I O Run Enter the reecord
number: 0 Cjlose, Rjead, Wjrite, DjisplayRec, MjodifyRec,
Sjeek: R Cjlose, Rjead, Wjrite, D)isplayRec, MjodifyRec,
Sjeek: D Record 1, the word is "Line 1 Cjlose, Rjead, Wjrite,
DjisplayRec, MjodifyRec, Sjeek: R Cjlose, Rjead, wjrite,
D)isplayRec, MjodifyRec, Sjeek: c Record 2, the word is "Line
2 Cjlose, Rjead, wjrite, D)isplayRec, MjodifyRec, Sjeek: R
Unwritten Record Cjlose, Rjead, Wjrite, D)isplayRec,
MjodifyRec, Sjeek: D Record 3, the word is "* Cjlose, Rjead,
Wjrite, D)isplayRec, MjodifyRec, Sjeek: C Ojpen, Cjreate,
Rjename, Djelete, Ejxit: E Exiting.,. 1 type text.3 opt h
0000: 4C696S65 20312020 20202020 20202020 Line 1 0010:
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Amiga is a trademark of Commodore-Amiga, Inc. l test2 Open, Cjreate, R)ename Which file? Text2 There is no such file Open, C)reate, R)ename Which file? Text3 The file is open
C) lose, R)ead, Wjrite, Record 0, the word is Cjlose, Plead,
Enter a new word: Line Cjlose, Plead, wirlte, Record 0, the word is Cjlose, Rlead, Wlrite, Cjlose, Rjead, Wjrite, Enter a new word: Line Cjlose, Rjead, Wjrite, Record X, the word is ” Cjlose, Rjead, wjrite, Cjlose, Rjead, Wjrite, , Djelete, Ejxit: O Listing Five The Macro File “macros.asm , Djelete, Ejxit: C
D) isplayRec, MjodifyRec, Sjeek: D (The following external
declarations and equate should be appended to the list of
external declarations shown for this file in last month's
column) DjisplayRec, MjodifyRec, Sjeek: M 1
D) isplayRec, MjodifyRec, Sjeek: D Line 1 XREF XREF XREF 1FND LF
D) isplayRec, MjodifyRec, Sjeek: W
D) isplayRec, MjodifyRec, Sjeek: M 2
D) isplayRec, MjodifyRec, Sjeek: D Line 2
D) IsplayRec, MjodifyRec, Sjeek: W
D) IsplayRec, MjodifyRec, Sjeek: S _LVORenarae _LVQDeleteFile
~LVOSeek LF 10 (continued) INTERCHANGE ™ MWEH.L AO, - IA7)
KCV5.L U,AO ; - the file handle JSR CloseFlle M3VEM.L
(A7)+,A0 EHDM Share objects between Sculpt3D, VideoScape 3D &
Forms in Flight NOW YOU CAN...
- Use Sculpt 3D to ray-trace VideoScape 3D objects Delete
- Do Forms in Flight animations on Sculpt 3D objects
- Create VideoScape 3D objects using the Sculpt 3D interface Full
Intuition interface for all Interchange functions MACRO MCVEH.L
AO-Al,-(A7) MOVE.L ,A0 ; - SB containing MCVE.L 2,Al ;
the current filename JSR RenaraeFile ; 2 - SB containing
MOVEM.L A7I+,AO-Al; the new filename ENDM MACRO MOVEM.L
A0,-(A7) MOVE.L ,AO ; ¦* SB containing JSR DcleteFilc; the
filename MOVEM.L |A7)+,AQ ENDM Object Disk 1 now available.
Includes a Sculpt 3D font, plus lots more Sculpt 3D and
VideoScape 3D objectsl Interchange master program plus Sculpt
3D and VideoScape 3D Conversion Modules, S‘19.95. Forms in
Flight add-on Conversion Module, S19.95. Interchange Object
Disk 1, S19.95. This product requires objects from Sculpt 3D
and or VideoScape 3D and or Forms in Flight. It is not a
standalone animation program.
To order, send check or money order. Please include S3.00 postage &.
Handling. MA and WI residents add 5% sales tax. Interchange is a trademark of Syndesis. Sculpt 3D, VideoScape 3D and Forms in Flight are trademarks of Byte by Byte Corporation, Aegis Development and Micro Magic respectively. A a
• • * * •
• * SYNDESIS •
• 20 WEST STREET WILMINGTON, MASSACHUSETTS 01887 617-657-5585
MACRO MOVEM.L DO AO-Al,- MOVE.L ConTn,A0 1, Al ReadFile A7| ; - SB containing ; text to send to the ; console MOVE.L JSR MOVE.L ADDQ.L SUBI.L ,A1 ; Lop off the terminating 14,Al ; Linefeed) II, (All MOVEM.L (A7)+,DO AO-Al ENDM MACRO ;M - SB to copy MOVEM.L A0 A1,- A7); 2 - SB to copy to MOVEA.L ,AO HOVEA.L 2,A1 JSR StrCpy_ MOVEM.L (A7)+,AO Al ENDM StrCpy StrCr.p MACRO : - S3 to compare MOVEM.L AO Al,-(A7); 2 - SB to compare MOVEA.L ,A0 MOVEA.L 2, Al JSR StrCmp_ MOVEM.L ENDM A7»+,AO Al StrLen MACRO ; - SB to examine MOVEM.L AO Al,-IA7) HOVEA.L ,A0 JSR StrLen_ MOVEM.L
ENDM (A7)+,AO Al Left MACRO ; - SB containing the MOVEM.L AO Al DO,-(A7); source string MOVEA.L ,A0 ; 2 - number of bytes to MOVE.L 2,DO ; copy MOVEA.L 3,A1 ; 3 - SB containing the JSR Left_ ; destination string MOVEM.L ENDM (A7J +,AO Al DO Mid MACRO ; - SB containing the MOVEM.L A0 A1 D0 D1,-(A7J;source string MOVEA.L ,A0 ; 2 - point at which to MOVE.L 2,DO ; start copying MOVE.L V3,Dl ; 3 - number of bytes to MOVEA.L 4,Al ; copy JSR Mid ; 4 - SB containing the ; destination string MOVEM.L ENDM (A 7)+,AO Al DO Dl Right MACRO ; - SB containing the MOVEM.L AO Al DO,-(A7);
source string MOVEA.L ,A0 ; 2 - numoer of bytes to HOVE.L 2,DO ; copy MOVEA.L 3,A1 ; 3 - SB containing the JSR Right_; destination string MOVEM. L ENDM (A7J+,AO Al DO String MACRO ; - a string buffer label CNOP 0,2 : 2 - the string String 0 DC, L String_2 ?-String_l 0
DC. L string~2 6-string 1 0 String_l 0 DC.B 2 String 2 6 CHOP
ENDM 0,2 MACRO MOVEM.L MOVE. L MOVE.L JSR MOVEM.L ENDM MACRO
MOVEM.L MCVE.L MCVE.L JSR MOVEM.L ENDM HARD DRIVES PIONEER
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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.
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Macro File “macros.asm” (The following library routines should
be appended to the list of library routines shown for this file
in last month's column) ;This routine opens an already-existing
file In: AO - SB containing the filename Out: Al - the file
handle (0 - file doesn't exist) Zero Flag - Clear if the file
Set if the file doesn't exist MOVEM.L D0-D3 A0 A6,-fA7) ;(Push registers) ;First, we must convert the filename from string ; buffer form to "C” form :(Make AO point to the current uscage of the filename string buffer) ADDQ.L *4,A0 Set the byte counter (Dl) to the current useage of the string buffer MOVE, L (A0)+,D1 (Make A0 point to the first data byte of the filename) Create a temporary buffer on the 3tack of the length of the filename, +1, rounded up to the next word boundary (D2 - the size of the temporary buffer on the stack) (Make A2 point to the temporary buffer) MOVE.L D1,D2 ADDQ.L
* 3,D2 ANDI.L ?SFFFE,D2 SUB. L D2,A7 MOVE.L A7,A2 MOVE.L A7, A3
SUBQ.L 1,D1 (Make A3 point to the temporary buffer)
OpenFile2 Copy the filename from the MOVE.B (A0)+,(A2)+ ;
filename string DBRA Dl,OpenFlle2 MOVE.B
* 0,(A2) MOVE.L A3,Dl ,-Open the file HOVEH.L A1 D2,-(A7) HOVE.L
MODE OLDFILE,D2 MOVE.L DosLlbraryHandle, A6 JSR LVOOpen(A6)
MOVEM.L (A7)+,A1 D2 ADD.L D2,A7 ;Delete the temporary buffer
HOVE.L DO, (Al) ;(5et the caller's file handle ; value) MOVEM.L
(A7)+,D0-D3 A0 A6 ;(Pop registers) RTS .•Return CreateFile
.•This routine creates a new file In: A0 - a string buffer
containing the filename Out: Al - the file handle (0 - file
could not be created) Zero Flag - Clear if the file was
Set if the file wasn't created Notes: This routine deletes any already-existing file of the same name A create operation may fail because an already-existing file under the same name has its protection attribute set, or there is insufficient disk space to create the new file.
;(Push registers) MOVEM.L D0-D3 A0 A6,-(A7) First, we must convert the filename from string ; buffer form to "C" form (continued) ADDQ.L 14,AO i (Make AO point to the current i useage of the filename ; string buffer) MOVE,L (AO) +, Dl ;Set the byte counter (Dl) to ; the current useage of the ; string buffer ,* (Make AO point to the first ; data byte of the filename) MOVE. L Dl,D2 .’Create a temporary buffer on ADDQ.L 3,02 ; the stack of the length of ANDI,L ?5FFFE,D2; the filename, +1, rounded ; up to the next word boundary SUB.L D2,A7 ;(D2 - the size of the terap- ; orary buffer on the
stack) MOVE.L A7,A2 ; (Make A2 point to the tenp- ; orary buffer) MOVE.L A7, A3 ;(Make A3 point to the temp- ; orary buffer) SUBQ.L 1,D1 CreateFile2 MOVE.B (AO) +-, (A2) + ;Copy the filename from the DBRA Dl,CreateFile2; filename string MOVE.B Q,(A2) MQVE.L A3,Dl ;Create the file MOVER, L A1 D2,-|A7) MOVE.L '*M0DE_NEWFIL£,D2 MOVE.L DosLibraryHandle,A6 JSR _LVOOpcn(A6) MOVEM.L Ta7)+,A1 D2 ADD. L D2,A7 .’Delete the temporary buffer MOVE.L DO,(Al) ; Iset the caller's file handle ; value) MOVEM.L (A7)+,D0-D3 A0 A6 ;(Pop registers) RTS ,¦ Return .•This routine moves the position in a file at ;
which the next read or write is to take place.
In: AO - the file handle DO - the offset Dl - the mode:
- 1 - the offset i3 from the beginning of the file 0 - the offset
is from the current position in the file 1 - the offset is from
the end of file Out: DO - the previous position (-1 - seek
error) Notes: When a file is opened, the position at which the
next read or write is to take place is the beginning of file.
This position advances to the byte just beyond the end of each
record as that record is road, 30 that if you read a file
sequentially, you need never use the Seek system call.
If you wish to append data to the end of a rile, you seek with ar. Offset of zero, and a mode of 1, MOVEM.L D1-D3 A0-A1 A5,-IA7) ;(Push registers) MOVE.L Dl,D3 ;(mode) MOVE.L DO,D2 ;(offset) MOVE.L AO,Dl ;(file handle) MOVE.L DosLibraryHandle,A5 JSR _LVOSeek(A5) MOVEM.L (A7)+,D1-D3 A0-A1 AS ;(Pop registers) RTS ;Return DeieteFile ;7his routine deletes a file In: AO - a string buffer containing the filename Out: DO - the status (0 - file could not be deleted) Note: A delete operation may fail because the existing file has its protection attribute set.
MOVEM.L D0-D3 A0 A2 A3 A6,-(A7) ;(Push registers) .•First, we must convert the filename from string ; buffer form to "C" form ADDQ.L 4,AC ;(Make AO point to the current ; useage of the filename : string buffer) MOVE. L (A0)+,D1 ;Set the byte counter (Dl) to ; the current useage of the ; string buffer ;(Make AO point to the first ; data byte of the filename) MOVE.L Dl,D2 .-Create a temporary buffer on ADDQ.L +3,D2 ; the stack of the length of ANDI.L 5FFFE,D2; the filename, +1, rounded ; up to the next word boundary SUB.L D2,A7 ;(D2 - the size of the temp- : orary buffer on the stack) MOVE.L
A7,A2 .-(Make A2 point to the temp- : orary buffer) HOVE.L A7,A3 ;(Make A3 point to the tenp- ; orary buffer) SUBQ.L ? 1, Dl DeleteFile2 MOVE.B (AO) +, (A2) + .-Copy the filename from DBRA Dl,DeleteFile2 ; the filename string MOVE.B +0, IA2) .•Delete the file MOVE.L A3, Dl MOVEM.L Al,-(A7) MOVE.L DosLibraryHandle,A6 JSR _LVODeleteFile(A6) MOVEM.L (A7)+,A1 ;Delete the temporary buffer ADD.L D2,A7 TST.L DO ;(Set clear the Zero Flag) MOVEM.L (A7)+,D0-D3 A3 A2 A3 A6;(Pop registers) RTS .-Return CloseFilo ,-This routine closes a previously-opened file.
;In: AO - the file handle MOVEM.L D1 A0 A5,-(A7) ;(Push registers) MOVE.L AO, Dl MOVE.L DosLibraryHandle,A5 JSR _LVOClose(A3) MOVEM.L (A7)+,Dl A0 AS ;(Pop registers) RTS ;Return RenameFile .-This routine renames a file In: AO - a string buffer containing the current filename Al - a string buffer containing the new filename Out: DO - the status (0 - file could not be renamed) Notes: Directory names may be included in the filenames. Thus, this function can serve as a move function within a volume.
A delete operation may fail because tho destination file already exists, or because a named directory doesn't exist.
MOVEM.L D1-D3 D7 A0-A4 A6,-(A7) ;(Push registers) MOVE.L A7,D7 ;(Save the stack pointer in D7) .¦First, we must convert the source filename from ; S3 form, to "C" form ADDQ.L *4,AO ;(Make AO point to the current ; useage of the filename ; string buffer) MOVE.L (A0)+,D1 .-Set the byte counter (Dl) to : the current useage of tho ; string buffer ;(Make AO point to the first ; data byte of the filename) MOVE.L Dl,D2 .-Create a temporary buffer on ADDQ.L 3,D2 ; the stack of the length of ; up to the next word boundary ;(D2 - the size of the temp- ; orary buffer on the stack) ; Make A2 point to the
temp- ; orary buffer) AND I.L ? SFFFE, SUB.L D2,A7 MOVE.L A7,A2 MOVE.L A7, A3 SUBQ.L ? 1,D1 ;(Make A3 point to the terap- ; orary buffer) RenameFilel MOVE.B (A0)+,(A2) + .‘Copy the filename from the DBRA D1,RenameFilel; filename string MOVE,B 10, (A2) ;Next, we must convert the destination filename r from SB form to "C" form ADDQ.L 4,Al ; Make Al point to the current ; useage of the filename ; string buffer) (continued) MOVE.L (Al) +,D1 .-Set the byte counter (Dl) to ; the current useage of the ; string buffer ;(Make Al point to the first ; data byte of the filename) MOVE.L D1,D2 .•Create a
temporary buffer on ADDQ.L 3,D2 ; the stack of the length of ANDI.L ?SFFFE,D2; the filename, +1, rounded ; up to the next word boundary SUB.L D2,A7 ; (D2 - the size of the temp- : orary buffer on the stack) MOVE.L A7,A2 ;(Make A2 point to the temp- ; orary buffer) MOVE.L A7,A4 ;(Make A4 point to the tenp- ; orary buffer) SUBQ.L ? 1 ,D1 RenaraeFile2 MOVE.B (Al)+r(A2)+ ;Copy the filename from the DBRA D1,RenameFile2 ; filename string MOVE.B
* 0,(A2) ;Now we rename the file MOVE.L A3,D1 .Rename the file
MOVE.L A4,D2 MOVE.L DosLibra ryHandle,A6 JSR _LVORename(A6)
MOVE.L D7,A7 ;(Restore the stack pointer) TST.L DO ;(Set clear
the Zero Flag) MOVEM.L (A7)+,D1
- D3 D7 AQ-A4 A6;(Pop registers) RTS ;Return Left_ .•BASIC Fn: BS
- Lefts (AS, I) A1 A0 DO ; In: AO - source buffer Al -
dest buffer DO - Number of bytes to copy MOVEM.L D0-D2 A0
- A1,-(A7) ;(Push registers) MOVE.L (Al),D2 ; (Set D2 to the max
length of : B$ ) ADDQ.L 4, Al :(Make Al point to the current ;
useage of B$ ) MOVE.L 0, (Al) ,*Set the current useage of BS ;
to zero ADDQ.L 4,AO ;(Make AO point to the current ; useage of
AS) MOVE.L DO, D1 :Set the byte counter (Dl) to CMP.L (AO),D1 :
the minimum of: (1) I, BLE Left_l ; (2) the current useage of
A$ , MOVE.L (AO),D1 .
