Liste des magazines disponibles sur AMIGALAND.COM
Amiga Product Guide: Education Edition Everything you need to send your Amiga to the head of the class. 49 Amazing Reviews lntcllitypc by Harv Laser 8 Learning to type made easy and fun? Volume 3, Number 9 CONTENTS Computer A1ded Instruction by Paul Castonguay Create your own lessons with this generalized authoring system in AmigaBASIC. 71 Gels in Multi-Forth, Part U: Screenplay by John Bushakra Make the IFF converter from Part I easy lo use with gadgets, menus, and more. 83 AmiExpo Midwest '88 by Michael T. Cabral After taking the coasts by storm, the Amiga wows the Midwest. 91 Shakespeare by Barney Schwartz 10 Bring your desktop publishing to life with full color. XSpccs 3D by Steve Hull 20 A new dimension in Amiga graphics. AmigaNotcs by Richard Rae Ever wonder how IFF sound samples are stored? 23 Take Five! by Steve Hull Beat the back-to-school blues with five more sizzling summer game titles! 27 The Command Line by Rich Falconburg The next stop on a continuing tour of the CU. 45 Hot on the Shelves by Michael T. Cabral & Michael Creeden 29 What do you get when you combine intense war strategy with a monochrome monitor and desktop presentation' Check it out. Bug Bytes by John Steiner 39 Chillier weather, but still plenty of bugs and upgrades. C Notes from the C Group by Stephen Kemp 65 Operators, expressions, and statements in C uncovered. Roomers by The Bandito 102 Can an Apple !Igs Plus a day keep the Amiga away
Click image to download PDF
- COMPUTER AIDED INSTRUCTION IN AMIGABASIC
- KIDEOS BY ELEMENTARY STUDENTS ¦SHAKESPEARE REVIEW GELS IN
MULTj-PORTA mrJL INSIDE X- SPECS 3D Also: complete coverage of
( amiexpo mhowestT) The AIR DRIVE Dual-Sided, 880K
Color-coordinated chassis and faceplate Smaller and lighter
than the Amiga drive External drive pass-through Extra long 30"
Interface cable Spring-loaded dust door Compatible with all
Amiga systems One year warranty Internal drive also available
CALL FOR DEALER NEAREST YOU.
70 Small and powerful r The Avatex 1200E.
Avatex MODEMS 1200P 1200HC INSIDE UTAH: (801) 752-2642 FAX; (801) 752-8752 CALL FOR A FREE CATALOG.
CREDIT CARDS VERIFIED FOR YOUR PROTECTION.
Ask about our LOWEST PRICE GUARANTEE MEGATRONICS, INC. BOX 3660. LOGAN, (JT 84321 FREE WITH EACH MODEM Amiga communication software & CompuServe access time.
Real-time, LIVE! Video on your Amiga's screen.
• True Color: just as it comes from your video source: camera,
TV, anything. Direct, moving, in your Amiga's memory...our patented technology.
• Fast: video images in black & white, 32-color, and 4,096-color
See IS new images every second in black &. White, 12 in color, -4 in HAM.
• Save: moving video, play it back, use it in other programs.
Inlimited stills, too.
• Video Effects: real-time mouse-eontroled...posterization,
fades, color- keying. Strobes, more.
• Roll Your Own: programmer’s video library, hardware documenta
tion, examples in C, Basic.
For more information, contact: A-Squared Distributions Inc. 6114 La Salle Avenue, Suite 326 Oakland, California 94611 415-339-0339 Volume 3, Number 9 CONTENTS Amazing Features The Kideo Tapes by John Dandurand A Georgia elementary school puts desktop video to work.
15 Computer Aided Instruction by Paul Castonguay Create your own lessons with this generalized authoring system in AmigaBASlC.
71 | Speeding Up Your System by Tony Preston 41 Gels in Multi-Forth, Fuel inject your system with floppy disk caching, not an expensive hard drive.
Amiga Product Guide: Education Edition 49 Part II: Screenplay by John Bushakra Make the IFF converter from Part I easy to use with gadgets, menus, and more.
83 Everything you need to send your Amiga to the head of the class.
AmiExpo Midwest ‘88 by Michael T. Cabral After taking the coasts by storm, the Amiga wows the Midwest.
9i I Amazing Revieivs Intellitypc by Harv Laser 8 Learning to type made easy...and furi Shakespeare by Barney Schwartz 10 Bring your desktop publishing to life with full color.
Xspccs 3D by Steve Hull 20 A new dimension in Amiga graphics.
F Amazing Columns AmigaNotcs Hot on the Shelves by Richard Rae 23 by Michael T. Cabral & Michael Creeden 29 ; Ever wonder how IFF sound samples are stored?
What do you get when you combine intense war strategy with a monochrome monitor and desktop Take Five!
Presentation? Check it out.
By Steve Hull 27 Beat the back-to-school blues with five more Bug Bytes by John Steiner 39 | sizzling summer game titles!
Chillier weather, but still plenty of bugs and upgrades.
The Command Line C Notes from the C Group by Stephen Kemp 65 by Rich Falconburg 45 Operators, expressions, and statements in C uncovered. S The next stop on a continuing tour of the CLI.
Roomers by The Bandito 102 J Can an Apple llgs Plus a day keep the Amiga away?
' Amazing Departments Amazing Mail 4 Index of Advertisers 96 Public Domain Software Catalog 105 Reader Service Card I AMAZING MAIL Including tbe .bmap in your BASIC Program!
Dear Amazing Computing; If you program with AmigaBASIC using library calls, the appropriate '.bmap' file must be present along with your program. It seemed untidy to me to have this separate file.
If you use the Absoft compiler, then it defeats the objective of a single stand-alone program file. Here is a way to include die bmap file in your BASIC program. First, use a program like this to convert the bmap file to a sequential file of ASCII hex data that can be merged with your Basic program; INPUT"FiIe name M;fileS 'the bmap file OPEN files FOR INPUT AS *1 Flengths=LOF(1):QS+CHRS(34) 'use chrS(34) to allow double quotes INPUT“Destination file name ";Destflle$ OPEN DestfllesS FOR OUTPUT AS 2 PRINT 2, "REM - Conversion of flle$ PRINT 12, "OPEN ";Q$ ; "RAM:" +fileS;QS" FOR OUTPUT AS H"
PRINT 2, "FOR X=1 TO ";FlengthS;: :READ XS:A=VAL ("QS+"4HO"+QS"+XS]" PRINT 2, "PRINT *1, CHRS(A);" PRINT 12, "NEXT X" PRINT $ 2, "CLOSE II," WHILE countfiC (Flengthfi) IF counts MOD 20-0 THEN PRINT *2," " PRINT 12, "DATA"; ELSE PRINT 12,","; END IF counts=countsl PRINT 12, HEXS(ASCtINPUTS(l,l))); WEND PRINT 2, CLOSE 2:CLOSE (I PRINT "Merge "DestfileS;" with program that needs bmap” This is a typical sequential file produced; REM _ Conversion of dos. Bmap OPEN “RAMtdos.bmap" FOR OUTPUT AS *1 FOR X=1 To 433 :READ XS:A=VAL "6H0"+XS) PRINT 1, CHRS (AD- NEXT X CLOSE «1 DATA 78, 4F, 70, 65, 6E,
0, FF, E2, 2, 3, 0, 78, 43, 6C, 6F, etc... Next, merge this with your program and add your library call after the above routine has recreated your bmap file on the Ram disk.
Eg: LIBRARY “RAMdos.library” etc. Write your program so that the bmap file(s) are deleted upon termination of the program. (I told you I like things tidy!)
Regards, Frank Turner California ASCII to ProWrite Through Tbe Back Door Dear Amazing Computing: Thanks for the great review of ProWrite in Vol 3.7. Since 1 have been using the program, I have discovered a feature (?) Which neither the manual nor your review covered.
If you’ve ever tried to open an ASCII text file using ProWrite’s "open” requester, you will notice that only files saved in ProWrite format appear on the disk directories. The ProWrite manual incorrectly states that only ProWrite files can be loaded into ProWrite.
There are, however, two ways of loading ASCII files into ProWrite: (continued on page 6) Publisher; Assistant Publisher: Circulation Manager: Asst. Circulation Mgr: Corporate Trainer: Traffic Manager: International Coordinator: Joyce Hicks Robert J. Hicks Doris Gamble Trad Desmarais Virginia Terry Hicks Robert Gamble Marie A. Raymond EDITORIAL Managing Editor: Co-Edllor: Don Hicks Ernest P.Viveiros Jr.
Michael T. Cabral Ernest P. Viveiros Sr.
Richard Rae Juiie Landry Michael Creeden Co-Editor: Hardware Editor: Music & Sound Editor: Copy Editors: PRODUCTION Art Director: Keith Contort Illustrator: Brian Fox Production Manager: RicoConforti Associate Prod. Mgr: MarkThibault ADVERTISING SALES Advertising Manager: John D. Fastino 1-503-678-4200 FAX 1-508-675-6002 SPECIAL THANKS TO: Buddy Terretl & Byrd Press Betsy Piper at Tech Plus Bobai Riverside Art, Ltd.
Swansea One Hour Photo Boston Jewelry & Loan of Fall River Amazing Computing™ (ISSN 0886-9480) is published monthly ty PiM Publications, Inc., Currant Road, P.O. Box 869, Fall River, MA 02722-0369.
Subscriptions in the U.S., 12 issues lor $ 24.00; in Canada & Mexico surface, $ 36.00; foreign surface for $ 44.00. Application to Mail at Second-Class Postage Rates pending at Fall River, MA and additional mailing offices.
POSTMASTER: Send address changes lo PiM Publications Inc, P.O. Box 869, Fall River, MA 02722-0869. Printed in the U.S.A. Copyright©Aug 1988 by PiM Publications, Inc. All rights reserved.
First Class or Air Mail rates available upon request.
PiM Publications, Inc, maintains the right to refuse any advertising.
Pirn Publications Inc. is not obligated to return unsolicited materials. All requested returns must be received with a Self Addressed Stamped Mailer, Send article submissions in both manuscript and disk format to the Co-Editor. Requests for Author's Guides should be directed to the address listed above.
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 SESThigh speed spellchecker.
(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 stale 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: Additive Synthesis - a traditional method which can create almost any type of instrument. VjVyt Plucked String Synthesis - simulates plucked strings . . . Right down to the pluck’. “idCC* Interpolalive Synthesis - a method which introduces the natural imperfections found in instruments.
(Instruments such as brass, woodwinds, pianos, etc.) “»CQ 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, waveshaping, 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, lies, etc. is. It urn or is rr mmiiAi Synlhia uses the latest technology to generate realistic sounding instruments and even die new families of instruments sound real. A real synthesizer on a real computer!
Why buy digitized instruments when you can SYNTIIIAsize them? COQ QQ Requires AMIGA 512K Copyright© 1987, THE OTHER GUYS Software • AMIGA is a registered trademark of Commodore Amiga Main ?
Street 84321 55 North Suite 301 PO Box H Logan Utah THE OTHER GUYS
1801) 753-7620 (BOO) 942-9402 (Amazing Mail continued from page
4) The CU way.
LsProWrlte [.MR) (SPACE) (FILENAME) (The filename can also include a directory path) 7he other way.
Copy the .info file from another Pro Write document to the file you need to use. Now, simply double click on the newly-created icon. That's It!!
Darrin Raposa Massachusetts Where Are The Doubly-Linked Lists?
Dear AC: I wish William Gammill had mentioned one other thing about linked lists in C (Amazing Computing, V3.7). Namely, a set of functions for handling doubly- linked lists is an integral part of the Amiga's Exec!
There are two types of doubly-linked lists supported by AmigaDOS 1.2 and later the List, which anchors a set of Nodes, and the MinLisi, which anchors a set of MinNodes. The difference between them is that MinNodes lack the priority and name pointer fields (ln_Pri,In_Name), so the FindName and Enqueue functions don't work on them, but they require less memory, The In_Type field is also not present for MinNodes, but none of the standard list functions use it. Its primary use is as an identifier for debugging and error- detection purposes, and user-written programs may do as they wish wiLh it.
In general, I recommend using the Exec list functions where possible. There's nothing magical about them; they're already debugged and documented (and the ones that aren’t macros are still taking up memory whether you use them or not), and you can easily piggyback any special capabilities on top of them, just like Commodore did for their Message and I O systems, etc. in object-oriented programming terms, this is known as inheritance.
After all how many automobile manufacturers make their own tires?
Sincerely, Tim Holloway Florida [Look for doubly-linked list techniques in 'More Linked Lists in C, "coming soon inAmazing Computing. Edl Graphics the Easy Way!
Dear Amazing Computing: A hint for other non-artists. Get patterns for cross stitch from yam shops or department stores. Pick a square brush and follow the pattern; it's extra easy in the magnifying mode. Patterns range from simple to intricate. It’s inexpensive clip art.
Yours Truly, Charles Clyde Pennsylvania More Amiga User Groups!!!!!
Amazing Computing: The Sacramento Amiga Computer Club boasts 300 members and meets monthly.
In addition to holding several Special Interest Group (SIGS) meetings, we produce a monthly club disk and newsletter, the AMIGAzette. SACC is interested in communicating with other User Groups by exchanging Newsletters.
Sacramento Amiga Computer Club ATTN: Amigazette Editor
P. O. Box 19784 Sacramento, CA 95819-0784 Robert Du Gaue
AMIGAzette Editor Dear Amazing Computing Although we have been
meeting for several months, it was not until this month we
became a formal organization.
Our name and meeting address is: Border States Amiga Users Group 1614 Towson Ave Fort Smith, AR 72901 Phone 782-4048 We meet on the 2nd Saturday of each month from 9am - noon.
Our officers are : Wayne Pace - President Wayne Hyman - Secretary Bill Webb - Librarian Our present contact person and mailing address is : Wayne Hyman 1501 Independence Fort Smith, AR 72901 Phone (501) 646-9582 Dear Amazing Computing: The Quad Cities Amiga Club holds meetings on the first Tuesday (Business Meeting and Software Hardware Demonstrations) and the third Thursday (General Information Sharing) of each month and sponsors a local Amiga BBS (309-762-4980) operating 24 hours a day 300 1200 2400 baud with (B)ulletin,
(M) essage, (E)mail and library sections (Uploads Graciously
Since our club now includes about 50 owners of Amiga computers, we are planning to print a newsletter on a regular basis. Anyone interested in our group may contact our BBS by modem or any officer by phone: Greg Dengler President 319-323-2261 Mike Asplund V.P. 309-764-6512 Sheila Jackson Secretary 309-797-5335 Doug Sample Librarian 309-944-3481 Rita Tank Editor 309-792-1603 or by mail at: Quad Cities Amiga Club c o Michael Nerdahl 2418 - 15th Avenue Moline, IL 61265 We would be interested in hearing from other Amiga user groups. Thanks for your interest and support to user group* such as ours.
Sincerely, Michael Nerdahl Corresponding Secretary Dear AC: Please enter us in your database of user groups: Amiga Users’ Group Fort Devens Computer Club 137 Walnut Street Fort Devens, MA 01433 Don Christensen President John Posco Vice President Dave Baum Librarian BBS number: 508-772-7322 Thanks for your interest in user groups!
Yours, Don Christensen We welcome your comments!
All AC readers who have letters, questions, or comments printed in AC receive a certificate good for 5 free Public Domain Software disks Keep involved, Please write us!
OBJECT ORIENTED. A FIRST FOR YOUR OBJECT ORIENTED AMIGA!
LIFE SPRINGS FROM YOUR SCREEN WITH THIS HIGHER LEVEL OF PROGRAMMING!
BUILD ONE TYPE ON ANOTHER TYPE!
Now at a software supplier near you!
AM A Z IMG REVIEWS not 5 J 1 her her ish ish
o lo jon jon hee hee T u in U iM han han s is s is «tut «tut usu
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or ore esa edi hif cte cua kse Iom xed 1 L_ 96 ¦ .
44wpn IntelliType by Harv Laser Is A Non-Typist Handicapped?
Jim is a close friend of mine; we've known each other for almost 20 years. Like me, Jim is a techno-freak. He loves new electronic toys. He always has the latest stereo and video gear, reads all the magazines, and talks about consumer technology constantly. But Jim knows very little about computers except that he wants one. He’s watched me using my Amiga many times, and it’s easy to impress him with the things it can do. Jim hasn’t bought a computer because he never learned to type. Lacking the ability to type in this age of computers embarrasses him. He knows the Amiga has this terrific
interface with a mouse and icons, but he also knows that without the ability to touch type, he is hampered in what he can do with the machine. Not being able to tap ali this electronic wizardry is very frustrating for him.
Back in the days when Jim and 1 went to high school, taking a typing class was not something people bragged about. ’When you’re a teenager, learning how to type sounds about as exciting as learning how to boil wat r or weave baskets. It’s boring and repetitious and it won’t help you on dates. Successful business people have secretaries to do the typing anyway, right’ I took a semester of typing in high school because my parents said it would really help me later in life. Sometimes it pays to listen to the old folks when you’re a kid. Jim never took a typing class and now, twenty years later,
he knows he made a mistake.
When he's at work, he must either write up his reports and beg someone to type them, or sit for hours using the old “hunt and peck" two-finger method. The next time Jim’s over for a visit, I think I’ll show him IntelliType. Bor Jim and other people who want to type and have access to an Amiga, I can’t think of a better way to learn.
A Belter Way To Learn Electronic Arts’ IntelliType is a new typing tutor program for adults. It’s not one of those old “zap the aliens with letters" programs, but it's not dry and boring cither. It's simply the best computerized typing teacher I’ve ever seen.
(continued on page 3d) October 7-9,1988 Westin Bonaventure Los Angeles, California The Ami2a Event!
NOW PRE-REGISTER BY PHONE Call 800-32-AMIGA ..... IN NEW YORK STATE CALL 212-867-4663___ ? Yes, I want to come to AmiEXPO - California NAME One day - $ 15 COMPANY Two days - $ 20 ADDRESS Three days - $ 25 CITY STATE ZIP __Friday _Saturday Sunday For_MasterCard or_VIS A Payment Make Check of Monev Order Payable to: Expiration Date AmiEXPO Account Number 211 East 43rd Street, Suite 301 New York, NY 10017 Name as it appears on card: Signature AMAZING REVIEWS Color desktop publishing for the Amiga by Barney Schwartz Shakespeare version 1.1 has finally been shipped to all registered owners of the
original package. The upgrade expands on version 1.0, fixes numerous bugs, explains many puzzles and turns what was the first real color desktop publishing package for the Amiga into the second real color desktop publishing package for the Amiga.
Infinity Software was first to market with a color desktop publisher for Amiga when they distributed Shakespeare in March. Shakespeare was the only desktop publisher which allowed color graphics import, complied with the COLORTEXT standard, allowed import of almost all fonts, and produced both postscript and readable dotmatrix printouts. A lot has happened in the market since the introduction of I won't attempt to compare version 1.1 and its improvements to version 1.0. Rather, I'll explore version 1.1 as if it were a new product (since it actually is).
Shakespeare is a page format and manipulation engine. It allows you to import, resize, and position, pictures, and or text files. Shakespeare also allows to mix, match, shuffle, sort, and view your composed pages. When satisfied with your masterpiece, you can print on any preferences-supported printer or send your Shakespeare allows color graphics import document to a postscript device.
And complies with the COLORTEXT standard. The Program Shakespeare ships on two disks. The program disk is written on AmigaDOS 1.2, but the printer drivers are GAMMA 18 release. According to Infinity, "this means that at the time of shipment they are not in general distribution, and as such, are necessary for Shakespeare to print.” The program disk includes full support for PostScript printers and fonts for use with PostScript only.
The second disk contains clip art and a :FONT directory of custom-built, clean fonts which look much better than those used by NOTEPAD. An obvious level of cooperation between INFINITY Software and the people at Interactive Softworks shows (continued on page 12) Don’t fumble around with your Amiga files. Let QUARTERBACK manage your valuable data. The Quarterback sneak scores every time!
QUARTERBACK is a MSTHard Disk to Floppy Backup Utility for the Commodore Amiga, featuring: • Fast backup
- 20MB in less than 40 minutes • Uses two floppy drives for
backup with automatic switching • Builds, sorts, and displays
catalog of files and subdirectories • Provides
FjII Subdirectory lndividual file backup restore • Includes or
excludes files by name (with wild cards), file date, or archive
bit • Calculates the number of floppies you’ll need before you
start • Handies files of unlimited length, unlimited
subdirectories and unlimited tiles per subdirectory
• Automatically formats diskettes with no delay as it writes •
Sequentially numbers and date time stamps backup diskettes *
Checks the sequence number and date time stamp of each diskette
before restoring files from it Detects bad disks during backup
or restore • Restores original date time stamp, file notes, and
protection bits on both files and subdirectories • Runs from
Workbench or CLI * Produces backup restore report to disk or
printer • Beeps for floppy change • Accepts CLI parameters and
batch command files • Convenient user friendly error recovery •
Multi-tasking • No copy protection • Works with all AmigaDOS
compatible hard disk drives.
You'll have fewer “time-outs” with QUARTERBACK managing your file backups.
Put Quarterback Dn your team for only S69.95 plus S3,00 lor shipping and handling, ca residents add 6% sales rax HMHNHNNHH Convert C64 C128 Files to the Amiga!
DISK-2-DISK' makes it easy and convenient to transfer C64 C128 tiles to and from the Amiga! DISK-2-DISK programs the Amiga model 1020 external 5.25 disk drive to read and write 1541 4040 and 1570 1571 disk formats including 1541 "Nippies".
¦ Converts Commodore PET ASCI I to AmigaDOS standard ASCI I and vice versa • Transfers word processing text files (such as PaperClip, SpeedSciipt and Pocket Writer) to and from Ihe Amiga for use with popular Amiga word processors • Includes 3 public domain programs for converting C64 Koala, PrintShop and Doodle files to IFF format • Finds and flags dialect differences between Commodore Basic and Amiga Basic files * Provides VALIDATE BAM and CHECK DISK utilities (VALIDATE BAM verifies the directory structure of the 1541 1571 diskette: CHECK DISK reads every block of a 1541 1571 diskette to
detect diskette errors).
DISK-2-DISK requires the Amiga model 1020 5.25' disk drive.
Only $ 49.95 plus S3.00 shipping and handling Read Write MS-DOS and Atari ST Disks on your Amiga DOS-2-DOS Transfers MS-DOS and Atari ST Files To and From AmigaDOS!
• Supports single and double sided 5.25" as well as 3.5" 720KB
MS-DOS diskettes • Reads Writes 3.5” Atari ST diskettes (GEM
format) * Converts ASCII file line-ending characters and
provides Wordstar compatibility • Supports full directory path
names, with wild cards in the file names * Allows selection of
MS-DOS and AmigaDOS subdirectory and displays sorted directory
listing ¦Formats 3.5 and 5.25 MS-DOS diskettes • Provides
duplicate file name detection with query replace options •
Provides TYPE and DELETE commands * Permits renaming of files
where file name restrictions occur • Remains resident to permit
AmigaDOS disk swapping.
Sj; § |Q| 1« ii IIP c» HHHHi 268 Bowie Drive, Los Osos, CA 93402 * Telephone (805) 528-4906 • FAX (805) 541-4745 Dealer Inquires Welcome - (Shakespeare, continued from page 10) through. The fonts included on Shakespeare closely resemble those available from Interactive. These fonts are for use with preferences printers and yield excellent results on my Epson JX-
Shakespeare uses all four display modes: hi-res (640 x 400), medium-res (640 x
200) , interlace (320 x 400), and low-res (320 x 200). The
maximum number of colors allowed in each mode are the
standard 32 low-res and 16 hi-res.
Switching display modes allows you to view different sections of your document, but never the entire page. To see the entire page, you must select DISPLAY from the WINDOW menu. You may limit the colors used to conserve chip memory. This is a good practice, since chip memory is always in short supply with graphics intensive programs. In fact, if you know you will be printing black and white or gray scale only, you may want to use just two colors.
Running tbe Program Before invoking the program, you must set your printer with preferences. Set the printer you intend to use and the density you desire. Make sure you have selected the correct port (parallel or serial) and switched to color or black and white. If you want a specific dithering mode, select it, too. The other choices within preferences can be ignored they don’t seem to have any effect on output. The technical support team at Infinity Software informed me that users only need to set the correct printer, as all other choices are controlled within the program.
Once you have set your printer, double click on the Shakespeare icon and you are ready to start composing. The program defaults to hi-res, sixteen colors, inches as your unit of measurement, and rulers and borders on. These parameters can be changed before calling the program by clicking the program icon and selecting INFO. From within INFO enter any required changes in the tool types line in CAPS. This feature cannot be accessed through the CL1.
You should do a few things before putting your first word or graphic on the page. First, set the color palette to the colors you prefer. Second, call Page Setup from the Project menu and set the page size width to the required width of your printer. (This corrects a problem with preferences.) The default page is eight by ten inches. Third, set the default font so you can import text as the default. Fourth, you may want to set all frames to transparent so you can see when you over-write something.
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Offer good only bc participating dealers!
Offer expires October 31. 1900 Another hint which does not appear in the manual: stay in your printer’s lowest resolution. The clip art supplied was developed on Deluxe Paint, and the resolution is set to 75 by 75 DPI, It seems as though a lot of what the program does is centered around 75 by 75 DPI.
You may need to remember this if you import graphics from sources other than paint programs.
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'["he manual says you should use "Print to Fit” to get proper sizing, and that you should not adjust the DPI number unless you own a “non-preferences” supported printer. However, Infinity tech support will tell you to use 1-to-l printing unless it appears ghosted, in which case you're stuck with “Print to Fit.” Experiment with the different print option until you discover which ones produce the best results.
The manual suggests: “Although not required, it might behoove you to put all text and graphics files on a data disk BEFORE you start to build your issue.” This maneuver greatly reduces disk swapping and may also prevent a GURU visit. There are enough of these unpleasant incidents, especially when you resize off the screen or attempt to print with insufficient memory. Version 1.1 corrected past problems with memory management.
Now that we have completed the preliminaries, it is time to create a document. Boot Shakespeare and open or create an issue. Next select the Page menu and Create Columns, and make your desired selections. To import text, move to the Window Menu and select Chart. A file requester appears allowing you to determine the file you wish to import. Highlight the desired file and load it. Using the Place tool, place the text in each open frame until you reach the end of your article. A similar procedure is used to put graphics on the page.
First, call the Chart Menu and select the desired file. Use the Place tool to put your graphic in the issue. Notice, you did not open a text box. To insert graphics, you simply select a file and place it.
Once this is done, use the Finger gadget in the TooIBox to move the graphic.
• ¦ AMEX or Cot) VISA rnuU Or cuih or money order Memory Cleanup
is an added selection in the BOING (•) menu. This option forces
any moveable part of the document into fast RAM (if available).
The selection works well to free memory. In the About
Shakespeare billboard is a memory use indicator. Monitor this
frequently throughout the production cycle. 'Phis way you can
forestall a nasty GURU due to insufficient memory. Shakespeare
can still allow an attempt to print, even if memory is too low
to allow formatting of a document. Be warned!! If this occurs,
you lose all unsaved data. Save your issue frequently.
Chapter six deals with printing. An appendix deals with PostScript and includes an index.
If you progress from the beginning to chapter five, you get a good feel for the program. The tutorials do an excellent job of covering all screen aspects of the program. When you have completed them (I highly recommends that you complete them all.), you can do everything except print to a dot-matrix printer.
In chapter six, "Preferences & PostScript Printing,” the manual falls short. The addendum shipped with version 1.1 goes a long way to clarify the information in this chapter. Three pages are packed full with information about preferences printers, scaling, font sizes, page sizes, using more than one printer on your system, color printers, high resolution and black-and-white printing. Another two pages are dedicated to explanations of the new printer drivers included from About the Manual The 191-page spiral bound manual is one of the best pieces of software documentation I've seen. The
foreword explains the manual and operating on the Amiga. A quick reference to the toolbox and keyboard equivalents appears before the Table of Contents.
Getting Started explains terms and gadgets to the uninitiated. Chapters two, four, and five are comprehensive tutorials, while chapter three explains layout procedures. Chapters seven, eight and nine are Technical Reference, Hints and Tips, and Design Considerations.
MEMORY CHIP BUSTERS The Original INSIDER I .I UK One Meg Board willi clock rally Hockclutl ... Ju-U plug ill tlie* chips for the MOO0 only 90 Day Warranty $ 150, 00 I plus $ 3.00 Shipping NO Dealers or Diblrilmlors - Prices too LOW!
• Requires 32 256K chips @ 150 or 120 m Order direct from the
manufacturer onlyi CBM. This information details each print
driver’s capabilities and best methods for use. An in-depth
explanation of the new preferences screens and their use is
Unless 1 am mistaken, the only presently available means of achieving color output is from dot-matrix or overlays.
Particular attention should have been given to this portion of the manual.
The manual has a good explanation of Postscript operation with reference to the appendix for further Postscript help. But Shakespeare is a color desktop publishing package, and postscript does not print color.
Overall Impression Shakespeare version 1.1 is an excellent program that does something not all programs do it does what it says it will.
The screen control and format operations (continued) really shine. Shakespeare, the page integrator, is truly the first and second color desktop publishing program available for the Amiga.
Shakespeare is the best of the current crop, and its features may be enough to lure PC users to this wonderful machine.
It is better than many of the existing "mono-tone" publishing packages on the market. Mouse control is very effective, so I find no fault with the absence of keyboard equivalents for some menus. In fact, leaving the mouse would slow you down in this graphics intensive environment.
Would you like to see a menu?
Some improvements are still needed, but judging from this edition, they will be provided. Slight scaling improvements to allow for higher density printers would be nice. A built-in text and graphics editor would be really helpful, but may be out of scope. An automatic low memory warning is a must for this graphics intensive package to become a field leader. And some way of resetting the issue to your last action if memory' is unavailable would be better than GURUing out.
Overall, if Infinity follows through widi further improvements and program expansion, they’ve got a sure winner in Shakespeare. Buy Shakespeare if you do not need color overlays or black-and- white laser prints, and you want color. If you want some other capabilities, they’re just over the horizon.
(To all who anxiously await information about AmigaTeX, 1 apologize. 1 missed my deadline, but will present an AmigaTeX article soon.)
Send your questions about Amiga desktop publishing to: Barney Schwartz c o Amazing Computing
P. O. Box 869 Fall River, MA 02722 Shakespeare is designed to run
from the Workbench and uses Intuition very effectively. The
menu bar contains the following menus;
1. Hoing iWenu (*)
a. About Shakespeare
c. » Change Palette
d. Change Resolution
e. Memory Cleanup
2. Project Menu
a. New Issue
b. » Open
c. Save Issue
d. Page Setup
3. Edit Menu
e. Copy Text Prcfs .