: (3) and the maximum length of Left_l : BS CMP.L D2,D1 BLE Left_2 MOVE.L D2,D1 Left_2 TST.L D1 ; :If the byte counter is 0 or, BLE Left_9 ; : negative then jump to Left_9 MOVE.L D1,(A1) ; :Set the current useage of BS : to the byte counter ADDQ.L 4,AO ; :(Make AO point to the first : data byte of A$ ) ADDQ.L 4,Al ; 1(Make Al point to the first data byte of BS) SUBI.L ?1,D1 ; Copy the data bytes from AS to LeftJ3 BS MOVE.B (AO)+, (Al) + DBRA Dl, Left_2 1 NEW FROM ROBOT RERDERS A Powerful New Way To Learn To Read Ttie ZlgCy ‘Duckting ROBOT REHDERS Are Designed to Teach Children To Read In An
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(714) 963-4584 Left_9 MOVEM.L (Al)+ ,DQ-D2 A0-A1 ; (Pop
registers) RTS ;Return Mid_ ;BASIC Fn: B$ - Mld$ (A$ , Ir J)
AI A0 DO D1 In: AO - source buffer Al - dest buffer
DO - The position in AS to start copying D1 - Number of
bytes to copy MOVEM.L D0-D3 A0-A1,-(A7) ;(Push registers)
MOVE.L (Al),D2 ADDQ.L 4,Al MOVE.L 40, (Al) (Set D2 to the
max length of B$ ) (Make Al point to the current useage of
B$ ) Set the current useage of 3$ to zero :If I is 0 or
negative, then ; jump to Mid_9 TST.L DO BLE Mld_9 ADDQ.L
4, AO MOVE.L (AO) , D3 SUB.L DO, D3 ADDQ.L 1,D3 CMP.L
D1,D3 BLE MOVE.L D1,D3 Mid_l CMP.L D2,D3 BLE Hid_2 MOVE.L
D2,D3 Mid_2 TST.L D3 BLE Mid 9 ;(Make AO point to the
current ; useage of AS) ,*Set the byte counter (D3) to ;
the minimum of: (1) J, ; (2) the current useage of ; AS - I
+ 1, and ; (3) the maximum length of BS ;If the byte
counter Is 0 or ; negative, then jump to Mld_9 me memory
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New for the 64 126 Super Boulder Dash Sesame Street tides Sticky Bears series geoProgrammer Ktmg Fu I £ II Card Shark ecoPublish Test Drive SwiftTax Sherlock NeoFcnt Ace 2 Ardok The Train Bazooka Biil M1SL Soccer Rogue Trooper Right_2 TST.L D1 ;If the byte counter is 0 or BLE Right_9 ; negative, then jump to ; Right_9 MOVE,L Dl, A1) ;5et the current useage of B$ ; to the byte counter) MOVE.L (A0),D2 ;(Set D2 to the current length ; of AS) ADDQ.L 44, AO ;(Make A0 point to the first ; data byte of A$ ) ADDQ.L 44,Al ; (Make Al point to the fir3t ; data byte of BS) SU3.L D1,D2 7 (Make AO point to
the last ADDA.L D2,A0 ; byte in AS, ninus the byte ; counter) SUBQ.L I1,Dl ;Copy the data bytes from AS to Rlght_3 ; B$ MOVE.B (AO)+,(Al) + DBRA Dl,Right_3 Right_9 MOVEM.L (A7)+,D0-D2 A0-A1 ;(Push registers) RTS .'Return 5trCpy_ .-BASIC Fn: BS ~ AS A1 A0 ;In: A0 - source buffer (AS) ; Al - dest buffer (BS) MOVEM.L D€,-(A7);(Push registers) MOVE.L (A0)rDO ;Set the number of bytes to ; copy to the max length of AS JSR Left_ ;Copy the data bytes from AS to ; BS MOVE.L (A7)+ ,D0;(Pop registers) RTS ;Return Only What Works- Satisfaction Guaranteed!
Amiga C-641C-128 - Authorized Repair Center Hardware Software Printers Peripherals Accessories MOVE.L D3,(Al) .'Set the current useage of B$ ; to the byte counter ADDQ.L 44, A0 ;(Make A0 point to the first ; data byte of AS) ADDQ.L 44,Al ;(Make Al point to the first : data byte of BS) ADDA.L DO, A0 7(Make A0 point to byte I in SUBQ.L 41,A0 7 AS) SUBI.L 41, D3 .•Copy the data bytes from AS _3 : BS MOVE.B (A0) +, A1) + DBRA D3,Mid 3 Mid_9 MOVEM.L (A7)+ ,D0-D3 A0-Al ;(Pop registers) RTS .'Return .-BASIC Fn; 35 - RightS(AS, I) A1 A0 DO AO - source buffer Al - dest buffer DO - The
number of bytes in AS, from the right Right_ end, to start copying MOVEM, L D0-D2 A0-A1,-(A7) ;(Push registers) MOVE.L (Al),D2 (Set D2 to the max length of 3S) ADDQ.L + 4, Al (Make Al point to the current useage of BS) MOVE.L ? 0, (Al) Set the current useage of BS to zero ADDQ.L
* 4, A0 (Make A0 point to the current useage of AS) MOVE.L DO, Dl
Set the byte counter (Dl) to CMP.L (A0),D1 the minimum of: (1)
I, BLE Right_l
(2) the current useage of AS, MOVE.L (A0) ,D1
(3) the max length of BS Right 1 CMP.L D2, Dl BLE Right_2 MOVE.L
D2, Dl StrCmp_ ;C fn : 3 - (AS B$ ) ; ;This routine indicates
whether or not AS - BS In: A0 - source buffer (AS) Al -
dest buffer (BS) Out: 2ero flag - Set if the strings are
- Clear If the strings are unequal MOVEM.L DO A0-A1,-(A7) ;(Push
registers) ADDQ.L 44,AO ;(Make A0 point to the current ; useage
of A$ ) ADDQ.L 44, Al ;(Make Al point to the current ? Useage of
BS) MOVE.L (A0),DO ;Set the byte counter (DO) to ; the current
useage of A$ CMPM.L (A0)+,(Al)+;If the current useage of AS BNE
StrCmp_97 the current useage of BS, 7 then jump to StrCmpS
SUBQ.L 41,DO 7If the AS data bytes the BS StrCmp_5 7 data
bytes, then jump to CMPK.B (AO)+,(Al)+ 7 StrCmp_9 BNE StrCmp_9
DO, StrCmp_5 4$ 4,CCR ;Set the zero flag DBRA OR1 St rCmp_9
MOVEM.L (A7)+,D0 A0-A1 ;(Pop registers) RTS .•Return .'BASIC
Fn: I - LEN(AS) StrLen This routine indicates the current
length of a string In: AO - the buffer (AS) Out: DO - the
current useage of AS MOVEM.L AO,-(A7) ;(Push registers) ADDQ.L
*4,AO ;(Make AO point to the current ; useage of AS) MOVE.L
(AO),DO ;Set DO to the current useage ; of AS MOVEM.L (A7)+,A0
;(Pep registers) RTS .Return IFND MODE_OLDFILE MOD£_OLDFILE EQU
1005 ENDC IFND MODE_NEWFIL£ MODE NEKFILE EQU 1006
• AC* ENDC ROOMERS byTheBand*° The hardware business is
The hardware business is hopping.
Computers of all types are selling, and industry executives are muttering, "Recession? What recession?" Amigas are doing well, especially the 2000, which is still in short supply. In Europe, the picture is even higher resolution for Commodore: there are over 70,000 Amigas in England,
200. 000 in West Germany, and worldwide the total has reached
500. 000 (those are the best numbers the Bandito could find). The
European market is buying loads of Amiga 300s 8,000 in the
past two weeks in West Germany.
All is not wonderful for Atari, though.
Sales are lagging in the U.S., and they've taken a turn for the worse in Europe, where the Amiga 500 is gobbling Atari's 520 ST market share like Pac-Man eats energy pellets.
Atari's Mega ST has been a mega-flop in the U.S. where the price has been a major barrier ("S2500 for an ST? No thanks!"). It's doing better in Europe, where Atari is seen more as a business computer than a home computer.
Overall, Atari's sales have been buoyed by the strong videogame market, which accounted for a substantial part of their revenue over Christmas.
News from Japan indicates the video craze may be slowing down, though.
Nintendo sales are off 30%; this could presage another slump in the video business. Expect videogame sales to plummet in the fall. We may see game cartidges as landfill again, if manufacturers don't watch their inventory. The Bandito thinks this is good news for the home computer business, particularly the Amiga.
Remember when video games crashed before? Because people had developed a taste for computers by using their video games, home computer sales boomed. Perhaps history will repeat.
Software sales, particularly game software, haven't been as hot as hardware sales, Perhaps it's the number of Amigas on the market now.
Game software sales have been slow, so we may see fewer original games on the Amiga. The Mastertronic conversions from arcade games are pretty good, which may be part of the problem. When these games seil for about S15, it becomes difficult for other software houses to produce similar products.
Speaking of games, snowfall must be heavy in Hades the Bandito just got a copy of Return to Atlantis! Yes, the long-awaited, oft-pirated program has finally been shipped. It's the best underwater roleplaying adventure the Band it o's ever seen (of course, it's also the only one the Bandito's ever seen).
The Bandito has just received a copy of Jet, a very hot flight simulator. But the Bandito's also seen Interceptor, the new flight simulator from EA, which looks like the hottest flight simulator for anything short of a NASA computer. Those two programs should have a great dogfight in the marketplace. The Bandito has just one question how come both games allow' you to land your aircraft on the water?
Must be some secret new military development.
In other news, the Mindset is no more.
Yes, the original "graphics" computer, an IBM clone with 640 x 400 x 16 color graphics, has died a lonely death. JVC had been marketing the Mindset to the video market, offering a number of video options: genlock, character generation, and animation software.
Unfortunately for Mindset, the product just couldn't compete, and they closed their doors in November. Guess all those video people will just have to buy Amigas now... Seems that Aegis isn't the only Amiga company that's getting serious about the Macintosh. The Bandito's informers in Silicon Valley say other Amiga companies having been talking to Apple about porting their applications to the Macintosh. Apple thinks that's fine. But they also want everybody to raise their prices for the Macintosh versions of the product. Power with the price... Speaking of price, word on the wires is that
some people, desperate for color images on their expensive Mac II, are buying an Amiga to use with Digi-View as a Mac II color video digitizer. They're writing conversion routines to take Digi-View's 21 bit-per- pixel RGB files and convert them to Mac images. Of course, the originals still look better on the Amiga.
Atari is making money OEMing its hardware to other companies, A case in point, spotted at Video Expo: a $ 60,000 digital video effects box using an Atari monochrome monitor as a display screen. Also at Video Expo great interest in Amigas. Two different stores were displaying Amigas, showing off JDK Images Pro Video CGI and InnoVision's Video Effects 3D. Majorie Franklin, a graphic artist, has started a company called Animation Video Painting. They use Digi- (continuf.i) View, Digi-Paint, Aegis Video Titier, and Aegis Animator to create titles and other graphics for video production.
The word overheard is that the Video Toaster from NewTek is the most eagerly awaited new piece of Amiga hardware. The Bandito hears NewTek is adding even more tricks to Video Toaster, and that it will actually hit the streets in May or June. Looks like NewTek intends to put an entire video production studio in your Amiga.
There are all sorts of high-end video equipment that would be great to own, at a realistic price. The Bandito's going to have to study up on video gear, since it looks like it's the Amiga's true home.
Sunrize Industries' ad for the Perfect Vision video digitizer seems to say that it does real-time, color digitizing.
It actually does real-time digitizing and color digitizing not both at the same time. An upcoming module (S79.9S) will add that capability. Some customers have been a little surprised by that, and the fact that Perfect Vision offers only 12 bits of resolution to Digi-View" s 21 bits of resolution.
This means the pictures don't have the same quality. Oh, well, maybe the next product (and the ad) will be a little clearer.
Well, Commodore, get busy! The Amiga pioneered thousands of colors, stereo sound, and the blitter chip for fast animation. But now the competition is creeping up the Mac II has a stereo sound chip, a 16 million color palette, and a high resolution screen.
The IBM PS 2 has thousands of colors; the Mega Sts have a blitter chip. If Commodore gives the other computer manufacturers a year or so, the 11 get close to the Amiga's price performance and even surpass it!
One next generation Amiga the Bandito would like to sec would be 68020 based (with a 68030 option), with a 68881 math co-processor (and a 68882 option), an Obese Agnus chip with 2 megabytes of chip RAM, 4 megabytes of RAM, a 1.76 megabyte disk drive, and an 80 megabyte hard drive. The screen resolution should be variable depending on your monitor size, but support at least up to 1024 x
768. Oh, yes, expand the color palette to 32 bits per pixel,
which allows 8 bits each of R, G, and B, and 8 bits of
transparency to get that full Pixar look. How about the
ability to display 256 colors at once (with an option for
true 32 bit imaging)? Finally, let's make sure there's a
built-in SCSI interface and at least 6 slots. Price?
Well, make the base price in the S4000 range, and you've got a Mac II killer on your hands.
[The statements and projections presented in "Roomers" are rumors in the purest sense.
The bits of information are gathered by a third party source from whispers inside the industry.
At press time, they remain unconfirmed and are printed for entertainment value only.
Accordingly, the staff and associates of Amazing Computing™ cannot be held responsMe for the reports made in this column.] . „
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“SOUNDTRAP” ~i hm S Smmi In the Public Domain Fred Fish 127
& 128 and Amazing on Disk???
Hey there! I'm back with the latest and greatest Amiga Public Domain Software. This month: Fred Fish 127 (or, MOKE Entries to the Badge Killer Demo Contest!)
Bounce Bounce is Steve and Tom Hansel's entry to the Badge Killer Demo Contest. It creates little dots that bounce around and multiply. The source is included.
Nemesis This demo is Mark Riley's fifth-place winning entry to the Badge Killer Demo Contest. A small program with super graphics, animation and sound.
Ripples This demo is another Allen Hastings entry to the Badge Killer Demo Contest. Ripple features a fixed object from a shifting point of view. Another great animation from Allen!
Fred Fish 128 Dis Dig into your Amiga's memory with this 68000 disassembler, written entirely in 68000 assembler language by Greg Lee. Along with straight disassembling, this command-line disassembler features: ascii hex dumps, list instructions, build symbols, build locals, read write files, and more. Documentation and source files are included.
BjfCM. FktU DropCloth v2.2 Update to Fred Fish 59 Tired of that drab oT Workbench screen? Do you ever wish the windows and the screen were different colors? The solution: DropCloth, by Eric Lavitsky. DropCioth lets you place a pattern, a 2 bitplane IFF image, or a combination of a pattern and an image onto the Workbench backdrop only. Hooray! The screen and windows are different colors! Try doing that with Preferences. Written in Manx C, the source to the latest version of DropCloth is available from the author for a donation of S15 - 520.
LedCiock Ceneric is the first word that comes to mind when describing this "no frills" clock by Ali Ozer. This clock is so simple, it doesn't even have an alarm as a matter of fact, it doesn't have any run-time parameters. The few options it does support, such as 12 24 hour selection, can be specified at compile time only. Also, LedCiock is designed to run correctly on interlaced screens only. The source file, written in C, is included.
C. W.'s law states: "Hard disks always crash when they are not
backed up, and the data is irreplaceable."
MRBackUp to the rescue! This Intuition-based hard disk backup utility by Mark Rinfrt is flexible and time-saving. It backs up individual directories, directory trees, or even a whole disk easily. You can even back up from one directory hierarchy and restore to another. Incremental backups, based on last modified dates, are also supported. File compression is standard. MRBackup takes care of all the details. Just pop in a blank diskette whenever it asks. (It'll even format it!) It's no speed demon, but it's easy to use. Back up that hard disk! Includes extensive documentation and the entire
source in C. Paint Now here's something a little different.
This simple screen painting program by Greg Lee is written in Web.
Includes the source in Web. Please note: requires a Web "preprocessing" program to rebuild the source.
PrtDriver (Toshiba "three-in-one") Here's a new printer driver by Rico Mariani for the Toshiba "three-in-one" printer in its Qume (best) mode.
Includes source in both C and assembler.
SDBackUp vl.l Back up that hard disk (or those floppies) with this powerful backup utility by Steve Drew. SDBackUp uses a command-line type interface to allow speedy backup of hard drives or even floppies to floppies (3 1 2 or 5 1 4).
Back up an entire disk, a directory, or even a single file. File compression (Lempel-Ziv method) is standard.
SDBackUp also supports the 1.2 (continued) Arexx ... The REXX 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: The diagram on page 59 of the "PAL Help" article in AC V3.3 was incorrect. The correct diagram is presented above.
The article text was correct and following those directions would have made the error obvious. We apologize for any inconvience caused bv our error.
• TxEd-Plus from C. Heath MicroSmiths
• C.A.P.E. 68K Assembler from Inovatronics
• AmigaTf X V2.9A from Radical Eye Software Written by the author
of “ConMan.” Arexx sells for ... domain. Totally new??? That's
There will be a new diskette each month to complement each issue of Amazing. These will include all source code and executables (and maybe a few extra goodies). When can we expect this yet unnamed collection?
Well, it's still up in the air, but 1 expect to see a disk appear soon after this issue hits. We'll see...
• AC* 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 plc.ise add 5% sales tax) Maynard, MA 01754
(617) 568-8695 Amiga is a trademark of Commodore-Amiga, Inc.
That's it for the latest Fish masterpieces. I'll be sure
to report on the latest Fish disks as they appear.
Archive bits (for incremental backups).
SDBackUp also sports disk formatting on the fly, as well as a pwerful maintenance mode for checking marking clearing archive bits on files.
Includes extensive documentation.
Well that about covers it this month.
What would you like to see in this column?
Please send any PDS questions, comments, programs, old cigarette butts, etc. to:
C. W. Flatte c o Amazing Computing
P. O. Box 869 Fall River, MA 02722 Please include a SASE if you
would like a personal reply.
I'll be back next month with more In the Public Domain!
SED SED, by Eric Raymond, is a clone of the Unix (Stream Editor) program.
Includes documentation and the source in C. Gotcha!!!
- C.W. Flatte Oops... One more thing... Don't tell anyone but... My friends at Amazing Computing tell me they are developing a new collection of TOTALLY NEW Amiga public wKeys This "Hot-Keys" type program by Davide Cervone binds keyboard function keys to window manipulation functions. This is good stuff! Includes the source.
Aegis Development, Inc 2115 Pico Bid.
Santa Monica, CA 90405
(213) 392-9972 Applied Visions Suite 2200, 1 Kendall Sq.
Cambridge, MA 02139
(617) 494-5417 Associated Computer Services 1306 E. Sunshine
Springfield, MO 65804
(417) 887-7373 Computer Expansion Products 3596 South 300 West
10 Salt Lake City, UT 84115
(801) 264-8238 Datasound 603 Brantley Place- Virginia Beach, VA
(804) 431-1362 dissidents!
730 Dawes Ave. .
Utica, NY 13502 Dr, T's Music Software Inc, 220 Boylston St. 306 Boston, MA 02161'
(617) 244-6954 ECE Research & Development 1651 N. Monroe St
Tallahassee, FL 32303
(904) ; 681-0786 ECT Sam pie Ware
P. O.Box 36 Sierra Madre, CA 91024
(818) 355-8819 Electronic Arts Frog Peak Music
P. O. Box 9911 Oakland, CA 94613
(415) 485-6867 Golden Hawk Technology 427-3 Amherst St. Nashua,
(603) 424-0269 Hypertek Silicon Springs 120-1140 Austin Ave.
Coquiltlam B.C, Canada V3k3P5
(604) 939-8235 Infinity Software;.; : 1144 65th St. Suite C
Emeryville, CA 94608
(415) 420-1551 Interactive MicroSystems Landmark 20, 80
P. O. Box 1446 Haverhill], MA 01831
(617) 372-0400 Karl R. Denton Associates
P. O.Box 56 Westland, MI 48185
(313) 522-1939 Magnetic Music RD 5 Box 227A Myrtle Dr. Mahopac,
(914) 248-8208 Microillusions 17408 Chatsworth St. Granada Hills,
(818) 360-3715 Microsearch Inc. 9896 Southwest Freeway Houston,
(713) 988-2818 Mimetics Corporation
P. O. Box 1560 Cupertino, CA 95014
(408) 741-0117 Opcode Systems 1024 Hamilton Ct. Menlo Park, CA
(415) 321-8977 Pregnant Badger Music : 10010 Biscanewoods Way
Sacramento, CA 95827
(916) 361-8217 Silver Software 77 Mead St Bridgeport, CT 6610
(203) 366-7775 Skyles Electric Works 231 S. Whisman, Suite E
Mountain View, CA 94041
(415) 965-1735 Speech Systems 38 W 255 Deerpath Rd. Batavia, IL
(312) 879-6880 The Other Guys 55 N. Main, Suite 301D Logan, UT
(801) 753-7620 Visual Aural Animation
P. O. Box 4898 Areata, CA 95521
(707) 822-4800 WaveTable Technologies 1647 Willow Pass Rd. Suite
267 Concord, CA 94520
(415) 947-0689 1820 Gateway Dr. San Mateo, CA 94404
(415) 571-7171 __¦ New Products for All AMIGAS rrom
IH!sfp®[rT®fe S!lj£©ira Sprteg® ‘...Without a doubt, the
most Important program this month Is GOMF.