F. Paste Text Prefs
4. Style Menu
e. FONT... 5- Page Menu
a. New Frame
b. Copy Frame
c. Create Columns
6. Window Menu
b. Too! Box
e. Text Prefs...
f. Frame Prefs... There is also a tool box that resides in its
own window. This tool box can be repositioned, removed, or
paged behind the active window. Gadgets on the tool box are:
1. Close Button
2. Drag Bar
3. Graphics move (hand with pointing finger).
4. Arrow Tool Standard Amiga arrow pointer.
5- Frame T00L Create and delete frames.
6. Wedge T00L Allows insert a text frame.
7. Border tool. Draws borders around text or graphics.
8. Edit Frame. Draws dotted line around frames.
9* Frame order tools.
Moves frame like FRONT Back gadget.
Most menu selections have keyboard equivalents. These are listed on page vi of the manual. All but five of them use right Amiga plus a letter. The five loners are FI, F2, F3, F10, and HELP. FI through F3 are used to control motion of Windows while moving a window, I found that the only key 1 tend to use is F10 ( refresh screen). All other screen manipulations are accomplished efficiently under mouse control.
• AC- The Kideo Tapes by John Dandurand When first confronted by
a blank Dpaint screen and a waiting mouse, most of the kids
just froze up or sort of tentatively wiggled the mouse. The
prevailing mood was one of impending disaster. But by the end
of the class, we had created a space monster that vaguely
resembled a blobby green kitchen table. Our alien landscape
looked like grey smog on a pepper-spattered, mustard-yellow
background. The students, sixteen fourth graders at Lanier
Elementary School in Gainesville, Georgia, were elated at the
prospect of producing their own Kideo, despite their timidity
when faced with 6400 empty pixels. (Who isn’t intimidated first
time around?) Nevertheless, we now had the beginnings of our
Special thanks to ( ommodore flmiga Inc.. for the: fllORfl computer sijslem used to create graphics and music for this fitn.
Thanks also to Electronic ftots for donating their Deluxe Creativity softtuare series, and to Regis Development for the Animator Images and Videoscape 3 D softmare packages.
I entered the Georgia Arts-in-Education program to teach kids how to buiid clay drums, write their own lyrics to songs, sing together (sometimes), and so forth. My years on the road as a musician provided scant preparation for this plunge into elementary education. With a daughter ready to enter school, though, I was spurred to become involved in the school arts scene. (Marrika, now 7 years old, frequently appears with me for children's concerts as a violinist and singer.) None of the teachers or students seemed to know quite what to make of me at first which helped even things out.
My first long-term residency, at Len Lastinger Elementary in Tifton, GA, focused strictly on music. At Len Lastinger, I encountered the Apple He and fell in love with computers. At first I loved the "magic typewriter" of word processing, next because I thought I had discovered the ultimate machine: the “do-anything box." 1 soon found that the Apple II had some severe limitations as an artistic tool.
Prior to the Len Lastinger residency, 1 was a computerphobe, but my familiarity with sound reinforcement and recording equipment helped ease the transition. Regrettably, Samjile of Kideo scene created in many teachers despite daily access to computers (Apples, for the most part) still DeluxePaint, (continued) can’t or won’t incorporate them into classes for more than the minimum time required by the school. With access to a more user-friendly machine like the Amiga, some of these folks might come out of their shells.
While visiting fellow resident artist Bond Anderson (flutist, synthesis!, instrument builder and C64 aficionado) at his home in Parrott, Georgia, 1 ran into an A1000 in the hands of Bond’s father-in-law, a jolly old elf of a retired illustrator named Lew Tilley. Lew showed me around Dpaint, let me copy a few wallet photos onto disk with Digi-View, and introduced me to Marble Madness. I left the Tilley- Andcrson complex a rambling series of interconnected concrete block octagons of varying heights, filled to overflowing with books, musical instruments, VCR’s, CRT's, and no less than eight
computers, mostly Commodores a changed man.
My residency at Lanier Elementary was coming up. Fired with the zeal of a total convert (I got into arguments with good friends over computers in general, and the Amiga in particular.), I resolved to do a series of classes combining computer music, graphics, and animation with singing and live video, I wrote Frank Leonardi, then Commodore’s National Sales Manager, with a proposal outlining the project.
To my good fortune, Commodore agreed to send me an AI000 system (512K, 2 drives, RGB monitor) for the project.
Aegis and Electronic Arts donated software to get us started. A surprising number of corporations have since chipped in. I could not have even begun this project without their help. The level of artistic and technical sophistication the ongoing Kideo program enjoys is entirely due to this type of continued support.
Once £ received the machine and set it up, I had to figure out how to use it.
Commodore bundled DOS 1.1 with my machine, and it produced error messages every time I turned around. Despite that difficulty, I learned how to manipulate Dpaint and Animator with alacrity. I had considerable incentive to do so, since I was committed to a project that I’d never attempted before using unfamiliar equipment to be completed in 10 weeks! All this, coupled with a new baby and a twice-weekly 350 mile commute from where I was living in Tifton, GA to Gainesville, GA where the residency took place, helped raise my blood pressure.
(Especially when I’d stayed up late to work, only to have the Guru appear and trash my foolishly unsaved files.)
The one package I didn’t have the time to figure out until after the first project was complete was Videoscape 3D. My inexperience and the complexity of the object editor interface both contributed to this.
After that first class, our Kitchen Table Creep evolved fairly rapidly into a full- fledged Bug-Eyed Monster, complete with waving tentacles and a pair of Farmer Johns. The background emerged from the smog sporting a large lake, and the kids created a flying saucer, piloted by a second Bug-Eyed Monster. Its job was to beam Kitchen Table up and down and to zoom around the screen. We animated Kitchen Table by creating a series of small frames with Dpaint and importing them into Dvideo. Dvideo allows you to “page-flip" the frames while moving the frame box around the screen over an IFF
background. We used this same technique to make a monkey eat a banana.
Titles were created with Dvideo’s text line feature, along with the aforementioned fonts for a scrolling effect, the custom “polygon text” feature for rotating titles, and color cycling. During the title sequence, one of the kids acted as narrator, reciting the words and adding humorous interjections.
While it is a wonderfully complex and flexible program with innumerable features, Dvideo uses only 16 (8 foreground and 8 background) of the famous 4096 colors. You can avoid this to some extent by switching palettes.
Aegis’ Animator, which we also used, is a dedicated animation program. What the program lacks in extras like music or slideshow modules, it more than makes up for in its ability to produce quality 2- D animations. We used Animator to do an animation of a goony bird metamorphosing into a pink and purple whale.
We used the "morph" feature to change the shape of our creature during the course of the script.
The effect was very different from the traditional frame-by-frame animation we used in Dvideo. While the user defines where the morph begins and ends (bird and finished whale), the program decides what the morph looks like in between. Aegis labels the whole esoteric process with the equally esoteric name: "polymorphic tweening.” This same kind of tweening is used to interpolate a series of sequential frames in 3-D “polygon-mesh” animation programs.
Results can be similarly unpredictable if you’re not careful.
According to the guidelines set down by the National Endowment for the Arts, the artist is expected to work intensively with “core groups” of children who are selected for their aptitude in that particular art form. For the “Wild Wishes” project at Lanier, i worked with four core groups two for music and two for graphics. 1 started with roughly sixty kids in all: thirty fourth graders to create graphics and thirty third graders for the soundtrack.
Although the students are supposedly chosen for their abilities, in a school that has had several artists, the core groups are limited to kids who haven’t participated before. So some of the singers couldn’t exactly sing, and many of the kids waiting to take their turn at the Amiga just didn't have the patience.
When we narrowed it down, the computer groups had seven and eight each, and I consolidated all the singers into a single group of twenty.
The size of the computer groups directly depends on the number of computers available. No more than two students should have to share the same workstation. One student to one machine is the ideal ratio to maximize class time use and teacher effectiveness. I had one Amiga. (A possible way around this numbers game in the future educational environment might be an Amiga that is multi-user, as well as multi-tasking.)
I can hear some parents out there complaining about how unfair this kind of weeding out is. All I can say is, if you want your kids to be exposed to the arts, get more art, artists, Amigas, and most of all, more involved in your kids’ school.
During this residency, 1 helped all my kids (over 400 from the first through the fourth grade) construct over fifty handshaped clay drums with real rawhide heads. (Try that with your first-grader sometime!) ! Also taught them a variety of songs from America's musical past performed with the instruments on which the songs were originally played.
For the musical end of our Kideo the kids chose a goofy tune called the “Animal Song" (Copyright Rosenschonz,
1980) , We made up new verses and left the chorus intact. My
original concept was to create a harmony part for one
group, have the second group sing the melody, while a third
group beat out the rhythm on their newly made clay drums.
Using a Dmusic score, the Amiga would provide the “bed,” or background tracks, while I strummed accompaniment on my 1909 Gibson Mandocello. (A mandocello is a guitar-sized mandolin, tuned like a violoncello, used in the mandolin orchestras that were popular around the turn of the century.) By listening to different harmony lines and comparing them one by one, my music core helped me select the lines we ended up using in our final score. The results would then be recorded on the audio track of the video we planned to make when we had the thing completely rehearsed.
Well, tilings didn’t work out quite the way I planned. With only one notable exception, after four weeks of rehearsal, my drummers showed a lot more aptitude for producing random cannonades than any kind of a usable, steady beat. Consequently, although the drummers are visible in the finished tape and their hands move, there are no audible drum sounds! After reviewing the takes, we found the drums so off beat that they were distracting. I re-recorded the entire audio track once again synchronized to the Dmusic arrangement with my own 4-track studio gear with all the same parts, except for
The tempo of the Dmusic bed was exactly the same both times, so when Louis Bailey (the videographer) and I edited the takes and mixed them with the credits and animations, we were able to synchronize the singing on the audio track with the movement of the kids' lips on the video a neat trick, but one that requires professional insert editing equipment (accurate to two frames).
ACTS-Network TV-17 generously gave us access to their editing facilities in Tifton, Georgia with Sony 3 4" source, edit and frame control equipment. If you try this, bear in mind that synchronization is only precise for a maximum of twenty or thirty seconds because the tape itself stretches slightly during the record edit process.
The easiest task was constructing the credits screens. All the kids brought in personal photos, and we used Digi-View (continued) CBTREE, the easiest to use, most flexible B + tree file manager for fast and reliable record access ON SALE NOW.
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PEACOCK SYSTEMS, INC. 2108-C GALLOWS ROAD VIENNA, VA 22180 to store them to disk. With Dpaint's text insertion feature along with Amiga and Zuma fonts, we named the students and staff involved and thanked our donors. I supplemented the kids’ pics with my own 35 mm slides of the school and nearby environs.
To get best results with Digi-View, I used a light box with 5000K bulb, masked everything but the slide (this method works only with slides), and focused down very close to the slide by moving the copy stand as tow as it would go without touching the slide. ! Coarse- focused with the “mech" adjustment on my Panasonic WV1410 CCTV camera (which actually moves the tube within the camera), and then fine-focused at the lens. Other light sources in the room must be turned off during this operation.
The resulting lighting is always very even with well-balanced colors and no reflections.
Copying the prints the kids brought in was more difficult (many were unusable due to under- or over-exposure), but we improved image quality by manipulating the images with Digi-View's excellent color controls before storing them. In one case, we took pictures using outdoor film indoors (by accident), then ftxed the color balance after digitizing!
During these sessions, my role was as an interface between the kids and the machine, interpreting their artistic ideas with specific program commands. The hardest thing for me to do was to just turn them loose, but once they had some familiarity with Dpaint, I found their pixelized paintings very expressive and well-suited to the medium. Their colors tended toward garish combos, but subtlety is not the strong suit of an eight- year-old.
All this commuting, computing, harmonizing, and editing came to an all-too- brief halt in December when my Lanier residency was over. Finished tapes were sent to the school, the Georgia Council for the Arts, Commodore, and others who supported our efforts. It has since been shown on WHNT-TV19, a CBS affiliate out of Huntsville, Alabama, and statewide on Georgia public TV.
• AC* .
H SPECIAL FEATURE!j?
Camcorder Meets Computer Secrets for Video Sound Effects Hi'f'l'VM njrKViU.si:-;-. i'jf Villi'jjjj-lijji; 'jJhui 7 jay Ary FRAME GRABBERS i AmiMftOtt AUDIO 1 VaffHfStffAS c DRAWING PROGRAMS - GENLOCK DEVICES VTOEO mUHGz'OMUNe-STOmBOARCMi AiWT PROGRAMS EdmHG-.MUSIC SOFTWARE-GRAPHKS OVERLAY BOARDS What do you get when you cross an Amiga with a video signal?
Creative potential beyond belief.
What do you get when you cross creative potential beyond belief with ongoing, comprehensive coverage of the phenomenon?
Everyone’s getting into the act: Computer buffs are focusing on video. Videomakers are plugging into computers. And computer video enthusiasts at large are tuning in to I ideomaker magazine for tools, tips, and techniques galore the stuff computer video magic is made of. “The Video Camera User's Magazine” also happens to be the video computer user's magazine. Every issue.
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AMAZING R E V I E W S X-SPECS3D by Steve Hull Genie: LightRaider People Link: St.Epben THREE DIMENSIONAL GRAPHICS! Is probably the most overused advertising phrase in entertainment software today. It seems as if every title from sports to flight simulators claims the kind of realism which results from simulating depth on a screen that has only height and width. Most of these titles resort to pretty simple methods of delivering on the promise light and shadow, perspective, or the kind of multiplane animation first perfected for cartoons by Disney. Effective? By and large. Three dimensional? No.
Haitex' X-Specs 3D use shuttered LCDs synchronized with left and right interlaced images to produce a striking 3D effect. The interface module (left) plugs into the 2 joystick port and will accommodate two pairs of glasses.
Haitex Resources of Carrollton, Texas, has come out with a product that could redefine the meaning of 3D in Amiga graphics. X-Specs 3D is a hardware device consisting of a pair of shuttered-LCD glasses and a compact interface that plugs into the *2 joystick port. Coupled with the right software, X-Specs produce an illusion of depth so convincing you might sprain a finger trying to reach through the screen!
3D OR NOT 3D To understand how X-Specs achieves this effect, you must first understand the principles behind natural stereoscopic sight. A simple experiment will help.
Stretch your arm out in front of you and point your index finger up. Look straight ahead, then view your finger using only your right eye.
Switch to a left-eye view. Alternate back and forth a couple of times, and you’ll notice that each eye sees a different picture; relationships between objects at varying distances change noticeably. Your mind’s merging of these two images allows you to perceive depth; with one eye closed, even the real world appears in only two dimensions.
Conventional video images provide only a one-eyed view. To achieve the effect of true 3D, the left and right eye must see the image from slightly shifted perspectives. This has been done a number of ways.
Three-dimensional pictures gained wide popularity before the turn of the century. Two cameras were placed side by side, and triggered simultaneously. These left and right photos were placed in hand-held stereo viewers. This is the same principle behind the Viewmaster stereo slide viewers.
The comics flirted briefly with 3D by using glasses with one red lens and one blue lens. The left and right images were printed in red and blue, the tinted lenses masking out the right image from the left eye and vice versa. Infocom’s leather Goddesses of Phobos includes a 3D comic which uses this method, as does a 3D Breakout game for the Amiga available in the public domain. While it offers true 3D, this method's greatest disadvantage is the limited range of color available.
Hollywood produced a spate of movies in the 50s and 60s that used polarizing glasses to produce 3D effects. Like the red blue glasses, the polarizing glasses were clumsy and uncomfortable for eyeglass wearers. More significantly, the problems caused by the twin cameras’ incorrect foreground background spatial relationships virtually guaranteed headaches after two hours.
X-Specs uses a technique only recently made possible by liquid crystal display technology. Liquid crystal displays LCD's are most commonly found in digital watches. The LCD element, invisible when switched off, turns an inky black when energized. The lenses in X-Specs are actually high-speed LCD shutters, the left and right lenses blacking out alternately every 60th of a second.
Matched with a video display that alternates left and right images at the same frequency, the X-Specs lenses allow the left eye to see only "left" images, and the right eye to see only “right” images.
THE RESULT: INCREDIBLE!
The results are pretty amazing. Included with the X-Specs glasses Is a disk full of demonstration software: delicately rendered molecules turn slowly in real time; a digitized cat leaps out of the monitor; spinning wire cubes fly out of the screen. The most impressive demonstration of X-Specs’ 3D capability comes in the form of a game: Space Spuds is a wacky outerspace adventure in which you pilot a ship through a never ending Held of asteroid-sized potatoes and pastries, dodging and blasting lest an onscreen character cat too many and explode! The game, written by Libyans in Space
programmer John Schultz, features three dimensional effects that appear to extend cleanly a foot and a half behind the screen. The Amiga's crystal-clear graphics only enhance the illusion. Haitex representatives report mind- blowing results when playing Space Spuds on a wide screen TV!
EXAMINING THE HARDWARE It is obvious by examining X-Specs that Haitex put a lot of thought into their design. The glasses are molded out of sturdy high-impact plastic, with a tinted wraparound cover that makes wearers look a little like the Terminator. The glasses rest not on the nose, but against the forehead, held in place by an elastic headstrap. A soft rubber gasket on the headpiece makes extended wear comfortable. There is also plenty of room to accommodate all but the largest eyeglass frames, a boon to prescription lens wearers, which alone is enough to set X- Specs apart from cheaper
models manufactured for other computers.
The generous 7- foot connecting cord has stress relief built into three points in the glasses, and plugs into a small plastic interface which in turn plugs into the Amiga. The interface includes two jacks, allowing two sets of X- Specs to be used simultaneously.
DDD-PA1NT Besides the game and graphics demos, the X-Specs 3D package includes a program to display user-created 3D graphics screens. By using the swap screen feature of such programs as Deluxe Paint and Photon Paint, aspiring Amiga artists will easily be able to experiment with creating left images and right images which the 3D display program will then integrate. Video digitizers such as Newtek’s Digi-View should present especially interesting possibilities. , .. ,, r (continued) DRAWBACKS Though X-Specs 3D is a very good 3D system, it is not perfect. Its greatest limitation is the Amiga
monitor, not the glasses. Because the Amiga monitor displays interlaced fields (not frames) at a rate of sixty per second, this limits the speed at which the LCD shutters may operate. This produces a very slight flicker, not noticeable in all applications.
The only way around this would be to use a video output system and monitor with a faster refresh rate say, 120 Hz.
Monitors in this class start at about SI,500. I can handle a little flicker.
The flicker becomes much more noticeable when the glasses are used in conjunction with fluorescent lights.
Fluorescent lights flicker at 60 Hz, which sets up a "beating" which can be quite annoying. Best solution? Turn 'em off. I found the 3D effect most pleasing in a darkened room.
Software development for X-Specs or similar systems has some built-in challenges. Besides the geometry of matching spatial relationships correctly (getting it wrong gives viewers a headache), programs must be able to refresh the screen twice as fast as conventional screens (which refresh only 30 times per second). This can also increase the amount of memory required for one frame.
YOU WANT MY OPINION?
Personally, I hope X-Specs 3D takes off like a rocket, and it just may. The list of software producers who have requested developer’s kits reads like a Who's Who of Amiga publishing. Applications currently being explored range from true 3D drawing programs to intricate molecular modelling. "We find it interesting to have a product the physicists like as much as the kids Idol," remarks Haitex President G. Shawn Glisson.
Interesting indeed, though it should not be surprising to find quite a bit of...uh..."depth" to the X-Specs audience.
At Si25, it won't be an impulse buy, but for those who must have the ultimate in Amiga graphics, it doesn't get any better than this.
¦AC- X-SPECS 3D Hailex Resources 208 Carrollton Park Suite 1207 Carrollton, TX 75006
(214) 241-8030 Suggested price SI 25-00 the author wishes to
thank Wade Bickel for his assistance in explaining 3D
theory and technique.
The internal sound capabilities of the Amiga are better than that of any other persona! Computer. These capabilities mean nothing though, without quality digital sounds, which up till now have been scarce. Sound Oasis gives Amiga owners access to a large library of studio-tested digital samples, by using the Amiga’s built in disk drive to read disks made for the Mirage Digital Sampling Keyboard. Sounds can then be played from a MIDI keyboard, the computer keyboard, or saved as an IFF standard file. Mirage is a trademark of Ensoniq Inc. Transform your Amiga into a professional-quality drum
machine with this software package. Easier to use than hardware-based drum machines because everything is displayed graphically on screen. Enter drum patterns quickly and easily in real time with visual feedback and editing. Create realistic drum tracks with any of the 100 drum and percussion samples that are included or use your own unique IFF one- shot samples. Dynamic Drums also has full MIDI implementation and even becomes velocity sensitive when triggered from a MIDI keyboard.
A powerful MIDI sequencer that takes full advantage of the Amiga's sound, graphics, and sophisticated user-interface.
Dynamic Studio is perfect for professional applications due to its sophisticated editing capabilities and SMPTE support.
It is also ideal for home studios, because in addition to sequencing MIDI instruments, Dynamic Studio has a built-in drum machine, and the ability to playback instruments translated with Sound Oasis.
DYNAMIC TUDIO I m mm i SOFTWARE
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AtnidaHot&s Cr A Look at 8SVX IFF Data Files by Rick Rae
76703,4253 In the past, this column has examined sound,
discussed methods for synthesizing instruments, talked about
the requirements of sampling, and so on.
One thing we haven’t done is dissect IFF storage of samples. Ixrt's do that now.
Binary Representation of Samples Inside the Amiga, a sound waveform is represented by a string of eight bit bytes in twos complement notation. This perhaps deserves a bit of explanation. A lack of signal is represented by zero, or all bits off. Positive voltages are represented by numbers from 1 to 127, or 00000001 to 01111111 in binary.
Notice that only seven bits are used to represent these values. The eighth bit is a sign bit, which, when set, indicates a negative number. This means that values from 10000000 to 11111111 represent negative values ... but what values? This is where "twos complement" comes in.
To convert a negative number to a positive number, begin by complementing all the bits. In other words, make all the zeros ones and vice versa. Thus the number 11111000 becomes 00000111.
This is known as a ones complement. To perform a twos complement, add one for a final result of 00001000.
So and this comes as a surprise to many people unfamiliar with binary the value 255, the largest unsigned number that can be represented by eight bits, is - 1 in twos complement notation.
Here is a string of bytes representing part of a sample in memory: 80 80 37 BF DFFT 17 1F3F 7F7F 78 50 20 F8F1 Notice that this piece of waveform starts at 80 hexadecimal (10000000, or -128) the most negative value possible. The values rise toward zero until at FF hex we reach -1; the next value is 17, which is positive. The waveform continues rising until it reaches 7F, the largest possible positive value. Shortly thereafter the values begin dropping and eventually go negative again.
Any sample you might examine will be composed of hundreds, probably thousands, of similar cycles. Now that we know what the data looks like in memory, let's examine file formats. You can look at any data file using the CLI command TYPE filename OPT H; the H option tells the type command that you want to see a hexadecimal dump of the file. This separates data into four four-byte groups of hexadecimal bytes per line, the equivalent ASCII characters, and a preceding offset address. We’ll be looking at portions of actual sample files dumped using this method.
Raw Data Dumps The simplest way to store a sample is with a raw dump. There is no header, no overhead at all ... simply a "picture” of the data. Perfect Sound from SunRize Industries is capable of performing raw data dumps, and here is a piece of such a file: 0000: CGCBB7EF 33212900 AOABAFCF 2F656770 ...31)..... 0010:40E4DDC6 8FEF3F3E 4B4400B4 C3CAD7FF 0020:5f 584A3F 28EG9BAF BFCEDF37 W615646 _XJ7(_,_.7]aXF 0030:36E0A0A3 B7CFD9EB 37645440 28231QC0 a_..7dTftl.. C MO:9IA3B8DFF0OS2F6aS8SI«2O1(XMC»9O 0050: 93AFCFF7 0F16193F 6f6A50301 (XC0CD4 TojPO.... 0060: B0949DBF EDOF2B3C 3C3F5F786*402000
,.„..+«7JD@. 0070: F4F4E0AQ SB9DB7D7 F7000F3F 7766543A _?»hT: 0030:2A2S00A5 97A7BFDF E7FF3F6C 5*403534 *(......7(Tg S* 0090:00B0A7B3 C7C9Q71F 403E3G23 10CQA3BF . QOAO; DFEDFF4F 746060*0 00A0979B A3BF1F3E ...OrP ...... 00B0:3 D4630E0 B7C30BEF 3F645F50 0060B2A5 .F0 ?0 P.,., If you examine the center section, you can see the waveform moving through continuing cycles as described above. A quick glance at the right-hand section shows that nothing here is human- readable.
Now why would you want to store a sample this way, when IFF is the standard? After all, many programs won’t even be able to use such a file. The best application for a raw data file like this is in dedicated programs of your own making. Suppose you write a game program that uses an explosion sound.
You can write an IFF reader in fact, there are complete IFF read write routines available in the public domain but if you only need to read in the same set of samples every time the program starts, this might be a bit of overkill. With a dump file, your program can simply read the sample directly into memory.
IFF One-Sbol Sample File Format Now let’s talk IFF. Most information in an IFF file (in fact, in most Amiga files) is stored in a "chunk" a block of informa- (continued) tion with (usually) a header and trailer.
The IFF format allows one chunk to exist within another, and requires multiple chunks per file.
Sampled sounds are currently recorded in an IFF format called 8SVX. Following is the first part of a simple one-shot 8SVX file: 0000:464f5240 OotXGCflfi 38535655 56484452 F0RM.. .8SVXVHDfl 0010:0000001 4 00003C09 00000000 00000000 _______ oo &acoicooooioooou tftfooooooM a anno...d 0030: S26S636F 726a&564 20776974 6S205O4S Reconted wlti PE 0040:52464543 5428534F 554E4420 66726F60 RFECT SOUND frcm 0050:20S3756E S2697AGS 20496EG4 75737472 Suitos lodusff COW: 6865732E 20202934 30302920 3834362D !ss. (409) 646- 0070:31333131 4348414 E 00000004 00000002 1311CHAN .
0OaO:424F44Ea0OO03COflOOOIM061F5f442a SOOY-t __a 0090:10F41747 5S6F7057 60016866 6B7F7F7F ..GJopgl**... 00AO: 7F716F7F 7CWS544 4F685C36 3E373F6F .qo.|XD0hP6 7?o (090:7C606656 4C45S750 3O2CO6F0 EAO7FB00 |WLEWP0„... Notice the first four bytes spell the word FORM. This indicates that we are looking at a simple IFF file, called a FORM chunk. (There are also LIST and CAT chunks, but we’ll ignore them in this column.) Remember that each byte is represented by two digits in hexadecimal; so while FORM is only four characters long on the ASCII side of the printout, it requires eight characters
(464F524D) in the hex portion.
Immediately following FORM, four bytes are used to indicate the size of the chunk; in this case, 3C88 hex or 15,496 bytes. This is the total count of bytes in the chunk excluding the chunk name and byte count; thus the file will be eight bytes longer than the value indicated.
We'll see this pattern for each chunk.
In a FORM chunk, the next four bytes after the size indicate the type of IFF file.
In this case, those bytes clearly spell out 8SVX.
Following the 8SVX are four more bytes marking the start of the voice header chunk, VHDR. This block contains special information about how the 8SVX data is to be interpreted. We’ll take a took at the VHDR in just a moment.
Notice the letters ANNO after the voice header chunk. This is an optional annotation chunk, virtually unlimited in size, which can contain any textual information one might want to include.
In this case, it contains a short blurb for Perfect Sound, with which this particular sample was recorded. This ANNO chunk is automatically inserted by the program every time an IFF file is saved. An ANNO chunk is similar in structure to the FORM chunk mentioned earlier: the chunk name is followed immediately by four bytes indicating the size of the data (44 hex bytes), then the data itself.
After the ANNO chunk comes another named CHAN. This is in fact a non-lFF chunk, and it illustrates the beauty of the format. The Perfect Sound digitizer is capable of recording and playing back stereo samples. Although the IFF standard doesn't support stereo samples, its extensibility allows them to be accommodated. CHAN is a SunRize Industries chunk which specifies how the sample is to be assigned. Like the previous chunks, the CHAN name is followed by a four byte length, then the data. In this case, the data is a single four byte number. If the sample is to be assigned to the left channel,
the number is two. It is four if the sample is assigned to the right channel, and six if assigned to both channels in stereo. Any program not expecting a CHAN chunk will ignore this data and load the sample normally.
Similarly, Perfect Sound will load an IFF file without a CHAN chunk using a default assignment.
After the CHAN chunk comes yet another chunk named BODY, and as you might expect it contains the actual sample data.
As before, a four byte length follows the chunk name; this particular sample is 3C08, or 15,368, bytes long. The actual data begins right after the byte count.
So, an IFF file (at least the ones we're concerned with) starts immediately with FORM and very shortly later identifies itself according to type. This can be handy when you have an unknown file, such as from a PD disk a friend has given you. If you can’t tell if "BAG" is a bagatelle score file or a bagpipe sound sample, you can use TYPE OPT H to examine the first few lines of the file and find out almost instantly.
Notice that in this particular instance, a 15,368 byte audio sample file is pre- ceeded by 136 bytes of header information. In other words, the header comprises less than one percent of the total file size. Not only is this a pretty insignificant amount of overhead (which of course varies with the size of the sample and header), it is also important to reading an IFF file with a program expecting a raw dump file, such as the game program I used as an earlier example.
What would happen if you treated an IFF file as a raw data dump file? For the file in question (which has a sample rate of 13,980 samples per second), the 136 bytes of header information would last about 10 milliseconds if treated as sample data. This means that an IFF file can indeed be treated as a raw dump file, with the only negative effect being a very short click or pop at the start of the sample. In fact, the public-domain sample player program SSP uses this approach: it assumes everything in a file is data. Raw dump files play perfectly, and IFF files play with a brief click, (With SSP
you can even play non-sound files like LIST or ED!)
The Voice Header Now back to the VHDR block I skipped earlier. As always, the first four bytes indicate the length of the chunk, and will always (at least until someone changes the specification) be 14 hex (20 decimal) for a VHDR chunk.
The next four bytes indicate the number of bytes in the “one-shot" portion of the sample the non-looped portion you hear only once. This sample has 3C08 bytes in its one-shot section, which you will note is the same as the BODY length. This means the entire sample is a one-shot sound.
After the one-shot byte length comes another four bytes indicating the length of the repeating, or looped, section. You will notice that for our example sample this value is zero, confirming that this is indeed a one-shot sound.
Next are four bytes indicating the number of samples in the highest octave, a value which applies to IFF instruments.
Since this is a one-shot sound, this value is also zero.
Then come two bytes specifying the sample rate, 369C hex or 13,980 samples per second. These are followed by a single byte indicating the number of octaves in the sample. Since this is a one-shot sound, there is only one octave.
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The next byte in the VHDR indicates the form of data compression used. Since our sample is not compressed, this byte contains zero. We’ll talk about data compression in more detail in a moment.
The final four bytes are a volume offset.
The first two bytes are the whole portion of the number, the second two the fractional part. Here we have a volume level of 1.0, or normal full scale.
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trademarks of Commodore-Amiga, Inc IFF Instrument Sample
File Formal An IFF instrument file is closely related to
the one-shot file we’ve just seen. Here, for example, is
the start of such a file: 0000; 464FS240 0CCC50AA 33535656
56464452 F0RM.J.8SVXVHDR 0010:00000014 00000470 OOOCXJ8EO
OOCOOCGO .....P...... 0020:29350300 00010600 4£414045
OCOOCCCA )5 NAME-,,, 0030: 46757A7A 4775697* 61722663
29200000 FunGuta[(C| 0040:00372053 6F756E&4 20736160
706C6520 .7 SftnO smple 0050:6*617461 20636F70 7572696 7
60742028 dab copyright [ 0060:63292031 39383620 4S6C6S63
74726F6E C) 1986Electron 0070:69632041 7274732E20C0424F
44560000 le An .BODY.. 0080:50300000 FFFEFEFE FDFDFDFD
FDFDFCFE p .... 0090: FFF9FFF0 FDFCFC00 FDFDFEFC
00FEFCFC __________ OOA0: F9FFFDFB FFFCFFFC FBFEF9FB
FDFFFBFA ___________ 0000: OCFEFFFC FAFEF9FF FEF7FD00
FFFCFAFE ..... This is an instrument file supplied by
Electronic Arts for use with Deluxe Music Construction Set.
As you can see, it is closely related to the previous file.
Note that there is no ANNO chunk. Instead, EA chose to use
the optional NAME and “CO" chunks to provide the sample
name and copyright notice.
By comparing the VHDR chunk of this file with the previous example, we can see the difference between one-shot and instrument samples. First, notice that instead of the entire sample being listed as one-shot, about one third of the length (470 hex bytes) is one-shot with the remainder (8E0 hex bytes) being looped. When this instrument is played, the player program plays through the sample and, upon reaching the end, continuously loops the second section.
Now look at the length of the BODY chunk, which is 5D30 hex bytes, a far cry from the 470+8EO bytes just discussed.
The reason is that this is an instrument file made up of multiple octaves three, to be exact. The numbers given for one- shot and repeat sections always refer to the highest octave of a sample, which is the shortest and the first one in the BODY chunk. Immediately following this octave is the data for the next octave, which is exactly twice as long. In this manner, each octave is followed in turn by the next lower octave, with each one twice as large as the octave before it.
With three octaves, the total length of the BODY chunk should be (470+8E0)+2*(470+8E0)+4 '(470+8E0) bytes. If you work this out on your HP16C calculator you'll come up with 5D30 bytes.
There is another difference between one- shot and instrument files. In a one-shot file the sample rale value is used to determine how to pace the playback. For an instrument file this number isn’t normally used, since the playback rale is determined by the note to be played.
Instead, the value for number of samples (data points) per cycle is used to calculate the proper playback speeds; for this instrument, the average number of samples per cycle is 20 hex, or 32. Now, if we divide the sampling rate (369C hex, or 13,980 samples per second) by the number of samples per cycle, we get 437 Hz. Since A above middle C is 440 Hz, it all works out pretty well.
(continued) Compressed Samples We already know that a zero data compression byte indicates no compression. Although a large number of different compression schemes could be developed, only one method was defined at the time the IFF spec was written. That method, represented by a compression byte of one, is called Fibonacci Delta Compression. Here's how it works.
When dealing with a program such as ARC (which compresses program and data Hies), it is vitally important not to make any changes to the file being compressed. Change one bit in an audio sample, however, and the ear will not hear the difference. Change all the samples by a constant ratio, and nothing changes except the volume level. Clearly, we can make limited changes to an audio sample without damaging it, which provides much more flexibility when designing a compression scheme.
Fibonacci Delta Compression uses this fact to achieve maximum compression, and can best be understood by dissecting it in two steps. The first is to realize that what is stored is not the value of each sample, but the difference between samples, called the delta value or first derivative. In other words, if we had values of -3, -1, and 4, the delLa values would be 2 (the difference between -3 and -1) and 5 (the difference between -1 and 4). We would prefix them with a starting value of -3, so we would know where to begin.
Using the first derivative of an audio waveform generally provides a smaller range of values, which are clustered about zero. Instead of actual values (which will range from -128 to 127), we are representing the rate of change, which will generally be much smaller.
The second step in Fibonacci Delta Compression is to approximate these rate-of-change values by sending noL the values, but their locations in a table. In this particular implementation, the table contains sixteen entries, which can be represented by four bits each. Since the data itself is eight bits, this means that there is a constant compression ratio of 50% (plus a two-byte overhead for the initial value and padding).
To cover the complete range of possible rate changes, we need to carefully select the contents of the lookup table. Here is where the "Fibonacci” comes in: our table is filled using the Fibonacci series (where each value is the sum of the previous two values: 1, 1, 2, 3, 5, 8, 13, and so on). In our lookup table the first "one” of the series is replaced with zero, and half the table represents negative slopes while the other half represents the positive ones. Notice that around zero the values will be very' small and close together; this allows us to represent the smaller (and hopefully more
frequent) slopes with accuracy. As Lhe rate of change increases, our numbers spread out and we can only approximate the actual values, resulting in distortion.
How badly does Fibonacci Delta Compression affect samples? It depends on the samples. When applied to a fuzz guitar sound, the compression can be unnoticeablc, because the sample is already highly distorted. When applied to a predominantly noisy sample (the whoosh of a grenade launcher or the sizzle of a high hat), this method seems to result in a loss of highs but causes little other damage. But when we try to compress the human voice or a flute, the result can be disastrous. Generally, the best approach is to try it and listen. If the sample is not seriously damaged, the compression can be
used. Other than reducing disk space and improving loading speed, however, this form of compression has few advantages. Let’s hope improved compression methods will be adopted for IFF in the future.
Other Chunks As you explore various samples with TYPE OPT H, you may find samples with nothing more than the minimal FORM, VHDR, and BODY chunks. On the other hand, you may see various combinations of optional chunks. We’ve already looked at ANNO, NAME, and (C) chunks.
Another you might see on rare occasion is the AUTH chunk, which gives credi; to the "author" or creator of the sample.
The ATAK and RL5E chunks define the shape of the amplitude envelope. ATM defines the sound from its start to the sustain level, while RLSE defines it fron the end of the note to the final silence which follows. Both ATAK and RLSE chunks contain a list of straight-line segments defined by the duration of the segment and its ending volume. This is a feature of 8SVX which, surprisingly, has not been utilized often. There is quite a bit of power available here.
For Further Study This has been a brief very brief look at 8SVX IFF data files. With the information presented here, you can peruse a sample file, determine the format it is in, and perhaps even do a bit of "editing’ with a sector editor. If you intend to write programs to read or write IFF sample files, however, you'll need much more information. One of the best sources is the ROM Kernel Reference Manual. The Exec volume contains a dissertation on the entire IFF standard (not just sample and score files) in Appendix B. If you prefer electronic documentation (handy for searching with an
editor) and happen to own a Perfect Sound digitizer, the complete IFF documentation is included on the program disk.
The next time you fire up your music program, take a few moments to browse through some samples first with TYPE OPT H. You never know what you m ght find.
• AC' Take Five!
By Steve Hull Genie: LightRaider People Link: St.Ephen ROCKET RANGER The year is 1940. The world trembles in the shadow of Adolf Hitler's 1000-Year Reich.
Deep within the recesses of a top secret laboratory at Fort Dix, a young scientist puzzles over the physics of a high-altitude bombsight. His work is interrupted when a low, mysterious hum erupts in a blinding flash of energy, leaving behind Five items from a future time including a top-secret briefing manual. "A hundred years ago the Nazis won World War II," the manual begins. "It was a mistake. You can correct it..." Talk about an attention-grabber. So begins Rocket Ranger, Cinemaware’s flashiest, campiest, and indisputably best title to date.
As the story begins, a Nazi zeppelin lands in Washington, DC, where its crew kidnaps a leading American scientist and his beautiful daughter.
Your first mission if you’re fast is to intercept the zep as it drones back across the Atlantic. You strap on your rocket pack, dial up the correct amount of fuel on the Secret Decoder Wheel (a clever method of copy protection), and sprint to the parade grounds for your first takeoff. Getting off the ground is not as easy as comic books make it look, but after several attempts you'll get the hang of it!
The zeppelin rescue is just one of many subplots within the overall story, which concerns the Nazi discovery of a rare ore called lunarium. Lunarium is pretty handy stuff: you can make rocket fuel out of it, or bomhs. A lunarium bomb has the effect of lowering the IQ of any male within the blast area by 30 points after a bomb or two most men start acting like game show hosts (OK, OK, so I made that part up) making the territory easy prey to invading Nazi hordes. Oddly, lunarium has no such effect on women which suits the Germans fine, as they have special plans for them... BYOOO-
There’s only one small problem with lunarium: it can only be found on the moon. The captured women are subjected to treatment that turns them into zombified slaves, then shipped to a lunar base to work in the lunarium mines. This stuff is right out of pulp magazines all we need now is an ad on the box for mail order bodybuilding courses.
(continued) In tie course of thwarting the Nazi’s conquest of the world, you will encounter the finest arcade sequences in any Cinemaware title yet. Among these: a challenging boxing match with a belligerent Nazi guard, shootouts with particle-beam weapons at a hidden jungle base, and the most original dogfight sequence you’ve ever seen you, the Rocket Ranger, fly above rolling clouds taking on squadrons of German fighters! If you can steal the five parts it takes to build your own rocket and find fuel, more awaits you on the moon!
As easy as it is to get swept away by Rocket Ranger's graphics, the sound deserves special mention. The digitized sound effects throughout are very good, and the valiant theme music is outstanding. Perhaps the most striking feature is the characters’ voices actual digitized human voices, synchronized to the characters’ lips! The effect is so far superior to the Amiga's speech synthesis chips it’ll make you want to open the case and pry the worthless things out!
Cinemaware programmers wrote their own disk operating system for Rocket Ranger, and it is reportedly three times faster than AmigaDOS. While there's no way to benchmark that from the game, it does load detailed graphics, animation, and sounds very fast. Since the game disks are not copy protected in any way, they may be copied to a hard disk or expansion memory. Cinemaware President Bob Jacob says Rocket Ranger actually runs faster from its own floppy disks than a hard disk, though running the program from expansion memory offers a slight increase in speed. It is possible to play the game with
only one floppy drive, but Cinemaware strongly discourages this, and with good reason.
Roadviars This column makes 35 games I have reviewed this year, and I have evaluated many more than that. Looking back 01 this review I am struck by the numbei of exclamation points 1 have used Rocket Ranger is just that kind of game. It is the most impressive title I have seen on the Amiga yet this year's must-have!
COSMIC RELIEF The year is 1948. Rocket Ranger has booted the Nazis off the moon, and America is endeavoring to forget World War II. The accent is on the positive as the country focuses on the bright future ahead. No one is particularly interested in a certain eccentric Professor K.K. Renegade, or his predictions of an asteroid on a collision course with the Earth. “Have a Coke and a smile, Renegade," the crowd sneers. Such are (continued on page 36) Sub Battle Simulator Return to Atlantis Hot on the Shelves ; by Michael T. Cabral and Michael Creeden Strategic Warfare The imperialistic Krellan
Empire is invading Alliance airspace, swallowing up planets like dots in a Pac Man maze. Through Operation Big Brother, the Krellans use the conquered planets to strengthen their empire. They transport strategy and production teams to each planet’s largest city, then install a Krellan genera! As emperor. Using the invaded planet’s resources both natural and human the Krellans begin their conquest.
When it is completed, the Krellans add yet another planet to their ravenous empire.
Time is running out. You, Captain William P. Brown, and your crew have a mission: stop the Krellan monster from achieving its goal of total domination of Alliance air space. You must patrol Alliance space and intercept the Krellan vessels as you attempt to stop Operation Big Brother. You plan lo beam down your advisors to the Krellan-invaded planets and attempt to unite the servile citizens. Your advisors will form a counter-empire to defeat the growing Krellan empire and convert the planet to democracy. Your goal is also total domination of Alliance air space.
Interstel's Empire is a strategic simulation featuring global conflict, conquest, and empire £mpire $ creen building for one to three players. You begin with one city on a large, unexplored planet, Your goal is to capture cities that produce the war materials you need to defeat the Krellan Empire.
That’s where the strategy comes in. As you conquer more cities, you must decide what each city should produce to help aid the war effort. As your planetary war chest grows, you command and maneuver armies, fighters, and ships to crush the Krellan Empire and quench its voracious appetite for land.
Empire features land, sea, and air combat. Your fleet is comprised of your choice of aircraft carriers, battleships, cruisers, destroyers, submarines, and troop transports all you need to conquer the Krellans and make the galaxy safe for democracy.
But don’t breathe too easily. Your opponents have fleets of their own, and they’re out there somewhere. The key word is "somewhere." If you are looking for a good ole’ shoot’em up time, you had better look elsewhere. Empire is a strategic simulation, not an arcade game. Arcade fans may find Empire more of a challenge to their patience than to their gaming skills up to 200 turns of play can pass before you even spot your enemy! Once you find your enemies, you must defeat them through shrewd planning and brilliant tactics, not quick reflexes and hand-eye coordination. For strategy buffs,
Empire offers a feast of brain-wrenching fun.
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The most visible difference between this stick and the scads of others on the market is that the PowerPlayers is meant to be hand-held. Many enthusiastic gamers have become disenchanted with fiat-bottomed joysticks that require a Ublelop. This new stick lets you really get into it. You can hop around, speak your best body language, and turn with Softwood File IlSg mm illTLE jAnalyzet V2.8 Spreadsheet Schaffer Kih lltfaet - Business Graphics Business Raudonis Chuck Shicrofiche Filer Database laser Harv IpageSetter Desktop Publ Mirch Rick Igiziwz Productivity Set V2.8 Ioolkit Eller Bob KicMtork
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The turns. The pistol-like handle design with deep finger grips gives you a real feel for the action in either hand. An extra long cord gives you even more freedom to romp around as you get swept into the action.
Playability, though, is the deciding factor for a joystick. A slick can feel great in your hands, but if the mechanics are sluggish and glitchy, gameplay becomes misery. A gamer’s worst frustration is having his skills doused by an unresponsive stick.
The PowerPlayers uses a steel shaft and ball bearing pivot for reliable response.
The stick has a nice, easy click to it.
Wearability is also taken care of by the steel shaft. If you break ofF this handle, you’re probably taking the game you’re playing a little too seriously!
AUTHOR KEY The PowerPlayers Joystick The trigger, the other half of the playability team, is a hearty, red button at the top of the handle. With the PowerPlayers, you don't have to worry about clumsily missing the fire button at a deadly moment. When you wrap your hand around the stick, your index finger rests comfortably on the trigger. Ultrasensitive microswitches make firing rapid. If you miss a shot that gets yoi burned, you’ve got nobody to blame but yourself!
Mindscape has also set up the Power Players Club, a fraternity for incurable gamcaholics. For the price of an SASH, you can become a member and receive newsletters, hot Mindscape product announcements, and cash discounts. The premiere issue offers the PowerPlaye-s joystick for five bucks off the retail price.
Not bad for the price of a stamp.
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(312) 480-7667 Sort Your Resources You saw a great little utility
somewhere in your favorite Amiga mag sometime in the past
two years. Somewhere and sometime are the key words,
You have no idea when or where the article appeared. Your only solution is the frustrating, time-gobbling task of sifting through all the magazines in your bookcase. If you stumble upon the article you're looking for, you can sit back and be temporarily pleased with your inefficient system and stroke of luck. But with a powerful data management computer like the Amiga sitting stagnant on your desk, isn’t it foolish to thumb through pages and pages to find needed information?
Amiga enthusiast Stan S. Spence has a solution to the page-flipping foolishness with Magdex, a databased catalog of seven major Amiga publications.
Amazing Computing, AmigaWorld, Amiga Transactor, Commodore, Commodore Power Play, The Amigan, and Transactor are all covered. And, since you can get the runaround with the public domain disks out there, Pubdex sorts out over 2200 PD programs.
Unmasked are the Fred Fish and Amicus collections and more, As more mags and PD programs hit the market, you're free to add them. The databases are based on a demo version of Softwood File I1SG.
When you boot Magdex or Pubdex, the delightfully carefree Looney Toons theme chimes and the screen colors cycle. What seems like a cute way to pass the boot lime is actually an anti-virus program called BootTune. If there's no music or color cycling, you’re probably in trouble.
Across a spreadsheet, Magdex lists generics like magazine and article titles, along with the year, volume, issue, month, and page. A Type column lets you know whether the article is a review, tutorial, program, table, or whatever. If you want to know specifically what an article is about, check the Key column. Here you find distinctions ranging from sports games to AmigaDOS, from video to Forth. If you still need more information, a Comments column lists any other pertinent notes.
Similarly, Pubdex lists the program name, version, author, date, and the disk number and collection. A Category column splits programs into ray-tracing, graphics, games, etc. Especially useful is the Comments column which tells you what a particular file or program does.
Best of all, you can puL all that wasted disking-combing and page-scouring time behind you for only ten bucks.
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(402) 423-3856 Zap Spelling Zingers Shouldn’t a spelling checker
do more than just keep you from looking dumb?
Anybody can scan a finished document and punch the keys to replace misspellings. Ideally, a spelling checker should make you a better speller by actually teaching as you go. Meridian Software Inc. has come up with a possible route to the ideal with their latest release, Zing! SpelL 'Ihe Viking 1 monochrome monitor Interactive checking through multitasking is the key to Zing! You can check your spelling and patch your blunders as you type. This way the botched word is fresh in your mind in context, along with the correct spelling. The next time you start to tap that word in, you will probably
remember the slip you made last time. If you don’t want to be pestered after every word, Zing! Also lets you check after each line or paragraph. If you want to toss out the interactive advantage to save time or whatever, a batch option lets you fly through the entire document.
The main window lets you in on the last misspelled word and the total number of words hacked so far. A window drag lets you see the entire list of boo boos and allows you to cut and paste computer- specific, unrecognized terms to a custom user dictionary. The main dictionary is packed with 95,000 terms, and memory permitting, you can add anything from 95,001 on up to your user dictionary, A gadget click (or one of many key commands) brings up the spelling help window with the misspelled word and a selection of suggested spellings. Another dick replaces the erred word with any of the
suggestions. Wholesale substitutions can be accomplished with the exchange window, a search-and-replace clone.
Type a symbol or single letter of an oft- used but bulky word, and you can insert the entire word throughout the document in one fell swoop.
Zing! Spell has other niceties in the package, including full Arexx support. If your eardrums and nerves have had enough of the beep that indicates an error, you can toggle it off. Send in your registration card and you get a free thesaurus. With flawless spelling in-hand and a better vocab on the way, you can spell literary success Z-I-N-G!
Zing! SpeU S 7995 Meridian Software, Inc. 9361 West Brittany Avenue Littleton, CO 80123
(303) 979-4140 Monochrome Mastery Commodore recently announced
the introduction of Viking 1, a 19-inch high resolution
monochrome monitor for the Amiga. A late August time frame
was tentatively set for release of the monitor.
The monitor is the product of a joint development between Commodore and Moniterm, a leading manufacturer of high resolution monitors. The Viking 1 is designed to expand the Amiga 2000’s reach into the graphic workstation market a market that supports applications like desktop publishing, CAD CAM and graphic illustration.
The Viking 1 features a 1008 x 800 x 2 bit resolution, 72 Mhz pixel frequency and 56 Khz horizontal frequency. The monitor has a 19.6 inch screen and weighs 36 pounds. Its overall dimensions are 17.8 x 14.5 x 15 inches.
Commodore president Max Toy said “the development of such a sharp, high- resoiution monitor as the Viking 1 expands the A2000 to even higher-level graphics applications and is a naturai extension of our overall focus on the graphic workstation environment.* Toy called the Viking 1 “another example of the expanding commitment third party developers are making to the Amiga.” The Viking 1 will be distributed by Moniterm with a retail of $ 1995- The monitor will be on display at Siggraph in the Commodore booth, 1426, and the Moniterm booth, 2150 at the Georgia World Congress Center in Atlanta.
Viking 1 $ 1995 Moniterm Corporation.
5740 Green Circle Dr. Minnetonka, MN
(612) 935-4151 Lights! Camera! Desktop Presentation!
Many useful applications are no more than new combinations of what’s already been accomplished. Desktop presentation fits in here as an application that has taken a little bit from everybody to become a viable independent entity.
Genlocking, titling, animation, advanced graphics, IFF sampled sound, and other Amiga wonders have all chipped in to carve a market for desktop presentation.
The latest name to enter the cozily small fraternity of desktop presentation developers is Aegis Development, Inc. with Lights! Camera! Action! By Sparta, Inc. Authored by Gary Bonham, crafter of the ANIM format, LCA lets you join IFF pictures with ANIM-based animations and Sonix format samples to slap together knockout presentations.
Any animations created with the ANIM format, including stuff from Aegis’s VideoScape 3D and VideoTitier (Why not support your own, right?), and The Director by The Right Answers Group are fine by LCA. Al! Amiga screen resolutions can be handled, and interlace and overscan are supported in any resolution. If you want to put your finished presentations on a video tape, overscan is crucial. If video tape isn’t the route you want to go, ShowLCA, an independent program included here, lets you save your presentations to disk and distribute them without the entire LCA program.
LCA provides over forty options for the bits of flash you need for transitions. A; you move from one image or animation to the next, LCA lets you incorporate wipes in nine directions, dissolves flips, fades, and more. Multiple block effects like burst, zig zag, checker, spiral and wrap can help your presentation look more and more like something straight out of NBC studios. A Multiple View Port feature lets you scroll, cover, reveal or wipe as the next animation in line takes over the screen.
LCA supports both entire musical scores and IFF samples in Sonix SMUS format Whether you want a running musical background or just certain sound effecis for certain frames, LCA supports your whim. You have control over the audio, too. You specify the precise frames you want the sound to start and stop on, arid pitch, timing, and volume control are yours at the click of the mouse.
LCA also gives you complete control of your presentation at playback. You set the timing for all frames, music, and animations and have manual, single, and looping modes at your disposal. As other advanced features go, LCA also supports HAM and the extra halfbrite chip. Full software support is included for the SuperGen genlock. And if you’re from across the Atlantic or the gorgeous land "down under," LCA complies to the Australian and European PAL standards.
You need at least 1MB to run LCA, and two or more megs are recommended i:: you hope to stretch the program to its limit. To get you started, a disk of sample presentations, IFF shots, and music is included, along with Grab ANIM, a screen grabbing utility. Want your flashiest ideas to look just as good onscreen as they do on your mental screen?
Try Lights! Camera! Action!
Lights! Camera! Action!
$ 79-95 Aegis Development, Inc. 2115 Pico Blvd.
Santa Monica, CA 90405
(800) 458-5078; in CA (213)392-9972
• AC* ] Basedrop with BaserWare..L Listen in on a
L(ome‘Bui[c(ers_CLLD users tetephone conversation..... Sam:
Bob, this is Sam. I Sought that LomeBuilders_ CAB) program you
re so gung ho aSout. ‘What's with you? It doesn’t have one
chimney! Lave you seen any houses going up around here without
Bob: Sam Sam..... Sam: It doesn't have fireplaces, no columns, and I can't draw shrubbery... B: Sam, I know how you can draw those.
S: And what about furniture? Fou would thin fa program tike: LomeBuilders_CAB woutdlet me add furniture.
B: Sam, if you d be quiet for a minute, I could tell you about the bow window I added and how I changed the joist sizes.
S: I want that flexibility too, but it doesn't workj Are we talking about the same program?
B: Sam, shut up and listen! OK? ‘Ease'Ware had to start somewhere. Users tike me wanted their own custom parts library and the ability to change LomeBuilders_CAB) building parameters. BaseWare listened to us. I just bought LomeBuilders_Choice. It lets me create any part I want and use it with LomeBuilders_CAB). I designed some California closets for that client who just moved to Boston, A,he guy is satisfied now. Aunny that closet interiors were such a big deal but they got me the contract.
S: I'm convinced. 111 buy LorneB uilders_ Choice, but I still can't use my plotter with LomeBuilders CAO.
B: In October you can... BaselAare Announces 9domeBuilders_ Choice Ahe build your own custom parts library program for LomeBuilders_ CAD.
EaseWare 25 Belair Rd. Wellesley MA.
02181 617-237-2148 Suggested retail price $ 81.00 USA Suggested retail price $ 199.00 USA Theses Esse Wire products require an Amiga wilh 1 megabyte and 1 dttfc dnves Amiga is a registered trademark of Conunodore-Amiga QntellUype, continued from page 8) Programmer Moses Ma spent a long time gathering data about speed-reading, brain chemistry functions, and neurophysiology before creating Intellkype. A graduate of Cal Tech and a student of such diverse fields as meditation and martial arts, he learned how the mind can be stimulated by reactions to stress and increase its ability to accept new
challenges and information. Ma's research into how people learn has enabled him to create a typing tutor that helps them leam.
IntelliType uses an advanced programming technique known as "artificial intelligence” to adapt to the user. The more you work with IntelliType, the more it knows about your quirks and bad habits. With this information, it can retrain your mind and hands to become better and faster. It really works.
It Teaches At Your Own Pace IntelliType sets up a 30- or 60-day typing class, depending on how much time you want to devote each day. The program can be booted off its non-protected disk (kudos to Electronic Arts for finally removing copy protection from its Amiga productivity software!) Or, memory permitting, you can multitask it with your other software.
IntelliType wants certain directories assigned to its disk when you start the program. Rebooting on the disk makes this automatic. I used a public domain program called “Defdisk" to perform six reassign commands to the target disk. !
Could then pop IntelliType into my drive and run it from its icon, and still flip back to my other running programs, my Workbench, or CLI. When I finished with Intellitype I just ran Defdisk again and reassigned all my system directories back to my regular SYS: disk.
Two floppy drives are helpful, since Intellitype wants to save reports on your typing progress to a "Student” disk. If you have oniy a single floppy drive, some disk swapping is necessary.
Although IntelliType can be used by someone like my friend Jim who has no typing skills, it can also adapt itself to an intermediate or advanced typist. It helps experienced typists recognize their rough spots and emphasizes lessons that help overcome years of bad typing habits.
IntelliType's 25-page manual is well written and a good introduction to the program’s features. Since InteiliType is sublimely easy to learn to use, you probably won’t need to look back at the manual initially after reading it.
InteiliType uses an easy-to-read font cn a low-resolution screen, with a comfortable color scheme similar to words on a paper page. It’s a pleasing environment that keeps you coming back.
Daily lessons begin with comments on your past performance and some simple warm-up drills, just as if you were in a "real" typing class. Windows at the bottom of the screen gauge your avenge speed and accuracy. If the windows distract you, you can remove them.
KEY FEATURES: The PRD-44 Cartridge Hard Disk is an innovative design that incorporates reliable Winchester Technology in a removable media. You will never out grow this Winchester as the PRD-44 offers you unlimited storage. The PRD-44 has many benefits, including low cost, mass storage, back-up capability, transportable and rugged cartridge media.
At 44 megabytes per cartridge, individuals may maintain large amounts of data for individual or share system applications. The compact 514" cartridge permits data security as users may remove and secure sensitive data, The drive has an average access time of 25 milliseconds and a 1:1 interleave capability.
Within 20 seconds after cartridge insertion, the PRD-44 has completed spin-up, self-test diagnostics and is ready to accept commands. Additionally, automatic error detection correction and extensive detect management are transparent to the user.
PIONEER lb) 5 44 Megabyte Removable Cartridge Winchester Disk Drive 1=1 PRD-44 44 Megabyte Removable Cartridge Disk Drive
* 999.99 Take advantage of our package deal: Disk Drive &
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$ 1279.99 Disk Drive, Cartridge, SCSI Controller & Case $ 139999
PRD-44c 44 Megabyte Cartridge _*129.99_ PIONEER COMPUTING 2469
East 7000 South 200 - Salt Lake City, Ut 84121
(801) 942-1174 ORDER DESK 1-800-999-3013 Romance! Intrigue!
After warming up, you’re ready to move on to the day’s lesson. Since Intellitype is billed as a typing tutor for adults, you follow the exploits and romance of Ted and Laura through a novella. Along the way, they encounter international spies and intrigue while searching for a secret formula. The prose is well written and captivating a far cry from the boring typing lessons of my high school days.
Each episode of the story ends with a “cliffhanger,” encouraging you to come back for Lhe next lesson.
Erich Stein & Associates, Inc. Public Relations Consultants Because the quality of your reputation is just as important as the quality of your product.
The exercises are mapped out as triplespaced lines of text. Your typed input appears a line below what you’re reading. Audio and visual prompts (which may be toggled off) alert you when you make a typing error. When you complete a screen, the next one appears automatically. The environment is very comfortable and has a good, responsive feel to it.
PC Box 695 Denver, Colorado 3020'!
TEL  733-3707 While you’re working on your lessons, IntelliType is busy "behind the scenes" compiling statistics on your progress.
This process is completely transparent; you never know it’s happening. The program knows all the common typing errors and many peculiar problems (such as dyslexia, where the eye sees the set of characters, but the brain translates them incorrectly). IntelliType knows triplets, trigraphs, alternates, hand balance, doubles, transpositions, wrong-hand shifting, unnecessary shifting, and on and on nearly every kind of typing error, IntelliType monitors your progress, and makes suggestions for repeating drills or passages of text which give you trouble.
You can configure the program dozens of ways (via drop down menus) to work with you. Tell IntelliType to emphasize typing speed or accuracy or both. Ask it to exert more psychological "pressure” during speedtyping lessons and it forces you to look ahead rather than look at letters as you type them. This is a common technique in speedreading instruction, too.
Hi-lecb Analysis Of Your Progress When you finish your lesson for the day, a series of fancy 3-D bar charts and explanatory texts show the results of the in-depth analysis IntelliType performs while you enjoy Ted and Laura’s latest escapades.
You see exactly what your strong and weak points are all those possibilities I mentioned earlier. While you are typing, Inteliitype even counts the microseconds between your keystrokes and knows which keyboard areas give you trouble!
Again, you don't start from scratch each day; the strategy for each lesson is based on your previous day's performance.
Your personal data is stored on that "Student" disk and fetched by IntelliType. This is a smart program; you really feel as if it knows how you type and knows exactly where you need more help. IntelliType is not only very smart, it's very solid too. It never crashed once while I was using it.
1 consider myself an advanced typist with good all-around keyboard competence, but IntelliType helped me to correct some sloppy habits that I hadn’t even noticed. If your typing skills aren't quite up to snuff, or you really want to learn to type well, I can’t think of a better or more enjoyable way.
• AC* LnteujType $ 49.95 Not copy protected Requires OS 1.2, 512K,
one disk drive and one blank formatted disk. Second drive
helpful but not required.