All Amiga users are sick and tired of toeing running programs and data to the dreaded Guru, and anything that can stop this terrible syndrome deserves a round of applause!'
V .So if Gurus are getting to you, add GOMF to your Amiga environment and you can start saying goodbye to the GURU too!'
- Commodore magazine Deluxe MIDI interface Simply th* BEST
full-failu td midi iniirfac* avaiiabii for tha aMioa 500 1000
Fully compaibl* all progrimi ihal jit larlal midi *i*nd*-d
output, ONLY th« DELUXE MiOl INTERFACE offin you: SERIAL PORT
Pan-thru. MIDI IN, MID' THRU, and two SwlTCHABLE THRU OUTS I
Thl* It th» opllmum configuration for anyoni with mora than on*
iynlh or other MlDi divlci No THRU on your lyntn(i)? No
probiamt Simply flip a iwilch on lha Daiuxa MIDI inlarlaca, and
avoid coilfyTHRU box**1 Induda* 0 lool cabta. 1 yaar wa ranty
Plaaia Sptclfy modal 500 1000 ...... jog TTL
Hi-res Monitor Adapter For th* Amiga 500 1000 2000 Plug* Inlo
RQ8I port for ULTRACRlSP fllckar-fraa high r**olullon
monoehrom* vld*o output P*r1icl for HI-RES GRAPHICS,
WORDPROCE551NG. CAD. DESKTOP PUBLISHING, BUSINESS, ale. ANY
application In ANY raiolutlon I* SHARPER and CLEARER wUh Cia
TTL Hl-fai Monitor Atfaplar Parfict tor ut| with th| lew -CCH
(undaf 1100} Commodofa 1901 monitor or Moriior 00 Ineiuda* taiy
inilallation inUuchom, a dtik wllh a ipaciaJ Hi -r»i WorkSineh
font and RGB peri pan -thru (a 1010 RGB monitor may bo uied
iimultanaouiV) 1 yotf wtutir* 8 K NO C vtrfyTS* (Monitor not
Inciudad) ... ...... 100 si Light Pen Now GOMF is even better!
Version 2.0 NOW shipping NEW FEATURES include:
- Automatic removal of ALL errors (task held, GURU, etc.)
- Preserves low memory auto vectors.
- NUKE those pesky CANCEL requestors once and lor ALL!
- Eliminate ANY task or device AT ANY TIME auto - configures for
68000 68010 68020.
CLI and Workbench compatible,
- Extensive, easy lo understand documentation.
Only $ 39.95 Datignad to work with ANY Amiga program, tha LIGHT PEN and DfWER aJtowt uia or both your mouia and a pro - quality LIGHT PEN lor th§ ultimata In pradilon graphic* P*ri*cllor PajNTtNG, Drawing, fraihand SKETCHING, CAD and virtually ALL o!h*r AMIGA program! Soflwara fiatum Induda Singia -pi*H pnclilon, varlabi* laniliivlty, ZOOM mod*, budon loggi*. Ale irtciuda* inkw*ii SyiUmr DT- 104A high qualify two button lighlpan. MAIL OAPEfi SPECHL Whiia tuppiiai 1a*L wall alio Induda a handy PEN HOOK thal atlacha* aavlly lo your mortllor to hold th* AMIGA LIGHTPEN whan nol In uial
(500 1000 2000) ..... 1120 BS All producli ara NOW SHIPPINGI Plaaia mak* ehaqua or mon«y ordar payabl* lo Suito 205-257) Shaughnassy Si. Pori Coqulllam. BC CANADA V3C 3G3 Phone (604) 942-4577 Dealer Inquires invited.
At I ordan add M chipping Al prlcia in US* Ordir by phonal VISA, Mailarcard. AMEXwalcoma U S or dart add 03 hardlirg fa* Index of Advertisers A-Squared Distributions Inc. Action ware Amazing Computer System Inc. BCD Jim Black COMMAND Simulations Commodore Business Machines Comp-U-Save Comppii cations Computer Mart Creative Solutions D-Five Associates Delphi Noetic Systems, Inc. Digitronix Don's Computer Works Eraware Fuller Computer System, Inc. Golden Gate Shows Hilton Android HypcrTek Silicon Springs Interface Technologies JumpDisk KeyTek Lamplighter Software, Inc. Lattice Lightning
Publishing Logical Design Works, Inc. 23 24 51 CII 53 33 cm 54 1 CIV 41 28 95 3 61 77 75 94 98 21 52 3 47 102 17 15 48 91 92 63 74 22 87 64 103 69 37 79 19 93 6 97 104 65 45 100 34 7 43 Lynn's Luna C Magnetic Images Co.
Megatronics Michigan Software MicroBotics, Inc. Microillusions MicroSmiths, Inc. New Horizons Software NewTek Newwave Software Peacock Systems Pioneer Computing Proloific Inc. Sedona Software Software Advantage Consulting Corp. Spirit Technology Syndesis The Memory Location The Other Guys The Right Answers Group TRU-IMAGE West Coast Telecom William S. Hawes 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 0 nly 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.
Nolo: Each description line below may Include something like ‘S-O-E-D'. Which stands lor ‘source, object llle, executable and documentation'. Any combination ot these letters Indicates what lorms ol the program are present. Basic programs are presented entirely in source code formal.
XWCUSD'ikl AMCUS Dw 2 sentestc tesbw&l port commands Amiga Basic Program a; Abufc progrs mat Graphic* C prognme: aersempc axempeofaeriHpo'tute [Note Many a1 t®se programs are present on AMCUS 3DSo 3d sahds mwafing prog w**mpi al'b AmgaDOS oPectibraymrager. S-E prrmtjc sa.mple printer interface code Oak 1 Sev®'® of tvew wre convened b Amgs Base.
Datafles te tait fr® archrv* program, S-E prfcase h pnrtor devce defrvtioni and re incfuded here) Boots can oloots h» tto-troos e necu'jo® 1®s ¦eg me sc tegon teetpmyam AoctestBcx a ample adcre« bcov drabaae
C. W* Craws cubes r«i irrpedlshe-i.S-E 30 f 33 c sc jcb tP
irter'ac* on'o'f bog tern Bel dews a be I Duev c'aws n r e cy®
of Dj®* aq. Uip *te eompTMteon program a Sf secara c se:re
str ojbs of r* pea® oon Oo id prog-im to co-wt Conpusnv* rvu
Fsck* craws frsct® arcscaxs YecrC afarcila gine. S-E SetSenec
»tr®so-bjtes(penry.cteara£«ojf r» 1« b bntry, S-0 Hdden 30
owng progro r. W fxoen In* Ua«e a tnpe 'man*' programming
Uhry. S-E engpty.c sngepa ec oarrpe CA® t® game, ktuijon onven
remov® Em.acs an earfy wmon of T® An ga tat bo tor, S-E-0
speedty.c tej-ceto narrator and pftoneScidama Cbor Art arte
wng program Jpfld fcmpie pant prog ram Aanmbiar programs:
Imedety.c empi smer demo DejieOtw fre drtwng progtm n r® 3rd
AC, S-D Ootea draw optcaJ. 'us.crs bs«Th.ism b nary seamh code
tmer.c exec supporttmerfuncaars Elza corwersapjrtal com puter
p cfrbbgjl PantSox ompJe pant program paortaim Urns
cemprMQiorpj'uTcloa source Imretilc Tore bwk support tmer
tendsn* Otwfo r® game, as known is lgo* SkuC* caws :e Srutee
in 3d wreFame end C test program ¥ Htf)Fonic loads and dspieys
al ere ao-e system ten® RatMsze 3D ’•arrajB gam* SpeceAl
S’BomcsoeTo segmpaar aet|Tp(| cade ter laaa 102 bocesn and
pnpase i wmeoter rcuoe lei Roft boggf ng grapr.es demo SpeiMr
speech utoity Svpr af Urti eyrtm Vcorrpatae pnntft) autprcc bt
wem.nga of dead otu wti Abreouetter* SfLtSi craws 30 pclres sf
tie space nut!® Sb®re caws ceros reea o Uniicumoat tie
tjxsan.O-D ccnsbeOPC copy of re RKMcc-so® lOcf ap» Spelmg amp®
sc* ng program Sb'® d'swscolor 5&ras (Thic
ater-eriyhedfTtpea -ca1:"L.esrv)eii-aei Snce QteteiV.att
wBT.ng sf d » tent cad ng bug YoYo w*ro ztebgra v 7 yoTf°
Tft«» ThrteO*® 3d Vwton pos tel st»c n conKtepy updated, t* FF
smc F®i htrt beer i,iSunc.bt i*t ©rfdehnes, macro i t-nctons
yyyo to ne mouse Tspog'spry irtict! Tepag'aphy nwed te r*r cvn
Psx •- r® AUKXIS colecsor.)
Rputtev.U prair.rary copy Of tee .npui c«rce chapter Exaoiteba programs: i d’wrs c’dd graphcs John Draper Amiga Tutorial*: Lce e rfomrsfion on Workbench dsttmton kcrso Socube UodJa-2 demo of a rotaing cube Xeros C'*n Taa panet lane tapes Anr-re d*«noea te*mi*on tegorifm* pry pre-raease scpy of re cmaote' on pnr»r pr ®te. on Attoon sets a seond cor mage, bpayed AbwlcprogrimcTooli Gipjets tetente or gaogecs RKM 1.1 vHte.w "dff of .fdl® crerges Convert on 1.0b 1.1 men r® con mcxkad Add-ejsBjok $ irr e database program for addresses Menu* earn about htutionmenua v2fc!dff jrf ofincfjpef®
dirgeifrom v®r*jn28te 1.0 A" 9ftSow a Sow but aim pie apefl checker, ED CtedFI*
* rrp« cad lie d rasaae program AMCU3 0»A 3 AlflCUSQtikj Elaa tom
the Amiga Link arc toe ARC fle com press on progra Ohio
mutwirtJewdemo C programs: Amiga hformitlon Network
mutt-havefor telecom, ED Key Codes shows teycodes tor a key you
pm is Xref a C a osaraVence gen., S-E Note Svat same of !he«
f.'esare old. And retor to older versons ol Bertrand graphics
demo Menu runmary Aba sc prog ram strom arrervu So. Tea or
extra-hart-prght cfsp g*s demo. S-E Be operatng system. These
fi®S are from AmgaLir®. Foratme, disk savage prog to rescue
trashed daks, ED MoraColOfl way U get mow colon on Cne sown
Chop truxa* (chop) lies down tesa, S-E Commodore supported
Amiga Link, akn AH, for online developer KwkCopy a quick b-1
nasty d.sk copy atonce, usmg ptasrg Cseerxjp ronowa mrge
cha'adte* from Bid 1« techrvc® aucoor- hwaa orfty up arte
rynrrg tor severa' weeks.
Program; g no res errors, E-D shapes simple color shape oesgner Speekh CR2LF convene carnage eirre te Ine teecs r These Ses da not carry a warranty, and are ter educstonir purLbO' iste bjnks in an obect fie ED speecn and narrator Oho Amgaftea, S*E poses orfy. Of course, thaf snot t say r®ydor1 work Save IBM av®» ary sowt as FF pcED ??
Abule programs: Cimea Error adds com p4ee*n»'ito aCfle.S A demo of Intuition (nanus called 'manudwnc', In C aourca SbeenOump nareware screen dump prog, E only QhclOut cassc com puter ty ckwlfi gam* Hrto wndow as from 7® fWM, S whe wsc ln(Jaf.®aearcrtng *1 suWrector®» Sa-Term vertior 2.D, tenrt program. XmodamED Oh®ia Asa known at'go* Ktemit generc Kermt mplementiaon, fakey, bobtestc BCG programming exar pe Taste: SftjCB’ limp® tetaaTem-upgame no *rmn* mode, S-E sweep, c » vd syBtveaseximpe LsnceMen tps on ling mane in La bee Spelirj ampie taAng nggame Scaes sound demo pays acaies, Aatember
Ilea; GdteDrrv® make your own S1 4 am® Toy Box eeiectsPe g aph tcs dem o Sk«w6 Rub", cube demo n h-®sco oi, S-E nyow asm samp® oenroe drw GjruAled n pens *« Guru nurbers Abuic prognma: Sound* AnlgaBiilcProgi(dlr) my-bari samp® itwy eiampe IstJfJJbugs bug i«t of Lance C ve*son 3.33 Enterta-ner plays Fattens Axitenata od Jar Kjtom.ata amuimon myf bi MforgeRev user's v«w 0! Te MaoForge HD HatfOOC P'esnds ifs a real computer CraiyEgrs ctedgan® myow.i PnntSpober EJECUTE-bftseo prwtt spool prog, Pace ample pcroe S’en aound Graph tunes on gr apftng prog rms asrsupp.i .BMAP hiss: SugarPi n
piftyiTnteOanoe of thte Sugarplum WtTvngHxr ¦ game macrbfti 6saemt ®'rcuoe *et Tne» n’t me n«e$ sery links between Amge Base and me Farm* AsiliC prcgrame: Taata: system; or are*. Tota«aarfya*tageofmeAmgsicapabf:tei C program i: Ceana gemea of pokar, bacyack. *oa, and crape argstncka ip* on CL I comm mbs n Base, you need these flat BMAPs art me udad fa to sf, Atrr amp® terminal program, S-E Gomoku ¦» know aa 'ote®'a‘ extt te external d K speafcabon ‘canab*’, to®ktenf, 'exac’, Iccn’. Vitorton’, Beyers*, *mahffe* cc ad to comp irg wr*i Latte® C Sebotego sohof advert,® g«-® ge-epert game port spec
TrafrMeedojbes', ‘r.stfraeeftngCMs', ¦framfrana', "fwlga', door!
Opposite rf COHORT for cross Ex acutiWe prognma: per lie- per*J®i port tcec iTer* and ban®star.
Dssssam iSfiCXosauertMr.E-O va arafportsbee Doay sou roe cooe tor® tatty w.neowdero DpSde itowi a gv*n let e* FfxVW,ED vt.lLpdste ict new tealraa r veraon 1.1 Amiga Buie Programs: ecc*
x. a*ey® * enaroe exptns. On, paroa. S.OD Arange a text term
atbng program, ED Vl.1h.tt: tfTcf nclJdel® cnangesMteoerton
FlgmSim ¦TP* tgrrt fjaxr progam ‘trer’p npitefts use of test-f
oatng point ran Aasembar programs: F« tor bu eng yoj owr
prrtar Cvers, no-drg cospeoax, Hue Palette expa- % Hue,
Seu'con, & rs-s-y FjDste fixes fulcra cases on el Set on a du,
S-E Argo term terminal prog-am wfr speech ted Xmodem.
Epaondatac, mtasn, prvmar c. pmter.lnk, panterteg.aam. Roc jester es. Of tquestars from Vga Base Feed'aw amp® Workbench Crawng prog.S-E S-E tender c, xnPwatasm Ths bn Coes crln i xmbe* of ties SobDamo Oh or rones scr rg capsb ibes G*iMem g'fipoc memory usage mdOtter. S-E AMCUS Of »k 4 Fl®i from tie origin® Amiga daacnorg t® FF ipeoValoa These are no! T® latest me SjmreaiXte aoird progran Grep searches ter a given st ng n a He witi TadvnlcsJ BBS greatest ties, but remen her* for hiitorc® pirposes They Wa-dUao draws a map of the world dxi ham snsws off S* hcWand-mottfy Koto that some of theae
1®s are okJ. And ®ter to older waons of nbuoetert 1« arvj Csojt*orjrpes Tne ixtest IFF kxk i Ehoj tab a programs: rrwoo o! Co'v genemwn tee o pen trg system. These Ilea came teem the Son ayoamtne ® sewere in Tsa ibrary.
Bamgf a test Bong1 dema,Mth seflctabo speed, E BM2Arr.gi fast paraM cape rsritej between served as Axga tecrrvca supoort HO for moat of 1965 These AMCUS DdA 1 IFFPlcturae Brotei2C corverts ®r FF brush te C date an IBM and an Anga lei do not cany ¦ warranty, and are ter adxaQar.® p-rpesos Thsdte najoesne DPSkie program, stendi can ww a gvon nsTudors, mtiaixaasn cooe, E Msnda Mandetorat set program, cny Of Cxr*e, tears not b ley teey dent work aenes of FF pctjes, and 1® ’showpc* prog am. Wrxr can wew Bruffi2toon carverts FF brusn B an icon, E rroiia sa emec graoPc demo. S-6 each at ?« ctcx of an
icon Tnepd es rtJude a sceer from Daire grabves demo, 7*cks 0 mouse, E ob*i mtetes lattce C object ftte aympois Compete and nearly up-te-dt* C source te 'mage erf. An M-y AlcFox, a Degsscancer, toeguys at E®ctor c Arts, agorfla.
DeoGEL asserb*' program ter sapping vsbteto Waa. S-E v®ra on of r® ton Edrbr. Tha s a id® laky, but compel and hqrsas.KmgTut.alg't’xie.ascreenfrom Ua-be Macmess, the ©QiOerfb* S-ED quck puck sort Stngj routne runs.
Bugs Bunny Martan. A scr Irorn an bd mawe. T® Dre Swits Ktodt manu-barbock and ditec soey. E raw example tamp® window to mwirg compsry. A sceen from Pno®l Con7wson Set. T TV Lte f® game of lit*. E setae® Sami an injilace node. S-E Vi teliton den ot in All C sou"co, including*lea: Oemomertu.c, n®wcas»r. Fr PuntCen, a wend map, a Porache, a sfx tSe TrrftSof frLibon-feased way te set Ihe 5mo & date sparka p x-typegraphc oeno, S-E oerrcrrenu2.c. demoraqc. Getaaoic. Tderr.ox, utemogJde.
M asjon path, a Tf annoaaurui rex, a panet v*w. A VISA card, EMEmacs another Enaes, mote oriented te Oth sr executable prog rami: ktefno.make, idamotfl.h, nodotc, and txwntof and a ten-speed.