Electronic Arts 1820 Gateway Drive San Mateo, CA 94404
(415) 571-7171 About The Author: Harv Laser, 38, is the Senior
Chairman (Sysop) of PeopleLink's AmigaZone Club and an
Amiga consultant. He has worked with the Amiga since 1985
and his writing has appeared in INFO, Amazing Computing,
AMIGATimes, and Amnews.
(Take Five!, continued from page 28) the problems faced by great minds. The professor tramps off into die sunset, muttering arcane formulas under his breath.
But wait! A giant space roek the size of Louisiana has been sighted hurtling toward Earth! The call goes out find Professor Renegade!
Such is the premise of Datasoft's Cosmic Relief: Professor Renegade to the Rescue, marketed by Electronic Arts under their Affiliated Labels program.
In Cosmic Relief, you direct one of five intrepid explorers through some of the strangest terrain yet encountered in a video game. Your search for the Professor will lead you over the clouds, riding an airborne vacuum cleaner (“special attachments,” the documentation explains), through caverns, and even across a tightwire on a unicycle. Stone snakes will menace you, as will flying lizards with little Chihuahua faces. Wild Kingdom was never like this.
Along the way you will encounter tools and other items: a coat hanger, a scroll, a flash camera. Some, like the Acme Expanding Bridge, are imperative to continuing your search; others, like the teacup and the 9-volt battery, will be needed to construct the asteroid deflector (but you knew that, right?).
The game's graphics are humorous and well-done, and while the onscreen explorer is generally responsive to your commands, sometimes he will balk at especially stupid moves. Try to walk off a cloud, for instance, and he will shake his head violently. The sound effects are pretty simple, and there is a nice stereo soundtrack that can be turned off when it starts driving you wacky.
Achieving success takes ingenuity, reflexes, and no small amount of luck.
Part of the challenge is figuring out which item to use to get past an obstacle. You use the flute, for example, to charm the snake that will otherwise turn your onscreen player into Explorer McNuggets. If you get stuck, pressing *T" prompts your player to think. Sometimes this produces only a shrug and much head shaking; other times he will nod excitedly, pointing finger to sky as the suggested item appears above his head.
If all else fails, you can shamelessly break the seal on the Cheat Notes and Map that accompanies the documentation. Rumor has it that these notes contain a chart of the entire multilevel play area, and a list of items and their purposes. I, of course, would never stoop to using such notes (not much).
In testing Cosmic Relief, I discovered the game's programming is a little finicky about keyboard input. It is unplayable on early Amiga 2000’s with the “German” keyboard, and also balks at 1000’s equipped with C Ltd’s Timcsaver.
Besides the software glitches, there is one apparent design bug. The documentation mentions your time is limited to 30 “days” before the asteroid smashes into the Earth. However, finding out the amount of days elapsed is a puzzle in itself. It’s in the game, but not displayed as prominently as one might expect, “Cosmic Relief promotes critical thinking and strategic planning skills,” the game’s press release says. Right. Kids, remember that line the next time you’re in the software store. “But Mommmm, it promotes strategic planning skills!” Sure, kid. Just don’t let daddy try or you'll be
stuck watching Cosby reruns on the VCR for the night. Cosmic Relief is addictive, challenging, and a lot of Tun.
ROADWARS It took 25 centuries A.D. to do it, but intergalactic wars have exiled mankind to the moons of the planet Armageddon. In a feat of engineering virtuosity, the moons have been linked by a network of space roadways, controlled by computers which maintain the links despite the fact that the moons orbit Armageddon at different speeds!
But something has gone wrong. The magnetic panels created to gently guide traffic have begun shooting violent blue sparks; treacherous spikes have appeared on the roads, and killer satellites are vaporizing interlunar commuters.
Something has subverted the computers, turning mechanisms created to protea and enhance life into something irrational and destructive! (Anyone who has ever managed a local area network will recognize the phenomenon immediately.)
In Arcadia’s Roadwars, you take control of a battlesphere assigned to rid the spaceways of lethal hazards. The press information 1 received describes the battlesphere as an “invincible” interplanetary tank (obviously, whoever wrote that never played the game my batLlesphere was extremely vincible).
Clear the road!
You begin a level paired with a second battlesphere, controlled by either the computer or another player. The battlesphercs roll side-by-side at a constant speed along the track that circles the moon. Working in partnership, you and the other battlesphere must neutralize the rogue blue panels which send deadly sparks arcing across your path, plus a collection of other nasties, such as red energy balls that run counter to you, and the periodic killer satellite that is guaranteed to ruin your day if you don't blast it to tinfoil first.
The baltlespheres are protected by shields which must be dropped to fire weapons. The shields are resistant to sparks, but impact with other enemies will destroy the shields, leaving the battlesphere defenseless.
Roadwars lacks some features that make home game playing more enjoyable.
There is no way to pause a game, no small drawback when you’re into five levels and the phone rings. If you get off to a bad start, the only way to abort a game in progress and restart is to use the kamikaze method that is, kill off your Battlesphere enough times to get a GaiME OVER.
There are other glitches as well. High scores are not saved to disk; when you play against the computer, the computer's player doesn’t even keep score. There is no way for advanced players to begin at more demanding skill levels. The game's 'help” screen 15 lines' worth flashes up for only six seconds during the game's attract mode.
Hasn't anyone noticed the Amiga keyboard has a key labeled "HELP”?
As is typical of Arcadia's titles, Roadwars’ graphics, sound, and music are very high quality. Gameplay is fast, original and addictive. Despite this, a little more attention to detail would be welcome.
Arcadia needs to pul! This baby back into spacedock for a tuneup.
SUB BATTLE SIMULATOR And now for a short pause, amid all the raucousness and swashbuckling, for something nice and cerebral... like blowing a few thousand tons of ships out of the water!
Submarine simulations, like flight simulations, have traditionally caught the imagination of computer gamers in a big way. The genre started simply, as mere seafaring shooting galleries whose sole test consisted of picking off ship silhouettes that steamed like target ducks across a round periscope’s-eye view.
Such 8-bit classics as Silent Service and Gato added new levels of detail, ultimately selling well enough to earn translation to 16-bil architecture.
Sub Battle Simulator is Epyx’s latest entry in the proverbial submarine races. A translation from the Macintosh, it approaches the theme from a strategic, rather than an action, orientation. As one Epyx staffer observed, "this is not a game that you will sit down and blow away in a few minutes." If you’re looking for arcade action, skip to the next review, On the other hand, if you’re looking for a historical simulation that will stretch your intellect, step right up. Sub Battle Simulator lets you choose between submarines of the American and German fleets that prowled the seaways between 1939
and 1945- You begin with simple target practice against an enemy convoy, graduating to missions based on actual WI1 scenarios. For the ultimate test, selecting Wartime Command takes you through the entire war! Successfully completing a Wanime Command earns you a place in the disk’s Hall of Fame, but the operative word there is earn.
Fortunately, Sub Battle Simulator will let you save a game, to continue later.
A wide range of options allows you to handle details yourself, or delegate to the computer. At lower levels, selecting Navigator allows the computer to chart your course. In any phase of the game, lime may be compressed as much as four hours per second, or played in real lime.
The main documentation, written for the Macintosh, is supplemented by two quick reference cards for the Amiga.
Each card is packed with options. You may steam along on the surface under diesel power, or submerge and switch on the electric motor for silent running. You have both sonar and radar, plus your own eyes' view from the tower, periscope or binoculars. Torpedoes, mines, and deck guns are available to raise havoc with your prey.
Of course, most of the prey out there shoots back, so look sharp, Cap'n. As the documentation explains, die ships’ larger and more stable guns allow them to hit you before you can hit them. You will also find yourself fending off attacks from hostile aircraft, as the displays in your status indicator rapidly flash from green to yellow, then to red!
The submarines' most effective strategy was stealth waiting until dark to surface and attack. The documentation offers much in the way of strategy and training, making the game easy to learn but as in the real world, difficult to master.
Give Epyx credit for producing a class act with Sub Battle Simulator. It provides a thought provoking and thorough look at the lives of those who served in the silent service.
RETURN TO A TLANTIS To call Return to Atlantis "long awaited" is to exercise extreme understatement.
Electronic Arts actually announced the game prior to the Amiga’s launch, in the summer of 1985. I still have a copy of that ad: EA President Trip Hawkins, resplendent in his preppy pullover, facing a page of real-soon-now titles.
Among them, Return to Atlantis, a game promising to put you in the shoes (or wet suit, as it were) of "Indiana Cousteau, oceanic hero.” Anyone who has played Return to Atlantis will attest that the slant of the game has changed quite a bit since the days of Indiana Cousteau. Its slow metamorphosis from Raiders of the Lost Joystick to Flipper Goes Greenpeace has provided some of the most intriguing gossip (and leaked beta ware) the Amiga community has seen in a long lime.
If Cinemaware has taken the metaphor of the big screen, Return to Atlantis takes the approach of the small one the game is made up of fourteen intriguing "episodes," much like a TV series. Each episode has a specific goal for you to achieve. You will quickly leam that unlike a TV series, these episodes are not easily wrapped up in 30 minutes.
You begin Return to Atlantis by creating a character. This process consists of entering a name, age, and sex, though this is about 95% vanity. Two test characters I created an 80-year-old woman named Gertrude and a 5-year-old boy named Skippy played identically.
This done, the computer assigns numeric values to such character attributes as psychology, weapons, and telepathy.
After a short mission briefing by a holographic version of the standard Amorphic Superior Being, you are ready to begin. First stop: the infamous Sea Thief Cafe.
At the Sea Thief, you may beg, buy, or threaten five informants for additional details to assist in your quest. This sequence features the best graphics in the game, with each character lushly rendered. You select a questioning strategy by listening to the informant, then clicking on PLEAD, BRIBE, THREATEN, YES, NO, or GOODBYE, (continued) depending on the situation, The designers chose, unwisely, to lip-sync the finely detailed characters with the Amiga’s croaky speech synthesizer.
While initially intriguing, these encounters ultimately become extraneous. Part of the problem is the limited alternatives available, More significantly, the characters' personalities do not vary enough to make the interrogations challenging, Bribing or threatening t.he noble Mohammed Bahjat al-Iiwa are equally ludicrous propositions. Conversely, the oily businessman, Mobido Kamuzu, is always ready for extra silvers. If you can psyche out the characters in the first episode, you’ve got this part of the game licked.
MUSIC VISIONS © Create a light show on your Amiga, Music Visions adds the visual dimension to music as it plays, using the Perfect Sour.d or FutureSound digitizers. Music Visions samples and analyzes the music, producing a light show in real-time!
Create a show to your taste by using a drawing program that creates IFF files we call musicfilcs. Musicfiles can be a simple or complex: the only limit is your imagination! Options allow you to change the show as.the music plays.
• Bi-directional, variable speed, color cycling
• 3 display modes • Uses any lo-res IFF picture
• Adjustable color palette • Easy to use
• Requires FutureSound or Perfect Sound hardware
• Amiga 500, WOO, and 2000 cotnpatible ¦ Variable frequency
• Documentation included, • and more!
VISA MastcrCard accepted - no CODs please Send $ 29.95 plus S3.00 shipping handling to: (Calif, residents add 6% sales tax) DIGITAL WIZARDS. WC 9307 Carlton Hills Blvd.
Santee, CA 92071 __(619) 449-5218_ Music Visions is copyrighted by Digital Wizards, I98S Amiga, Future Sound and Perfect Sound are registered trademarks of Commodore-Amiga, Inc., Applied Visions _and_SunRizejndustries, respectively.
Following the questioning phase, you board the amphibious Advanced Robotic Transcoordinator (ART) for a flight to the sight of the episode’s drama. ART is equipped with communications gear, a medical center, and a host of scanning devices to sweep the ocean floor in advance of your dive.
The diving sequences are fascinating, as you share the sea with jellyfish, seahorses and other assorted fauna. You will also face adversaries as natural as strong ocean currents and as unnatural as the deadly robotic crabbots. As you encounter missions as diverse as treasure hunts, rescues and the exploration of a sunken Incan city, you can make use of scanners, transporter beams to and from ART, and of course, the mandatory' cute robot, RUF (Remote Underwater Friend), who you may send on independent missions. In fact, if you don’t put RUF to work, he will pout and report he no longer likes
you. Just what you needed.
Though there are fourteen different episodes on the disk, you cannot jump ahead, say, from episode 2 to episode
10. One reason for this is that the episodes actually build on
While this does tend to keep players coming back out of curiosity, some will never see the higher numbers. Once an episode has been conquered, it may be "rerun."
Meeting success in Return to Atlantis requires patience, some insight, and a better-than-average sense of direction.
The game is on two disks, making a second drive desirable, though not necessary. Mouse control is possible, but why be a masochist? Use a joystick.
After several sessions with Return to Atlantis, I can't shake the feeling that the designers’ original vision got sidetracked somewhere. As good as the game is, it has the feel of an unfinished symphony.
I like Return to Atlantis, but as with the lost continent itself, we may never know what happened to it.
¦AC- ROCKET RANGER Cinemaware Corp. 4165 Thousand Oaks Blvd Westlake Village, CA 91362
349. 95 1 player COSMIC RELIEF Datasoft; Inc. Suggested price
$ 34.95 1 player ROAD WARS Arcadia Suggested price $ 34.95 1
-2 players RETURN TO ATLANTIS Suggested price $ 49-95 1
player Marketed by Electronic Arts 1820 Gateway Drive San
Mateo, CA 94404
(800) 245-4525 SUB R TILE SIMULA TOR Epyx 600 Galveston Drive
P.O. Box 8020 Redwood City, CA 94063
(415) 368-0606 Suggested price $ 4995 1 player Ted Michelsen of
Lakewood, CO reports a bug Tlx for the Epson JX-80 printer
driver for IntroCad from Progressive Peripherals &
Software. The problem stems from the third and fourth lines
in the driver’s “Final" copy segment. These lines are
interchanged, and the error produces a mixed up print. If
you wish to tackle the correction yourself, use TxEd, ED or
any other editor. The correct data items are: by John
Steiner Bug Bytes The Bugs & Upgrades Column FINAL 240 316
1 920 082 12IB40 1823 1B55 01 1B33 0I 0A0A (line 1) 4 1B5A
80 07 (line 2) 9 000A 1B 33 16 0A 1B 33 01 (line 3) 2 000A
(line 4) 3 0C1B4O As reported in an earlier “Bug Bytes,"
Progressive Peripherals & Software also has an upgrade
available for IntroCAD.
Among other things, the upgrade fixes the bugs in the printer drivers.
Will Murphy of Victoria, BC reports problems with saving graphs in IFF format in Analyze! 2.0. Members of a local users group report the same problem. Saving as a Graph Picture file caused an Amiga crash. I have saved this way myself with version 2.0 and have not had any problems. If you have any ideas about what the problem might be, please send them along. Will commented that he has written to Micro Systems Software about the problem and has not yet received a reply.
Dan Pierce reports problems with several game programs. Dan writes that Fire Power freezes up after some time in the two-player mode. The freeze usually occurs when you are on the verge of capturing the opponent’s flag.
Aegis Software's Ports of Call creates some questions unexplained in the manual. Dan would like to know how time delays are applied when loading and unloading cargo, docking, etc. According to Dan's letter, Command Simulations’ Blitzkrieg At the Ardennes visits the Guru if you try to play against the computer. If you have similar problems or fixes to the above problems, send them in.
SuperView is a picture display utility that shows virtually every kind of IFF graphic file. The program has a bug that has some people puzzled it does not always display a file. Experimentation showed that SuperView does not display a file that contains a space in the filename. Rename a picture Hie to remove spaces, and SuperView displays it.
The Accountant from KFS Software is now shipping version 1.1. The modular accounting system retails for $ 299.95. An additional $ 24.95 signs you up for life membership in KFS Update Club. As a member, you get updates for $ 9.95 per disk, a newsletter, and telephone support. Software upgrades are downloadable. Call KFS for complete upgrade details.
KFS Software 1301 Seminole Blvd., Suite 117 Ixtrgo, FL 34649
(813) 584-2355 If you are using ProWrite from New Horizons
Software with a 512K Amiga, you may have trouble getting an
acceptable printout with your wide carriage (15 inch)
printer. If so, contact New Horizons Software for the
available bug fix. The fix is version 2.0.2, but no other
fixes or upgrades from the previous version are included.
If you are having problems printing from your 15 inch
printer, return your program disk and request the latest
New Horizons Software, Inc. Box 43167 Austin, IX 78745
(512) 328-6650 Commodore Technical Support has a new hard disk
driver utility for use with the Amiga 2000 and the A2090
hard disk controller card. To install the driver, just copy
over the existing driver to the Expansion drawer. You don’t
need to reformat the drive or change anything else on the
hard disk. Rebooting the Amiga enables the new driver. See
your Amiga dealer for the upgrade program.
If your dealer doesn’t have it, you can find it in the download libraries on People Link and on many other information services.
Supra Corp has finished version 4.3 of Supra Boot Utilities disk. If you have a Supra hard drive, you can take advantage of these programs. The new programs take advantage of the Fast File System, soon be released with Workbench 1.3. The Supra utilities are available directly from Supra Corp, or you can find them posted to various information services. If you don’t have a Supra hard disk, these files are of no value to you.
(continued) Supra Corp 1133 Commercial Way Albany, OR 97321
(503) 967-9075 Shakespeare Version 1.1 from Infinity Software is
now available. If you mailed in your registration card, you
already have the upgrade. If not, send in your registration
card to receive the latest version. Version 1.1 fixes many
of the problems in the original. The upgrade package
includes upgrade information and two disks a program disk
and a clip art disk with templates for business cards,
letterhead, and a newsletter.
Infinity Software 1144 66th St Suite C Emeryville, CA 94608
(415) 420-1551 Two months ago, I reported that Digi- View 3.0
would be ready soon, though no details on ordering the
upgrade were then available. Specifics on the upgrade
program have now been released. If you have Digi-Vlew 2.0,
the upgrade is simple send the original 2.0 disk with
$ 14.95 + 3.00 shipping and handling to Ncw-Tek. They will
send version 3 0. An upgrade is also planned for Digi-Paint
to be released “in a couple of months."
New Tek, Inc. 115 West Crane Topeka, KS 66603
(800) 843-8934 Thanks to Steve Holaday of Idaho Falls, ID and
Albert Harsch of North Huntingdon, PA for sending
information and a copy of the company newsletter from OXXI,
inc. We reported on the latest Oxxi upgrades last month,
but they have moved since then. The phone number listed in
last month's column is correct, but the address is no
longer current. The correct address is: Oxxi, Inc.
P. O. Box 90309 Long Beach, CA 90809-0309 or 1339 E. 28th St.
Long Beach, CA 90806
(213) 427-1227 Mr. Harsch also passed along information about the
bug that causes WordPerfect files to be date stamped one
day earlier than the correct date during leap years.
The bug, mentioned in AC V3.5, has been fixed in the latest versions. The current version of WordPerfect is dated 4 15 88. To find out which version you have, press the Help key when running WordPerfect; the version date is listed in the menu bar. Upgrades are free to registered owners; just call the customer service number and ask for details of the date bug fix. WordPerfect is also offering registered owners a copy of WordPerfect Library for $ 70.00 (Library retails for S129 95)- The Library contains several utilities, including a calendar, a scientific calculator, a program editor, and a
couple of simple file management tools.
WordPerfect, Inc. 288 West Center St. Orem, UT84057
(800) 321 -4566 (order line)
(800) 321-5906 (technical support) Progressive Peripherals &
Software announced upgrades to three software packages in
the June July issue of their newsletter. As mentioned
earlier, one of those programs is IntroCAD.
VisaWrite Desktop version 1.09 has been improved with increased speed, faster screen updates, and better reliability.
Improved printer driver operation through preferences also provides greater performance. A free upgrade of Superbase Professional, version 2.03, is being sent to all registered users. Several bugs in the original have been corrected.
If you have questions about any of these upgrades, or you wish to register your software to take advantage of the automatic upgrades policy, contact: Progressive Peripherals & Software 464 Kalamath St Denver, CO 80204
(303) 825A144 'lhat's all for this month. If you have any
workarounds or bugs to report, or if you know of any
upgrades to commercial software, notify me at: John Steiner
c o Amazing Computing Box 869 Fall River, MA 02722-0869
..or leave Email to Publisher on People Link or 73075,1735
• AC* fin the past feu months, our “Bug Bytes “ column has
suffered from a few bugs of its own, as follows:
* In V3-5, we reported an erroneous problem and solution for The
Right Answers GroupDirector software. We stated that “iffiles
have been modified by a program other than Deluxe Paint, the
Director gurus on certain IFFfiles, The solution is to load
them into Deluxe Paint and re-save."
The Right Anstbers Group informed us that some PixMate and Photon Paintfiles caused problems that resaving did not solve. Two solutions are offered. First, Dfilter.arc, a program that corrects the incompatibilities, has been uploaded to Plink and CompuServe. Second, an upgrade is availablefrom the Right Answers Group. If you have a version dated before 3 22 88send $ 10 with your original disk to the address printed on the disk pocket in tbe manual.
We also reported a problem with singleletter variables in the Director. The Right Answers Group stated that there is no problem, but users should note that variables names are case-sensitive in the Director, (“A “ and “a‘ are not the same.)
• In V3.6, we noted a bug with the defaults in Gold
Disk’sPirjfessional Page 1.0. What we failed to mention was
that Professional Page 1.1, with the bugs corrected, had been
shipping for some time. 1.1 was shipped to all registered users
free of charge.
Our apologies for any inconvenience go out to Tbe Right Answers Group, Gold Disk, and all owners of the mentioned products. If you find incorrect information anywhere in AC, please contact us in writing immediately Edj Speeding Up your System by Tony Preston For many of us, hard disk drives are loo expensive to justify their purchase. One of the reasons for adding a hard drive is to speed up the disk I O. A much less expensive alternative anyone can afford is disk caching.
If you are a system guru, feel free to skip the next few paragraphs, since you probably know more about the subject than I do.
People not quite so high in studies of the mystic arts, please read on for an introduction, Iffl&yfSSOG Inwpcnitid Softwrt Mr Hurts Ewryw. Pih* DoirtStMi FwO1 , CfeaWjr?
Statistics Totafe, P«r Drwf Statistics,
- 413416 1613864 9rikBrtt»- Reids Writes ReadJiits fattMfoitt®
Percentage First, a couple of definitions. Cache is very fast
storage, designed to increase the execution speed of running
programs. Cache is generally transparent to the running pro
grams. A disk cache is a set of buffers in memory which is
filled by your norma! Disk 1
O. Each time your program makes an I O request, it checks if the
sector needed is in memory before a real I O is done. Higher
operating speeds can be achieved by utilizing memory to
“cache" disk sectors. When a sector is found in the cache, and
a real I O is eliminated, you have what is called a “hit” on
the cache. The greater the number of buffers available for
cache, the larger the “hit” rate. Unfortunately, doubling the
number of buffers in a cache will not double the hit rate.
Buffers FwfEWTBi WribfeMBi Bstfes for'Bvttra Buffer Control Write Retention Is On Purgefdouble click) 8 12 3- Ipore CmpThresh: 64 FastThresh: 512 Preference Spc: 29 Ord: 93 Avl: 398 II 9 Lom fleaorj Ttresiwd “ Buttons ' Buffer Csntnts Statistics ' Frwze Urrfrwa Bott»' Facction by ASDG, Inc. fafcrijls 196? FiSK iftcwpor ated faftwre M Hurts twyr* ffease Ben'* Sjfjff JcdE PtrDrwititEtics Our disk drives have l60 tracks with 11 sectors on each, for a total of 1760 sectors per disk. The system reserves two sectors at the start of the disk, leaving 1758 for data and directories. The file
manager is the central system process which reads and writes sectors to the disk based on what you do. Any time you type in a command, open a file in a program, access a directory, or delete an old file, the request results in several I O operations. For example, you type in the command “DELETE a.txt". The system first looks in the current directory for the command DELETE; not finding it Lhere causes it to look for GDELETE. If it is in the C directory, the file is read and loaded into memory.
After the file is loaded, it is executed. The DELETE command then looks at the current directory to see if "a.txt” exists. The file is (continued) Smart* 413416 1612536 Drive 8 1 2 15 269 299 8 66 64 8 178 188 8 63 36 15 5 182 Reads Hrites ReadHits Percentage Buffers F«rpewr Buffer Control SatisFacction by ASDG Inc FIGURE ONE read-rtc Nothing but the best.
Now even better with twice the showroom space!
Still at... 396 Washington Street Wellesley, MA 02181
(617) 237-6846 arun faccii 512 noio pri 15 cache-b ?
Execute build_program cache -b?
Startup-Sequence for disk performance test FIGURE TWO read-rtc arun faccii 512 noio pri 15 cache -b?
DISKPERFA tesf_oufput cache *b?
Sfartup-Sequence for disk performance test deleted by updating the directory blocks involved and seLting the bitmap on the disk to indicate that the sectors used by the file are available again. This command creates many disk I O operations that are one sector in size. As you may notice, when you enter the command, you hear a GRONK-GEtONK noise as the heads move around in response to the Authorized Commodore Amiga Dealer and Commodore Service Center file managers I O requests. The noise is generated every time the disk moves the heads during a seek one of the slowest operations the disk
drive can perform.
The Amiga trackdisk device does its I O in tracks for faster access. Reading a track just to get one sector sounds like a waste of I O. Most often, I O requests read sequential blocks of data which all appear on the same track. The first read on a track does the actual I O; the rest just copy the data from the track buffer.
This works great until you have your files scattered over many different tracks (fragmentation). When a file is fragmented over the disk, the access slows and you hear the GRONK-GRONK.
To solve this problem, a cache is used to keep the most frequently accessed sectors in memory buffers which eliminate the need to do actual I O. (It also eliminates the GRONKS.) Commodore created the ADDBUFFERS command to solve this problem. Other programs, such as Faccii and BlitzDisk, also create a disk cache and improve system performance. This article gives you some information on these programs and their use. I have performed tests on my system in an attempt to judge the different methods available for speeding up your system.
This article describes how I compared the three available disk caching methods.
Each test was run from a freshly booted system set up to run the test and take the timings needed.
The first method of comparison was to use the program DISKPERFA from Fred Fish Disk 48. DISKPERFA attempts to measure the I O speed of a drive. All results below were derived from a single run of the program from a freshly booted system. DISKPERFA was the only program running. It should be noted that DISKPERFA may not be the best program for this kind of test; it is just one of the methods I used for this comparison. See Figure 2 for the startup sequence.
The second method of comparison times a series of test compiles followed by a link (build a program from source files).
The result was timed using the DATE command both before and after. See Figure I for the startup sequences.
In each case, I set up the disk cache program, rebooted, and executed a script which ran the test. Each compile test started with a clean disk, compiled several programs, and linked the programs into one executable. A DATE command included in the script saved the time before and after the test Each time DISKPERFA was run the output was placed in a file. The runtime parameters are listed with the results.
Four test situations were run for each test. Each program was set up in the startup-sequence, the system re-booted, and the test run. Since each test took a while to run, the timing was done with the DATE command. All tests were run with Kickstart version 1.2 on an A1000 Product bo (tor *ize: 512 with 3 drives and a 68010. All tests were run from CU without the Workbench loaded. In each case, the system was set to have 512 sector buffers. The tests labeled “plain” are set up the same way as the other tests, except no caching program is running.
The First Test: I O rate THE HonEST AMIGA STORE IN THE COUNTRY.
AddBuffers 5637 C bytes second) Faccll 9395 Plain 11808 BlitzDisk 19275 fosters rate The results of the first test indicate that performance actually suffered for all the disk cachers except BlitzDisk. This is due to the I O patterns used by the DISK- PERFA program. It attempts to defeat caching and measure the I O speed of the drive. ’Ihis data is presented just to prove the point that any benchmark musL be understood before it is quoted as the "truth." We tend to take items like this and say that one program is better than another. You must judge these results and apply them to your
situation. The only program showing a gain in performance is the BlitzDisk program which proves to be about one-and-a-half times faster than a plain system (no caching).
Amazing! Computer Systems. Inc. Frankford Village Shopping Center 3030 N, Josey Lane M4 (2 doorj South ol Skaggs| Carrollton, Texaj 75007 (2M) 394-8383 Optn tton.-SiL tOim-ipm ffiurc. !0m4pm A,mnr g Cotcub Sysems ts not jRiigtec in any way wstn piM Pupations, Inc or Atn-irq Computmg Tire Second Test Product Reads Hils Percent Hits Time Improvemerri Facdl 3772 2440
64. 7% 7:52 26% BlilzDisk 4251 2342
55. 1% 3:15 22% AddBuffers - _
10. 21 2% Plain 10:35 This result is expected. It shows
that both commercial programs (Faccll and BlitzDisk) improve
system performance by over 20%. The AddBuffers, while
improving the system performance by 2% in this test, cats up
about 256K of chip memory'! Both BlitzDisk and Faccll use
external (or Fast) memory if you have it conserving chip
Amazing Computer Systems is hot. Our sizzling selection of Amiga products has become the talk of the town. From more than 700 software titles in stock to the hottest selections of The conclusion of this test is that cither commercial program is a much better choice for a user with expansion memory. The test indicates that Faccll is better in the Compile Link test, and BlitzDisk is faster in the performance test (not a normal situation). Both programs have some definite advantages over AddBuffers, since they are faster and do not force you to use chip memory. Both programs also allocate their
buffers from a common buffer pool, which doesn't force you to allocate fixed amounts for each drive. This is a definite plus for Lhose with 3 or 4 drives!
There are some other factors to consider as we look to see which program best does the job of reducing the real I O the system has to do, Some of these factors arc:
1) The use of Chif) memory by AddBuffers limits the usefulness
with programs like Deluxe Paint which need a lot of chip
memory for screens.
Hardware, accessories and books.
All at red-hot prices. So remember. When you're hot, you're hot. And when you’re not, you're not shopping Amazing Computer Systems.
2) A "smart" algorithm which gives preferences to directory
sectors since they are morefrequently requested.
3) Dynamic control over buffers in use.
4) Low memory detection.
5) Influence over what the disk cacher will keep in the cache.
Now we come to the part where I decide which program is the best for my system.
Note that 1 am considering my system, not yours. I can only give you the facts (flavored with my own likes and dislikes) that I used to evaluate these tools. You have to decide for yourself.
BlitzDisk is small and doesn’t include a lot of user interface niceties. It does have some useful features, such as allowing you to cache your hard drive if you have one. It allows you to cache directory blocks only and to prevent the use of (continued) Including: Binary,'Hex Octal String Comparison Date and Time Math Fractions Memory Manipulation Modulous 10 11 Special Introductory Offer Only $ 29.95 (Suggested Retail 539.95) Plus 53.00 S & H (USA) FL Residents Add 6% Tax chip memory for buffers. Since I was trying to measure performance, I also noticed that BiitzDisk, while it reports the
value of disk caching, docs not indicate which drive the statistics are for!
BiitzDisk is a freebie included in the TxEd Plus package. It comes with about 8 pages of documentation detailing the few options you have. The manual also indicates that some hard drive backup programs have had problems when running BiitzDisk. The manual suggests you turn it off before running any special programs like DiskDootor. While BiitzDisk seems to work fine, it is not the program I use for several reasons:
1) It doesn't give me enough control over things.
2) It is a little slower than FaccII (see second test).
3) I don't like having to shut it down for certain programs.
5 Different Methods for Sorting Strings and all other Data Types, including a Non*Rccursive Quicksort that will sort 1000 integers in 1.46 seconds!
Random Number Generator 250-page printed Manual Send check or money order to: Software Ingenuity 11325 94th Street North
P. O. Box 10084 Largo, FL 34643
(813) 393-8240 for Info COD My choice is FaccII. I used both
BiitzDisk and FaccII for about two months each and really
found few differences except for the things mentioned here.
Both run as background tasks and do their job without
creating new problems. I choose FaccII based on the user
interface, the control it gives me, and the fact that i do
not need to shut it down when running any other program.
FaccII can be controlled from any of three different interfaces, Each interface allows you to control the number of buffers and displays some statistics on the effects of caching. SatisFacction is an older style interface, much like the display from Faccl. It doesn’t give you access to several of the advanced features available in FaccII.
Facction is a newer display that includes controls for all the advanced features. I used the Facction interface for a while and changed to another program found in the PD world, Afacc (I call it CACHE on my system). Afacc is a PD program written by Andry Rachmat. It is a much smaller program designed for CLI-only use. I stay in the CLI environment most of the time and find everything I need in this program.
One of the reasons I chose FaccII is the programmer's interface. FaccII allows any program to adjust the cache parameters.
FaccII comes with two manuals on the disk (which is fortunate my bookshelves have enough manuals already).
Each manual gives extensive details on the operation and use of the program. I wish every program came with so much documentation! I found speed-ups with alt kinds of processing with FaccII. I even installed it in the startup-sequence of some of the games I own. It makes disk access faster whenever it is used! I like the FaccII features better than BiitzDisk features. While both work quietly in the background, I didn't worry about whether I needed to shut down the caching with FaccII. The lack of worry, speed improvement, decrease in GRONKs, and the nice interface make me a FaccII user all the
0 Programmers Presents The C Toolkit Source for 200+ C Functions One very nice feature included with FaccII is the upgrade policy. I called A5DG for information about FaccII and found there are plans for a FaccIII which will have some very nice improvements.
(I was asked not to spill the beans.)
ASDG has a policy which says "ASDG Inc. fully intends to release future upgrades to FaccII.” As a FaccII owner, you are entitled to any and all future upgrades to this product with return of your original disk, a self-addressed stamped envelope, and a small handling fee.” I think every software producer should follow this fine example! It is nice to know I can upgrade without paying the full price again!
• AC* FaccII is a registered trademark of ASDG, Inc. BiitzDisk is
a registered trademark of Microsmiths Inc. AddBujfers is an
AmigaDOS command supplied by Commodore with VI.2 As we have
already seen, Information may be easily organized using
subdirectories. On a storage device of any size, path names
often become quite long and cumbersome. It’s not uncommon to
encounter program file requesters that will not allow entry of
the full path.
What's the use of organizing your files so neatly when you can’t get to them?
New Cli Window 1 by Rich Falconburg The COMMAND LINE Continmp t'fu.ide, to the, C f Fortunately, AmigaDOS provides an elegant solution to this problem: Lhe ASSIGN command. Some time ago, I had difficulty entering this path in a certain paint program (too many characters): GRAPHICS:DPAINT PICTURES HIRES BW Label.pic To overcome this problem, I put the ASSIGN command to work. ASSIGN establishes a connection between a name you provide, referred to as a “logical name,’’ and a volume, directory', or command the system uses, AmigaDOS then translates the logical name as the equivalence of the suing
given in the assignment. For example, to shorten the above path, I established the logical name “BWPICS:" with: ASSIGN BWPICS; GRAPHICS:DPAINT PICTURES HIRES BW The name you provide immediately follows the ASSIGN command and must always end with a colon. We have encountered the colon (;) before when discussing volume names. All volume names are logical names and therefore establish an automatic assignment to the ROOT directory of a given disk. The path or command the assignment is made to follows the logical name. We may use the logical name as if it were a device.
For example, I may now enter 1C 1 CO BWPICS: and my current directory will be set to GRAPHICS:DPAINT PICTURES HIRES BW This opens a new avenue in directory navigation. You can place assignments to your favorite directories in the startup- sequence. A word of caution here: ASSIGN expects the given path to exist.
If you make an assignment lo a volume and directory not currently mounted, you get a requester prompting you to mount the appropriate volume.
Logical names are beneficial in that they help avoid device dependence. For example, the standard logical assignment SYS: is another name for the system disk.
Several other logical assignments are performed by AmigaDOS for directories it needs to operate. These can be displayed by entering the following: 1 ASSIGN or I ASSIGN LIST Volumes: Workbench [Mounted] Directories: SYS S L C FONTS DEVS LIBS Workbench: Workbench Workbench :L Workbench C Workbencbrtonts Workbench:devs Workbench:!ibs Devices: DFO DF1PRTSER PAR RAW CON RAM You should get a listing similar to this one. If a volume has assignments lo it and is not currently mounted, it will show up in the “Volumes:” list without the “[Mounted]” designator next to it. The “Directories:” list
shows each logical name on the left with its equivalent on the right. Assignments you make also show up here.
To use a different disk as the system (Workbench) disk, it’s necessary to change the assignments of the logical names shown. I have a partition (volume) on my hard drive labeled WORKBENCH that 1 use as my system disk, I first change the assignment of SYS: to point to a new volume with ASSIGN SYS: DHO: 1 then reassign the rest of the needed directories.
Assign C: SYSC Assign S: SYS:S Assign L:SYS:L Assign Fonts:SYS:FONTS Assign Devs: SYS:DEVS Assign Libs: SYS:LIBS You can use this same procedure to reassign Workbench to any volume. You may have noticed that I’m including a logical name as part of the assignment to each directory. An ASSIGN UST shows that the equivalence string points to the original assignment. That is, SYS: is equal to WORKBENCH:, thus C: is equal to WORKBENCH:C, S: is equal to WORKBENCH S, and so on. The advantage of this approach is that you only need change the assignment to SYS: to use a different device. If the rest of
the assigns are in a script file, and you hard code the device in each of the ASSIGN statements, you must edit the file and change each occupance of the device name to the new one. With the approach shown above, I can enter: 1 ASSIGN SYS: DFC: 1 EXECUTE Assigns.stu The file “Assigns.stu" contains the assignments shown above. I do not have to edit anything, and I can change it back just as easily. You can create batch files with assignments needed by some programs and then mount the program floppy and EXECUTE that batch file. To DE-ASSIGN a logical name, enter it without the equivalence
1 ASSIGN SYS: Who Goes There?
Since the device DHO: is not among the standard ones supplied with the system, It’s necessary to inform Amiga DOS about the device and how it is to be used.
When we took the Workbench tour, 1 mentioned that the devs: directory contains files called device drivers.
Logically, for the system to use a device, it must have access to a driver. However, this is not enough to use the device in the system. To make a new device visible to the system, it’s necessary to use the MOUNT command. In turn, the MOUNT command must know what to tell AmigaDOS, which it does by reading the MOUNTUST file located in the devs: directory. The list is a simple text file containing specific information for each device. Here's a sample MOUNTLIST file.
R ===== 10 MEG Hard Disk Drive Mounllsl ==» • r WORKBENCH 7 DHO: Device = SCSI.device Unit = 1 Flags = 17424438 Surfaces =4 BixksPerTrack = 26 Reserved = 2 Interleave = 0 LowCyUO ; HighCyl = 100 Bdfiers = 9 BulMemType = 0 * ' Mount a 5.25' disk crive to be mounted as DF2:7 DF2: Device = trackdiskdevice Unit =2 Flags = 1 Surfaces = 2 BixksPerTrack = 11 Reserved = 2 Interleave = 0 LowCyUO ; HighCyl = 39 Buffers = 20 BufMemType = 3 NOTICE!
Amiga CLI, part 1 Update!
If you responded to our Reader Service Card and are anxiously awaiting your copy of Amiga CU, part 1, don’t dismay.
The release of the first CLI booklet is pending the official release of Workbench
1. 3. As soon as Commodore releases 1.3, Amiga CIJ, part 1 will
be sent out to all who responded. Thank you for your patience
and your support of the Amiga.
» The MOUNT command ignores comments between the * and * . Each entry begins with the logical device name and must end with the pound sign ( ). Most of the information contained in each entry is provided by the manufacturer of the new device. In this case, the hard drive described (DHO:) is connected to a C Ltd. SCSI controller. The value for each entry is determined with the aid of utility programs delivered with the controller.
Let’s look at a more familiar device and examine the most significant lines.
The entry shown for DF2: is the one from the MOUNTLIST included on Lhe original Workbench disk, Attentive readers will have noticed that the device driver listed is not in the devs: directory.
This driver is one of several that are pan of the ROM Kernel of the operating system. Several drivers are essential to the Amiga’s operation and are permanent parts of the system. The "trackdisk.device," "keyboard.device," “console.device,” and others are always in memory. When you mount a new device, the driver described in the MOUNTLIST entry is copied to memory (if it does not already exist there).
"Unit" is the physical device address, Each device must have a unique address for the system to talk to, The unit number is a physical address and is part of the hardware device controller. The “Flags” entry is used to set any of 32 certain conditions in the controller or device. The "Surfaces” entry describes the number of sides accessible on the disk. Each surface normally has a Read Write head associated with it. Floppy disks have only two surfaces; a hard disk may have as few as two or as many as thirty or more surfaces. "BlocksPerTrack” is the number of 512 byte blocks on each track of a
Surface, and the “LowCyl'* and “HighCyl” numbers indicate the beginning and ending track of every surface.
(A track is each concentric circle formatted on each surface.) A cylinder is all of the tracks of each surface for a given track cylinder number.
Oops... Corrections It's time again for the editors at AC to blush and confess our errors.
Please check out our most recent slip-ups.
Our "A First Look at Interchange" (AC V3.7, p. 15) mentioned polygons that aren't rendered correctly when translated by Interchange from VideoScape 3D and Sculpt 3D. We failed to note, though, that the problem does not stem from Syndesis’s Interchange.
Rather, the rendering quirk can be traced to VideoScape 3D and Sculpt 3D. The manufacturers have been notified and a follow-up review will appear soon in A C. Also, the Software Visions ad on page 13 of AC V3-8 listed an incorrect telephone number. Please note the correct number for Software Visions: (508) 875-1238. As always, Software Visions toll- free (800) 527-1014 is also available.
Our apologies to Syndesis, Software Visions, and all our readers. If you find any errors anywhere in AC, please contact us immediately in writing.
The "interleave” factor is normally determined during formatting. To oversimplify, interleave is the number of blocks skipped on a single pass. For example, if the interleave is set to 2, every other block is read or written for each pass of the Read Write head. This is used to improve the rate of data transfer.
If the system is too slow to read or write each block consecutively on a single pass, it must wait for the block to spin around and then pick it up on the next pass. This wait period increases the time needed to transfer the data. Interleave helps alleviate this by keeping a steady flow of data coming from the disk drive.
Another way to help smooth out the data (low is to set up a type of reservoir for the data. This is done with something called “Buffers." The number given here establishes a pool of memory (512 bytes for each buffer) used to store up the bytes of data as they are moved to and from the device. This is useful because even the fastest disk drive is slower than memory and the CPU. The central processor is capable of munching data faster than a storage device can deliver it.
Memory, on the other hand, works at or near CPU speed. A buffer acts like a dam, holding the data in a large collection area, and is able to dump it into the stream going to the device or CPU at the top speed it is capable of processing the information. This allows the CPU to spend more time working than wailing.
The “BufMemType” value indicates the type of buffering used.
The ADDBUFFERS command allows you to increase the number of buffers for each device including DFO: and DF1:, To use it, you supply the device name and the number of 512 byte buffers to add.
1 ADDBUFFERS DFO: 32 This statement adds enough buffers to hold an additional 16K of data. This memory is taken from the available system memory and not returned without rc-booting. The addition of buffers to a floppy drive can significantly increase the speed of some disk operations. You have to experiment to determine the best numbers to use.
Each device to be mounted must have an entry in the MOUNTLIST file. The MOUNT command is used to inform the system that a new device exists. The only parameter required is the name of the device as given in the MOUNTLIST file, which may be anything you call it.
MOUNT DUO: MOUNT DF2: This brings up a small conflict of terms.
A "mounted” volume is a storage instrument placed within a physical device and is available for immediate access. A “mounted” device is a unit that is pan of the computer system. A mounted device may or may not provide storage capability. For example, CON: is a mounted device that provides keyboard input to, and video display from the computer’s operating system. A device may only be mounted once. A volume may be mounted and dismounted many times. This is normally transparent because of certain built-in features of the Amiga’s floppy controller.
On the other hand, if you own a 5.25* disk drive (or other removable media device), you must use the DISKCHANGE command to inform the system that a new volume has been placed in the drive. The DISKCHANGE command dismounts the old volume and mounts the new one. To use the DISKCHANGE command, supply the device name: t DISKCHANGE DF2; This causes AmigaDOS to mount the new volume. Contrary to popular belief, this command may be used with any disk device. One very useful application is with removable hard disks.
The MOUNT command only connects the device to the system; it does not cause the device to apfjear on the Workbench or in the list given by INFO.
The DISKCHANGE command is useful for making the device visible to the user.
To get information about the devices and volumes currently in the system, use the INFO command.
1 INFO Woini«) disks: Unit Size Used Free Ful Errs Slats Same Dht: 5.3M 7*66 32« 69V 0 ReadWlite PUBLISH DHO: sat 10180 322 96% 0 ReadAViite WRKBCH DF1: He risk present DFO: S80K I7« 10 99% 0 RaidOrtyWBI2 RAM: 19K 36 0 100% 0 ReadWiite RAM DISK Vtfumes availaHe: RAM DISK [Mounted] PUBLISH [Mounted] WRKBCH [Mourned] W8 1.2 [Mounted] PD Vril INFO requires no parameters and provides statistics about each storage device in the system. A word to the wise about the size value: the value shown indicates the unformatted amount of space on the drive. This is somewhat misleading, For example, the actual
usable space on DFO: is about 837K.
The numbers in the "Used” and "Free” columns indicate the number of 512 byte BLOCKS for each. The “Full” column is more useful for determining the space available. If the requester proclaims that “Volume Workbench has a Read Write error” the “Errs” column increments the number for each one occuring on that volume, If the "Status” column says Read Only, the volume is write protected. The “Name" is the volume name, and the “Unit" is the device that volume is currently mounted in. If a volume is allocated (such as CD set to it or a file still open) and not mounted, the “Volumes available:" list
shows the volume name without "[Mounted]” next to it.
TfT at's in a Name?
I've talked about volume names for quite a while now without going into detail about how the name gets there. You may already be familiar with the most common route. It is quite easy to initialize (format) a disk from the Workbench pull-down menu, 'ITie procedure may also be performed from the CLI. The formatting process establishes blocks and tracks on each surface which creates a sort of “road map” for the disk operating system to use for storing the data. The Workbench method labels the newly-formatted disk "Empty” and create a trashcan directory and icon.
We have more control over this from the
CLI. Here is the syntax to format a disk in DFO: with the name
“My_Disk” without a trashcan directory: 1 SYS:SYSTEM'FORMAT
DRIVE DFO: A il A S D I 3-----------inxt-dsyi-i dzx-st
zs-bsqA-add A RISC DEVELOPMENT
SVSTEH...Asssabler-Sisasseabler-Linksr For ALL Amiga using 4
Char. 6502 “like" MNEMONICS: Subset of 50 Generic 68000
RELOCATABLE OBJ NODULES,LIS© to THEIR [INN ZP RAN AT foil TIME. 132 kbyte Har.i Source Pros ED or AHASDIS, Disasse®. Printout,ON SCN HELP.fimigaBasic Parais’s passed Thru ZP.TEXTFILE GUIDE.Port to ROMS for SBC FFFASTDEVEL.
3! Rsg INDEXED INDIRECTClsbit offset to 24 bit Ease Add’s] THE PERFECT DEVEL0PHENT SYSTEM for REAL-TIIC APPLICATIONS.
ADD UP TO 50 ADDITIONAL INSTRUCTIONS [YOUR MNEMONICS] Asadi«? Run aDis 0b!nk A M A S D I S frcH§ AELEN ELECS $ 39.95 407 14. 40th [Asiqa AsisaBasic are OOHHflDQRE Products] NY NY 10018 NAME My_Disk NOICONS Insert the disk to be initialized in drive DFO: and press RETURN.
You may use spaces in the name (a real pain) if it’s enclosed in quotes. The DRIVE and NAME keywords are required. As shown, the FORMAT command is found in the SYSTEM directory.
If your startup-sequence adds a PATH for that directory, you don’t need to specify it in the command line. FORMAT also works on hard disks.
What if you want to change the name of a disk after it has been formatted and now contains data? Use the RELABEL command.
1 RELABEL DRIVE DFO: NAME PD1 or 1 RELABEL DFO: PD1 '!Tie disk contents remain intact.
To make a newly formatted disk "bootable,” use the INSTALL command.
1 INSTALL DF1: This writes an AmigaDOS boot block to the disk and may be performed on any floppy. It does not harm the contents of the disk.
Next time, we'll look at process control and batch operations. I’ll also cover how to create and use new CLI windows.
• AC- EDUCATION EDITION COMPUTING Your Original AMIGA ™ Monthly
Resource AMIGA PRODUCT Grammar Pre-school Educator's Tools
Spelling & Vocabulary Elementary & Advanced Math Elementary
Advanced Reading HardFrame 2000 8-UP! The Eight Megabyte Hie
Super-speed, DMA, SCSI Hard Memory Card with Amiga-specific
Disk Interlace with 1.3 Autobooting DRAM Controller Logic How
fast is fast? Hard Frame 2000 transfers data at Amiga bus
speeds! It's actually faster than the hard disk mechanism
itself! And even more important in the Amiga’s multitasking
environment, HardFrame 2000 has extremely efficient DMA
circuitry to get on and off the bus in almost no time at all:
280ns to get on; 200ns to get off. HardFrame 2000 autoboots
under AmigaDOS™ 1.3 and is fully compatible with the new Fast
File System. The core of any DMA SCSI Interface is its SCSI
protocol chip and DMA chip. MicroBotics has chosen the new,
high performance Adaptec AIC-6250 SCSI chip, capable of up to 5
megabytes per second raw transfer speed, and the Signetics
68430 DMA chip running at 12.5 megahertz. Then we added
additional FIFO buffering and enabled 16-bit wide data
transfers for maximum throughput. The sophisticated design of
HardFrame 2000 provides for automatic SCSI arbitration,
selection and reselection. The hardware supports either syn
chronous or asynchronous data transfer. HardFrame 2000 can
function as either the SCSI bus initiator or the target and can
reside in a multiple master environment. Physically,
HardFrame 2000 is optimally flexible: the compact, half-size
card comes attached to a full length, plated aluminum frame.
The frame has mounting holes positioned to accept standard,
3.5" SCSI hard disk units such as those manufactured by
MiniScribe, Seagate, Rodime, and others (hard disk mechanisms
must be supplied by the user or his dealer as a separate
purchase item). Alternatively, you can cable-connect to a SCSI
drive mounted in your Amiga's disk bay or in an external
chassis. As many as seven hard disks may be connected to a
single HardFrame. There is no size limit on each disk.
HardFrame 2000 includes a 50-pin SCSI cable and header
connectors for either 50-pin or 25-pin cable connection.
Also included is a curren: tap to power frame-mounted drives directly from the slot itself. HardFrame 2000 comes complete with driver, installation, and diagnostic software. Available September 1988.
Suggested list price, S329 (hard disk not included).
All the memory space you and your Amiga 2000 need -in a modern, highly integrated FastRAM expansion board. In 8-UP!, MicroBotics went all the way to provide you with a truly Amiga-specific memory design to meet the special demands of the Amiga’s high speed multitasking environment: The heart of any memory expansion is its DRAM controller circuitry. Rather than compromising with off-the-shelf parts, MicroBotics developed its own, custom controller design and built it into high-speed, Programmable Macro Logic chips (Signetics FLHS501). These new, super chips (each 8-UP! Uses two PMI.'s)
permit MicroBotics to employ sparse refresh technology to assure that your 8-UP! Is a truly zero wait-state minimal-refresh- collision memory design. If you’re putting eight megabytes in only one slot, that means that you probably have plans for your other A2000 slots. 8-UP! Gives you new freedom to do that planning since, unlike other ram peripherals, it is an extremely low- power memory card- a single, fully-loaded, 8-megabyte 8-UP!
Draws an astoundingly efficient 0.800 milliamps! That's less than two-fifths of the power "budget" for a single slot! Low power draw also means that the card is cool-running for reliability and long life (not to mention a cooler Amiga!). 8-UP! Offers you maximum flexibility in memory configuration: it is organized into two separate PIC's (Amiga-speak for autoconfiguring peripherals). Each 8-UP! PIC consists of four SIMM module sockets; these sockets accept either 256k-byte or 1 megabyte SfMM's (Single Inline Memory Modules). You can also purchase optional PopSIMM boards from MicroBotics;
fill them with conventional RAM ; then use PopSIMM’s to fill your 8-UP! The card can run with as little as 512k of memory or as much as eight megs -with many intermediate configurations possible (particularly the six megabyte configuration, most desirable for use with a BridgeCard™). 8-UP!
Is speedy, efficient, custom memory technology for your Amiga 2000 -and it's available now! S-UI’! Suggested list price is S199(0k installed).
Optional PopSIMM’s are $ 49.95 per pair.
The 8-UP! Photo shows the card half populated with conventional SIMM modules and hall with MicroBotics PopSIMM's. PopSIMM’s (without DRAM installed) are available as separate purchase items.
The HardFrame 2000 photo shows the product with a MiniScribe 20 megabyte hard disk installed. Hard disks are not included in the purchase price o( Hard- Frame. Note that if placed in the first slot. HardFrame uses only one slot.
Great Products Since the Amiga Was Born!
811 Alpha Drive, Suite 335, Richardson, Texas 75081 (214)437-5330 SOLD ONLY THROUGH YOUR AMIGA DEALER Tell your dealer he can quick-order trom MicroBotics directly - no minimum quantity -s tow him this ad!
.Am[ga. a tegi5tered trademark of Commodore-Amiga •HardFrame 2000', "8-UPr. ¦RopSmnf. Are trade names ot McroBotics Amiga Product Guide Education Edition Educator's Tools 51 Miscellaneous 55 Grammar 51 Pre-school 59 History 52 Reading-Advanced 59 Language Rea ding-Elementa ry 61 !
Instruction 52 Scietice 62 Math-Adva need 53 Spelling Vocabulary 62 Math-Elementa ry 54 1 Social Studies 1 Geography 63 | Amazing Computing ™ provides this guide as a compilation ofproductsfrom all companies who have responded to our multiple requests for information. The descriptions have been ada})ted directly from the information supplied by developers. Accordingly, the listings are not intended as reviewSj but rather as information for active users in the ever-growing Amiga market. AC™ will not be held responsible for omissions or errors (including prices). If you detect any errors or
omissions, please let us know, in writing, as soon as possible. Ed.
Educator’s Tools Grade Manager $ 89.95 An electronic gradcbook. Holds information on up to 100 students, automatic conversion to 100% point scale, and more.
Associated Computer Services, 1306E.
Sunshine, Springfield, MO 65804, (417) 887-7373 Magellan 5195 Artificial intelligence expert system building toot. Implements rule-based user interface that allows knowledge bases to be built using simple IF-THEN logic.
Iimerald Intelligence, 334 South State St., Ann Arbor, MI48104, (313) 663-8757 Quiz Master $ 79 95 Allows teachers to create their own lessons in any subject. Different question formats. Supports sound, music, and graphics.
Associated Computer Services, 1306 E. Sunshine, Springfield, MO 65804, (417) 887-7373 Grammar Complete Practical Composition Series $ 229 95 Practical Composition I-V. Improve your writing skills with this five-disk set.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800)232-2224; (203)335- 0908 CP-941 Capitalization $ 29-95 Teaches students how to capitalize words correctly within sentences.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 Ghostly Grammar 549.95 Learn grammar through tutorial and games, Parts of speech, punctuation, and sentences. Grades 3 through 12.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, Las Vegas, NV 89121, (702) 737-8862 GR-910 Basic Grammar $ 29 95 Teaches students to identify nouns, verbs, adjectives, prepositions, conjunctions, and interjections.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612) 929-2242 _ (continued) Multi-Forth The Language of Innovation If you haven't tried Multi-Forth™ you may not have yet unleashed the full power of your Amiga. This comprehensive development environment includes:
• Local Multi-Tasking
• Built-in Assembler
• Turnkey Compiler (royalty free)
• Sound Drivers
• AmigaDos & Intuition Support
• Complete Set of Include Files
• CompuServe Public Forum
• 500 Page Manual
• New price - $ 99 Call for a technical data sheet or check out
our online services on CompuServe at GO FORTH.
4701 Randolph Rd. Ste. 12 Rockville, MD 20852 301-984-0262 Announcing... Jlr OitA VERSION 1.0D DSM is a fiill-feaiured disassembler for the Amiga. Check out these features and you’ll see why programmers agree, "DSM is the best disassembler currently available for the Amiga. Bar none."
• DSM disassembles virtually any executable Amiga program.*
• DSM produces output which is 100% compatible with the Amiga
• DSM is interactive.
* Only pro&rami which miic uscoiovtrfiyi can't be disassembled
And here's the best reason yet to order DSM.
• DSM comes with a 30-day money back guarantee, If you're not
100% satisfied with DSM, simply return the product to us for a
complete refund, To order, send check or money order to: OTG
Software 200 West 7th Street Suite 618 Fort Worth, TX 76102
Texas resident! Add Price $ 67.50
7. 25% sales la*.
Practical Composition I-V I, 1II-V, $ 44.95 ; II, $ 74.95 I Making Words Work; II Logical, Clear Sentences; III Selecting the Best Approach; IV Making Sentences Work; V Using Words Correctly.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800) 232-2224; (203)335- 0908 PU-940 Punctuation $ 2995 Teaches students how to punctuate properly.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 Sentence Completion $ 35 95 Reading comprehension exercises help students improve scores on sentence completion items on college aptitude tests.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800) 232-2224; (203)335- 0908 History American History Adventure $ 59 95 Students meet and identify American historical characters in a challenging game format.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800) 232-2224; (203)335- 0908 History Expansion Disk for Discovery $ 19 95 Grades 9 through 12. Ancient through modern history. Requires Discovery program disk.
Microlllusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818) 360- 3715; (800)522-2041 How a Bill Becomes a Law $ 49 95 Realistic interactive game in which students become Congressmen trying to pass a bill.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800) 232-2224; (203)335- 0908 SS-951 Lewis and Clark Expedition $ 8995 5 disks. 50 digitized photographs and drawings provide pictorial settings for Lewis’ and Clark’s achievements.
MicroEd, P.O. Bax 24750 Edina, MN 55424, (612)929-2242 SS-952 Across the Plains $ 59 95 2 disks. 20 digitized pictures depicting the journey of Americans across the Great Plains to the West Coast.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 SS-953 Early Great Lakes Fur Trade $ 79 95 3 disks and a book. Interactive text, 30 digitized pictures of the European-Indian relationship in the 17th-19th centuries.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612) 929-2242 SS-954 Making our Constitution $ 7995 4 disks. Features digitized pictures of the people and events associated with the making of the Constitution.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 SS-955 Transcontinental Railroad $ 3995 Interactive instructional program with digitized pictures of the story of the transcontinental railroad.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 Language Instruction French Grammar I, II, III $ 34.95 each Ten lesson modules including at least one review of French grammar and vocabulary.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610; (800)232-2224, (203)335- 0908 LA-981 & 982 Learning English as a Second Language $ 89-95 each 5 disks in each package. Simple English for the beginner. Features many digitized pictures and the Amiga voice.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612) 929-2242 Producing Beautiful Documents?
If you are trying to create high-quality books, technical reports, or other documents with your Amiga, you should be familiar with AmigaTeX. Nothing else will provide the power, the beauty, and the speed you want. Nothing.
AmigaTeX is not for everyone. As a matter of fact, it takes a while to master. Typesetting is not a simple art, and it calls for powerful tools. If you need interactive WYSIWYG editing, buy something else. But if you want to typeset mathematics, tables, or long documents, or simply insist on the best quality available, check out AmigaTeX.
For information about AmigaTeX, go down to your local college bookstore and look at a copy of The TpjXbook by Don Knuth, and LaT jX: A Document Preparation System by Leslie Lamport. These are the handbooks for AmigaTeX; since they were typeset in T X, they also provide an example of the capabilities of AmigaTfX. Then, write to the address below for your free demo disk.
AmigaTgX, including preview, LaTpX, and more: $ 200. Printer drivers: $ 100 each.
AmigaMETRFONT: $ 75. Experience the power. Write today.
Radical Eye Software L Box 2081 Stanford, CA 94309 (415) 326-5312 Language Expansion Disk for Discovery $ 19-95 Speech, grammar, vocabulary, communications and much more.
Prepare for SATs. Requires Discovery program disk.
Microlllusions, 17408 Chatsworih St., Granada Hills, C, 91344, (818)360- 3715; (800) 522-2041 Llnkword Languages $ 29.95 Software and audio tapes. French, German, Spanish, Italian, Dutch, Greek, Portuguese, and Russian.
Artworx, 1844 Penfield Rd., Penfield, NY 14526, (716)385-6120; (800)828-6573 Senor Tutor $ 69-95 Teaches basic conversational Spanish with self-paced, interactive lessons, and digitized sound. 6 disks, pictures, dictionary.
Finally Technologies, 25 Van NessAve., San Francisco, CA 94102, (415)564- 5903; FAX (415) 626-4455 Spanish Grammar I, II, III 534.95 each Ten lesson modules, including at least one review of Spanish grammar and vocabulary.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800)232-2224; (203)335- 0908 Matb-Advanced Algebra I $ 49 95 Stand-alone, memory-driven. Evaluate, plot, simplify algebraic expressions.
Work with functions, numeric expressions, geometric measurement, equations, radicals.
True BASIC Inc., 39 S. Main St., Hanover, NH03755; (800) TR-BASIC; in NH, (603) 643-3882 (continued) Algebra II 549.95 Stand-alone memory-driven. Systems of linear equations, inequalities, root finding, graphing, and more.
True BASIC, Inc., 39 S. Main St., Hanover, NH 03755, (800) TR-BASIC; in NH, (603) 643-3882 Arithmetic 549-95 Stand-alone, memory-driven. Evaluates numeric expressions, computes with fractions, percentages, square roots.
True BASIC, Inc., 39 S. Main St., Hanover, NH03755, (800) TR-BASIC; in NH, (603) 643-3882 Calculus 54995 Stand-alone, memory-driven. Performs symbolic differentiation on any function you enter. Special topics include limits, curve tangents, minima, maxima, and more.