We'd proeessng, S-ED SpeechToy speech demonsraSao addmem.c add extern® memory te the system AMCUS Dite 7 OolView HAM damo bctera dlak Myai a CL! Shel. Worka without fhe Which Font d splays tel avalabte fans bobtestc ttxampe of B06 use Ths disk has pictures lorn Tvo DgrView hold-and-mod fy video Workbench, S€D Tuts: consbeDc console D example tigS ar. Hinciud«s7te!teS®sw(top*rvoi**r dioil7Pops1ff®yourig Taxte: L602C describes 6SC23 Speedup board from CSA aeaportc cresto and delete ports girl, the bUiOazer. Toe horse and buggy, (he Byte cover, the FnctoKeys reed fund on keys from frriga Besc
Aia»* expiams uses of the ASSIGN earn*.and aeartJ c create standard 1*0 rKjests «toonaryp«ge,ffte robot and Robert Thsmdudesaprogamto HackerSln exp ana how a win me game hacker' Bug* known bug 1st m Ltfboe C 3.02 creataskc crecfing tenmirptes v®weach pcVeiepi'atey, sndafltegefrwraspepvate.sidV® gjdete nstaiing a £6010 m your Amga CUCete rete*ery» card ter AmgaDOS CLI PsAoc exampre of jack reec and wr» acrteera The 4se®lom‘ progam. Te tim try acwen rte an FF Bong fttef.Bc "g oami.wri ae®ctabetpeed. E COCommanda gxfeto utng teeCll ootty c sbjme to r® dotty wncow" demo po®.
Bru®n2C co'vertsin FF brute: teCdata Commands snorvrgjoea AmgaDOS duaptey c du® p®y*®M txamp® AMCyS Am I rKr-xton*. NmaltaSsn code. E Cucormaics loodc food ffc exarpe C programi: niton CO-verts FF brute: B ®n kbt, £ EbCom-ands guce to Te ED editer teerrapc c*d veraan otteemab' Browse waw text bes on a d*A mng menus S-E-0 Car&e 7acmes demo, fracu te rr ouie, E ftnamea AmigaDOS i®nare wocarc gertooii c too t ter Vspr-tet and B05s Crjrtr vroves cor mem* and «r.»specs DecGa asaen-ber program far steppng comrerjont gtemem c yaphc memory usage mdcster tsm Clea, S€ £80*0 orbs. S-ED Nte'BrgM expi«n5
rare gr apnea c tp* rat c«i da hello C wndowe*amp®FomRKU banExec EXECUTE a swea cf commands Icoa menu-bar dock and cite c »ay. E next c&ars nputtevc aodng an input hand®r to ?® input staam tan Workbench S-E trie T®fiftT® of life, E UmerPr* oescrplon of r* serai port prou!
Joysskc reedng tvejoyslck POScraen Oumpdumps Rts orl of hghesJ screen te pnrter TraSet hijrpon-baaed way te set Pw sme date.
RAIAqftjks tps onsepng i j your RAM osk keybd c duact keyboard teed ng SetA'tomate setx a second mage fw an con.
EMEmaca anadver Enact, mo® or.ented te ROMWadt tpe on utrg RC'MVfacx syertetc leyertaumpiet emen deked once S-E word proeessng. S-ED So-ids eip'anatbn of hsT.mert deno sound moulporlc test mouse port SteWnccw T®x*» win3owi ter aCLIprog'im MyCLl
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B rui unoer Wonoenoi S-E Workbencfr., S€D Spcod reteteten of Afrga’SCPU and cmbmtfiip speed owrHxom eurpe olm ®ung your own ftrarywti Larce SmalCkxJs a vra cfcflta cxxAn a wnoow n** j bar WaaOfls tps an usrgWaor
* r.c tests pare'® »’*. Ccmmands Scraper ttesaeerprntercJteburti
AC S-E Tati: FncfeKayt expiama how to read taction kayt
documentaowi and C and assembler source for aritng your own
Ibrww.and interfacing Ciat&aembier in'torariee Wiheiampe Thsdi*
bio corrpun* aevwa’ Sea d sceryioa tor Amga Right joyrtck Shows
howto sotuprtgvnepcrtdnvce as sjoytekk.
Dem or strotes drectcomm'jnica- lonswfri rt keyt»a.to. Stows use of rt lajfe-s Sbnry FF Uancebrot p gran rook* up route to r-ght joyrta port co nsole vw ndow dem o HacxftSin from Amga Basic explains row to win rt game hacker’ SO m3.
&m Jabr IL By puttng one of toeae seven fids cn a blark did;, ard msertrgitinpTedrn* after perform ing a spec ai com mind n keyboard US6013 gjde to insa’rg a 630 f0 m your Amga Executable prog'arrs game, a number of intwwWg locaiori are preset imo Pw layfea Prrte'Tip sendng escape aearexB* b your printe* grevty So Amer Jr 66 gravtaton yachc Rigr.Smubtorpregt,m Forexam.qe.sceaDerinopacesyoi manddbrnt Ste'topTip XfrrrAeview los or aet.ng up your rjrtoo-wuence fa lilt of Transformer programs rt! Wont Text* an da: on, S-E-0 pane on Akataz. IMiib anatoer put*you r CerrfaJ Park AMCU3QA17 mouse one
wrto ow Primar Drlvwa: UDI make your own UO insoument i-Tnr'aoe, w?i Teicommumcator* dsja wkvtri contains sa tormntl program t pa'Kiel pnntet Demonsfrrtw access to rt para'fel port, opart ng and usngrtprrar, doe** taean dump, not working R in ter aupport routines, not vwrklrg.
Ss.Tpie procea creaio-n code, not working demos spit dravng regtons sarnie tort wti n*o on creating your owi Dam. 0* rt »'*! Port &«tes 320 x 2C3 pliyheid fetestwsoncute seech, demo Pffltef dr-vwsfor fee C*nonpJ-1t8C rt C tohprownisr. An Oocjmerrtalon and a hi-res achematc p ture ’Comm’V1.33 to'n prog, wrto Xmodem, Wxmodem, improved Epson drvar mat eliT,.nates steiwrvp fia Epson AHCU3PHU ¦ATerm* VI2 «rn prog, indudes Super Kerm t 10800. Rt Gomin StoMQ, rt NEC 8025A. RtCMtote ML-
92. Tie Panasonic KX-P10xx ferrnly. Tie Sm:tih-Co*ora DjOO, wfe a
document descrbng pie instaJlaoon process.
Sewral progams from Amaung Computng issues: Tools Dan Karyfs C sruci e index program. S-E-0 ¦VT-100'V2.6 'Amiga KermrT Daw WockoVi VT-100 amulator wito Xmodam.Karmrt. and scrptxig V4D(0M) port Of« Urix C-Kermt pnntsupport pretest region sampletont saia AMCUSOIaklO hatrunam sound demo* Tr i it an rarvDRIVEn demo. Cremated to many dealers, It Am.iga Eascp'ognms: BMAP Reader by Tim Jones Vtek* V23.1 Tektrona grsphcs terminal emulator based on rt VT-1CC prog. V2.3 and contain indudes rt sound* of an acpustiesurter, an alarm, a dare, a FFBnjthJJBOB trf Ure Swnger 'ato*i 'a'c’fife compresson
cngfeRtyfrekt soeechtoy soeechdemj bass gwtr, i bo *ik. A cfelope, a cr horn, divas. W*»r frip, AubReouesw mmpe 'ArigaHoe* VO 3 tr Campjiarve. Houdes RLE eect guter, a ?u». ¦ harp iroeqe. A tockdrum, a mam Da, DOSHaber Wrdmed hep syctor to'CLl graphic* ibtw* 6 CtS-B fife fransfer protoca amptfieo verton of tpeechtoy. Wif 0 ¦ sgar minor cf.ord, peope ta ng, pgs, a ppe ognn, a commands, S-EO ¦RxHuik* expansion mano necess: requests dtpltys ave'aUe fonts Rhode* piano, a aatophone. A utar, a snare Crum, a stefe' PETrans t-anslrei PET ASCII to ASCJI ¦RjeDtJ* rrrova* garbage cnsrecfefB from text
demo drum, bells, a wbropbone, a vn'r, a swing guitar, a horse whnny, and a while.
Csq'uared fie*. S-E-D Graohics program from Saerck Txf modem receved Ses lifer* text lies from other system s timer tr«4difet demos 1 met device use ftenftt Vmknkxk rirw AMICUS Disk 11 American, Seek 66. S-E-D to be read by rt Amiga E.C. AHCU3Wilc21 Ts'Oet Makes eaci mou»c’ck sound Ike a C programs InbiionTjased.CLI’epiacenant manager drt adds or removes carrage retornsfrom files.
’addmem’ execute add version for use Wifi mem crjll S-E-D expansion arbde in AC v2..1 gunshot. S-E-D Smpie game ol send feat follows rt rrouie porter, ED Hornet M ay dec* To fy'x proportanfe gadget axampie.
Owki to see if you have exrt-nef-br t cprt S-E snows and ad utfs priority of Cll dpoecooe vvscooy decrypts Dduxe Pent, rema protecton, E-D 'wc* Hedocunentobon and a beact tonaf on un ’arcing fifes Send P» yccesseA S-E snows n*o on Cll processes. S-E gueryWB BmsYeaorNofromffwueer e‘u-1 eit code. S-E
* arcra’ tor m **ng ’art:' files E C. mm OM11 Pro pGadget vd»x d
spays CompuServe RLE pwss. S-E VC WwCek; type syeadshee’, no
nouae confrol, Logo Amga wraon of tw poptiaco putor £HB A-
gaBasc programs E-0 anguaga. Wti exarpfe programi, E-D
grapric*, 5-ED Smple piano sound program Martescef
inimatonsenpafior Asgs Anmator, n Arga6asc penerM pointer and
sprt edtor program vew vwws text lea wn wnoow and TvTaxt Deno
verson of W TVTexi Rsrto opema* calendar opftm Jtton ex ample
Fom AC arocw large, animated calendar, diary and SK»f gasket,
E-0 Ong. Sprang. YaBong. Zoing are sp'le-based PageSetier
characfer generator Freetydsti&utabte versons of rt updatod
CeiSffipta dale book program Bang! £yi0 demos. S-E-D
PagePnntand PageFF program* fer the amortize loan amortaions
CLIdod, iCock.wCockare wndow border dock*. S-E-D PogeSecer
desktop puUishmg package This disk hw feocfrorvc cataog s for
AMICUS dtk* 1 to 2fl and F'Sh d sxs 1 to BO They ora vmved wth
rt Del Cat DnsntoBOG converts sna FF brushes a AmgaBas c Tarti
FuffWndow Renas any Cll window usvvg only BC6 OBJECTS An arbde
on ong-per a stance phcspar mentors, tpe on making CLIcomnands.
E-D prtogrSTi, mduded her* aieniikt n gld* dree and play
w uVoms bruthea olodd shapes in Deluxe Paint, and
recomwetnaJsonson LrteSd 3-Ovw»on of Corweyli LFE hibert draws
H bert curves icon interfaces from Commodare-Ar. a, program.
E-0 Cycle* Show_PrrtJ bghtqca gam*. ED V-ews and pn.nts FF
Dctoret. Indue.ng larger rtn aceeti Lb»R wson of a printer
driver generato' V dfro$ cap» ammatidrte of planes end tang ball
Mk*s fractal gardenscapes Examples of bnary Eearcft and
insertion mr in Arp.ri»fl«r- muJb mad l b Story generabr
AML£U£.Kfcia Dedak CLIuih to re-assgn a new rrafa'k talcng
ne'ing fit program Th» C programs In dud a: Workbench ds S -D
neadowsSD 3D g'lprps program, from A C™ artdo V a ffe pnrrsng
utity, ekici can pr-nt ties tfi ne Caencr.WKS Lfitotcompc&ie
worksneetrtt makes Prt&vGen23 rrcutepack slot mouse ?aKng
examprt in huw mooa sot nadiine game background, and wti t-ne
mr.bers and corTJa charac*' Sfr.ng. SdKey calendars Demo of
keyboard key re- Ammilons bctactoe iwttl werd Ihegame
pachrko4«,e game makes srargt sounds TrrT 'Ask' dip sys a chan
of Tie blocks a! Era tod on a dak.
Quest on t an ’execute’ lie, returns an VPG programmer, wti FF picture n make fiurcton key labels, E-0 Vdeo pattern generator for Garden BflscSor* Executable programs error code to control tie exoculon in aligning monitor*. E-D An AMCUSdsk complete dedicated to muse on rt Am via Ths dak cantors ijuk Cp da uni-ilka copy command, E screen deer, S-E ¦Stof the! Batch he an enhanced vemon of AmgaD Fff»-1CC Setf efs HmMeC ackardTite calculator, E D Change rt Preferences settngs dft unu'- e steam ed-tsr usei fcrfT
* itatot* command.
On ne fry. RC, S-E-0 layers, songs, .rstiumerts, and piajer* to brrg rt tv* of pxyng Bg Sourtf on your Arga a coJecton of 25 msSurnems tor piayng pm output to ii Tea Chart recorder p*'fqrmsno« WeatOf DsxoNe' rardom-dol dssofve demo d *Oaya FF pebre uowfy. Dot by dot, in a random faehon.
StarProde Rogram sloes saefar evoutor.
C ssuroe iretoded tor Arga arc AsserrtMr prog'arns PopCU?
Irwoee new CU wndow at me press of ROT USOOS. S-E-D Inrzumera da Modula-2 sow ceer and Cll arguments eump« a key.
The uacutaUi programs indudr.
C verton of Colin Fwncfi’a ArgaBese FOT prognm from and oeatng musr. Tnecoiecton rangs* from Cannon to Mannba laa m wing-worm 7»xs demo form fie brmstsng program frougi the Araxng Compusng. ROT ecnt UsJNSTR program to I«t1 the instruments DMCSw'l casoconvert convert ModiJa-2 keyworcs b ucpercase printer driver r seiect pnnt byes and d sp ays polygons to creese noticed aswef ui«trt origntfor any hRnrwn Fartn Bresnehan crde aigontnm eumple OskCaT c*wog*dnkA mantana. AortAmerges to reed mens oriel o t eds. Up to An* fyzo 12 TnrrpatBB hr tie spreadsheet Anoyia lisa of dak files 24 frames of an mat
on can be Music a col feet on of 14 Classes! PfecfeS The 16 mnutedasBcal feature complete There are lour programs here that reed Commodore 64 Psound’ SunRixo Induaea1 Sampled sound created end tfrsplayed. E-0 IfitSOvertute pc-jo f.les. They can pnnsate Koala Pad. Doodle, Print editor 6 recorder Scat Lke Ing, widows on scean rjn Snap ano News Room graphic* to FFIormiL Getting rt Tconr aker' mttea icons fcr most program* ft ay from rt mouse, E-D Three Amga MuscRayers; OIKOh file* from your C-6X to your Avn gaura hard pan.
Fracas' crews great fractai saeacases and mourtan DK Cfecays* rt Cll wvyJow into dust.
AJ££] 5D,i.S12 scapes m Madu a I S-E-D MusicCra frJSMU S Eaecutotw program* ¦30 Breeko- - 30 g asses, cm a* trwkcut n i new dm*-ton Drop9»tow2 Adds lay fed shadows to k*Mx 2-.jrts7kl4!K bin*
• iink’coTpatSi* linker, buttsrar. E-0
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Workbench wndowt, £-0 Alarm m.v u dean e p*on sr.
Spnirwdsfcb' d-sk deane's. E D sends Epaan setbngs to PAR from menu E-0 memory uae.
Co am or nd ¦* bisu, oevces end port* in use.
Verson o* 'ifleradi' tor t» Anga AMCU3 Df ak 11 Thsdwarnesseveral programafroT AnazrgCcmpuing. Tha Sectorans A djk aector editor fer any A-gaDOS 1e- Rructored devce rocovar fias from a ifrwfcg vwr h-ms pc*in Iwr-rei superdtr.ap. E-C ¦Szxeri' togn rew’uton graphc* oemo wrtwi FF paures on fie dfc mdude Te Amiga Wake part T-tnrt logo.
Fashad hard dsk. By Dawd J ner of lAcrollustona speaktime »l netme.E-0 n Module 2.
A sateen-co lor hkei image d Andy Qriffitfv and five Amiga Uvef urdefeto undtfebs a tie, E-0 Taxis: actums from me At mug Stores episode that featured the Iccnaa Reduces rt size ol FF images.
CrvapWhm converts Appie ][ low, medium and high res pctures b FF. E-D ‘ft.hSJ.txT expiajnsescape Beqjences tie CON: devce responds to.
So-ve I near equaton soAw n a$ »rrby companion program, Recolor, rem aps the peietfe co ton of one pct e to u» the palette ootorsof another. Using rtse program* and a tool to convert FF brush** to Workbench .cons, make con* nenued menu editor produces C code for Fkey' includes tempJae tor making paper t language, S-E-D menus. E-D «t m the fay a; tie top of fie Am g • Gadgets Bryan Cetey** Am gaBasxfifijni, puck cuck d si-to-d sk n bhie ca pier, E-0 keyboard Household Brj»n Cat fY Amge8e*« qutkEA cao-ea Sachorvc Ahidifcl. Ramowi Spwn' programmer'! Doaimen* from Commodore household inventory
program, S-0 took Ike m n stores of rt pctores.
Protectory E-C Arga. Descrbs mysto usa fie Amiga's miitiSasKng capabibes Wawform Am Shield s'Waveform WoArfeg*3asK. S-D CcoeOeno ModJt-2 program co-vans a*sarrt er coea fl*a to irtin* OOOE stztererti txac 1.3 oemo of bated tor ton Uaoamdhe£-D m your own programs.
DrUo John Ken nans Am gaBtscdsk C pmg'am» At igiBi a c programs: brar.an program. S-0 Correa wto a screen acro ng axampte Workbendi n*c* makes t-e sane 1y wafx dctss rt screen at random interval spr3 roaong bdc« g’Bomcs demo, S-E-0 ¦Grids' oraw sound wavetormi, and neartierr. Payed.
Subtcnpts inn Smith's Ar.gaSasic subscript Am Bug papdi star a new CL lattha press o!i Lghf a versjon of Tb Troi Ight-cycSe vdeo game.
Exam ple. S-D button, like Sidekck, S-E-D MgaSo' a game of Solitare.
Str-ng, Boaan C programs and execulabes for Otherwise, compietelY harm ess.
Tvree exampes of as sen tty language code from &yca NetbU; vspnte Vsprile example code from Stai' program to cataAale bating averages Hemfel May beck ToUyY fetoition BMToa'a Commodore. S-E-D Vtone "try to grab all the bags of money tilt you can.’ totonfes, S-E-0 AngaBBS Amiga Ba»cbul1«n board prog. S-D AMICUS 5asoincfude*two tmutfrJ Ffpctur**. Oftheennny SkjnnyC Bo b Remersm a‘* ex am e tor
1. SetLica.Drogtoawtoh irteffaceonioff.
2 Why, replace AmgaDOS aiVAiy 1 Loidll prog to load a fife into memory iml a reooci (Orty rt mcs esoterc A sa amb sr program i wakera from Te -ce planet n Star Wars, and a ptcbm of a cheetan.