True BASIC, Inc., 39 S. Main St., Hanover, NH03755, (800) TR-BASIC; in NH, (603)643-3882 Discrete Mathematics $ 49.95 Stand-alone, memory-driven. Introduces computer science. Construct truth tables and Venn diagrams. Simple combinatorics and reserve functions.
Graph theory, binary, more.
True BASIC, Inc., 39 S. Main St., Hanover, NH03755, (800) TR-BASIC; in AH (603) 643-3882 Doug’s Math Aquarium $ 89-95 Graphic program plots mathematical expressions in 2-D and 3-D color.
Seven Seas Software, P.O. Box 41, Port Toumsend, WA 98360, (206)385-3771 Math-Amation $ 9995 On-screen representation of algebra, geometry, trigonometry, calculus, physics. Fast, simple graphics, on-screen calculators.
Progressive Peripherals & Sofware, 464 Kalamath St. Denver, CO 80204
(303) 8254144; FAX (303) 893-6938 Math Concepts Expansion Disk
$ 19 95 Grades 9 through 12. Prepare for SATs, practice
problems in algebra, geometry, trig and more. Requires
Discovery program disk, Microlllusions, 17408 Chatswortb
St., Granada Hills, CA 91344, (818) 360- 3715 MA-902 Early
Math $ 49 95 Adding With Objects, Subtracting With Objects,
What Number is Missing?, and Count 'Em.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612) 929-2242 Pre-Calculus $ 4995 Stand-alone, memory-driven. Emphasizes how functions look, and the effect when parameters are manipulated. Explore conic sections, polar inverse functions, more.
Amiga Video and Publishing Complete line of Amiga hardware and software with over 1,200 published titles.
True BASIC, Inc., 39 S. Main St., Hanover, NH03755, (800) TR-BASIC; in NH, (603)643-3882 Trigonometry $ 4995 Stand-alone, memory-driven. Plot your own functions and compare with tables of values. Solve triangles, build composite functions, work with trigonometric identities, more.
Slide Production System Sales
- Desktop Publishing
- 2D 3D Video Production
- CAD Design Engineering 24-hour Bulletin Board Authorized
Amiga Service Center Linotronic 300 PostscriptTypesetting
COMMOOOSt True BASIC, Inc., 39 S. Main St., Hanover, NH03755;
(800) TR-BASIC; in Nil, (603) 643-3882 Math-Elementary Decimal
Dungeon $ 49 95 METROPOLITAN Computer Products 800 E. Arapaho
lid. 110 Will jhlp io off 50 stales' Richardson, TX 75081
24-hour turnaround on In-stock items' MasterCard Visa Am Ex
Escape the dungeon master by answering math decimal problems.
Incorrect answers lead to full-screen explanations. Age 9 and up.
(214) 437-9119 Unicom Sofware Company, 2950 E. Flamingo Road,
Suite B, Las Vegas, NV, 89121, (702) 737-8862 Fraction
Action $ 49.95 Escape the mad professor by answering math
fraction problems. Incorrect answers lead to full-screen
Age 9 and up.
Unicom Sofware Company, 2950 E. Flamingo Road, Suite B, Las Vegas, NV 89121, (702) 737-8862 Klndcrama $ 49-95 5 talking games with animated graphics.
Beginning addition, subtraction, upper and lower case letters, more.
Unicom Sofware Company, 2950 E. Flamingo Road, Suite B, Las Vegas, NV 89121, (702) 737-8862 MA-904 Sum-It Mountain $ 29-95 Grades 1-8. Success depends on the student’s ability to add numbers rapidly.
Any mistake means returning to the bottom.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 MA-908 Medal Winner $ 29 95 Grades 4-8. Create a multiplication problem with three or four digits that will produce the highest product.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 MA-909 Pinball I.Q. $ 29-95 Grades 3-8. Division lessons combined with a video pinball game.
MicroEd, P.O. Box24750, Edina, MN 55424, (612)929-2242 Math 1 Expansion Disk for Discovery $ 19 95 Basic four-function math drills for grades 1 through 7. Requires Discovery program disk, MicroIUusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818) 360- 3715; (800)522-2041 Math-A- Magician 539.99 Add, subtract, multiply or divide fractions or whole numbers. Play, practice and learn. Features graphics and speech.
The Other Guys, 55 N.Main, Suite 301D, Logan, NT84321, (801) 753-7620 Math Wizard $ 49.95 4 educational math games for 1 or 2 players, ages 5-13- Talking program with several skill levels.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, Las Vegas, NV 89121, (702) 737-8862 Miscellaneous IntelliType $ 49.95 Sophisticated typing program combines customized lessons with an adventure story. Monitors errors, prescribes remedial drills.
Electronic Arts, 1820 Gateway Dr., San Mateo, CA 94404, (800) 245-8525; in CA, (800)562-1112 Mavis Beacon Teaches Typing $ 44.95 Tailors the perfect typing course to meet individual needs. Includes explanations, typing games, and much more.
Software Toolworks, 1 Toolworks Plaza, 13557 Ventura Boulevard, Sherman Oaks, CA 91423, (818)907-6789 Nutri-FAX $ 139-95 Provides nutritional data on 13 common nutrients for your own favorite recipes.
Includes approximately 100 recipes for your own use.
Meggido Enterprises, P.O. Box3020-191, Riverside, CA 92519, (714) 683-5666 SC-936 Aids Information Game $ 39.95 Provides basic information on the AIDS virus in a game format for 1-4 people.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 Trivia 1 Expansion Disk for Discovery $ 19-95 Trivia categories include Nobel Prize winners, sports, and famous quotes.
Discovery program disk required.
MicroIUusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818)360- 3715; (800)522-2041 Trivia 2 Expansion Disk for Discovery $ 19 95 Trivia categories include movies, space travel, and famous people. Discovery program disk required.
MicroIUusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818) 360- 3715; (800) 522-2041 JUMPDISK: $ 5 The Original Disk Magazine for the Amiga Try our new SAMPLER. It costs S5.
That’s all. If you don't like it, we'll buy it back. We’re that confident.
You'll get original material: A talking slideshow program A text picture reader Utilities, games, articles, art Our shameless emotional pitch Order: JUMPDISK SAMPLER 1493 Mt. View Ave.
Chico, CA 95926 JUMPDISK has been published every month since August 1986. Without fall. We ship orders day received.
Questions? Call us at (916) 343-7656 Dealers, get in touch. JUMPDISK sells!
'. julgn Isu registered trademark of iftntnUHlorc- Aiitigu inc. ;.y nj.wro fttr jno ftutpv.xj joj no.£ s& LIONHEART BUSINESS & STATISTICAL SOFTWARE Explanatory books with professional compiled software; the new standard tor statistical use. The influential Seyboid Report on Professional Computing has this lo say aboul Lionheart "...our sentimental favorite because of its pragmatic approach to the basic statistical concepts... The thinking is that the computer merely facilitates the calculations; the important thing is to be able to formulate a problem correclly and to determine what type
of analysis will be most valuable. Let Lionheart help you get ahead of the competition!
• EXPERIMENTAL STATISTICS S145
• BUSINESS STATISTICS . 145
• MARKETING STATISTICS . 145
• QUALITY CONTROL 145
• BIOMETRICS .. 145
• ECONOMETRICS .. 145
• FORECASTING AND TIME-SERIES.. 145
• SALES AND MARKET FORECASTING 145
• PROJECT PLANNING ...... 145
• DECISION ANALYSIS TECHNIQUES. 145
• OPTIMIZATION 145
• LINEAR & NON-LINEAR PROGRAMMING 95
• MULTIVARIATE ANALYSIS .. 125
• REGRESSION . 95 SEND FOR FREE BROCHURE
P. O. BOX 379, ALBURG, VT 05440
(514) 933-4918 (continued on page 59) Expanding Reference
Expanding reference is not jusl an empty promise. The pages
of Amazing Computing™ are filled with articles on technical
operations and procedures, basic use, and just-plain-fun.
The growing library of Amazing Computing's Back Issues
contains articles ranging from building your own IBM Disk
controller, to setting up your own startup sequence.
Amazing Computing™ has repeatedly been the first magazine
to offer the Amiga users solid, in depth reviews and hands
on articles for their machines.
From the Beginning Since February 1986, Amazing Computing™ has been providing users with complete information for their Amiga. This storehouse of programs and information is still available through our back issues. From the Premiere issue to the present, there are insights into the Amiga any user will find useful. AC was the first magazine to document CLI, tell its readers how to connect a 5 1 4 IBM drive, describe a 1 meg upgrade hardware project for the A1000, and many more. Please read the list of topics AC has covered below to find the information you have been missing, Back Issues are
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P. O.Box 869 Fall River, MA 02722 Volume 1 Number 1 Premiere
19Sti Swptr Spf'trw By Ke-y Kti txr A- Abetc Graprwa prog Date
Virus By J Four. A c was* may atsck your Amgal EZ-Tarm by
Kelytfauttrn Ar Temur** prog'am i By P. Kvo y*r? Prpgnmrring
fras & mouse i*w In* at CLI by G a g-ooc might utt tiw
A-gaOof" CLI Summary byG. Messer . A 1 it tfCll command*
AnlgaForum oyB Lubvn Yart Cemauaenfth AigaSJG
CommodoraAmfg*Dev*opmini Program byD.Hcks Amiga ProduC*
Ala'.ng of pwrtndeipecW [roCXil Volume 1 Number 2 March 1986
Elictroric Art* Coma* Through A mve*of icVereton* EA HaWa CLI:
part two G. Mjsser hkwrgaias CLI A ED A Summary of ED Command!
Uva! Oy R Mnr A *evftw o4 trw Brj vraon o* Lv* Of In* and th* CTS EaWt* J4M ADH Modam oy J. Fc jr.
SuprtemVI.O ByK Kaufman Avr pog mArgiEnc A Workbench "Mo-m” Program by Rot Wren Amiga BBS number* Volume! Number3 April 1986 Analyze! T 'iv *w by Em**t Vver o* Ravfaw* of Rtctir, Bi ihkm ind Mndafudow Forfil Th* frit of 01 on -going Mon* Deluxe Draw!! By R, Wren An Amgi Bate art program Amiga BiMc. A begtw* tutor*!
IrjidiCLI:part] byG*cgeM-ta* Goorgagwiu»Pi* Volume! Number A May 1986 5-yf ex and Artlctai Reviewed Build your mm S14 Drive Contactor By Er-«tVv«fei Amiga BaalcTrpa DyRenW'ffi Scrkvpr Pad Ona by P. Kvoowttz prog t print Amga icmwn Mpoaott CO ROW Confaranca &yJrrOK**'w Amiga BBS Number* Volume 1 Numbers 1986 Tti US) tt n OB Csmrr • m Tod oy S. PdtibiVCZ COOf TWIQJllOn in BASIC AmlgaNotaa by Rc* Raa Trw I'ScFW A-igi museoo'unnt Sdecw A FlrtlLoo* by JchnFai*! At'C’-ndam* nood* John FouatTika arfth R. 1 Meal itCOAOET* now dota Sidecar effect th* Ikanriamer an interview win 0 jg'*» Wjfflin o' &m
i* Tha Commodore Layo** OY J FojK * Comrwa 'tuY Scrim par Pan Two by Party Icvoioan hhraudw reviewed by RckWreh Building Tode by DrftKa-y Voiumel Number 6 1986 Temple of Apahal Troiegy r*v**e by Swrr Perswcz Th» Hailey Project; A Uaalon In our Seri 9yatan nevewec by Stephen Peaowecr fl ow: •avowed by Enr Bobo Taitcraft Rue a Flr«t Look by Jo* Lowry Howto ATARI your own Am g 1 Uaar Group byWnian &mp*qn Amiga Uear Group* Haling U*t by Key a &*« m»J i*: prog-ar Pointer Hag* Edrtcr oy Swonen Pefowa Scrim par: part Hraa Vf FV7 Kvo'aeriE Fvn With th* Amiga Ofnk Contrdlr Dy Tnj- S»" ig Oplniz*
Your A- jiBibc Program a tor Sp**d by P*?7*tc2 Voiumel Number71986 A*gla Draw: CAD eomaa to no Amiga sy Kay Acr-t Try S3 oy J- Meadow 1 an rrtducto-1130g’aor*ct Aagia Imig** Animator: l rave* by E v Qooo Dtluia Vlceo ConaJucSon Sit wv*w* ! By Jo* lOWf Window r*qy**t«ra In Amiga Baaic by Slav* Memo ROT byCo n Frarcr a Bg'apAcaafl tf TC What I Think" Rcr PataraonwTii bwCyacrccroga Your Menu Sir! By B Catay p'oyam Amga r*r «6 IFF Bruiri to AmlgiBta'c 'BOB' Base ad t ? By U Swrnger Unldng C (Yogrimawith Aaaomdir Bourne* on M Amiga by G*rid HJ Voiumel Number8 1986 Tha Uni varsity Amiga By G Garb*
Amgi'urroaoi atWu-Hngton StafcUriwraty McroEd * look at 1 orw man army for tha Anga lieroEd, Tha Lawla and Clark ExpadUton 'ev-ewwd Fh»* Beritobia Vwaion 16 a f*v *w Computwa In tha Claaaroom by Rooori Fnz*t* Two for Study by Fra* * ftaeowry A Th*Takmg Ccko-ng Book Tru* Baac wwes by B-«3 G'm Ualng your prlriir vdbi fia Amiga Marti a Hadmaa rwawed by Swpn*n P«TonKZ Ualng Fonta from AmlgiBaalc t r Tim Jorwt 8cra*n3aYar oyP. Kvo aar« AmamorDroBno"Dog-inC Larisa WAKE Uttty wy*w*j by Scot; P Evamor' A Tala of Thrta EHAC5 by Swv* Po rg .bmap Ria Raad*r In Amiga Bade by T Jo-wt Volume 1 Number 9 1986
tna&m Music Re**wsd by Slav* Parcma Hndwatar Rwwwnd by R rard K-wsow Tha Aiagra Mam cry Board Re eYWO by Rd Wrci TrEd Ftevawed Cy Jtn rxJ Cih K*rt Amazing Dlraclory AguUab T* sou-ms and ratojea* Voiumel Number91986 continued Amiga Drvdepara A l a;ng of Suoo* and tVAoaa*!
Public Domain Citilog A iatng of Amcui at: F*ad r*n PCS Do*]Dos wow R Kfwpoar Tr*-sV to* tom PGVS-DOS artf AmgtBaac Man Pm w«w by ftcfw-C Knaoo* The Ar ga Sore«3a.h**r Gizmor by wvwwd by Peis' Wty w Arga a»m Tviw Loan hformation Program by B'tr Caley baicfrog ta ftjfyou'fnanc*! Obtona Starting Your Own Amiga RaiaW Buwna** by W S-baor’ Kaap Track of Your Bualnasa Utiga lor Taxaa by J. Kumn*r Thi Abaoft Amiga Fortran ComplMr wwwad byR A Raw* LwngFanW fram AmigaBaaie.PanTwoi T* Jana* SA0C« kWcro* cr tha Amiga by G. Hul Acrtnoa yxr ab Y TIX Modi-2 Amiga Compiler r*v«« by S Fawaz* Volume 2 Number
119B7 What Or.WhatGadock Snodd 6*!oy J FbJtt AmrgiBaaie D aultCdora by Bryar CaWy AmlgaBulc T;1m by Bryan C*t«y A Pudlc Domain Modula-2 Syiwrn tv»w*0 cy War'*r &xk On* Drive Campri* by Dougiai Lovwi Usng I at: co Cwhi si'igt* dive tytvn A Magibyw Without Megabuckc by Chna Irvng Ai hwr*i*i Uagabyta -pg'aoa D g LVI *w 1 Ed J w oow Defmdar of tia Crown -a wwd by Keitii Contert Leedar Board wvewed by Chuck Pa At a RoundhFI Computtf Syatam a PafCL wv*w 3 by Ray Lata dgkPiinl Jry New T*k orwewoo by Jsh" Fo*t Daluxa Paint R .tom Electronic Arts prw.waed by J. Fouit Volume 2 Number 21987 Tha Mo dam
by Josph L Rotimir af a BBS Syaop MaeroModem mvevmd cy Swp'wn R Pwrovna GtUfA or ft tlkM two toTargo" byJ m lAwadowt Gir-ng mmc -Krrwi BBS-PC! Wyeww by Smvwn ft Pwtowd Tha Troubl* wfTi Xmodam oy Joaapn L Roman Tha ACO Proj*ct_GrapWc Tree on Venting on th* Amiga Dy S. ft Paromcz Right 9mdtttf R_A Cma County TutoriM by Jobr* Rahrfy A Dlak Ubraran In AmlgaBASIC by John K*nn*n Craattig and U*!ng Am ga Workbench Icon* by C. Hanid An igiDOS varo on 1.] by Chyfl Krt Tha Amazing Uol Intarfica buld your own Ffccfart fta* Am igiDOS Opwating Syatam Cil« and Dak Rla M»nagam*nt by D Hap* Woramg with th*
Workbanch by U*a A U*-a«o* Pog n C Volume 2 Number 3 Th* Anigi 230J™ by J Fault Afrr Iwk at tw n*v. Ngn end Amiga™ Th* Amiga MG™ by John Fdu*t A look it tiw n*w, ow tread Ar ga An Arwlyafa of th* Ntw Am:g* PC* cy J. Fouct Soooielon on ?w Hmm Argaa G*mlr» Part I by Jn Meacws Pw cancudng artcw on hvo-drye'ganea Subacripa arw Sup*facdpta in AmlgaBASC by hwn C Sr.yi The Wrrtir Con*um*r Ewctronca Show by Jo*r FojT.
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Zjng! Tom Meridian Soffcrara wvevwc ey Ed Bwosra Forti! By Jon Eryan G*t tiarao ic c n» you* Forr trograra Aseamdy Langvaga on M Amiga™ cy O'* Martin Roomara by tiwflwdta Groekl I* trry ihbprg. & MORE: AmigiNotwDy ft RaaHim BusV'a *No weo? Ynot?_ Th a All£ 173 Network DyJ FduT CES, jaw gauo aa-*i and A-g* Eido1 Volume 2 Number 4 1987 Amaring Irtarrinr* Jim Sacha by S. Hul Argi Atilt Thi Mouaa Thai Got R*«tor»d by J*fry Hji wxt Boo flhoc* Bluemlnfl Public Domain Dak* whh CU ty John Foual Highilght*: tha 3*n Frtncl*co CommwJor* Show by S Hu'l Bpaakar 3a*Mona: Ban Fr*nd*» Comm odon Show H Tb.Y
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Wirt term Workshop In ArrlgaEASIC ty J Srterti »*! & w* wavetorm far use n oTv hr gaBASIC pragr tr a Tha Id melt* Pro MCI Btudioty Sjlrv*", J*Vy A rev tee a! Mmna’Tutec adtorTpiyer.
Htuitcn Qadgato Pa tllty K MaybeckTaty Boo**' gt>s prowo to* j** wto a.n ort'a* .w rtertec* Volume 2 Number 6 1987 Fort!! By J Bryan Aoc*« resource* n to* ROM Kem d. Th* Amazing Computing Hard Dit R*.lnw by J. Fcb*t & S. lew-tr to-oeor laoki i;r* C L» Hau Ove, Mcrocncs' UAS4 -w23. Byte by Byte’a PAL Jr., Supa'a Ai Hw3 D-v* and XebK1! 972CH Hard D-v*. Also. A Iwk HO * (w io*v»are cst-Ty „nO r OfAopmanl Modwla.2 AmlgaDOS Irtlbt*by S Flwcm A Ca * to At (COS tex) toe ROM karri*!, Am Igi Expansion Ptrlph*rtl by J. Foust Exqfirtetonpl Angi«ip*n*.on p*-pher*» Amiga Taehnlcil Support by J. Fc.il
htaw arc wrore ta get Ar ga tech iupocrt Goodbya Loi Gatoa by J Foust Casng Las Gan s. The Anlcu* Nrtwork by J Fxsl West Coatt Com »f Fare Mctitomeo 9h*fl and Toolkit by A Fouat Armraw The Ms;:: Sac by J FxC Flr Mac prog'am* on yxr A-ga What You Should Know Before CbooOng an Amiga 1000 Exptnalon Drv'ci ty S. Grant 7Aaaambi«ra lor tha Amiga ty G Hoi Choose yo.r n**nrb'*r ShakpupRapiaeca Top Management at Commodore ty S Hu!
Peter J.Bicwr'byS. Hul Ma'age*a!C8Mgv«an TK»'c» Lojlefli AravwDy R nau K-eppw Organize' ty A rww ftchrd Kreoper database 64009 Aaaambiy Language Programming on tie Anlge ty Cn**Uartr Supartoaaa Paraonal Relational Ditaoiaa by Ray McCabe AmigaNotaa By Raa, Rc*,ero Alooait FutraSound Commodort Shows tha Am ja 2000 and 500 a! Tie Sorter Com pu tar Society ty H Utytwa Toy Volume 2, Number 7 1987 Hew Breed of Vidao Product* By JornFxr... Very Vivid I tyTm Grantoam.. Vidao and Your Amiga by Oar Sards II Amigaa 1 Waatier Fortcaatlng by Broaden Lariari A Squared and tha Live! View Dig! Tiw by John
FouiL Atgla Animator Bcr'pte and Cal Animation by John Fouat Qjality Vidao from * Quality Computer ty Oran Sa-oa 11 la IFF Hatty a Standard? By J;Y Fxrt Am aiing Star;aa and tie Amiga™ by John Four.
A1 about Print ar Drxera by Rc'at Ben Intuition Gadg ate by Harrat Maybe Toey.
Del me V deo 12 by Bob Ete* Pro Video CG1 tyOa" Sand* lit Dgl-Vlaw 2,0 Digitizer.Sottwtrt by JmviV M Janik Priam HAM Editor from In pul a a ty Jermher M. Jam* Eaayl drawing tablet ty John Fc.it CSA'e TurbO-Amlga Tower ty A‘ted At*.to 54000 Aaaambfy Language by Crn Martr Volume 2, Number B 1987 Th.jr-onto Ararng Computng bcusei o- e-tortn'ownt pacusgetty re A-ga Ar tcng game evnwi Sot Ee’i Weaw Baseball, porta!, The Su'geon, LtUa Computer Pebpe. &nb*d.StrG te', KjngiOueslUI TllltFiByTio U?tTi IL Facets ol Advantif*. Voao Vegi.i and Bo'CiTm Rua AmuJng monthly column*-ArgeNjUi.Roomwi. Uox a-2.
655C5 Aue-bV Lsrguage and Tnt Arc.* Nmo-t Oak-2-Oak cy Mnew L»:s The Co-or For*ta Sanoero ty Jot Fouft Skinny C Programe by Rat»f.Flem«ri"A .
Hidden Mwaagea In Your Anga by Jahn Fxtt The Conaumar Elacbonlca Show and ComdtatyJ Fouat Volume 2 Number9 19b7 Ar ay a 2.0 '«vewec ty Kim Sera V Impact Butentaa Grape lea -eve* oy Caxx Ri xe- i McrglchlFiar -evew by KavLase' Pi ga letter 'mrwrby Rea WfCh Glzmoi Productivity Sat 2.9 »vew ty &30 E v Wcwohi wvew ty Harv Laaw Digi TaiacommunJeet'ona Paekaga 'evewby Stew- Hul MouaaTlmaand Treatver 'wewty John Fouit Iniider Memory Eaptnalpn revewby JaresCTKeario Mcrobctlca Starboud-2 review By S Fawazewski Leather Goddeaaaol Phofcoa
• evened ty Ha-et Msyoeca-Toiy Latlce C Compiler Veraion 3.10
rev-ewec by Gary Sarf Ma-i 3.A* Updrta 'evewed ty John Four!
AC-BASIC 'evfwec ty Snady Lew-on AC-BASIC Compiler an a -atvo co-oar eon ty & Catey Module-2 Programming SfawLrewM Raw Consoe Dmrce Everte Oractory Uatlnga Under AmigaDOS ty Dave Heyr»e At I g aBASIC Pinarna by (Via- CeSty Programming with Soundacapa 1000r Faynrpjait's larp-ea Bill VolA VlcAProaldant Aegli DweJopmarTt ir»?vewM by S»va HJ!
Jm Good now, Derakoper Mina f Ytrvewty Ha-r Mtpty Volume 2 NumberlO 1987 Mei Headroom end tha Amiga ty John Fxit Tiling Bi a Perfect Sera ar Shotty Ke-ti GonVt Amiga Artlat: Brian Wflllama ty John Foust Aralgi Forum on Compuairva ... Softwa a Publlihhg Confaranca Trinar.pt ty Rchwo Rae Al About OnllnaCmlarancIng tyRcraro Rea dB Mah rev owed by C tterd Ke*-, Amiga Piaeal wwMte ty Ucnee McHel AC-BA3C Compiler •eveweti ty Bryi' Cedvy &ug Bytea ty Jot Ssne' Amiga Hotel ty R rarc Rae Roomer* ty Tha Banbte 9XS AaaemUy Language ty &r aUa 1n The A14CU9 Netwtfk ty John Fou«1 Amiga PtagramTiIrg: Amiga
BASIC Sbucturea ty Steve Micro Quick and Dirty BobabyMthael Swngo' Dtrictory Lladng* Under Arr.Jga-DOS.PanlbyDave Haj-o Fiat Ft:e LO wth Modula-2 ty Steve Fawtaw Window LO ty Read Ptedman Volume 2 Number 11 1987 Word Precaaaora fiundon ty Geo- G*-b P'oW la. Scrcoe. End Wj'cPe'tec! Co-pa'ad LPO Wdtar Ravltev By Mifon Da and VlnWrhr Review ty Ha'v Law' Aadll Review ty Warren Bk ck WordParfact Pravlpw oy Ha'v laeer
• Ml San Intamrar ty Ed BflrcovU The audxjr sf Sta.-G'Cw soeacs
DcM ty xraaif knprovamanta to !ha Amiga Canipdc OgLPabnt Rprtew
ty Harv Laser Snip! 3D Review ty Steve Petawz Shadowgata
PlaiHaw ty Inda Kapm TateOimea Review ty Mchao T. Catya Raaaon
I’nvw a ouca'ooa a! An eiim g-w-mar eaamimton aoo cat on Aa I
St* It ty Edd* Ch tn l ftacij r. WydFtertect Gzmoz ViO and Zng1
Keys Bug Bytoi ty John Stener AmlgeNotea tyR Rae a
eiecrarvcTupcbooki Mod J a-2 Program ring ty Stew Fawnaww,
br oat, 10, it he w t port Roomer* oy Tty Bara to 64X3 Aaeambiy
Languaga ty OnaMarln frra wa«* rro gyi the btpiay rxlne* The
AUCU9 Natwork ty Jahr Fsuat Dewto FiMihng A Seybbd C Animation
ParlBtyMceSwnger Anmaton ecte BASIC Tart by Bren Cafey Riel
perfect teitpoitaning Soundacape Pari HI ty TsOor Fay VU Mete'
and mwe Fun with Amiga Number* oy A*n Barnet Flla Browaer ty
Bryan Catey Ful Ft a ~ nr BASIC Fn Browsng it ty Volume 2
Number 12 1987 Thi Ultima:* Vtdie Accaaaory by LarTyWhla Tha
Sorry Conn*ct«n by Stevnrt Cobb iWXiUJUnArelgtBASIC tyZd'tan
Six*- Ufa. Parth The Beginning by Garaid Hull Tty L ra-cc-pe*
nr* Wit M'uton to re 'Gare of lute ' Amiga Vlruil ByJohnFxat
Anew Am tvruihanvrfaced. Peasecneckyo ttn.
CLI A gum anta In C ty Paul Cirtonguey MtO ktarfaca Adaoter ty Ban-y Maiton A-ga *CX-*y* MCI "tetyKtei can ft A2COOi or SCO*.
Moduli-2by Stave Fiiwtuewakl Fi»K m a ear wa, a command lire calculator m Mobui-2.
AmigaHoteiby Rc-t’C F.ie Ttyiutf3cnangej-me fltyV ifCSim 20CC Alteration for C RooidM: Pin HI ty IA ganger tec*d ng doutfrbuftenng.
Tha Big Picture ty Warren Ring Amga'1' Am-oy language prjgr*n-rig fw the brave1 Kirtte Kid Revew by Stepnan R. PitVlowici GO! W rtrtwr by John Fouat. Jama* 0 K**n*. And Rl * Wlrtli C-6A «ap*rte rvesig a* a n«r Amg* 6* e-ubtor, Atat-Ru* Rwltea ty Br»ndw Lracn Tji-1*og« te ra program'A TB TorK»caoaO!'*« Caligraptyr Rrv rar by John Fouat Animator; Apprmica Review ty John Fouat PfylngDynwrlcDrumaonihe Amlgity David H. Blank WordParfeci Review by Stave Hul teafder Xihkatirt Review ty Eme*tP. Vtvairot Sr RAM & ROM aiparaon; Commons end mate e?on :pa Bug Bytee ty John Steiner Forth! Ty Jon Bryan
Du-pRPst utity b' yx' Mu-t-Farr aoboi Aa I See h ty Edd « Churchill V o*bee! Eoa on -Pa-t. Para‘, rc V«c acaoe 30.
The Amicua Nrtarark by John Fouet The Commodore Show and AmiEipo: New York!
Volume 3 Number 11988 AmlgiHotaa ty Richard Rae Dgrta muecgane-rjonon ha Ariga.
C Animation Part IV ty Wcnae Sw-je- Jurtvtewnyx hou -tlwei MtetegOMCX r-wCwaiS't FoHh ty John Bryan Sort-g xt CUP and FAST r-emary pn twArrgai Tha Big Picture ty Wa-en Rng Darmg ajie-be- ItngiV prog'im-ng, ai syvte- ca i ana manpuKng ow Iwt Bug Bytee ty JamStevw Room era ty Bond to Am-ga DojI .3? Ec336cai«i B'dgoBoa'O b' Pw A2DOO? Moroi Aa 19ea It ty Eod« ChurdNill OdfiianA odteviion*. & r« br?i o' a r»» ttrbvtte genantoa 64X3 AsaaamblyUnguBiga Programming by&i-»Mar;n "C-iirte a mJtcaor icraen vrthxtusng hlzlOi' rxBPOl * Modula-2 Progrmming by Steve FawszovrKi A new CO"tenoer Xtt3 on to he
Todu'a-2 Kt1* Amicu* Natwork Spebal Report:Fail COMDEX ty J. Fxit Com-udar* at COMDEX and nw* prodxte TheurtimitaVkinoAccweo.y;PartB ty LatyW-te Uf«: Pmrt M ty Ge'ddHui
* A oete ed *om a* e*c*f. U» of?te A-ga o tte * FomatMuter:
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wraqn rw drudgery o' aik brrarng .
Bspraad ty BranCadty AliHiNtuaa A-gtBASlCipreatJirtee! Youcanprogranf AmlgaForum Tranecdpt ad tyRchardRae Zoom m on Car oo&t A-gaV Davw Heyrve iaieMcRerfw ty Chjck Raxar s A rrtgrTfwarc, easy to use, Lxtcm1 scvaadtfteet.'
YTP ProteaeionaI Review sySjr-aMtovI Eeay etock porioi o management on fteAm a.
Money Mentor Review ty S»pn«n Kamp A wit a fnanaa ayatem payond your crwoibook tevaator’a Adnntage Revltw by Rvrard Kntpoer 3j« Twr Uan’a G jdo b too Stxx UarM*.* Volume 3 Number 21988 Luw Ught Show* adth the Amiga ty Pr te Mubty Las*** mo re Amga A Darr ng Tanoem ThaUtlmita Vtdao Acceeaory: PirtH ty Lar Vhua Take rw In* nepatowan: oesgn ng yjj-oar voeo* Our FlrnDaiatap Vidao ty LamytePite Steooy -nap guot to 3'ganxng 4 prtamtng yzj A-ga voas Hooked on ti* Amiga with Fred Rah by Ed Baruwtz teWovewehom re mm oenno airoaaTub*data tyioio Quality Reproduction with th* Amiga and Dlgi-Vlaw ty
Steonen Looms Baiancln g your Checkbook witi WcrdPertact hMcro* ty S.Hi 1 Handyxrcheoibook wyresavorto re An a.
More Bade Taxi ty S-ya" Cetey «»' sat on in Anga sc«- UW Part IR ty GtetedHJI Sr«»iw-cs »r te-ed-ne-o tctecJatm A eoL«» to LFER So. I ana to Unaar Agabra through Imtria Compulalon* ty Ropbtet&l* Smp'fymar* aigetjraiwr Base opmatoni Arojtrwt Room we ty Band e A-ge 3C0C. V*ui rtewsALatm Tuner Bug Bytet ty Jot Ste'-er Modula-2 Programming ty Steve Fawezewski Gnchng uowte Coe-a source 'olbw-up.
6BCX AaaamBiw Unguige Programming ty CrriMartn Gratro- Pm. II o' Aa»-gram Aniok'aTorrb ty Kenrwr E S r»V 'A tem *yg advmf* nto to* word of Tte OCX ft' ART by Steve Fawizwrsu An nrovatv* oon-paeeda programming arguag« Forma in Flight ty Stem Ihtowa Reno*' and Anmate ttofiCS ih 3Di SlBcon Draama and tee Jwm! Of Dwkna** ty K E.Sch*e%r Laauf ¦ a ml Larry ty Kenner E. Schaete' Two New inthaa From M:crcbiof ca ty JoT Fouat U501 Eapannon A Starpord II kA*iFunc1onbo*to lindllght 7 and People Matar by John Fouat J iariiale Kan E Scraato'erte tee Am azng tywrtaw Character Ed a’ Volume 3 Number 3 19BS
TakaFNa! Ty Steve Hul Bastyx' jSTaionainresefwAriga ga-ws De*«opVdao arilV tyLmyWis Pj! Aii tee Dtecwtogerm-he desktop vdeo commercial.
Tha Hidden Power ol CLI Bitch Rl* Proeawing ty JoeRoteman Me*e yxf Amgi to u*t wte CLI Bitoh fte* A ConJaranca wtoi Erie Cnham ease ty Jon- Fxc Tn* -1 *™ np b*mnd ScJB 30 wj Armas 30 Parry Klvdowit2 intcrviawad ty Ed Barcovktr A-ga rsgi-aham am oroew soer and DS'aonatty Jean ’Moebiue- Glraud Intarvtewad ty Etyrrfl L Facgar Avam-gat* at comes» re A-gi r oazrng term PAL Help ty Pa-y Kvobivtz Aiffw hiHpyou n«ed 'or a At930 eipaTtron rekapiiy Boolean Function Unlmlatlon by Stove- M Hart A ua«*jl ty) tel 0**gn tool n AmgaBASx: Amiga Serial Port and Md CompalMllty tar Your A2XQf ty Lynn Hite arc
Gary Re tz Aw m A’OX-aiyta emte por.to yx- A20C3 BacYlc Network Sdudona tea MaVir Way ty Robert Elia Engneert Pctre 'xt’tesfa* uftng mar* wgecva h The Public Domain tyCW.Fte* Hot *esr« md tvgNqnti tram re ate*: Fred Feh daka Tha A.M.U.G. BBS Lift com piled by Joe Roteman, Chet Sdace, and Dorory Oem 100 51A BBS phone xmbar* in re US and Ca-teda FACC I 'brewed ty CL-anar Knaay Pul i f saeoior Ltdar yXT f ooty crve*.
Uninvited rovevwd ty Kanner E. Scteetar Vmnen was re ast bm* a game scared you to oear ?
Row ty P*T*ja RoTman Tim* yx’ br*-*torma -to mertu «v«! O* art.
Benchmark Modula-2 Compete 'ewewed ty Rc**e Beat Progtm one »-*r 1 rat t»ata Paaca ta re punch.
Bug Byte* tyJmn Stenw Stoy a »a»! O’ today’s bug* end to-cv'trw't uog-ada* Modula-2 Programming ty Steve Fawuww.
The gameportOevrao and ample apr.tetm ectw AmlgeNotaa tyRchard Roe A'CK1 Cwite a tohware-sHrtmaoeoutput Roomer* ty The Band to teace *tEj®c . Kcutert 1 * . Co--300toi -p-1 |0 Tha Big Pctora by Wa-en Rng Ikvrwcty rp.-enti to sys»" cate’ Oecover re Um wd Fi« Tfwy!
Volume 3 Number 4 1988 HgWlghta kom AmiEipo, Loa Argalea by9taveHrl The A-ga row* o- t» »S! N re West Writing a SoundScape Pitch Uhrarlwi byTodorFsy Get yoLr hand* Crty v«tyig wyvn tee Sy*»m Eiduive Upgrade Yxf A10X to A50&700C Audio Powar ty Howard Saaaan Mod teftffi* to h»‘pyxr A!C£* maw aneet mute, too' Amiga Audio Gikde Des 7 ptue lltrg oi al Arqa audo prxucte Gtea In Jajtt-Forth by John fiuahakia Pu*n Ge i a tne It. 1 wr re* proyamm ng so* Macrabate* by Patrick 1 Horgan Ea*teeYiumi0f Hw Uy le-guage progr|. rming. Amiga Audio Sxrcaa The folks t»hnc el roee audio product*, Take Five!
ByBtnaHull Fx igrte r -paced it«* t dean boracom Amiga Not* tyRlaRu Confe jmtec ty aojno? Tana a base tour o' Am a ax 0 Th*Unma» Video AccMory, Part V ty Larry Whita Let'* aoc urn* far to xr nJaa Bug Bytee ty John tteirvar The av*n- n*ar arwi ag* n. ThaBigPctur* byWarranRlng Pan II d tea aye-cpenng Unified Ftad Theory.
Roomeri tyTheBandlta Haravar* h nj.. Toaiiw v dec.. tee dwar Am a.. and mow1 h the Pubic Domain byC.W. Raaa
C. W, "¦« h w*d re *»*t F*n cw- ere’i an n* 3* loon.
TnaBirdt review by Xahh Contart A wmji* rott a c*oe anaaoec uo m ona ga-*!
Audoktaelw r*taw ty Brendan Lar*on Fnency Ckgttofig *Vare r«ie-pe» n -aa-t-e MuaicUouae rwew by J Henry Lowangard Mikrtg riuec wteXt Ming a fnger tom f* mouae.
Amiga-TuCanadian Variian review ty Ed Barawlb A Caned r -come tu pHrh-g, preoaraio-. And anayie mix age tor te* Amiga.
SAM BASIC review by Bryin CttJey A * BASC wtocheapo te wr*r more uncjue Amga totl H.
Volunw 3 Number 51988 Intartctv* Startup Saquancaby Udo Parniaz ThaConmind Una part Iby RI «te Fa contour g AnIgaT'li It ty Warren k act Toi a-c tcbteto M* Amga ta Anlga Product CM da: Hardvrar* Edtton Prolata ial Programming by Patrick Quald Puokc xmiin comawra The Conpanlon by P U Goaaefin Tre hr gat Ever: Hind ng caoea-ty BndLght 7 r*v aw*d ty Drtld H Blink Pjycreceo too o' tee 7Ti uxead to-toe Am ga Vid mSc ape 3-D 29 rtvi awed by Dtvi d HopkJne Erfand ’wiewed ty Bryan D. Cat ay Ar Ar gaBASJC ar»n*on AaaamPro rrvlawad by 9taphan Kama Openng a door» u*moV language progfirrnng, APL6UX
rtvtawad by Roger Hal eon Bock Revlswi by Rchard Graca Three ’C' pmyarm ng *ra CBTREE rwlewad by Mchsel Uatman Abtyasitocton of to-ctonato etotheC programmer The Big pirture by Warren Ring The towe-cwrt Unfted Fted Thao artoa x Module! Ty Sai FaJwtuawakJ Term nason moduwa tor Banctomark and TD1 ramp*M 5I0X Antmbiy Linguag* by Chrla Martin Peetng wvty tee Com picas on o' did ay -0X0** Ptoa a mi coitectonolmonthly cbumna.
Volume 3 Number 61988 Bear Tima rtViweC by Steva Carter ¦e niwi ni mteapnawe AiCCC Brvyoawt dock AcqiAalltan rmewad ty David N. Biark A iooa 1-»« toe act: release ol a pow*Hu raiaton* dKisa*.
Butchw 20 rpriewad ty Garaid Hull A bty coiiecton o' Pv«r* im age praceung uT *t fl**lgnlng Worlbarth Diaka tyJthn Kerman Eteu dik swrapx-g come* » a end Product Guide; SoTteiara T00J1 Edition A lifting ol aii tee produdi you need to out your Anga to work.
An IFF Raider In Mdtl-f wte ty Warren Block Cwate an aaiy to u*e FF '*ao«r r Mjr-Fom Bu Cl-tel cry Sard ca Program ty Bryan Calay A programming aw tw a toe Gm-eeZeroZwo wnoow*.
C Hot* bom tna C G xp ty Stephin Kamp A Tner‘* guoe to toe powe'3'C progng An Amiga Forum Contorancawtth JmMackraz Th* At nteket as teen ty to* *Ste rtor o' tetrton * Son of Sevan Aaaemblaf* ty Gerald Hull A ocm Dd'rtve base btbvaen wen -fisve-cooe auom Per* The 1 Ml Commodore Amiga Dfvafcyjara Confaranca Corte'ence* A new yvx Ch a-nxxeo r Waarv-gton. D C. Amiga Working Groupa ty Parry Klvolowlti and Eric Lavltaky Anxbneo'toa nnovawe Am aWonong Grxtteconcopt Taka-Fval by 3»vt HJI Ansre-be* rtSorrgCOMCEXand*iWh5tga-w:l** Hot on th* Shelvaa ty M chaM T. Caorte Hw xJucaDOSul ta*.
Nagepr«»»-g.ga«ctc te ea, and mcvfJ B ug Byt* by John StMner Bug* creca ", out tety oo"Tchaex out Roorr.ira ty Tha BindltO A3000 hoax oalob* at FAUG. LAcminftcome* to the Am-ga?
AmlgiNct* tyRlckfla* A ga audio product* move skits toe top al toe seae The Comm irnJ Lna ty Rich Falconburg Eipcrng toe mi i-taterRad UST ccmT*nd.
To be co'Txed .___ To Order Back Issues, please use the order fonn on page 112 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. Its clean, simple syntax makes REXX easy to learn for novices and experienced programmers will appreciate advanced features like compound variables, INTERPRET instruction, and source-level debugging.
• Interactive, Interpreted Operation
• Exceptional String-handling Facilities
• Built-In Library with Over 75 Functions
• Built-In Source-Level Debugger « Compact, Reentrant code Only
32K The Emerging Standard Arexx is the de facto standard for
inter-program communication. Software that supports the Arexx
command interface can be customized, extended, and combined
with other Arexx-compatible software in integrated applica
tions. Watch for announcements of Arexx support from a growing
list of Amiga software vendors!
Available Now ... Only §49.95 Wshell The Command Shell You’ve Always Wanted Wshell is the best command shell on the market, with features and convenience of use that go well beyond the CLI and 1.3 AmigaSliell. And yet it’s highly compatible with tlie CLI, so you don’t have to learn a new command language to use it!
• Line Editing Command History Aliases
• Built-In Commands Resident Commands
• Prompt String Window Title “Variables”
• Concurrent Piping
• Transparent Support for Arexx Macros
• Script-bit Support for “Execute” Scripts
• Compact, Reentrant Code Only 10K Arexx Command Interface With
Wshell you can use REXX-language macro programs like
executables even as filter programs in a piping system. Use
the source-level debugging to single-step through a system of
concurrently-running “piped” programs!
Available Now ... Only $ 50 Ask your Amiga dealer for Arexx and Wshell, or order them directly from the author. Please include a check or money order plus $ 2 item shipping ($ 8 for overseas airmail) and any applicable taxes. Dealer inquiries welcome!
William S. Hawes
P. O. Box 30S Maynard, MA 01754
(508) 568-8695 Amiga is a trademark of Commodore-Amiga, Inc.
Pre-Scbool Match-it $ 39.99 Teaches children basic colors
and shapes through games and tutorials.
'The Other Guys, 55 N. Main, Suite 301D, Logan, UT84321, (801) 753-7620 RE-910 Learning theAlphabet S29.95 Teaches children to recognize upper and lower case letters in the proper order.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 The Talking Coloring Book $ 29-95 Talks to the child and teaches color recognition, Drawing option allows children to design their own pictures.
J. M.H. Software of Minnesota, Inc., 7200 Hemlock Lane, Maple
(612) 424-5464 Reading-Advanced Bible Files on Disks VoL 1 $ 34.95
Genesis - Deuteronomy, 2 disks. Each chapter is saved as a
separate file to be used with any ASCII format word
John 1:1 Graphics, P.O. Box 316, Bellflower, CA 90706 Bible Files on Disks VoL 2 $ 39-95 Joshua - Esther, 2 disks. Each chapter is saved as a separate file to be used with any ASCII format word processor.
John 1:1 Graphics, P.O. Box316, Bellflower, CA 90706 Bible Files on Disks VoL 3 $ 19.95 Job - Songs of Solomon, 1 disk. Each chapter is saved as a separate file to be used with any ASCII format word processor.
John 1:1 Graphics, P.O. Box316, Bellflower, CA 90706 Bible Files on Disks VoL 4 $ 34.95 Isaiah - Malachi, 2 disks. Each chapter is saved as a separate file to be used with any ASCII format word processor.
John 1:1 Graphics, P.O. Box316, Bellflower, CA 90706 Bible Flics on Disks VoL 5 $ 39-95 Matthew - Revelation, 2 disks. Each chapter is saved as a separate file to be used with any ASCII format word processor.
John 1:1 Graphics, P.O. Box 316, Bellflower, CA 90706 RL-993 In The Promised Land $ 89 95 5 disks. High school to adult. Stories of the Chosen People and their conquest and settlement of the Promised Land.
MicroEd P.O. Box 24750, Edina, MN 55424, (612)929-2242 (continued) ANNOUNCING!
Amazing on Disk Source Listings and Executables from the pages of Amazing Computing!
Only $ 6.00per disk ($ 7.00 for Non-Subscribers) Amazing on Disk 1 Complete source listings from Amazing Computing 3-8 and 3.9. Featuring: Tumbling Tots (AC V3.8) Modula-2 FFP & IEEE Matb Routines (AC V3.8) Gels in Multi-Fort Part II (AC V3.9) The Complete CAT Authoring System inAmigaBASIC (AC V3.9) and a fewfreely redistributable goodies like: Amiga LifeCycles The Ultimate Biorythm program for the Amiga.
McnuEd & Vgad programming tools featured in The Developing Amiga" (AC V3.8.). (Order Form on page 112) VNT (Visualized New Testament) $ 49.95 Available Soon Compatible with Pro Write word processor. Red letters, italics, maps.
John 1:1 Graphics, P.O. Box316, Bellflower, CA 90706 College Aptitude Reading Comprehension Exercises $ 65.00 Practice for high-school level readers; helps prepare for college aptitude tests.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800)232-2224; (203)335- 0908 Complete Lessons in Reading and Reasoning S 149.95 Five disk-set the complete collection of sets I-1V.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800)232-2224; (203)335- 0908 Lessons in Reading and Reasoning Sets MV Mil $ 39-95; IV $ 59.95 Develops critical reasoning skills by examining various fallacies.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610; (800)232-2224; (203)335- 0908 Reading Adventure 1-3 Adventure 1, $ 39-95; Adventures 2-3, $ 59.95 Interactive reading game allows players to participate in completing the story.
Queue, Inc., 562 Boston Ave., Bridgeport, CT, 06610, (800)232-2224; (203)335- 0908 Reading and Thinking I, II, III $ 54.95 each Reproducible classroom exercises in inferential thinking and reading comprehension.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800)232-2224; (203)335- 0908 NERIKI delivers a true BROADCAST quality genlock for the AMIGA™
• The NERIKi IMAGE MASTER™ PRO GENLOCK outputs 520 lines of
encoded NTSC resolution (600 lines in PAL). It incorporates an
adjustable luminance keyer and has a chroma phase control.
• The NERIKi supports all graphics modes & resolutions and is
compatible with all AMIGA models.
• This rack mountable unit supplies a full complement of BNC
input & output connectors, integrating all your professional
and broadcast studio requirements.
North American distributor: COMPU ART International Distributor: TELMAK PTY LTD
P. O.Box 712, Victoria Station, Unit 12, 126 Queens Road
Montreal. Qc.. Canada H3Z 2V8 Five Dock, N.S.W. 2046.
(514) 483-2080 © (514) 737-5865 Australia 2065 © (02) 745-3466
Nbriki Image Master is a trademark of Neriki Computer
Graphics PTY Ltd. Amiga is a trademark of Commodore
Business Machines Lid.
Reading-Elementary Aesop’s Fables $ 49-95 12 illustrated stories with reading and vocabulary questions, 800 word spelling list. Ages 6-9, 1-2 players.
Unicom Software Company, 2950 E, Flamingo Road, Suite B, Las Vegas NV 89121, (702) 737-8862 Robot Readers $ 29.95 each Reading game helps children learn to read. Ugly Duckling, Three Little Pigs, Aesop's Fables, Little Red Hen, Chicken Little.
Hilton Android, P.O. Box 7437, Huntington Beach, CA 92615, (714)963 4584 RE-915 Beginning Reading Skills $ 89.95 4 Disks, grades K-3. Over 1000 words in sentences of varying difficulty.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 RL-901 In the Beginning $ 59 95 Elementary level. The biblical story of the creation of the world. From chapter I of the book of Genesis.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 RL-902 Adam and Eve $ 29.95 Elementary level. The biblical story of the fall of Adam and Eve. From chapters II and II! Of Genesis.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 RL-904 Abraham, Friend of God $ 29 95 Elementary levels. The story of Abraham's trust and God’s promise.
From Genesis, chapter XII.
MicroEd, P.O. Box 24750, Edina MN 55424, (612) 929-2242 Rl-932 The First Christmas $ 29.95 Elementary level. The New Testament story of the birth of Jesus in Bethlehem.
MicroEd, P.O. Box 24750, Edina, MN 55424,(612) 929-2242 RL-938 The Story of the Good Samaritan $ 29.95 Elementary level. The parable that showed the importance of treating others as we would want to be treated ourselves.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 Magical Myths $ 49-95 3 stories with graphics, glossary, and questions. Several games, mini word processor. Ages 8-12, 1-2 players.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, Las Vegas, NV 89121, (702) 737-8862 Read & Rhyme $ 49.95 Talking language arts activities in phonics, reading, rhyming and more.
Outer-space theme. Ages 5-10, 1-2 players.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, Las Vegas, NV 89121, (702) 737-8862 (continued) 35mm SLIDES FROM VOUR ARTWORK!
E AMIGA | I T Pi U- imPGE Professional 35mm Slides 5 Now you can have reproduction and presentation quality sides of your work Distortion free fills in raster lines crisp bright colors, converts all IFF tiles Now-- Custom graphic an(i illustration.
510 each for your 1st to 4th slides.
S to 9 slides S8.50 Over 10, slides-SB.00 Add 52.00 for shipping.
New York residents add sales tax.
Call (212) 777-7609 FOR DETAILS Ask for llene or write TRU-IMAGE
P. O. Do* GOO, Cooper Station New York, N.Y 10276
* I r*irk Of t Rcad-a-Rama $ 59.95 Talking program with 6 language
arts activities, includes authoring system for parents to
create lessons. Ages 5-8. 2 disks.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, las Vegas NV 89121, (702) 737-8862 $ 99 A HIGHLY OPTIMIZED ASSEMBLER BASED APL INTEF1PRETER FOR FAST AND POWERFUL PROGRAMS.
FEATURES A COMPLETE INTERFACE TO THE AMIGA ENVIRONMENT WITH PULL-DOWN MENUS, REQUESTER AND ALERT BOXES, SPEECH, SOUND AND GRAPHICS FACILITIES.
Order direct for S99 + $ 7 shipping, $ 10 Canada.
VISA MC AMEX + 4% NJ res + 6% sales tax.
SPENCER ORGANIZATION, INC.
P. O. Box 248 Westwood, N.J. 07675
(201) 666-601 1 Talcs From The Arabian Nights $ 49.95 3 stories
with graphics, questions, and glossary. Several games, mini
word processor. Ages 8-12, 1-2 players. 2 disks.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, Las Vegas NV 89121, (702) 737-8862 The Wonderful Animal Kingdom $ 49.95 6 activities teach about the animal kingdom and develop reading and vocabulary skills. 1-4 players, graphics, voice. Age 6-12.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, Las Vegas NV 89121, (702) 737-8862 Science SC-935 Planet Probe $ 29.95 Grades 3-9- Teaches facts about the solar system through an arcade-style space simulation.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 Science Expansion Disk for Discovery $ 19-95 Grades 9-12. For education or SAT preparations. Covers general science.
Requires Discovery Program Disk.
M icrolFusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818) 360- 3715; (800) 522-2041 The Planetarium $ 69.95 See over 9,000 stars to 7th magnitude.
Includes latest NASA ephemerides. Many features.
Micro Illusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818)360- 3715; (800)522-2041 SpeUing Vocabnlary Analogies MI $ 60 each Analyze, solve, and practice analogies to improve scores on college aptitude tests.
Queue, Inc., 562 Boston Ave., Bridgeport, CT 06610, (800) 232-2224, (203) 335- 0908 Antonyms $ 34.95 Prepares students for college aptitude tests by identifying and explaining antonyms through examples and drills.
Queue, Inc., 562 Boston Ave., Bridgeport, CT 06610, (800) 232-2224; (203) 335- 0908 Discovery Game Disk with Math or Spell 539.95 An educational space adventure game.
Microlllusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818) 360- 3715; (800)522-2041 How to Spell $ 39 95 A tutorial on the rules of spelling.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800) 232-2224; (203) 335- 0908 Practical V ocab ulary $ 54.95 High-school level vocabulary driil program for recognition and use of definitions, antonyms, synonyms, word roots, prefixes.
Queue, Inc., 562 Boston Ave., Bridgeport, CT06610, (800)232-2224; (203) 335- 0908 Spelling 1 Expansion Disk for Discovery $ 19.95 Spelling game for grades 1 through 10.
Requires Discovery program disk.
Microlllusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818) 360- 3715; (800)522-2041 Spelling 2 Expansion Disk for Discovery $ 19 95 Grades 9 through 12. Spelling proficiency advances through len levels.
Requires Discovery program Disk.
Microlllusions, 17408 Chatsworth St., Granada Hills, CA 91344, (818)360- 3715; (800)522-2041 SP-902 to SP-906 Spelling 529-95 each Grades 2-6. 18 programs per grade-level disk. 360 words, spelling and pronunciation MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 129 25 I iarcn JOOO
* flu ftm u4 ulii tu 1 Authorized Commodore Service Center 0
Boston Bayside Expo Center 200 ML, Vernon St., Boston, MA Exit
15oft S.E. Exp. Foilow Signs Sat., Sept. 10, 88 10-6pm Sun.,
Sept. 11, 88 10-5pm
• Animation & CAO
• Business & Database
• Desktop Publishing
• Hard Drives
• Music Software
• Games & Entertainment
• Hardware, Software & Morel!
One day Adm.
Exh. Only S10.00 w Lectures $ 15.00 Two Day Adm.
Exh. Only $ 15.00 w Lectures $ 25.00 For info: 1-800-344-3773 InCA : (415)388-8993 Exhibits * Lectures * Classes • Sales w 'AMIGA & COMMODORE 64 128 COMPUTERS USERS SHOW 19 Crosby Drive Bedford, MA 01730-0523
(617) 275-8892 Tired of the high cost of computer repairs?
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- +Wananty work Also: 1764 to 512K: *61® Cc cup adore PC-tQ 128
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Spelling Detective Game $ 39 95 Learn how to spell the 100 most
frequently misspelled words. Also teaches the use of phonemes.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 The Logic Master $ 49-95 Helps develop high-level thinking skills in analogies and number series. Includes fantasy role playing game. Grades 5-12.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, Las Vegas NV 89121, (702) 737-8862 The Word Master Vocabulary Builder $ 49 95 4 educational activities designed to build word-power skills, including placement test and Pac-Man type maze game.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, Las Vegas NV 89121, (702) 737-8862 VO-920 Vocabulary Series $ 49-95 High level. Words from New York Times, Atlantic Monthly, etc. Learner controlled instruction.
MicroEd, P.O. Bax 24750, Edina, MN 55424, (612) 929-2242 Vocabulary Adventure I-III $ 59-95 Players earn treasures by answering challenging vocabulary questions.
Queue, Inc., 562 Boston Ave., Bridgeport, CT 06610, (800)232-2224; (203)335- 0908 WD-915 Word Demons $ 29 95 A lesson, in usage of homonyms and verbs.
MicroEd, P.O. Box 24750, Edina, AIN 55424, (612)929-2242 Social Studies Geograpby All About America $ 59 95
U. S. history and geography with l6 stories, illustrations,
questions, maps and quizzes. Ages 6-11. 2 disks.
Unicom Software Company, 2950 E. Flamingo Road, Suite B, las Vegas NV 89121, (702) 737-8862 Geography Expansion Disk for Discovery $ 19 95 Physical and political geography and more. Grades 9 through 12. Requires Discovery program disk.
Micro Illusions, 17408 Cbatsworth St., Granada Hills, CA 91344, (818) 360- 3715; (800) 522-2041 Social Studies Expansion Disk for Discovery S19.95 Politics, religion, population growth and more. For grades 9 through 12.
Requires Discovery program disk.
Microillusions, 17408 Cbatsworth St., Granada Hills, CA 91344, 818)360- 3715; (800)522-2041 SS-909 Social Studies Vocabulary $ 29.95 Elementary level. Social studies vocabulary in farming, forest, deserts, ocean, manufacturing, trading and political fields.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 SS-956 Introducing Maps $ 59 95 2 disks. Digitized pictures. Improve students’ knowledge of geography.
MicroEd, P.O. Box 24750, Edina, MN 55424, (612)929-2242 Storybook Capitals $ 24.95 A 2-disk set.
Classic Concepts Futureware, P.O. Box 786, Bellingham, WA 98227, (206) 733- 8342
U. S. & World Geography Adventure $ 59-95 each Game teaches
student to identify geographical features of the U.S. & world.
Queue, Inc., 562Boston Ave., Bridgeport, CT06610, (800)232-2224; (203)335- 0908 (see Vendor List on page 64) HIGHER PERFORMANCE...AND CHEAPER TO BOOT!
Fdata-10 Singte3.5-ExternalDnw .$ 149.95 '.£££. pr%Ort (tOQQ QC * Acoustically Quiet • High Performance rUaIoi“tU Dual 3.5" External Drive w Power Supply iptdyy.yO • Amiga1 Color Coordinated • Super Low Price TlIxi .EpA ?
LEXIBLE ATA Systems, inc. 10503 FOREST LANE 1 FAX: 214-669*0021 SUITE H8 - DALLAS, TX 75243 POLICY; Shipping and handling exira. Personal and company checks require 3 weeks to clear. For faster delivery, use your credit card or send cashier's check or bank money order. Credit cards are not charged until we ship. All prices are U.S.A. prices and are subject to change, and all items are subject to availability. These prices reflect a 5% cash discouni. For all credit card purchases there will be an additional 5% charge. Defective software will be replaced with the same item only. All sales are
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(702) 737-8862 C Notes From the C ( Map by Stephen Kemp, PUNK;
SKEMP Once you have a basic understanding of the object and
data types that can be declared in C, you are ready to move
on to operators, expressions, and statements. In
conjunction with your data, these three things are used to
create the functions and logic of C programs.
Actually, the three are very closely related. An operator is a character, or group of characters, that indicates an "operation."
A plus sign (+) is an operator which indicates that addition is to occur. Operators are useless without operands. An operand can be a data variable, a constant, a function call, or even an expression. Expressions are composed of one or more operands joined by an operator. C = A + B is an example of an expression, where A, B and C are variable operands. Statements arc made up of one or more expressions followed by a semicolon.
Thus, "C = A + B;" is a valid C statement.
As the previous paragraph indicates, operators are the heart of almost every expression and statement. (Note: I said, "almost every expression" because some expressions can have an implied operator rather than an explicit one.) There are many operators in C which indicate that “operations" like arithmetic, equivalence checks, or bit manipulation should be performed.
Table 1 is a list of the most commonly used operators defined in C with examples.
Operator precedence determines the order in which expressions are evaluated. Table 1 is organized into precedence levels (highest to lowest, from lop to the bottom) with each level separated by a divider line. The order within the levels is unimportant, and will be evaluated on a “first-come first-serve" basis, On the other hand, operands affected by an operator with higher precedence will be evaluated first. For example, the expression A + (B - C) will be evaluated differently than the expression A + B - C, although the results from these two expressions are the same. The difference in
evaluation is due to the parenthesis, which have higher precedence than the plus or minus sign. The operands inside the parenthesis will be evaluated first, and that result will then be evaluated with the operand outside the parenthesis. By substituting 10, 6, and 4 for A, B, and C, we can verify that the results of these equations are identical.