Makng vntll C program,! S-E-D star 10 makes s r Mds I ke Star Trek info,S-E-D AttttiaCM.lft Juggler* demo ty EhcQrthem. A robot yggier bouncrg COMALh EmacsKey UiKS C look like COMAL ftO*ft«, u**s Emacs fi-mcton key Pictoraa tree mrryed be.!*, wti 50ltk3 ef ctl Twenty-to i fames of deinton* by Greg Douglas, S-D hjckvawiii Ind Load it-use U.) Mctr: Mardebrot 30 veer of Mandelbrot let KAW anraPon are f pped ouotiy a omdyce na r.age. Ycu AJAon 3.1 Snocp on system resource use, E-D Mono! Ace CLJ aog-orr 'esets Preferences to wvwa Star Dmoyer hives Star Wars starshp conbal the seed of Pie jugging.
The Ajtior’a doaxnanibon BTE Ek-dl Tart cfiaracte' edtor, E-0 coo's of monotfvom i inferace screeni Robot rotxt am gnbbing a qflnder bin* that fu program might someday be avaiaae as a produc.
SZB Cll program snows rt sae of a C aoLrce n nduded, works wti Texs FF pic tores gven set of fies, E D D qjlayPraf, a Cll program, wxh dtp! Ays vondoT Am.iga vendors, names, adcresies puma of the covers of Amga Word and Amazing Com pulng WnSze Cll window ufrtrty reazes avrent rt current Preferences senngs.
f. xes to early Cardco memory boards magwrwe.
Wndow. S-E-D BargMacT-rto A ray-traced anmation of t perpetual endjda aoss-reference to C include file i C programi: exampe of m akng an input handler.
AmicyajMia motion Bomg-mafeng machine, inckKfes minctenlkfef dues to playing ne game we 1 Tnpunanfler' Compactor. Decoder Steve Mchel AmgaQasc toos, S-D rt latest we on of the Move program.
Sideshow make your own sideshows from the F:ieZi»3‘ binary file edilng program BobEd BOB and sprite editor wnben in C,S-E-0 rfevch has rt abiity to pfey sound s itong wrfi rt anniton. By Ken Offer K aled 3sco(M osk GhowRinf Cispiays FF pctore. And pr ntail SortaMastorll Sprite editor and animator by Sr ad Kfefef, E-0
* H£USn.,13 Tun' program indexes ard retoeves C BtLab B-tterchp
expiora on C prog'am Cssy Examofe af using p» parsiEtof and At
ga Bas c programs sr-eves and varackes oedared m Fpic ty
Tcna*Rokjbtr. S-EO narnsor devcano make rt Amiga talk, t
Routines from Cardyn Scneppner of CBM Tech Support, to ttoaAmga
ncu» We rytwn.
Fr ag* processmg program ty Bed Bush loads t wr nan n C. reac and ospey IFF pictoites from Amiga Base Wm docu- Executib'e Progrtma: and saves FF images, changes rtm wdh Cxickfii Scnp» Smer anniton arc sideshow nertaioa Aao neuoefl ia a program to do aceen prntsin FixH;-*?
Rape'*aneaacutacMe program He tor eipe.nded nnm-s techrvque*, E-0 program ftps pvocgn FF images.
AmgaBas arto rt newest BMAP Set, wri a cor wc»d Con- memory Barkn Comtfefe home banking program.
Bmon System norrtor ArgaBaSiC progrim ; wtFDpnjgram. Wth a sample pctor**, end fie Save IBM "ma2smua' convert! Must Stodro file* to FF ttandarfl belinoa your checkbook' E-D perform ample manpUaiona of memory, screen capture program.
SMUS’twmat Ihavenee'dthaprogramnght cons Centre Perce demo program wT supper;ng Moose Random background program, a smell have a tow Dugs, especa y r regards to very macro rcutnes.
Window opens wife a moose resemblang Roulnes to 'oad and pay FutweSound and IFF »i *J fifes long long*, but rt works in most cases.
Freemap Creates a visufe dagram of free memory BUIwnWetaying wty phrases user from Amiga Base, by John Foust for Applied Wsioni Wti tsse' Am givers an of the Taisle Command* hputdev sanpte nput hander, traps key v definable.
Mouse everts DOCS Deluxe Grocery ConstucPon S empte skei«b arubcl cube type demo Fnd mtiQihiS; fab i3" oasflc prog tar aasemblng t-d Frtd Fah Pubfic Domain Software sparu mov.ng raka Gaprtcs obt 3 AngaToAten catrtrts Aragaob ctcodeto Asiftform prn:rg t g'xery lift FvmC Fkh Qak OskSsrv progrem to reaver lie* from a frired The V.*u* 0'«cx C victory haes swera sragrars ftefeSng to FredFtehOafcl; COXJBS Ai mtef Rtear adverrtie amuitsor. Game ArgaDOS dsk.
Toe sofVnrevmuitoatcare to toe US amigaorno Gsprvc* benchmsrt tercompi'mg oonex cervart a hai f e to brwy Hsah eiarpte of Tw Am.gaDOS dite har-ng from p-ates in E joat is deta ed n argst texac Path program thr any Vo* sf ie incton Amtrng Ccmpulng V2.52. Bi toasted mgs term ¦mplecomjmurvcftisns progrsn wrtr lieOj SbO gartMge of Xmodem He Has dump urtiy tel Computer U »*p*neOon cl toe wue code r* Xmoflem1 tansterred f VS. language regaxra. ApnJ 66 malted Oe program crteeks fax toe bets ¦rJsron ot tie “cnesc frirgy'tet' Oils If RoutnestsraadwdWTterl torm.it fits.
Mnflei firsts Manctebrottsrtestwnrws KrtoH'B mrt* v l Workbench dtt, toe on strng* d
* mp* drectory program U,ilTawng Tutor,A and exam ;« tor Exec eve
second progrim ctoacxs far the wru* r cdoitji Sfrter* ofr u» of
A UrsmiJ UNIX la wfrl Urra-sTyw rmrtteteung memory. Wrtch «uO xifaet 5Per 0 stt amysbpne Dhrysans bendimsrt pregnTL wkJcardnsL11 C Pea ss-pstrtesMcefromCaouto* AUCUS Di.kIS dotty Scirce t tie "coty m-co*' dero te sq eeZB and xacuee e PorHrkJer ampePort-Hander program toat Nw“*Si Graph cs demo pens Through space on fri* Wortbendn d*k.
Rak73 Ster T rex game pertorrrs. Show* BCR. Envronment towt-ds toe mythe* dart tenn of The cun frnrtsw A in Ml ‘pamf type progim wrtfr Inee, yaxht Dkegame Rwxtom Rsrdam nuroar generator r. inar by, f w,to wonderil tuss and speaagTsphcs bo»*,*lc.
MdF¥*amii ox Corissenbler.
The KvrtPsy Oratory hokt* text fact describe* sewrA gsd John Oope-i Gadget If&iU program dpsJde
* os now program to'djplaftng FF SerMouso2 vte tve mouse port to
right or left patches to tha Kckttart disk. For Am ga gfxmern
OrsphKad memory usage display prog.
Images win miscoraneouspcturet SpeechTorrr termcal Emiietorvwth speech 1003 heckm* who feel comfartnMe hUterite demonstrates "Exfa Heri arte* mode.
FrrtFbhPrtUJ capablibe*, Xmodam pateing adttkln hexadecimal, faAPlay it you have it amgo3d Shoe* ¦ rotating 3 dmen«onal w d Txfd Demo editor from Microimito'tChiilie otters the chance to autamtbcaly do an hello ample wrdow demo ’Amgi sgn*.
HetTh ACOMEM for od expansion memory, is lltffp accessing The Uotorofs Fast Posting ArgoTerm a terminal emulator program, written Frad Rsh Disk 21 wo esthoabilty tochangena oeu-eof Ponttibray from C in assembler Trt* 1* a copy of Thomas Wk»**s Mandelbrot Set Exp(orer toe 'insert Workbench' hand. A program pole ter Sample prog, to deign coor pel«ttes.
ArrowSd Shows a rctstng 3dmenaonll wire
o w Veygoadl it also nduded lor wearing the correct treckcisk
Derr on*? Ate* uw of 5te SBCkrtsk Om*t.
Fred Rah Disk 22 checksum of the fax sun d*k requeetei's John Drsper * requester tutoral and d drectory liftng pfogtem Thldidtcontten* teb rwr’lfrtens’ofmcroemacs.
KeyBfa BASC prog edts keymaps. Adust no ex an program.
BxEiec Len-aes w*ion3,6byDarieiUwencB. For Workbench krynipe or create yoi ten speech Simple speech demo crogrrr .
SeWndow keo pogs tor la xfrirg progs from WorkUni V7. BSC A 2. Amgi MS-COS.
Ecoie w Mac*e* re Wo-toencn so trree trtpinos Strppec o»m 'oewtoy' bench present try vwxs under CU WIS Usee AmgatretoJH keys.
Are used, cons can r.ove color*, Speecfrtoy Vonr speech peno progr».m, SrAtems* Makes an can row ¦ second image sasjs 'r»a. Execute, mip he*, roi, instead o? Tei , e hrtaior xsra are Frtd FtahDtak3: w wndoiad ance Paracs By Ancy Peg; 3 New teairet nduoe me joed. PjWc sonin program 'aow' Ub Ctoec modu* Imm StifTafT
• nf* em.Jitor, wr ASCII Xmodtn, ALT? Keys ss Meta nejn. Mx» or
Vushfccon'con»rts toTrtcotor FF cc Uru4ke fro mend V Lee* C
Suaoor. Ngner pronry. Bea-p has, Crushes to cons, to use Dauxe Pant to compiar.
Fr ad Fish Dak 13: word wii. Fjvfton keys.
Naxe com far tos new Workbench.
Coug Macro based C oebuggng oa age A Bunce o' Bee jqgn ncbdn: Frtd Rah DM23 Brurfcon Corwte or jsnes to cons biwt does) Machine independent Jpsd toytxax axspoik mardbdro1 DfaofsbuktetorWtooEr ecs. Tewt rtrssns tor rod Egaph Gupfing p'ag reads [x,yj vaues from a fe naxe Subset of Uni rakecemmnd.
Xmodem Sdtsldi add bo ok algebra poouiir operalng sytte~s on mcros ste mainframes. For and d spays them cn tie screen, a-miiar to nak«2 Arpfrvr make subset command.
Nor amgseGl amgt-cofy band peode who wart to port Mpofm s to frte-r tavorrts tw sane-named Uru program.
Ncfoem.acs Snail veraon of am acs ecrtor. Wrth bounce box brckout carves machna.
Keept.J Message-m an ig ng progr am fe* teieco m ¦ macros, no axtenaor* cad oro coo'ordae Copy Frtd Rah Dfric 34: n urea ions, lets you save messages Von pert* Pbrtatsekearchw.
Cube*1 outpace datedogstar Connies r.terstaler seven to •« am-jir on game an ortne tspsctr to arotoerfi*, art DECUS C cross raterer** uttrty.
Dragon Ore OynimiCfritrgle Ctr update to sheil on Dsk1 wtibuhin understands The message terms! Of the EntEififlii t Em extern 11buster fractal commanes.mned veniaies tberuioa ncorai nevrorts a-d swersi tyoes of goire Gcrc font ber-ner or.rter.
* scape gomoku cart haiku bUIeln beard software. Mows Trough toe
ro* A 'roff type text fcrmcar n*»000 R**y -aumecM rwjden
Modula-2 A cre-'eease vteraon of tie trgle pass rarsact and
save messages ft A very test text bmater join iax mindei menu
Uodu*-2 compter argimy devedpw far Macfrrtor at Kfl.toito r
Speed up d tectory access, it creates a cterTh Ategrty
oortabtetjiTi mptementeBo'v mmipiimt mot*e Or**Jo oateh ETKZ
Ths cooe was tnnsmlted to fe AMIGA and it snail tie n eeo*
cttecoy an a dsk men Loaofgoooei pena pruned gtooxandom rdes
• vcuted on n AMIGA u*ng a ttwosl loader Bnsry copte-s»inbrmfton
about the les. *¦ 1 aliip M te 1A not wortrg conecfy Reed-e
rgb gwtt Rord arty also remove at fi ¦fasJfrr* fie* from each
Ubctege ta-este k races rapes Fr*d Rah Dftei 23 diecfflry. By O.frrna'sauitoors banner Pnnte hor jort* barnar n-utaa GipmcHea A apncverwn of?te gimeoHdsk* Tne LeceWB program changes wwn r ter ace and non- ttfep A Boye'Mooreg'epuika utity sxrtr pac loacwt swauaoExn 7 arc 6 This is re yspocs rerted iHte'iaeeWortoe-nei PievouSy, you bson CNU Uru replacam ant sccL not soeecheesy lOm KTM Hie* game ty John Toebes. Ony re were forced to reboot eher cnangng working.
Aoral sbipe* auperpad suprshr axecutaote * prearrt Prefarencestatn interlaced screen. This bm AnoTier Boyer-Uoob grep-ike ut‘iy klk femral nw nm bus program ftps between the normal and 5-ap DECUSgrep Bm UK tom bpog’aphy friangte UnHunk Aocesaes fre Amge tunk’ badHe* extended sow heghts.
Ke»mrt ¦nple portaba Karmrtwfri no connect
* »WI xenos xrosfriper Cdtectcode, data, and bet hirk* togefaer,
allows PW Uflty A shareware uMy ter ProWnte users, mode (note:
Gome programs ire Adssic, most am Amgabase, and mdwduel
specfcalo ol code, data, and bss ongin*. And changes margn
setings and tent types MyCU Replacement at br the Amiga. V. 1.C
aorn program * ire prewtefl m borh languages) genornes bnary
si* with Sxmat rem nrwrt of Ums 'a.oyf Quru A CXI program,
prints out probable cause* mende!
A Mendeltxot set program, ty Robert Frrt F!fr.h PliK 14: farm si The outputs* can beeasyp'ocessedty 1 ter Guru medttant; douce induded.
French and RJ Meal am.gs3d update of 112. Includes C ixra to a separate program to produce Motoroii 'S'fecordt' suitao* D-.tiWpe LiSostfrom Software Dstlery, removes Frtd Fish Disk 5 ill hidden surface rom ova' and 30 graptvea for dowrfaadng to PROM progrtmmer. By Ere Back.
Files tom direct nes or disk drives, much cons Con sob devnce demo pogram with beep Source far a function that generates a C-karmit Port of fie Kerm.1 fiie tnnsfar faster Mn 'deete.'
Supporting macro routre*.
Beep sound program and server.
Snow AmgsBaac makes srth akedesgns.
Freer ap C mbs a msual dagran affree merrory dex exbict* text tom xntom C sourc* ‘fas Ps Dsplay and set process prioxrtes Uift Ms ng list dstabese iipuLder
O. T aw m put h snder, t raps key or m ou a drrwrson* denorstste*
N dnen*or.d jrsprci Arcra Yet another program far bunding up
Sirtbafaato Manta n sc'ta Eiststcsr Bar recotea
• wits ter sp update ofdsk lO.altepfthirtiitf text fies and
TisJng or posing tom Dodge Short Modula-2 or 07am roves the
jaysbek Shows how to iet up 5* gamepgri gbmsm update ofdsn
l.jecnc memory usage as a angle Ha unt Wyxbenoi aoeen round
«fter a ponod 0?
Aevce as ajoyftOL meceaor Frtd Fish ntfr 27 Sre, prvem* morvbr bunvtn keyt»ard Oemcr suites drectCOmruPCrtO'te 9 ©¦vena FF bruer hes a frigs trua, r Aboemo* Ang* Basc Par :*; Camy Scfteppne' amcus y.uzi ¦ajn f keyboird.
Clift NeeCtmverfD crests .Bm,ip* from fa Set Tod or Fiy'* SoundScape r«j« coo*iron ha Aramg l*y«rt Shwn u» o' fra ’iyn torty Dotemi ¦mpe ANSI VT100 term na[ enurttor.
Btfteei tnds aat'Cstei o' and w tea to Gar-puing aroes. Tie sou'oea EtfJ.
Narxtebrot FF Unwwi pogri- in 60s 25screen Stores of r* screen's btrnp.
Chop. TX and W s ncucec. The route hooii up mouse to ng it jcyiocx port fftei: smote Una tost' srye tfte!
Abo jflm aos A totor a at crealon and u ** of t»m,aoa Lar.ce arc Manx C souxe cooe r* here.
One Mnppw ajnsote wndowdemo Br-cap mosTyUna cs-pftbte temcap' LoadLBM Pads and d jPteyt FF IBM ira.
L-age Utxr aorgwir the oec,*a&e rnoduBi.
Par ale Dem create* ao»ss t fr* par a 4 port.
• mdemertabon LoadACfiM cks and 0 soteys ACBM oca Bte sl g sol
edu -eg strjcures ter printer oparpg and uang r» arrter. Does
¦ FfsdFbhOekH: ScaenPnHt creates a dmo sceen and flump* 1 to a
Cju2 C, loses S sjves C cooec. Tccy.
Acrwoumft natworkng Boot 7ftrtc*demo, line Lhx ‘wo mi' gipric pnnter.
Update ol prog a convert FF images te prrt support Prnter Bupport fOuSftet notworsng Cock
* mp* dgasl doa program tor r* tbe bar Dteiasm
&mpi*63uOC6t**»rser. Reed* Sdfiaoup PoetScnpt flat ter priming
on luer pnnters P'octoxt ¦mpie process cast on coo*. N« Dsipe
Ane Rt-f»deymrri«ryd*ii5ef program saroafa A-ga M ectf as and
Hard dm backup prog whi Lem.pel-Zv working Resryprtcyl
dsassembe* toe code sedom Data comprassan to reduce Cb
necessary regon demo* aplAdr**ng regxs Ftei dsufre bufteted
sequence cyce aecant are dumped in hex The actual Tcfl rt noer
Sampietent sample bnt wfr rb on creetng your own antmadon of a fah dsasserr berrouflnes are set up to be Ffrnts intern a t»n about tarns and sen si Ctamo* Be serial port Won coo y A reely mce monopoly game wnaan in R a | I % 1 processes in The system, sssanber tngeffayfeid C eetes 320 a 200 playWd AbasC.
N meno'y can bedsasaombted Fun But source is nduoed.
Speechtoy latest verson of cute speech demo QodsteDump Oktottl ML92 dnw and Wortfionch dynAMIGAly. By BT Rogeri Lean L net on key net like a rape senetsf speech demo
• mpfiked v*mon ot ipeecrrtoy. EfiD acreen dump program.
DwrtkXeymap Eximpie of a wym } sovcto* far the DC left mouse button events.
Wqueets Prtydraw A drewng program wr ten m Abas C Dvorak keytKtrd Ityoul Un»s»d but A handy program ter people who ue an texldano duXryi lvaiat»e bnta Poytacas A freCiJ program wrrtten r. AfxuC xvduded because aseen by eur pies are Amiga 1C20 5 T 4 inch d"ve as an lT er demos |mer dvrtte use fnrf Fhh nih H; tew and far bebwn. By Robert Burns AmgtDOS loppy. A Workbench progrsn frackdte oemo* nkodsk dnver A compete copy of fie latest developer FF du Hpocydxb Sd'ograph, from Feb, W Byte.
That sends a DokChenge sgnai to She f nd Flih. Nil 1: frtd n*ri p**k 17; LmesOamo Example of prjporp oral gadget* a operesng rystem: i-nsiaed of tjrpng compress Ike Uni* compress, a J« squeeze' The HewTek Dg.-Vew wdeo Ogtze* HAM demo d te croU a SjoerBtMii ‘dskcnange over vti owr a irt, just dedc andog d«x imperfonaar Frpd Fl*h pl.k 11; MmExpw’aor Scner apes arc fr'ecrons far sutong System oo?*g fc * on tie con. C soiree nouded.
McToer.aa ucgradec wteon of mcroemacsfrom A“gaDspay dump termini trograr erth bail, y3i ownrteTieeKew1 Mb memory Frta make* screen 60 coLms wde of Stet da 2 seectabe fonts expansion, by M o'ae Fel ngar, Dcx2R*“ m ra Scrixke' word processor.
* roves rubpe occunng was n lies Ajt F ereease C Snel-ke sne
pmgram, SafaMa oc Prog-am to debug hraiiscO'tali 2 program* b
mova the Senbbe1 spoimg scaes demos ut ng sound and audo
tunclons hnory. Bop*, et SotnoaOemoi Convert Jjinto aa'n end
scnma Lei a1 dca or ary tend from the RAM dsk.
Seavaei A’low* changrvg pariM pert p*.ramete'» Brawler Wtnors s fie rw d spays f lec, al Ime. Sti x pcebons and radwl Ansfym a text fie arvt gves the Gunning tetter* Alters (hang ng senai port pa’imew’i wto F* nauie wfaar eaxr cacUatcni no Ciiiesn Fog, Fteacfi. Snd K read indce* whum sorr quckaort based sort program, n C MC6«119 oks on upgracrg your Angsta u» a sateiite pcttef. By DavdEige Hex Dump measure readarttty.
Sapc Sfripscommante and exbi MC66010 Frtd Rth Dfek 2S ModJs-2 prog'in to dtplay memory nrtte bo ace from C soi t* MJSdm rota* an N drr.ansonal cube win a joys&ck Abisc games by Dawd AoSiion: Bacsigimmon. Obbage.
Tirton locators n hexadeom.tL EaiflihHilifi PgLftn SAY command tost talks n Ag Lftn Miestone, and Otre-P Am gaBebc. Oesgrt Tartan pi ads.
Thtd Bk contteflsfrte e»cuteo« o'* the game Hack V 1.0.1. Scnmpar Scwr r age prater Cpp DECUS bpp' C preprocessor, & * modrlefl DrMasto' Dsx catalog program.
EnlMMl x»t.e source, docs, and e«cut tor a L to ntrprft fac' that k’xnw about toe ‘cpp*, far Marx C BMP pays BSVX sapped so_rd$ n tie Ths f n centers r» C ® jtb c Heoc on d*n 7.
Frad FtehObkH: Shar Uni cor pa toe r *i arrfrtwK, far background wrte so me*ing else is FredfiafrDUk »: BackJecc text-crerted biackaa game pacxmg frit* far *1*1.
Reppenng m ih* Ang*. Ss you’ Atge t m*re D •«* more paten* m baa ind tehte JsjiArerSOB* Sdes try Jay Mw. A-ca g'ao CJ (T ?
SxvB Uc Eximpte of usrtg a ScrolLeyer, syncrg Snowft boosng tar Sdcarpie.
CXI progrci ehcngea your po ,H»r a t U FCflTH Mountsn Vtefl Pr«s Fort!, vwsior
T. 90.03A A tMwwite veicr at deagner, rowng flowchert of r* Vnge
imterna-*, m $ *01 *30 SuwBMapc far pnnlng. And oeapng flurry
Rasffarta gn«n porter.
FORTH from FirUs Syrtmi Keymap_Tes: test yvjrr to test tte key mappng mubne* FrtdFiahDi.ka Amiwja «iso r«* i cc ecy y nxse po ran, & profl 1 mote power+J text forma-ang program LodJion Fnd urttoseo fle loot *v prog'iT* Aegs&aw Qsma Demo 00711 wt.ouT and no dxi rranoerc* prag'im a osasy T»m set ice Prog » bgg* r*tetaa mode on and off tocdOHtcsaenuo Artmator Demo PerW far toe Aegs Annafar * fa* Cc Uru-tha fronts lor Mam C Send Packet Gene i purpose submiflne to lend Ben Demo copy of B.E.S.T. Busress Fred Fiih »h S3 Enough.
Ten fcr ei stereo ol system resource! Ilea and oevces SpntoMiur Vngrf w peotets.
Spne editor, can save work uCdata BbaLrt Man agoT an: System.
A let of Anca Buleln Board Systems Assign Repiacer-eri for AmgaDOS ‘ass n* commard in C Rubk Animated Rusk's cJOB program Trackef sbuctore. Shareware By Ray La san.
Cc C compier frontends tor Mam ate LaSce C Fractal Makes random frntSa! Brrw-s Stongtb VHOG VT-100 termite] emulator wifr Hermit sx!
Converts any dirfc nto Sea, fcr aledronctrsntnission. Presevee Copper LSFF A hardware copper IrftdisuMm bfer Converts Irsfuments demo sounds to IFF Pory, HAA Ftoy Workiwxh-ype demos fcr maktog Dorvaons in lores ate HAM Amocem pntocoia EniF]rfiIM3Q TrOops 30 antre Sle stuctorv. Shareware by Brad Wltan.
PopCotour* umpied »-jxis Adjust RGB colors of any screen UxGads Exa-r.pteof muajrf exduson gadgets wito GtegeiText Several shareware program* The outoora request a space mvaeon game, lormehy SpriteOock Smple dock isdi eyed on a sprite Tok4010 Toktam *010 tarmmrf emulator donation if you find toe r program useful, so they can write commerciat, now pubc domain. From above al screens Vcrnw Verson* 1.16 ate l.lflof a Dteuie mare sorware.
STEmPelor fitan-ierous Atari ST emulator Pai.ht-JiKecfrewng program B Demo arimatons wth payer progrirr, tor Aeg s Artmator BBS FineAn FentEdta an Am g a Base BBS bjr Ewan Grertoam An g* art «tt forta, by Tim Robnso.n Tsffl Unldef FV.nt totrf ere of al fie* in subd recto res.
C 3tprocessor r remove given Wbnr Wid Lets Workbench program s Be run from toeCU Two Uiw rftal Shke arid ®rd mstrtno Fml Flih Dlak Annelote Menu Editor Si'Terr3.D Create menu* save pen as C sour®.
By Dave! Penrfon Very nc* teeccn By J N engine Vteet
• toeffc sections of a fie. Towng toe rest alone. By Dave Yost
VT-100 emulator tost program.
Rsutnea Frfri F!»h peku fconi Msce aneousxtote AROe Creates rename srpa for lies wto long nam*! So toey can oe eaafy "t-cW ate (F’ed Fst D**W % free rf 'equested etoen O'dawl wrto at teis rree or - e«t tarn tw erfteetiony Requ-rw a Uni syston FrdntfiDttk3fi New FT New FF matertaf ftam CBM 4or ttmpted voce end ruse files ARP Prrfrnnary AmgaDOS repiacements tor ’Creak', ' a'. 'tfimod', tocho', Ttanote' art)' EaifjfJiK.31 fco Unix-flw bp CD r program RayTraceBcs Th* famous rey-tacrg pcixee.
Miked Lfc Lie game. Use* biter to do f 9.5 Cock UptetoC version ofdockon dtt 15.
From FFI39, row converted to FF H AM Compter Not fJJy ported to to Anga. F.:» i» a 68CW C Miteebrot Mi Example RanSpeed garwatona a aeco.nd. Veraan 10 of Robert FrenchY fyoyam.
Mutual exclusion gadget exam pi*.
Measure reatve RAM speed, dip and fast Csh DetAd Echo Mam fch'Jike ai fiito , vansbte. At Det planning aid ygaroea reapes, erf ones ta proved tocho'csmmand with cdor.
Fcrm at tor *muen* fester vwvng.
VfwLBM Djpiys normal and HAM LBM l s Fred Fish pm 4J Cue Cue board came Spreadsheet ccmpier. It w) produce Rmptetsiemby Jarguage ouput but need a 101 of work.
Ucoai wrto sour® of toe Vc1 sctacsreo; cn c$ t 36 Set Repacemorrt tar toe Manx ‘set* FixHunk cursor addiessng Moke A other 'make1, witn mote teeures Tar Split Port of program to split Unix tar'archves Utifrw* to encode and decode briteyfiiea for command (or enVronmenTvarab'es.wti Rxs programs to let toem run in fkctores MsceHaneous pete res Ultencode Tree improvement!
Fm axwrnal memory.
Update Updates an eider d« with newer files from ASCII frsn*mii*ion, expandrng frem by 3S% J4 Draws a ¦ear eve toe. Green i«fy type.
Maps tw sectors a ftto uses on toe disk snotoerdisk FndHahPat TxEd not file*.
Kick Bench Docs, program to make a angledsk Wiereb Searches a disk for lias erf oven name Hen a Sows Towers of Hano Problem m ifs Capped terra verson of Ucroaruto's that works lk* a Kckstart and Workbench FMFJihPakM own Worxbench wteow, by Ai Oxer Port of a Uns screen oriented, irrteracbvo Vdraw text editor, TiEd.
Lex Compute* Fog. Beech, ate Kxad A Shareware 8801D macro essembe*. ROM (Spefl Fillfeetured drawng program By Stephen Verneden TunnelViSen readably of text files.
Devd Aoc son Absst 30 rr eze OnewModem Kerrg Manual conpatbie jeajte1 fiie progrtT detects sprf rg checker. (Expeneon RAM requrtd) by Pace Wjissen Xcon Evokes CLI Ecn j from tcofl Tcon Doflsyswxt'festam ancon.
En*fMiDfjk32 Acd'ass Er*rx»dsoc’*Kba3k, AngiBASIC Vc VtlflO oe’soecve game.
Visxat-fk* w-eedsheet caku'atar program.
Verson 22 of Dave Wecke'k teecom Egec Av* presence of modem Gadget editor tam toe P’ograrme's Neh*ork Tmrforr.s s fie from En mta Jrv*.
Hg Lav A Sow of bto of bouryjng Ittfl wteswwby Leo Bo'sEwhac’Scrwib Dukays number of Has m nil Queue, aversgec over Isrl. 5, ate 15 “unLte ctetea' Cmrvoaf«ry program, AmgjflASIC program My kb A bnary orty copy of Ma rt ater’-au periods, try Wun RuckJdge ffrograr* to plfyfi coto t ugi toa UdlfrF. By Fred Cassrar Rogram ti mike toe Work Qercn Screen larger than normsl. By Nel Kabn ate Detfffuii Fritvoiir-e cfO-laner-iM otvteapensae Dc&-jt2 2nd vQurrwcfCLIorwntediteveopertecii Executable* onty; MicVew VeweMacPirtpcarArigAiowafhgh YsBong Ongl eye game program shows iprsto col.tan detocto
FredFlrfiDI.il 17 Tha dtk it a port ai Timotiy Bute's Use Smahrfk systom.. ProffUacro* veSpe* runame library. Ajtoor: Mad D ion So beet Betkeey frna' and tarn’ naoroa tor sff Transforms afe from Eng in to Veev Morrxi* Mc'ePcws re*. No samp* pctirea, by Scot Everroen.
Dona By Bi Knrersiey atWsrfitngton Stoto UmversiY.
Jim Mao az Puzz'-e SnJation of puzte wto moving squares.
Fred Flrfi Disk 38 Frsd Fiih Pak47 Tit Rogrim t makeyw;r Amgalooklik it dkJnY pass vbrslon testing.
S-WrHAM View HAM Retires from CLL Csquared Sep ftfi So Amencen. Cite* Squwed 30-An Simutetion of a robofc a rm, very good Sc tore AbosiC game* of Canfe-d and RiObj rfgontim graphics, teaching tool, indudng C source.
Bv Leo' Bols Ewhac' Schwab Spn3 Klondike, from David Addison Sbipe garbage off Xmodem Tanstored Juggtor Eric Graham's sfcnni.ng HAM inimaton of a FmLFlihDrftSS Graphce demo of spinning cubes, Hand tor odjectfilee robot juggler Crfi V205 of Mas Dllon’actei like shall (Modified double-buffered example.
Ar.gaDOS hander (dewoe) exampie vnoa Vernon 24 of Daw Wecker's terminal fcr Manx C). By Mat! D on, Swote Sword of Filer Angel text adventure tarn C-A
• nulator, with Xmodem and Kerrmt fite Moofied by 5teve Dew Trils
game twmen n Amiga Base.
Hp-10c M ~ct a HP-15C tetoiator, written in tsrster protoca1!
NewStartjp* NewCStirtupmoduiee; Lmas a toel behind mouse, in Modula-2 FFEncode Modula-2 Frri EliftRiKtt Asyrtupism TWStarbjp.asm wfri 1.2fxet and better quote handing, opens a Iteo wtenv, uang user owes, by Fr»dPl P»k33 Sam toe screen as an FF lie Bru A fra verson of e hard drsk file arcmer Jan’s 3d verson of toe 'stars' program been* IfOump Dumps info about an FF Se Comm Verson 1.30 of t term.-nai em-J ator Commodore.
Ftgmip Low-*v ' g'lrfMca mm pie icrollt Jsn DCS C keCU she «*to phone drectones pcttec to BIX try Carayn Sctoeppe* brtmap ann ScroBWeri NewStot STATUS1 ka progten, sr.ows Cah Version 204 of MattDTon's Uru ‘csn'-l *e Palette Oange itetoer progrem’i screen colsrt Dbufiges DouUfrPu'Wad inmatam *»mpw pnorrty, pracesset ai reoteoement. *rxSud.ng pydrofyn Scrwpper far BOBa s.nd Vsontei Ftove-i.
Game of Re ers. Wmon 6 1 Li Cc rxJ Manx C sour® PpeOwxa A'ews toe rate re outiput of one process to DskMappar D-spaya sects’ elocncn of loppydsks.
Ultoecode Tramte bnry fitee to ter*s Unx- Dmpe'f Dte benchmark pro7an tor Unot exf Arngi be ted » toe tteteird input of motoer.
MtmUew Vew memory in red tm*. Movewtr Vd’aw like prog*arr» Ou Computeidrtk storage of ¦ file or d-ecn’y Me Diion joyrtck.
Dewing progtom, verson 1. U UffnWatto Prog ram to wsfch tor program i toat varfi tow SoeenSM Save a norma! Or HAM mode screen as Org Bourcng bilsdemo VoceFitor DX M Dl syntoesiBf voice filer memory. Ital»rp3tafepertoeda.mage, an IT 11* by Carolyn Scrapper Sprang Omg, wto sound effect*.
Wndow program and puts up s requester to inform you of toe S-hangi-iaOemo Demo of toe Aeivssn game Shangha.
SereenDump Durpi nghefl icraen or wind aw to toe Exam pe of »eng a ? OS window on a damage. From toe ScfrwareDnilery.
SouncExam.ple A double Buffered sound example fcr prn»r.
Custom screen Profiler A reatm* executon profiter for Manx Manx C. by Jim Goodnow SCO Sin pfe database program from a Frn Flih DltK31 Cprograms, todudes C soi ®.
V sprites A working vspr® example, by Enc Cotton DEOJS tape.
Ansfccte teho', tauch'. 1i«r, W written m assembler.
Effii.Eifth.IM4f VtlOO V26 of Dsrve'a Vt10Q terminal emulator veto Sura Star fiatd demo, Ike Star Trek.
Dsplay 0 spays HAM images tam arty- Cycloids Lfcdate of rfectroiK sprograpn from dik 27 kermit and xmodem. By Dove Wecker TermFfias Terminal program win capture, tacng program, wto axsnoie picture!
DrUll Enhanced version of DvLtol from d tk 35 EolEUUMfll library, functor keys. Xrrodem.
DnW Examp* devce d'rver soiree, acts MjtDe' Scars a set of objectmodufee and ibrarea ClpBoard Qpboard devoe ntwiaco routine! To provde CtS-0 protocols.
1. ke RAM: dsk ¦earcrtng tor rrultpfy defined symbols e nanda-c
i-wace by Andy Fride WOO Verson 2.0 of Dove Wecker"s VT-1C0
XL. ED 1,7, eaecutabe arty MyUpoaia D* update uttBywrtoo anafor
Con Packets Demo* toe use of DOS Pacxets, er.uator.wr scripts
A Imcton Frpd Firfi DliK IB ttoppeig comm arts from C header
lies, arc' Con Unit, me. By Carolyn Schepper Frsd Fiih Dm 34
A'ost Tetmrrf emulator wto Xmodem, Kerrmt ;.meractrve
verificcon of toe updting proems Computes ate SeoIays 3
Onenaoraf tinctans m hres GetDsta Program a Steal eva
sbedsxoevoe nemei ate rea n them aa on exec Inc. by
PhfipLndsay Afmt Support flet ta Girrpel's Inf lymbudtortw
and CIS S protocol! TateOon key*, scrtks.
RLE grapnei ate contaence modi.
Pot B w PO 'iink' conpebe inter.telv eter. AmgaMo’ttor DyT*T*ca!y dsptys toe machre state.
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Uang a technique from Commodwe-Ariga Merge Mem Progra,m r merge toe MemList entws of percent, ine number.
Birk 'aSnk'replacement Inker, verson S.5 Trees More ettensrw verson of toe frees secuentaityconlgurea RAM boards.
Newfona Set of 23 new Amga tents from Cosrr.o An ’Bitenods’done.
Program on Dsk 31 by Cartfyn Schepoer B l Fischer Dg21D Data General D21d Terminal em Jcor Ffid Flih CMS mCAD An ot ectorented drawing program, Pr Background pnmutliy, s fe DrUb Wndowed DOS interface program, V 1.4 Asm Vernon 1,1 of a shareware 58000 macro Vlt byTm Mooney opbors wldcarttt.
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Break! Ire ninbart module end mare Motorola mneumoncs Frtd Htfi fiii i3 Frod Rift Diiii 32 Papal State a new CLI wto 1 sigle BroadDut A br * breakout game, uses M3 glasses ASOG-rrd Extramrfy uaaiil r.arewve AserxJPacket C ear pie of mak.ng asynchronous 10 keystroke, tom any program, Wth a OwZip Verson 1.1 of s proyam teed: disks tecoveriba ram dPu by Perry KxQowtz ca is to a DOS handier, wrrtsen by C-A sceervsever tesbxe. Ve'teoartowto and Onary free B Vew DspMyl any FF pctire, mdepeteent CersdeWtewr C example o' g 4ng pe Intjt on SprtsEd Scxte Ed tor ed to tero sprtes at a tne RrrSiicon A
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PopCU StoekkA-flyfe program invokta a new Unes Lin drawing demo program program on Dsk E by John Hodgson CLLwlh automate toeenbabung SeFont Changes font used In a CU wndow Cos ¦Wheel of rorLne'-ype game in AmgaBas-c SMUSPsyers Two SAWS |**y! To play SMUS FF QuOtCopy Deverpon ctW copeni dupicato copy- vttoo Vereon 23 of to VT-10C termnal program.
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Cai CamH FF *W to Portkrpt, V20.SED Dniflry, werssn "206 Amg* Base Utctlivxi programs mdudng 30 dot vlSfl, m lAa-a C, SED Commodi tesMwaz1* Cemmodilas E hanga. An F:p1EklP.ii M program. 1 kMdoacope, DA logo o-emng Frad F-ah »a 71 esac lbri.7 to maiage irputhandar.vO 4 T * t an o'fcat FF tpec* *toi dn from Commodore, an program N*aynp*rraon mi, ttmg s**,cn AamTooa dl tools n asacmbwr echo, IsePL ma iw.
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snotoer DrUfli program tons Msce aneoua new eons Panl Unversal
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Obarv Orr* Kcranox.
Wwei Vr1 of Fybn *-tyoa gma, .AmgaBASIC F»ri F Dnk 6J Control and tc* t a. 1 command*, v 13. ED toerceoa yapftc pnmar dump cab atl ¦ PUT rurrt*r ol fonti aw prwtdad.
FradFNFDf.kU Ucnae s»-. A-JGB Adler, md Wa*r»* U*u, Aa eiY-anoen*ns oy Row Qmff hCud*d *r* sc ce* 0 r* Dwitwaon UG To erf toaMcrcGNUEmaca Sou-cea-tf accesses color map. Wtto.aid eeroen AuoaTooaPrsyar 1 tom Rob PW'i JuyftguB Arnga Aa can»i«r, rto jretor. And debugger. Brr es exeeuta&e axwrctoded, as met as to jce tor stm besces tha Amiga.
Ora ratbulon. C.SED S-’O* WYSIWYG tetwttorfor 0tLob rrrc a too Bwajpermartaton program. VI 2, camtinec by Ftota wti Latwe 103. CU *rvornm*nt ony.
Do&xnertalon :* avola a bar toe sutoari programnart.irl.2S UpdaeafFFMED
- CCS* to FF6S firiF!Kil?:iKB2 AsSSd porte3e6S02a»mt *r,
CooLfOJ.byJ.Van Orrwn, Amiga pon by ~n9 Sw»nn oaivK Tex!
Processor update tom FF65 hspred by UNDC awk Seercnes flee for
patterns. Pertarr-5 actaor* pa*ed on pattern s. ByBob&odt Anga
port ty Johan W 3ir HjikPad update cf FF&4 wrtion by J Hum
Itai.pads an oojed file to a mufipt* of 12Btytex for better
xmodem transfer. SE Less Like Unit'more', borer, wraon 1.2
update of FF74. Scrolls Be* era f wward. SE by Mark Nuoelmre,
Amiga port by Bob Lawn.
Ndr Library bat irnpfewia the 4BSD unit dr access roulne* by MkeMeyer. S Parae Recutaiw deacert express on paw, computes, and print* expresaom. Inttudw ranscendertal tret on lupport c Source mo'uded. By J Osen Snar Two prog'STsta oetx and inpacs rea'. Eect ves include* C xou'ce. By Ftbb re Q. Dutoa SriLb Bine* antler Am.gxlb replacement, bnary oriy. By Bryce Nason Uuencooe E-code ¦oecooe bnary fee lore rrai or isxi-cnfy metises. Update of FF53, inetda* checksum teefrque, compatible wto Oder wrsior.s, plus transparent to otter veraon* opaons By M*k Horton, modiled ty Ajm RoaomMJ ind &yce
NesfetL Ffri.BKlPliK.Ba One Version 1.27 WYSIWYG progran-rer editor. Not a vwrd processor. Includes key mapping, fast aerolltng, tf*4in* statstcs, mUtpte windows, af ktyta onty wndows. Update olFF87, includes soy rae code, ty Mar. Diton JacoEmacs Version 3.&. update u FF61 induce* source, Orig ty Daw Conroy mult pie modrfeCiOflS by Darrel Lrerex* firificSliiH AkSoTeoi Demo p*ogrer» Fom Bob Peck'a Jjy Aug uss ssjo of AmgaWarkJ on access ng fie tj) o devce. V2,upaste of FFM S. tyRobPwx CodtoFrsr.t Similar inftxidonta CidiToFronjorog (FFS6'.
Tang window* tefromtydicking on ty parte* toem. V 1.0. by Drrd* Cervone SE He! OsMousa Autamabcaty activate aw ndow amply ty mowng toe mouse pointer into tie wndcw. V 1.0. toctades source ByDavtteOvone FF2Ps Convert any IFF fte to postscript fcr pnrung or w wng on i po*tscnpt compatUedevioo Vereon 1.2. by Wllam Mason and S*m Pioucc; E WudulaToos Various Modufa 2 programming roulncs. Ty Jerry Mrek Terrair3d Pseudorandom 3d rele'scentay generator, wdate of 'sc', FFB7. Ty Chni Gray, 3d by Howard Hil Pri Fit. Pl»K?i Crd rec eca tie »-iO«rc » or partial devce output to a ft'A Capcure pnt jaba,
debug o- ‘offtne* pnrtng.V* By C Sctoepprer S£ CygnusEoDemo DemoofCygrusSoffaCygnjsEdecitar. A muitpeNe, mull pie teatara editor, incudes demo 10 of MrecFtf3. Ty CygrusSatt Software E Gomf ‘Get Outa My Face* makes he Guru go away to Slowdwrvup B snutoowi morecferey.
V 1.0, by Christian Johnsen E Journal records reouenoe of mouae A keyboard evens.
Stated in a file lor luture playback. Good tor demos o* dotumtentng bug* £ ty D. Cervane MergeMem attempt* me'ging ol MomLst entries of mpontally configured ram board* When successful, alaw* aiocatng a reel on of memory wr.O spans boh be arc*. V 2. Update of FF5E ty Carcyi Screppner SE tyirtsrSsaalef Asm,iHr ta 'Cm f. «cws drerson of output destned tor printer to a ft* Bnary only, Sour* ava ton autiori. By K tuvsftts & J-M Fsrgeas Recottfleo’sy smila* ta‘Journal', records and pay* bac* mouse and keyboard awnt*. Bonry *ajt» evil, (on aur.ara, Kex Lvif ite £ J-M Fo'geas FrriFIKiPtKBS AimtPayar
AnmaSon.Taderanddspayarbythecomaned efforts of Vtteoscaoe. ScUptSO. Sirer, Forms- Irvflight, and Ammator Appretceby M Hesheta.
Chess Usenet posted Amga port non-Amiga interface. Hgh playibilrly. V 1.0, S. by
J. Standacx, Amga pon by a Lefnen Hockbench prowtes source for
WB-Lkeprog, 'or eaperrr entatcfl & velttaion of new interface
Peas. Not a WB replacement by Bil Krmerstey Label Prrt Itbaa
wth art»tny tot V1.3, Source eva a be from author, M Hansen
LreDemer Produce* ire drrwng* based on drawng com mane *
stored in a text tie. Baudet dem: tbatdrsws an ouSme map of
the USA and Sxs bo'dor*. V 1.0, SE. ByJofrCiren PcpUoMeu
Eaimc ecodei.Tp nwrrtngpop-uprrierus raannatoy corrpatoia wti
Ty DrekZahn TekiSSS Tak(or*x 4£0SF4£46 pn-ier drw. SE. By P StaJ) Tineftam Fas: and Chip rer tot prog,E by B Takahss-i Wi'oTw! Fast tat rerderrg routnes. Ta be linked wti apptoion progaText diiplay *as faster faster Man ‘bitf*. V2.C update of FF67, S Py 0fl Keijf Fred Fish DlikBZ Replaces FF57 for Copywite problems CwtAicPaste |rr,p ementttons of Unix cut and paste command* by John Weed G'wtt R,ograntaploJBmpiefunctonsin2of 3 dinena-on* by Pyn.n Fahman Jugger VI.2 of robotjugg-to enmaaon. Uses HAM noae and ray P acrg by Ene Gronam M»jsefleader Sharevrt'e program to *aad text f»s A ve«8T ftes
usng on-V he mo-jse ty Wfeem Betz 110 Amazing Computing VS.4© 1900 For PDS orders. Please use form on page 112 Spimaa Prog ta oemomraia aurv* Fdng A ren- danng tetfinow* by Haiene 'Lee) Ti'tn Sh.m San pit graph * demo, apgraximatefy smiiateshe motion of Vro Tersctng pendulum a. hdudes Source by Chne Eds* f'td FlU' 0* II Axes* 16 color terminal program bared on Comm
VI. ,34 Indudes Uecro rtrccm, custom gadgets, cottraed menm.eic
V. Beta 0,IB by Kedh Youig .comm by DJ James E Backup Wntet
AmgaDoadi*ks as the backup desan- aion. Recow Kit* from he
Reqjres manual dec*on* on disk strutaure.
By AanKentSE DCOemo DuhCel 2.3, a difccatalog pogrom, demo Umiad u cataloging lB3Slesata1me.by Ed Aftatt. McoAce Sotwerc HdO-ver MJ-1002-D5 hard dak cortroner dw. Card caoabe of rrarrtanng 3hard cm end 4
• cope*, toeeiver is capabe of orty one hard eta. By Alan Kent
SED Cease O k-Base. A ‘MaiBase Management ultiy. Oe no ard
martan a maxmi n of 203r*corc*per tie. Ty Kevin HarseE The Thai
language qui program. Speak or yc* englsh Thai sentence* (on
juppied file, by Alan Kent SE biABtSUm A-Render Version .3 a
Ray-Tretng Conituclon Set for the Amiga Computer by Brian Reed
ED firiFiK-.ttAlW Borrerk Muatsee anmatwn, ty Leo Schwab Conman
Connie harder repacenant provide* line editing and command line
hstones tramparenttaapp'catonprog uses CON: nmcaivt S.narcwsirc
VI.3 byWHawet E. 'rYoLancer Workberwh flisplay bKkgne, upgrade
of 'RxKef on FF85, now wta sotrtt electa.
ByPewdaSfva E FndFl.KiDteilOl CrPane CraJar pane generator tor V j»Seape30.
Generne* aooawsec’cuiar oclygonwita the apecried number of ve oei Vl.Oby Thed Royan SE kanAsserr.per Change Workbench fcon* wito FF-trusn files by Stefan Lindah.l E Mcrospe Sandalone *pe!ing cnedter scara text files and report* error*. 1000 common word l st,
43. 000 word mam didonary with muftpie urerdkaoniry auppoa
toterlaceswth MrcroEMACS 3S wth an am act macro to step
through ne sot oe f,le. Sappng at suicoc word* and al!ow.ng
toe user b opeon. V1.0 ty Dan id Lawer-re, SED »Aci midi
library andubiay ret hcxdes Me morttar, routng ut-’ity,
stetus utfity, and more. ByBJl Badan SED Pslrtap PosteC'pt
Hmpmter -ends and pmvews f« on screen ty Greg Lot S(assy]E
Startup* Three C itartop lie repooenerte to' itendato Asta jp
obj and Lsterupob, Opt on* mduds (1) BotoStartup ob. Tor the
WorxSencn program* or dl programswtai orwrthoutcomnand
'nepar0rreter*.(2) WBSartup.oty for WorkfJencn programs or CU
program* that require no command fine parameter*. |3)
dBtarlip.ot|torCU program! That requre command line
parameter* but do not need to be WorkBench ornabie by Bryan
Nesbtt SE Fnd.FlKiDIKL.1B Dbjg Maebne roepenoentmacro Pared
Cdo- buggng pock age Upd*» FFAI.byFRKi poking support ty
Bnsyak Benenee SE Macn-si f Heavy duty text nathng ruf.
Induow smpie mtrh text reprerremt caotbity. By Ftote Goooew Sectamma Racpver toKOf damaged data from loppy or h ard dsk* or rtpa i a Cam aged volume. Of Dive Jcner E Si'JCon Smart riputline nterpreterwihwndow tor fejfl idling. Upgtede FF50 byP Goodeve,. E Xcon U» con* to cKl up scrpt* containing CLI command* V2.0 upgrade of FFSl.by Pete GoooeveE FfcdfiKi.CtKL.lSI AvlTrefl* Library and teat prog, implement roulnes for cnatng and uong keeshakl in memory.E Celc AprogrammabeRPTfcteculatar.
Cref Accro*sref. Prog DoiKim . A per of proga etoeh afttw* you to saw lies ta one O' more f xx»« tor qnck loadng.
DoerT state Do* formal.
KfiuDos A prog, to improve control and hending of ne mater-aJ on all d*k*m "CU-area'.
MFF-Update AteCmportuSLtorlAcroFktoeFleftderro on FF 89J and upd*1* »"* ro dtk btraiy flatatoaaei Pacx-l Tar.es tel lilt* toe fte* and dta. On adifit A pack* rer -© a engie fie. Tor modem.
Sol Amgavertion of aol itnre.
FfriFlKlftKOCt Analytcalc fs a le-ge and penwr+j sprwdsneet prog.
Frsri Flih Dak 105 AsmPrags Msc oaremby tool*. M'jdw some S. BescProg* Lees quare »lve* least square probe A g'aphs results. 5.
Bson Afepfacernentfor jii* *yBoc* comm and. £ Dmoure Anotoer prog m the Sr lon of sSsplay hacks*. S. FliTJLey Alowskaypoarc inomourerfwtttobe locked uroi a Passworc l* enteted.
GrmtyWa** Game of f4» at*,*hps and back ho es. VZD update to FFB4.
Po2C Auti, toenteaCnmgoe ri-tonomjmictoe inUlon porter.S Pereet-FJ Ex. Of aeatng A ueng reartaant ore cosset. S. FtecorO Repay Smiiar to'Joumel'vED update ta FF35.
FirifiKi PiKilffi Funcxey Snarewtte toncton key ecrtar.vl.1 update » F83.
Source aval, (or autoor(Arson Mah).
MoteArt Asmal talecPonofsomeAmgaar wrk.
OuidtRtx An FF sltteshow and col amrr.afon prog.vp.13. RisiNPI* A Fmnun game. A'so c led Go-Mo'*u. V1.0 FrcdflKiflKtlC?
Cah VZ07 of Mart Dlton'soft like shei.S Dff Autf-jmiiiar to oner common Miff program*.S. PraSkite Bute prowes ex. Code of iaclriet tueh a* FiaD Recue*«r. Xter, DoRequen S tutorial on how to program toe Amiga. Book 1.01.S SVTod* Some uae'U too . S. FfedFiKi flKOM Altt Dr itong pog. Bared on LD4 peg S D'Maeer D k citaioger. Vl.Ob. update taFFBS. £ Doa-Pe'toc Pnn»' Diver tor an Epson MXBC pnnw wm
- vpg’*de k.t instated. S. UcrlDGUP Lea you monitor me
IrtaMetsageatoatpare through an DCMP w-ndwt Pnra toe message
d«ss,m3u*e coordrateaguerfer v*toe*. GteC'or debuggirg. S
f¥.ntPoo A uti. To serd common control retlngs to the PRT
devce. S. Sedorama Ulhlea ta recover lost or damaged data from
floppe* A hwd bsks.vf.l, an update toFFiCZ Tek VtlOO emulator
for aTektw 4010 4014. (V2.6) update to FF52. S. Zoo Fie
arttowr, Ike ’arc’. V1 24& update to FFB7 Ffid Rah Plait 109
SmCPM A CP M am,sir. Jab* BOBO along wrto hi® eriiaM S. LAJpc Hook up your Amgau tutertet node S EaABKLOKaifl AA3x A AACOOassem&er writ** in C.&. Fttc An opflramgCcomper for toe 6ACCC processor.
Update to FF53. Svtnotoasedon toe code of mat di*.
An-yLoad Agraphrcalmonitarofqxi.slttef.Amenoryure. todude* *o compooena;load,deteca,monitors system parameters, A amyfoad, waci s toe uaer interface A dtplay program. Of Jeff Keley SE AssgnDov Aaugn* multipie names to a given device, modified wBJon of the original rotoascd ond * number 7fl.
By Philip Undrey. Mod by Otaf SebertSE Gauge Cenlnuousy ((way* memory usage in a vertcal bar ipn Bnary orty. Byfete' da Siv* He!o*4ouao Anotoer ‘aumojse'prog. Autamascaly acmratet
* wndow by mouse painter V 1.1, update ta di*
W. ByDsv deCervorw SE Laoes Abhabeoc&rtomer-c ordered cross
tetorerce lira ofbe*ned system cjnstan*. Recor-.T ended for
deouggng purpose* onfy. Use toe sym bo'c vaoe* in prog*1 ByOaf
Saaert Mandcr Anotoermand*Brot gene-star program, wtobta 6
p. ece* ofcooe from C. Hear & R J Meal By Oaf Sebert S PopLto
Aropaiypethat ayjiifB loreryour*aeen.
Lota of bts & pece* frsm Toma* Roudu's b tae • John Toebes' PopCLL ByOaf Seberi S FfdFiKlfflKLlU BoochBrc* Beech scene portrayed by sprites S sound 512K mechne.ByJerroldTunnail Bonfy.
Buly Pushes ail open Bxseni around (tou* the name
* touiiy7 Show more than one oemo at a tme By M ke Meyer S
DopShadow Dmpshadow V2.0, urewth Bryce NesCntt1* Wawbemoh demo.
B orty. ByJm Mackraz HsgenOcm.os 7108’ A Toeu*'. RGB requires
on* meg, B orty, By-Joel Hagen Vsccn Latest vemon of Viacom for
use in cor ucf on veto WawBenchdemo. Borty, ByleoScwab A Byre
Nestota WawBench A neat iceen hack, ArjriorSl rracnnei.F more
Ixugh* (y m cor urcpon veto lAacom or Da (Dropradow).
IncLioesS. ByByceNes&tt Fred Flatoi D4ik 113 AmiCron Smpie Unix
‘cron’ type progtam,a backgtatnJ task uses a didt-resdert taWe
ta arama*c ly rui certan tasks on a regular baas, at speefe
bmea. V 2,3, mdude* S. By Steve Sampson, Amiga port by Rck
Scnaefta' Due V 1.281 of Matts text editor. A ample WYSIWYG
edtor dsegned for programmers It not a WYSWYG word ptaces»'
Feabjres include ¦rtatary key mapprg, far. Scroling, tde-(ne
ttaosoos m tpie vancows, A i&iiV te comfy wnoow*. Update ta
FF33. Indudes S. ByMaS Dfian DosOev EsLTpte COS device ttowr in
Manx C. Vereon 1.10, ndude* S By. Mat: Ditan M2A**gi D*r-o H
toe *n*l product M2A~gi. A fee e.'gifl p«* Mddu'a-2 compier
xrth etatar, inker, a smai set of m»rface A standard I brine*.
Complea on*f am al demo programs by liming oodeexe A impora.
Further devteoprrert of tot ETH2 corp-ar on Dak 24. B only.
Demo*veto Source Byfl Degen. G. N«der. M. Schaub. J, Straube
(AM Soft) NotanPo* Clear* posrton info of any ttons, allows
WorkBench to pick a now place tar too icon. Ureful for dsk A
drawer icon* where Snapshot rewitea toe icon A toe window
irtdnnefon. Modula-2, anotoer demo tar M2Amga By Markua SchajD
FfidFiKlDlKLlli Coec Engllh taCfindvxa versa) trandataf tar C
oectf cons, a mu*: tar reyona axowt poaabfytoa noithardcve C
gt u. Bytirarem Rosa. S VtlOO V2.7of«iOOte-nralemUa»'w!tok«rmtA
xmodarn fie blister, hcudes a tew bug fses xicec to Usenet
xhorty srter re posing of V2.7, Update ta FF6S. VxSuom S
ByDawWeckto WBLarw a spec el verso i of toe WBLancte'program
fromFFlCO. Endng ¦ unque.Etteciw use cf sound, Indudes S By
Peter ca S fra A Karl Lahenbauer EliIBKlDLKl 115 Killer
Masterful Vdeo corr.mercal of too Amga, Beaba* mu»q requre* one
meg of memory to run. Bma7 only. ByJloaert Wit Marketed Anctoer
devious sprite oriented demo wto lota of'in' jokes. 512K
required, mdude* S. By ieo Schwab EqbLBKlDLiIlIII Move* Arm
a.'Tmiboniystenwrto three d'taranf ei&Tpte arvmibon; Kmnankaa.
Rxrr, A F-15 Ka.hnan.ka* A Aodtar rui on a 512K Am ga A show ok
overicai HAM mod*, todudes a ir.r abon p er prog'im (mone),
anmaion au'tter orogram* fdJbm, pibm A a tex graprtcs ospay
By Ere Graham A Ken Offer Ftri FlKi D1Kl117 AAAJCJ mo A reaiy rest horzontaf tcroUng demo tool a 2AC0 x 200 prel 32 cao' IFF pctore composed of dgvsrapahets of member* of the AM ga User* of Calgay, superimposed on a very wd* pcture of toe Calgary Skyin*.
B orty, ByEtephn Van*utan A Stephen Jeors ExP_Deno Demo versttn of Exp-ess Pant 1.1.. used to create toe sco rg dano pctirc in toe AMUC Demo drawe' cn to dtk. Bohy.
BytStepfteh Vermeutth FjrifiKiDlKi 111 &npr Trt* is aeon pea rewrte. From toe ound upt r Draco, o' Peter Langston* Empite grew. A mutapliyer game of exploraion.
Econonrca, war.et. can iaat rontoaRa'yed wtoer Of local keyboard or mrough modem.VI Jl. Sna*ware, A incfuoe* S code.
By:CtoPS Gray, crignaf gaiw by Pew Langston HAMmmm Dsplays lines wnore end port* are bourcng around toe screen, wrsch * a double b lered HAM sown. The Y pcebonsottheponts are oonbnuoueycopttd mb an audio waveform that i* played on al tour charters, Atoeptoh of a jual intoned chord udenwd from toe swage X posbon of toew p nB.
Jforto. Source Byflil Burk Star* Based on original cade ty Leo Scfwab, has Cktota longer tore toe actoalderro. For* on 512K Ar.gs, B arty. ByHoo On* WneOero Demonsratestoe Amiga's hne drawing speed fona on a 512K Amga HcudesS By Mat! Dlton firifiKtPtlAIH MaoEMACS Verson 3&a of D»nH La enoo’i var ret of Daw Conroy's nooarracs. Tlis n a.n update to toe wrEor reeased on c;» 93.
A so inc'uded. Tar the f re tme. Is exteis w doamentalon in mechne reedabe tarra.
Include* source. Author: Deve Conroy, MANY enhancement* by Daniel Lmwonre ElrifiKii)iiK12Q Amoeba Thscto"eof Space Invaders none of toe best freely rodsT butabie garnet fer to* Amgetodate. UnikemarycommerciaJ games, itewnwrkscorrecly n a rrutltaskirtg e-ivoment (by not requ-nng ywjtorebootjusttoplay agame), Hgrty recommendeci Bnary orty. Author: LsteNgrt Dewoomehta SadGi-ror AgraphrcaJ Etacxganvnon game done re an u-tteryaduate Al.courwpreect Vfetaion 1 0. Indude* aojee Author; Robert Pfc*r Bartun AcomotateCftediboOk rStem qnoredbytoe author as shawwe Verson 1.3. bnary orty. Autoor. H Carte'
EgyptMnflun Cute Ittte'raad race + haiards‘ rpe game.
Verson 1.1, brary orty, shewn**, source avaiabe from author. Autodr; Chris Harres Iconbiage ftogram to replace an old icon image wto a new image, without aftaebng icortype, drawwr data, etc Includes source Author. Dens Green Frri F1KiD.lkl21 BaSCSInp Ai ArgaBASIC program ton ftep* to convert proyars wiben in atoer toms of Base ta AmgaBASlC. Autoor; Geo'ge Date Pot A snatewete ploang program vrban in AmigaBASC. Aso mcudesa ttastsquircs rxrv It program. Autoor; Data Hof!
Pot A shateware W 7«phng program w.rre. r ArgaBASC, wto some sampa ouyxrt piote Source tvariabefrom author. Autoor: George Trepal Stte't ThisAnigaBASCpogramflemonsYatesi muses! Tiuson based upon perceptual orcJanty of wdefy spooed tones vtoore volumes aredefned asasnusixtal refalonsrtptolwrfrequonty. Author; Ga-y Cube Lfedt Version 2.3 of ths nee rearewsra ad tar.
Has learn mode, a command Isngjage, mthu customiabre. And atow user cdi rabiity and astam Kxity teab es. Bnary orty, s-na ware, update tb veridi on iSw 6C.
Autoor: fox St * WBCoors A emple L3« program to chin}* the Workbench colors to a predetorm ned color set. Tar programs fat fapec: to to booted ofl to*' dsrbulon Oak but instead Lt run fron i herd dsk. Hcodes sourca. Author. Stetan LndahJ ElrtFilhftlUK Asspflocs Hto'yPoto bast asiorw5s*t)rpagama.
Ltaq jb teat* e fat al toe images and Hines ora 'ococeac* oy r* end l« So .“sb ad of tcs a.*d root a you can hM an Amgt agans a herds of ©MPC« if fju wat. Autoor: Rce Mann r2Pcs A- inter art ve puzze program ret takes any FF t* cantoning up to 16 o'or* me breaks rtup ir*j sixarea to make a ouzz* w+kt he user can ton oocb naot togetoer jwn V«on 1.0, ndudes iou"oe Autoer Ai Qzar Names A snaawara program to crMteand manege rrahng Ida. Bnary only. Author Erna Nbion Pr A little utiily to print I sings n ctfbront formats. Smilar to the UnL*. *pr‘ program, bcuoes souto*. Author: Samual Paoluca
PusfO*r A nest Its* board strategy gam*, in ArgaBASJC. P-r your p*ce* on» ra bomJ unsl you get So at a raw in my draclar. HtojaesaoLrceAjtoor: Rjm Yost PuziteFfro Create a plzZ* from an FF pctore. WheT to* usr can toan pec* baca tdgetoB' agar Wrtan r AngaBASIC. Vers-on 1.0. diary ony, ra'Mrare, ssltc* avaaoi* fron
• utoor, Author: Syd Boftan Fred FpahPiiR 123 A p ARP standi tar
‘An g aDOS Reptacerent Ptoject*. Ap is en effort ted by Owl
Heato of lAcrosmrihi be. To replace tna currant DOS n1cs-3r.be
tasfton. Bo recunant program wl carl-tue a worn. Arpaiso maw
ansaever .Tprto*m*nt» ar* pcttbte.
She cum: and f-i e programs aril wen Mpa'. A toar: Various a re's ecrta-buted work Car Tha anmaior eon*of Awi’smrai»re Badge iC ar Don 0 Contest. Itapparenfry 1 an mad* joka rteatng to 1 we-i known Amgen's wpanorcearti aoartan hi *nd ¦j ap-’ cs hartorve r.arvtao*r. Author: Aflen Huangs Fred FlihCktk 124 tons Some sample artirmd icons. Youmgh; Ind justCi* con fv r.e 'tfjjoo CLI program yoi va been reanng to make runafirt from f* WorkBench *nflronrri*nt Autoor; L Ptost Tirot AiAmgiBASIC program written by too aubor as an exercw for laarnng BASK Contant son* nee graptac wdions of turn eatis.
Author Lpoat Fiid FuiiKak 125 EiGata Th* animason is Kewn's nby fo toe Badge (C e* Der-3 Co-tost, ft also his a Pacxyound rr-jjx; arrengamanL hC r*x BS Son to use Aurcr KeunSj-nn* EtMaittma Co3 z Apograr to mnpjaB becdoriotsceo'c named scrams, serng ton currant color Goto to catafies, tad ng new color seta hom data let, or rwaebvery Chang ng be colors, bdudes source. Author: JahnRuswii Donas tones* two programs* 'danang polygons', are John's entry to be Badge Kite Demo Contest They arevariatoni of one snobar.
Buioemonara»re range of colors aval a be ontoeAmga. Todjdes source. Aytoor; JohnOsen HBHi The enmacsn e one of Kevn* mtes to b* Bodge K *r Derr 3. Contact. It s re frit Anwn an-matan bet maws use of be Amgi’s "Ext* Hal4 Btb' modi. Aubor: KetanSJtean fconfy A suproxne recreates an icon on re Arrga screen natcan to subsequenly dragged around, and doubtecActod on. Yog can use the to have your program s hookfy* twm wvei to tenporanJy get out of the user 's wey bdudas source and derr.o program. Author: Leo Schwab OrtyArr ga Tha or. Rrabon a kj&a's erTy to be Baogo Ki*r Demo Contest, h.conssa of
toe be a tong;ugged by rram-ds rolling on thwr r pa. Author boef Srgn Hans The support i&rvy needed to rtbu d vanoua progrimi of Matfsfram re sou ce, mdudng DME.OTERU, at Includes source Aubor UettOBon Vcheck Version 1.2 of fhewvs detection progrtm tom Connwore Amga Techrical Sjppol Tha vt'toon wl test bf re presenoe of 1 Wui n memory, or an tpeefe daks Bnary ony. Ajthor: Bii Koester.
EtMIMJUmZ Bounce Tha program .s Stove and Tom's enty for the Badge K te Dene Contest If create* iitoe dak bit bounce around and mulbpiy.
Hdudes source. Author: Stove Hansel and Tom Hansel Names3 Tha demo is Marks enry w tho Badge Kte Demo Contest Itisquiteimal for whatit does, and won Ifffi place m the contest Bnary on!y. Author: Lfe.1 R*y Rppes ThuarumaSon * oneof A"*nHastng»' entoesto the Badge Kaer Demo Contest Lhlke most ether aim*5ana rt k-owi 1 f *ed oOjectfrom amoving port of w*w. Rstoer re-i 1 moving oo-ec: from a ‘wd pom of V*w Author: AteiHaspngs FrsdFi Dt«i 121 A6aOCOc.MSS«mdte. wnban in 68C00 tuembte. BcLrdes source Author Greg Lee Ds DropCoth Back Issues (continued from page 57) mi you pica a patoan. A 2 bpiana FF
mage or a comanewi of a pattern arc mag*, into pie WorkSentb beoupop V»T-on 2.2, rarewara. Prary orty. KiTor EncLavtiky An eitarn «y tmpie OOC* progrsm, tar irteresed acmens oky. Itwmujw Ajbor: AiQrer AheDdisA&oCT putiCy.bitdoesa He by
* »e copy to standard AmgaDOS loppy 0M Includes an intuton
ntortase and Fla compresson. Verteon 1,3, incudes murc*.
Autior: Mark MRBxxUp RrfretPkrrt A swipe screen parting program, urtten m web Reqjres web preprocessng program to reouta from source. Induces as .roe r web.
Aubor: GmgLae W ver A pr.-te' d'vw to' be Tatf ba *1 m one4 pnrtefmteQume(betqrooe haxtoi ao’ aa n C and ajaan Mar A_mc Rea Uanan SOBacAUp A ~*X dsk bac«u? -t ty CLI i-te'toce o-y Does He cor pressor.. Verson 1.1. brary Orfy. Aunar StewDrew Sec AdoneofbeUnisad(Sfe*mFOtor) program, hdudessouma. Aubor: Enc Raynondw Keys A'hot keys’pogram Mt binds keyboard hues on keys towndowmariptAabon fuicioni (wndcw actviton, front to back, nravng screws, vcy hdudes I4urce Aubor: DenoeCwwne To Be Carsrtad.. .- ln_C.pncluslpn To the best of our Knowledge, the 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 of the author's wishes, please contact us by mail.
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Hpat 1% v r_ iBAiif 1 cl* Volume 3 Number 11988 .... II.. totali Fml fi.li UirLi a a jfr-i JL JXCOMPUTING _ t» Itrtctmdl lUK; 1“ U, .rMy x*771S»1 i LASERS!
To sscl Volume 3 Number 21988 AmlgaHotM by RcfwdRa* Dgftal mu*c g*n*rt»on on toi A-n «.
C AnJmitSon Part IV by Ucfrte* Swrger Jus; wmt you noug*s e wu site to gs se* r b* C ws»s.. Fortfr by Jam BtYan Sorbg blICHP trC FAST "wrta'y ar be A"9a Tha Big Plctur* by W»p*n Rig Da-rg a»*r~bte tengjagl pr3g*ftmrrung: CLI systeT call and maooulttng d» I** Bug Byna by John Stem' Roomari by ThaBandito Amga Dwl. 3? &C3£8-baaBd B ,ageBoato tor be A2003? Mortf As I Sea It by Edd* CfturctlB Opr ona, obsevabons, & tw beb Of a rww software gsnoratoT 61000 Astatmbfy LarvgutsgtPrognmmlng by Chris Mali ‘Ooav • muft'dotor scr*«n wbout uang button rouinkSJ* UodJs-2 Programming by StewFawsawbc A n*w
cante-Mr oursa on to b» modOk 2 aorwi Tha Am icua Natwork by John Fcust Pubcdc*-.!'" update. Ccr-rwrr* pbxs, a-d o*vwjpr rts.
Am Icua Natworfr 9p»ba! Raped: Ftl COMDEX by J- Foust Co-.-oo;’* e CotCEX nd w croc-jets Tha jtdmata Vd» Accaasory: Pan I oy Lirry Wna Ufa: Part I by GtfMHjI ’A detailed took al ortoertu* of be Anga bitter.* Form atMa (tar: Protaaafonil Dak Formatting Eng Ira ty Carl Marn Put Botch language to wote on rm druogary 0! Risk tematlng, Bspraad by BranCitoy AfJl teaLtedAr gsBASC ffipoadsraotyx can program I AmljaForum Tranacrlpt *4 byRichatoRao Zoom m on CflnmodofW Arr u Dave Haye Haicilc Rnliw by ChudtRkuaois ‘A sfagtotanrnto. Bay to uae, Lrctxa spreadsreel" VIP Protaaaicnai Rmrlaw by Suzanne Utnw
Easy stock portal -0 manegamant on be Arxgi Uomy Mar tor Rwlew bf Stetrar K r-p A pwsoial 111,100 ayrar- beyond yo-j baooscL km a* tod 1 AtNintij* Rmriwr by Rcfwd Knappar pus ‘Poor Man's Guoe to :«s Stock Ua'kei* LaiteUght Show* wtti tha Amiga by Ptbck Murphy Use's and be Amga Adautng Ti-cwt Tha Ultimata V d» Accaaiory: Pirtlll by Larry Wfr-i* Take be final stepstoward desgnng you own videos Our Firat Oaaktop Video by Larry Wtate A step-by -sao g-ua to orgxzng nd prw*"t;ig your fee Att' ivOOo.
Hoakad on tha Amiga wfth Frad Fiah by EcBei?vtr hade v«wt frjn tw ran oahrd aJ bcsaTsh'dso, ioto Ouailiy Raproducson wtt tha Amiga and OfgLViaw by Snoian LabAia Sannrg D -Vew imagot loos yar. R hatacopy, tool Balandng your Chack1000k ten WoroParf act Macroc by Steve Hull Hand your checkbook won** over to be Amiga.
MonBaalcTalt by Bryan Cs5ey Dspfaying text on be sawn can be even eased Ufa; Pirt H by GoraJd Hull Tha ires wnd* upwto be tamed nr*-bTtca£Ji1on and soxcetoLFER Soljtiona to Unaar AlgAra tiraugh Ikkli Computations Popdert Bis Smpfiymasi egebrtwfr btteC Oparttonl i toulnaa.
Tha Amtaua Network by John Feu*!
A acraowok icon e f* hewn oerrd be Argt Room an by TheDmdito Anga 3000, Wn i nwes. And "Wi' he rw Lasr Toaster P«se Kind up?* Bug Bytea by John Steiner Modula-3 Programming by Steve Fewszewsk Gamng up wto CaJc-a aource fdtow-up.
&80C0 Aaaambter Language Programming tyOviiUrte Gr K* Part II of Aaaemgram, Aruok'a Tomb ty Kxneto E Sohaeter 'A frrfyig atfvenir mb to* wo no of toe oceJl* ART by Stev* Farws2ew*u Ai rnovtbve cor-Cand* progrvimurtg lugjago.
Forma In Right bf Ste* P*tw*ci Renpgr and Animate obecte n 3D 91:can Daama and O* Jtwta of Oirfrntat by K L SoiaeV Haig on every word n toese tatsc text aMmm Lei au ra aiit Larry by KemetoE Schaakr Tha j»ma» Nora spends one recy right in toe far isne.
Two Mma Ehfrlaa From McrobloOca tif John Fxst M501 Espeneon & State a‘d II hLftFinctonboird.
Mndhght 7 and Psopta Ur.sr oy John Four Meer wo A- ga poducs Rtentiala by Kenneth E. Scheefer Up You’ crncw r ton ‘monster mitai’ wto to* Amajng Ftur'jsx Character frftor,
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ONLY $ 59.95 wT= N= K 1 did, however, input the program by Allen Barnett (v2.11) for solving linear equations using floating point math.
2 Enable interrupts and leave.
Disabling interrupts can be dangerous.
There should be a way to abort without having to wait for a packet.
The obvious solution is to abort on a click of the mouse, so be sure the left mouse button has been pressed. We obviously can't wait for an Intuition Amount Program 3 A WIDER DYNAMIC RANGE IS POSSIBLE WITH COMPRESSION DECOMPRESSION DIGITAL RECORDING 4 if readbody writevsprite writebody cr .* Finished." Cr imagehandle to.heap closefiles then then then cr ." Process another file?" 2(y n) not until ?turnkey if bye else abort then ;