Equation 1: A+ (B - C) 10 + C6-4) 10 + 2 (continued) Table 1: C Operators by Precedence Qparator Description Usage Associativity () Function Call or Group (A + B) ‘ C Left to Right Q Array element m Left to Right Structure Union Member
A. B Left to Right - Structure Union Pointer A- 8 Left to Right
Logical Not !A Right to Left One’s complement -A Right to Left Minus A-B Right to Left ilncrement A++ Right to Left _ Decrement A- Right to Left & Address &A Right to Left * Indirection (pointer) ‘A Right to Left sizeof Size in bytes sizeof(A) Right to Left * Multiplication A‘B Left to Right Division A B Left to Right % Modulo Division A%B Left to Right + Addition A + B Left to Right Subtraction A-B Left to Right » Shift right A»B Left to Right « Shift left A«B Left to Right Less than A B Left to Right = Less than or Equal A = B Left to Right Greater than A 8 Left to Right “ Greater
than or Equal A =B Left to Right _ Equals to A = B Left to Right != Not Equals to A !=B Left to Right & Bitwise AND A&8 Left to Right A Exclusive OR AA B Left to Right I Bitwise OR A18 left to Right && Logical AND AUB Left to Right II Logical OR Alia Lilli: Left to Right ?: Conditional (A B)? A:B Right to Left _ Set equal to A = B Right to Left »_ Multiply with A*=B Right to Left Divide with A - B Right to Left %= Modulo divide with A%=B Right to Left +- Add with A += B Right to Left Subtract with A -= B Right to Left «= Shift right with A »= B Right to Left »= Shift left with A «= B Right
to Left &= AND with A&=B.... Right to Left A_ OR with A|= B Right to Left != Exclusive OR with AA= B Right to Left Comma (A.B) Left to Right Look What You Missed In AC VJ. 7 Tweo Special Amazing Matures Genlock Comparison by L*rry While FrsmeGrabber Preview by Oran Sand* Capturing an image can now be as fast as punching a single keyl A Hml Look at Interchange by David Hopkins Bridge the gap between those incompatible animation packages.
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C Noaes from the C Group by Stephen Kemp Weathering the unknown *C“ of basic object and data types Roomers by The Band)to PD Serendipity by C.W. Flatte To order Back Issues, please use our order form on page 112, Equation 2: A + B - C 10 + 6-4 16-4 12 These equations are shown using a type of "long" arithmetic to help you visualize how precedence affects the evaluation process. Notice that in the second equation the + and - operators have the same precedence; thus the operands affected by the first operator are evaluated first. The () in the first equation causes the evaluation to occur
differently, yet the outcome of both equations is the same. However, with expressions, the operator precedence would cause the results to be different.
Equation 3: A - (B + C) 10 - (6 + 4) 10-10 0 Equation 4: A - B + C 10-6 + 4 4 + 4 8 As you can sec in these examples, precedence plays an important role in expression evaluation. Again, as in equation 2, the + and - operators in the second equation have the same precedence. However, the minus sign now comes first and will be evaluated first. The ( ) in equation 3 causes an evaluation similar to that of equation 1, but unlike the first examples, these equations will not produce the same results. Remember that parenthesis are at the top of the precedence list (see Table 1).
When there is any doubt as to how an expression will be evaluated, group the operands with parenthesis.
Operator precedence is important to remember, but so is associativity. Associativity determines the order of evaluation for the operands affected by an individual operator. Left-to-right associativity means that the operand on the left of the operator is evaluated before the operand on the right. Right-to-left associativity is just the opposite. Consider the example, 2 - A + B ' C + D. The multiplication has the highest precedence with a left-to-right associativity. The compiler will generate code multiplying B with C first, producing an intermediate result.
Next, A will be added to the intermediate result because the + operator also has left-to-righi associativity. D will be added last, for the final result of the expression. Since the equals sign has a right-to-left associativity and the lowest precedence, this work must be completed before Z is assigned a value. Using the same numbers and substituting 2 for D, look at this example.
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Z = 10 + 6*4 + 2 Z = 10 + 24 + 2 Z = 34 + 2 Z = 36 36
Remember: When in doubt, use parenthesis. Although it would
not change the outcome, this last equation would be better
written with B * C inside parenthesis. This would remove
any ambiguity that might lead you to misinterpret how your
C compiler evaluates the equation.
While you may recognize many of operators in Table 1 from those used in other languages or even from math, there may be several you have not seen before. Discussing each operator would probably be overkill, but I do want to call your attention to some of the operators which have special “properties” in C, The increment “++” and decrement “ " operators add or subtract 1 from the variable to which they are attached. For example, "var++;" is a valid C statement which would increment the variable “var" by one. Note, however, that we could also have written this statement as “++var;", and achieved
the same results. Although this operation seems simple enough to understand, you must use caution when including an expression using one of these operators inside another expression. The reason is that as an operand in another expression, var++ and ++var are evaluated differently. When one of these operators "follows” a variable name, it is called a “post” operation. That means that the value of the variable will be used in the expression BEFORE the increment decrement occurs. Likewise, when the operator appears in front of a variable name, it is called a “pre" operation. In this case, the
value a lerthe increment decrement is used in the expression. If this seems fuzzy, look at these examples: Example I: A = 5; B = A++; Example 2: A = 5; B = ++A; After each of these examples, the value contained in the variable A will be 6, due to the increment operator. In the first example, the value assigned to B will be 5 because it receives the value of A before it is incremented. However, in the second example, the value of B is 6, since it was assigned the value of A after it had been incremented. These examples point out the importance of understanding how to use these "pre" and "post”
types of operators.
__(continued) Referring back to Table 1, you will notice the ternary operator, This operator is extremely useful when you want to write C code optimized for size, tt does this by giving you the ability to "ask" a true or false statement inside an expression. In fact, it is a simple “if1 statement. Although 1 have not talked about the “if’ statement, let's look at an example: if (A 8) C = A; else C = B; This is called an if-e!se statement. (Note: In C, some expressions are evaluated for “true” or “false.” True is any non-zero result.
False is always equal to 0.) The expression following the word “if” must be enclosed in parentheses. If the expression is determined to be true, then the next statement following the “if' expression is performed. Should the expression prove false, the next statement is skipped. By including the optional “else” statement, we tell the compiler to perform the statement after the else only if the first expression is false. Therefore, we can see that after the if-else statement, C will equal either A or B. We can accomplish the same results as with the if-else statement by using the ternary
operator. The statement would be like this: C = (A B)? A: 8; Like the “if” statement, this will evaluate whether A is greater than B. If this is a true statement, C will be given the value to the left of the colon, which is A. B is assigned if the expression proves to be false. Now, you may be wondering how this operator can save you code, since the examples I have used would probably generate approximately the same amount of code. However, consider these examples: Example 1.
If (A B) my_func(varl ,var2,var3,var4.A); else myJuncCvarl ,var2,var3,var4,B); Example 2.
My_func(varl var2,var3,var4, A B)? A:B); Function calls in C require more overhead than a simple assignment does. If we used Example 1 in a program, the compiler would generate that overhead twice because of the two function-call statements. The second example, however, would generate the overhead for only one function-call, and the only duplicate overhead would be that required to pass the last variable. Using the second example would make a smaller program while accomplishing exactly the same thing as the first.
Assignment operators are used to assign values to variables. Of course, the most common assignment operator is the equals sign. In C, several additional assignment operators are actually a combination of an equals sign and an arithmetic operation.
These operators were probably included in C because they provide a useful "shorthand” method for writing expressions.
Notice the "*=” operator in Table 1. Its usage, A *= B, is a shorthand method of the same expression, A - A * B. These two expressions usually produce the same result, unless A has a + + or operator attached to it, in which case the operand A is only evaluated once.
Finally, I want to call your attention to the two operators that will probably give you more grief than any others. These operators are the equivalence operator “==” and the equals sign.
When you want to know if two values are equal, you use the “==” operator, as in this example: if (A == B) A = 10; The “grief’ will happen when on some occasion you forget to type two equal signs because failing to put two will NOT cause an error. The statement "if (A = 3)” is perfectly valid and will evaluate to true or false depending on whether or not B is
0. However, this more than likely will not be what you in
tended. Not only might the if statement execute improperly,
you may also change the value of the variable A. Some
compilers will generate a warning on this expression, but most
don’t because it is not an error. On the other hand, most
compilers will produce a warning if you put the equivalence
operator where it is unexpected, as in “A == 10;”. The
difference is that this will cause a true false evaluation
where it isn’t required. My best warning this month is to be
careful of your equal signs.
To help you understand operators, type in the example program in Listing 1. In past columns, I have made mention of the ASCI!
Character set. This program will print the set on your screen.
This program uses many things I have discussed in past columns. Before you begin, 1 should explain several of the statements used in the program that we have not yet discussed.
R Program ASCII.C V • This program will print out the ASCII character set by 7 ¦ first defining an array 1o contain the values and then 7 ' printing the array 7 mainO char set(l28); ’ hold the values from 0 -127 7 printfCThis is the ASCII character set n n'); ' a messoge7 define setfset); ’ Initialize the values in the array7 print setCset.10); * print the ASCII character set 7 ) r ond of function main and 7 0 end of program 7 • This function will initialize a character array by using 7 ¦ the pointer passed to if os an array * deflne_set(p_set) chor ‘p set; I" the parameter Is a char
pointer7 short index; ’ define an index variable7 toKindex = 0:index 128,index**) ' loop through the setV p_set(index) = index; I' the index is also the volueV | 'end of the function define.set' ‘ This function will print the 128 votjoi from indexing 7 * off the pointer passed to it. It wifl formal the output' I' by printing a carriage return after the number of columns7 ' is reached In each row 7 print_seffp_set,cols) char‘p_sef: ' the parameter is o char pointed short cob; * the number of columns per row 7 I short setjnde*. T define on variable for Indexing' short counter: r
define a column counter variable" forfsetjndex = O.setjndex 128: Xr bop without increment' forfcounter =¦ 1; counter = cols,- counter++jet_index++X I’ count the cob and Increment Index* If (setjndex = 128) ’if we have reached the end 7 break: ' break out of thb bop7 if (p_set(setjndex) ' 'M " most of the chars before' " the spoce do not have a 7 * chorocter representation' [:nn1l(',p_u tfser_lnciex) continue; * continue the loop 7 1 pfintft ‘%d-%c ' ,p_set(set Index),p_set [jet Jndex)): * print the value and char* ) r end of inside for bop 7 printtf'XrT); ' print a carriage
return' 1 r end of outer bop 7 I r end of function print_set 7 The "for" statements found in two of the functions are looping statements. That means that the statements) of the "for" loop will be performed until: 1) the “for" expression is “satisfied"; 2) or a "break” statement is encountered. The syntax of a “for" statement looks like this: forfexpresslon 1: expression 2: expression 3) Statement; Expression 1 is performed only once before the loop begins.
Usually, this is where you will initialize the variables used in the loop. Expression 1 is always performed. Expression 2 will be evaluated for true or false. Expression 2 is evaluated before the loop begins the first time. If it is true, the loop will begin or continue. If Expression 2 evaluates false, the “for” loop will end.
Expression 3 is performed each time after successfully completing the statement of the for-loop, but before checking Expression 2 again. Expression 3 is usually used to alter the variables used in the loop and or those used in Expression 2. Any of the components can be omitted, but the semicolons have to appear.
If you want more than one Expression 1 or more than one Expression 3, you separate them with commas (not semicolons).
By default, the “for" and "if statements use the next immediate statement following the expression. We can increase the “scope of control” of these statements using the brace characters 0: if (expression statement; statement; (continued) Beanners Have you ever seen a GURU MEDITATION ALERT or a TASK HELD REQUESTER telling you that a program has crashed?
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Good coding practices enhance the maintainability of your code. I could have written the ''if” statement like this: if (expression)! Statement; statement;} or if (expression) ( statement- state me nt; 1 I recommend that you indent code that is "under the influence” of other statements. It is also wise to line up the closing brace with the originating statement. The first brace can be placed where you prefer.
Finally, you should notice two other statements used in the program the “continue" and “break" statements. The continue statement causes the remainder of the statements in the for-loop to be skipped, and the loop will continue with the next iteration. The break statement will terminate the for-loop whenever it is encountered. Note; If you omit the Expression 2 on a for-loop, a break statement is the only thing that will cause the loop to end (short of terminating the entire program), As a side note, you will notice that the program excludes trying to print the ASCII values less than the space
character. These values are skipped because they usually have no displayable character value. Rather, they are control characters controlling the display.
The Manx syntax for compiling and linking the program would be; CC ascii.c LN ascii.o -1c When you run the program, it will print the value and character for each "displayable” member of the ASCII character set on your monitor.
For homework, see if you can figure out how to use the ternary operator “?:” to remove one of the primf statements in the last function. (The continue statement will no longer be necessary.)
Remember, you can learn a lot from experimenting, so don’t be afraid to try something new.
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‘The Perfect Score" by Mindscape, a program to help prepare you for the SAT (Scholastic Aptitude Test, required for entrance into most universities). I think the program is excellent, and I recommend it to anyone who needs to learn such material.
However, it is only good for learning the material contained in its libraries. Wouldn’t it be nice to have a program that could help you leam any material you choose? This article presents a program package which allows you to do just that. It consists of an Editor which lets you enter your material, and a program called ’Tutor" which lets you play it back in multiple choice format. The result is an efficient computer-aided learning session customized to your needs. I wrote this program to improve my English vocabulary while I was in college, and I found it an efficient studying tool. The
Editor allowed me to regularly change material by adding new words I was given in class, and deleting the old words as I learned them. The result was a program which allowed me to sharpen up on words I needed to learn, without wasting time looking at words I already knew.
Cwputer Aided Instruction Revision 1,5 by Paul Castongtwy TUTOR Ibis prospjfl allow yira to study natepialthat yuu have previously entered using the EDITOR in this package.
I wrote these programs in AmigaBASIC so- in the true spirit of computing as a hobby- they could be shared by all users. Everyone gets AmigaBASIC with their machine, so there is nothing to buy. Also, because AmigaBASIC is an interpreted language, the source code is open. You can modify the programs to suit your needs.
These programs are a good example of random access data base programming you may enjoy yourself simply by learning how they work.
CAI Programs: Before I go into the details of my programs, some general words on CAI are in order. Can computers really be used to teach people things?
Yes, they can! Lots of software today comes with on-line tutorials which teach you, right on your computer, how to use what you have bought. 1 (continued) have Microsoft Word for my MS-DOS machine and [ found its “Learn Program” more educational than struggling through the enormous documentation. Sometimes, however, CAI programs are not so good. Let’s ta.lk a bit about that.
The first CA] programs I saw were not very impressive. They were essentially sequential text programs that presented material, in a fixed order, as questions with multiple choice responses. After several sessions with such programs, I realized three problems which seemed to interfere with the learning process. First, I soon learned the correct responses to the first few questions by sequence. The answer to the first question might be multiple response 3, the second might be choice 2, and so on. 1 could provide many correct responses without even reading the questions. Second, I found myself
responding to the position of the correct response in the list of multiple choice responses. I might remember the answer to a particular question was second on the list; I could answer correctly without even reading the answer. Third, many times I could answer a question correctly by eliminating the multiple choice responses that were obviously wrong. There is nothing wrong with that in principle, but in these programs the multiple choice responses never changed. Every time I saw the question, I would answer it by elimination wiihout ever having to read the correct answer.
In this program package, I attempted to resolve these problems by using randomization. There are three levels of randomization. First, all questions are chosen in a random order from the field of questions in a lesson. Second, the position of the correct answer in the list responses is randomized. Third, the multiple choice responses are chosen at random from the entire Held of possible responses. Sometimes a question will be easy to answer by elimination Ijecause the wrong responses will seem obvious to you. However, the next time you see that question, the responses will be different and
you may find it more difficult to eliminate wrong answers. There is more incentive for you to learn the real answer. The program mimics real life in that it challenges you with the same problems in different circumstances. A question that seems easy one time may be more difficult the next time you see it. Playing the program several times is a very rewarding learning experience.
Surely, it takes more than just randomization to create good CAI programs. It also takes good material, and that's where you come in. This program package is a tool. It provides the environment in which computer learning sessions can be created, but it is you who must enter the material. Enter well- organized material, and you will get good results. Enter silly material and you will get silly results. The Editor will prompt you to enter questions and their corresponding answers one at a time. Each question or answer can be as long as three lines of text. A primitive automatic word wrap ensures
that no words are split between two lines. Complete lessons are built up by entering as many questions as you like, up to about 1000 per disk. You may have as many lessons as that disk will hold.
Later, when you play back the material using the Tutor program, you will see each question with five multiple choice responses. One of the responses will, of course, be the correct answer you entered for that question when you were in the Editor. The other responses will be answers to other questions in the lesson. You are expected to select the correct answer within the list of five multiple choice responses. If you answer a question correctly, you are congratulated and that question is put aside. If you answer incorrectly, the computer will ask the same question again later during ihe same
session, Thus you will be asked the questions you consistently get wrong! Hopefully, after a few sessions you will eventually learn the material.
There are two general rules you should keep in mind when entering materia! Into the Editor. First, you should not enter in the same lesson two questions which have the same answer.
For example, you might enter material from your American History course such that each question is a quotation of an American president and each answer is the corresponding president’s name. You could enter in the question window of the Editor something like: "Ask not what your country can do for you, ask what you can do for your country," and in the answer window: “John F. Kennedy.” Now suppose you entered as a second question into the same lesson: “By 1980 we will have succeeded in placing a man on the moon,” with the corresponding answer “John F. Kennedy.” Ahah! Now you will have a problem
when you play back the lesson using Tutor.
When Tutor asks you either of the above questions, the computer could by chance display two John F. Kennedys in the list of multiple choice responses. You might know the answer to be "John F. Kennedy,” but the computer would recognize only one of the John F. Kennedys in the list to be correct. You couldn’t know which one to select and even if you knew the correct answer, you would still have a 50% chance of getting it wrong! This doesn't produce a very effective computer-aided learning session. Now the second rule. All questions in a particular lesson should be on the same subject. Entering
many questions from unrelated subjects produces lessons in which the questions are too easily answered by elimination. Suppose you entered the material which produced the following question; What is the chemical formula for Manganese Dioxide?
1 -Abraham Lincoln 2-Mn02 3-A talkative person.
4- Silicon doped with arsenic.
5- Veni, vidi, vici.
Responses 1, 3, 'I, and 5 are obviously wrong because they are answers to questions from entirely different fields of study. Such a poorly designed lesson would 1x2 useless.
Here's one last important point before I get to the programs and how to install them. The lessons produced by this program package are sometimes called "Flash Card Programs,” named after a study method used long before the days of computers.
The method consisted of writing questions and answers on opposite sides of standard 5x7 index cards. The idea was to read a question from one side of a card chosen at random and then try to answer it without looking at the other side of the card. My program package is nothing more than a high-tech version of the same thing. Note that flash cards (and my program) help you memorize, or sharpen up on material, but they do not explain it. Flash cards are no substitute for a teacher ot textbook. They do not expand on the theory behind what you are studying.
For example, in an English vocabulary lesson you might see the words pedagogy and pedestrian and think (with justification) the words are closely related. You might think them synonymous. Wrong! The ped- in pedagogy comes from the Greek root paidos meaning child. Combined with -agogy from the root agogos, to lead, it means etymologically “the leading of children." The dictionary definition of pedagogy is “the profession of teaching." The ped- in pedestrian, however, comes from the Latin root pedis meaning foot. The dictionary definition of pedestrian is “a person on foot or walking." Flash
cards cannot teach you such things. There isn't enough room on the card to write all that explanation. However, once you learn such things from a teacher or textbook, flash cards (and my program) are excellent at keeping the knowledge sharp in your mind (examination-ready!).
Typing in the Programs The programs are rather long, but worth typing in. I know everyone has their own way of working with BASIC, but if you’re new to this, maybe you’d like to hear how I do it. I prefer to install AmigaBASIC to a blank disk and then use that disk to run AmigaBASIC and save my work. 'Ihat way, I never make the mistake of saving my work to either the Extras disk, or worse still, the Workbench disk. So here is exactly what I do: 1- I initialize (format) a new blank disk using INTUITION (the Workbench). Single click the disk icon you want to initialize, then choose “Initialize"
from the pull-down menu. 1 usually rename the disk “MyWork.XXX” where XXX is a number of my choice which will allow me to figure out a year from now what is on this disk.
2-1 copy (install) AmigaBASIC from a copy of the Extras disk (which came with my computer) by dragging the AmigaBASIC icon from the Extras window to the MyWork window.
3- To enter AmigaBASIC I double-click the AmigaBASIC icon in the MyWork window. Any programs which I save will be on the MyWork disk, If the program is long, it may take several typing sessions to get the job done. Each lime I take a break, I save my work. When I return after shutting my computer off, I boot up as usual with a Workbench disk. Then, I insert MyWork in any drive, double-click the MyWork disk icon, double-click the Another NEW Product To Make The FASTEST Development Environment Even FASTER!
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Installing tbe Programs When you finally have the two programs typed in completely (or down-loaded from your local BBS), it’s time to install some support files you will need to run the programs. This is not difficult, and I will describe every step.
Two files are required because my programs make CALLs lo the Amiga’s diskfont and graphics libraries. The workbench has some attractive fonts which improve the presentation of programs that you may write. Why not use them? You may also have noticed in the listings of my programs that I used the following statement: CALL Text&(WINDOW(8),SADD(variableS),LEN(varlableS)) instead of: PRINT variables 1 do this for speed. My programs display a lot of text on the screen, and if 1 used BASIC’s PRINT statement it would take too long to fill the screen with text. I modified the PRINT statements to CALL
Test&O statements and realized a big improvement.
There are also two other files needed by my programs for a simpler reason. You must create two directories (Drawers in INTUITION) to save the questions and answers you enter using the Editor.
OK, now let’s get on with it. The special files needed are “graphics.bmap" and “diskfont.bmap”; they are installed using the Extra’s disk that came with your computer. Here is what you must do:
1. Insert a working copy of your Extras disk into any drive
(dfCLfor single drive systems).
2. Double-click the Extras icon. The Extras window opens up.
3. Double-click the drawer called BasicDemos. The BasicDe- mos
4. Double-click the icon ConvertFD. AmigaBASIC fires up and runs
the program. Neat, huh?
5. At the prompt: Enter name of .fd file to read Type:
Extras:fdl.2 graphicsjib.fd and press RETURN.
The file you have just entered is the function definition file for all the graphics functions available to AmigaBASIC through the CALL command. The ConvertFD program will convert the graphicsjib.fd file to a graphics.bmap file which is in the form that AmigaBASIC needs.
6. Now, be sure to type lower ease letters where I show them.
At the prompt: Enter name of .bmap file to produce On single drive systems type: RAM:graphlcs.bmop and press RETURN.
On two drive systems with Extras in one drive and MyWork in the other type: MyWork:grophics,bmap and press RETURN.
There seems to be no response, but be patient. The program takes a minute to give its first screen response and another twenty seconds to finish. You will get three warnings on the screen which do not concern you. The warnings are for programmers and they identify three graphic library functions (LockLayerRom, UnlockLayerRom and AttemptLockLayerRom) which are not available from AmigaBASIC’s CALL command. Eor your own interest, my programs use only the following CALLs: OpenFontO, OpenDiskFontO, SelFontO, MoveO, and TextO- An understanding of these CALLs is totally unnecessary to use m programs.
However, you should realize that I use them, because your Amiga may crash if you make a typo in a related program line. There is nothing bad about that; it is simply a clue telling you where to look in the program listing for a typo you may have made. (We all make typos!) Wtien the ConvertFD program finishes, you will see the AmigaBASIC OK prompt in AmigaBASIC’s output window. If you have a single drive system, the output of the program was sent to the RAM disk, and if you have a two drive system, it is sent directly to the root directory of your MyWork disk
7. Restart the ConvertFD program by typing RUN in AmigaBASIC’s
output window and pressing return.
8. At the prompt: Enter name of .fd file to read Type:
Exftas:fdl.2 diskfontJib.fd and press RETURN.
9. At the prompt: Enter name of .bmap file to produce On single
drive systems type: RAM:diskfont.bmap On two drive systems
type: MyWork:dlskfont.bmap You will notice that this time the
program finishes in a lightning-fast 5 seconds! You may now
leave AmigaBASIC by choosing Quit on MENU or by typing SYSTEM
in AmigaBASIC’s output window and pressing RETURN. If you have
a two drive system skip step 10.
10. If you have a single drive system, insert the disk MyWork and
double-click its icon. Also, double-click the RAM icon.
Drag the two .bmap files from the RAM window to the MyWork window. (You may have to drag the RAM window aside to expose the MyWork window underneath).
11. Now double-click the Workbench icon.
12. Drag the drawer called "Empty" from the Workbench window to
the MyWork window. Using the Rename item available from the
pull-down MENU, rename the Empty drawer on the MyWork disk as
‘This Disk” (Yes, there’s a space between the words "This"
13. Drag a second Empty drawer from the Workbench window to the
Will cause each program to stop by exiting AmigaBASIC and returning to the INTUITION worksurface when “GOTO Workbench" is selected from the pull-down MENU. The statement END will cause the program to stop, but your Amiga will remain in AmigaBASIC. That will make it easier for you lo debug and correct your programs. Later, when you are sure that they are working correctly, you can change these statements back to SYSTEM.
To help those who have typed in the programs by hand, 1 will now describe most of the operational characteristics in each program. Hopefully, this will help you determine when your programs are error-free.
14. Rename this second Empty drawer "Lessons”.
15- Close all windows on the Intuition’s worksurface except the MyWork window.
16. Expand the MyWork window until it Ls full size.
17. Drag the Editor and Tutor icons to the top left-hand corner
of the window.
18. Drag all other icons to the bottom of the window.
19- While holding down the SHIFT key, select all icons in the window. As you select each icon it turns and stays black.
20. While still holding down the SHIFT key, resize the window
until only the Editor and Tutor icons are visible.
21. While still holding down the SHIFT key, select the MyWork
22. While still holding down the SHIFT key, drag the MyWork
window to the center of the screen where you would like it to
appear when you use the software.
23. Press the RIGHT mouse button and choose Snapshot from the
24. Release the SHIFT key.
25. Rename this disk CAI.
26. Make a backup of this disk.
If you typed in these programs yourself, you will have to debug them. In the listings of both programs you will notice the statement SYSTEM is used. In the Editor it appears in the “Quit.Editor:” and “Fast.Quit” routines. In the Tutor it appears in the “Terminate:” routine. As the note in the listing suggests, you should change these statements to END. The statement SYSTEM (continued) The Editor Insert your CAI disk into drive dfO (for single drive systems) or, dfl (for two drive systems). Double-click the CAI disk icon.
The CAI window opens, exposing the Editor and Tutor icons.
Double-click the Editor icon. If you have a single drive system, you will be asked to swap between the CAI disk and the Workbench disk twice. It is necessary for the program to pick up the graphics and diskfont libraries which reside on the Workbench disk. Obviously, it is more convenient if you have two drives so, you won’t have to perform these disk swaps.
However, the swaps are worth it. I compliment the Amiga's designers for including a disk operating system that is intelligent enough to remind the user to perform the necessary disk swaps without any extra effort on the programmer’s part.
After a "... please wait ..." message is displayed for about 15 seconds, the title page of the editor will appear. Notice the use of Amiga’s fancy fonts. If my program cannot find these foms, you will see a message telling you which font could not be found and the program will halt so you can debug it. Look in the "Initialize:" routine for possible typing errors.
Press and hold the RIGHT mouse button and verify that the items of the pull down menu called ''Stuff you can do” are: Open Create Lesson Delete Lesson File Quit Lesson Q activated activated de-activated de-activated de-activated de-actlvated de-activated activated activated (solid text) (ghosted text) Read Question R Add Question A Delete Question D I Changed My Mind GOTO Tutor GOTO Workbench First verify that the "GOTO Workbench" item works. If you have changed the SYSTEM statements to END statements as I suggested, the program will stop and you will be in AmigaBASIC. Shrink and
drag BASIC's OUTPUT and LIST windows to expose the title bar of the Workbench screen. Point to the title bar, press and hold the LEFT mouse button, and drag the Workbench screen down. Verify there are no windows or screen hidden behind the Workbench screen that may have been left over from the program after it quit. Also, verify that BASIC’s four MENU'S (Project, Edit, Run, and Windows) are properly restored. Fire up the program again by typing RUN in BASIC's OUTPUT window.
This time choose "Open Create Lesson” from the Editor’s pull down MENU. You will see the message "Directory of: (This Disk],” a file called “.info," a message "Enter existing or new filename," and finally a blinking cursor. Press the RIGHT mouse button and verify that the only items activated are “GOTO Tutor” and "GOTO Workbench." Now, let’s enter some material which will make it easy for you to verify that both the Editor and Tutor are working properly. At the blinking cursor enter the filename "Test.” The screen will flash, a beep will sound, and a small window titled “Program Request” will
open in the top left corner of the screen displaying the message: 'There is no Test, Do you want to CREATE it?” You will also see two selection boxes marked "Yes” and "No." Select the Yes box and you will see the message "...looking for Test ...” followed by the CAI Editor screen. From this screen you may add or delete question answer pairs in the lesson Test. You should see the name of the lesson and the number of questions previously entered into it at the top of the screen. Verify that the only pull down MENU items activated are: “Add Question," "Delete Question," "Read Question,” and
"Quit Lesson.” Choose Add Question and you will be asked "What question you want to enter” followed by a blinking cursor. Enter 1 and you will see a window, a blinking cursor, and a prompt asking you to enter question 1. Enter: "This is question one," and press RETURN. You will see a second window, a blinking cursor, and a prompt asking you to enter answer 1. Enter: This is answer one.” and press RETURN.
Question 1 will be saved to disk and you will be returned to the CAJ Editor screen. You have just entered your first question answer pair in the lesson called Test. Enter the remaining material; This is question two.
This is question three.
This is question four.
This is question five.
This Is question six.
This Is answer two.
This is answer three.
This is answer four, This is answer five.
This Is answer six.
This is answer seven.
This Is answer eight.
This Is answer nine.
This is answer ten.
This is question seven.
This is question eight.
This Is question nine.
This is question fen.
Choose "Quit Lesson” from the pull-down MENU and you will be returned to the title page of the Editor. We are not finished testing the Editor, but first we will go to the Tutor program. We will return later to the Editor to see if we can delete questions and lessons files as the program should allow. But first, choose "GOTO Tutor” from the pull-down MENU.
The Tutor Program You are now in the title page of the Tutor program. Verify that the pull-down MENU contains the following items: Load Lesson L activated de-actfvated activated activated Quit Lesson Q GOTO Editor GOTO Workbench just as we did when we tested the Editor, choose "GOTO Workbench” from the pull-down MENU and verify that there are no extra windows or screen concealed behind the Workbench screen after the program Tutor doses. Fire up Tutor again and pick "Load Lesson” from the pull-down MENU. You will see "Directory of [This Disk]" and the lesson “Test” listed. That's the lesson
you have just entered using the Editor. Enter "Test” at the blinking cursor and you will see one of the questions at the top of the screen, as well as a list of five multiple choice responses.
You probably now appreciate why I asked you to enter such simple material. Verify that the only activated item on the pull down MENU is "Quit Lesson." Stan answering questions by selecting the answer boxes. Verify that you get the response you would expect. You should play this lesson several times, keeping the following things in mind; When you answer a question correctly, you will be told how many questions remain in the lesson. Once a question is answered correctly, you will not be asked the same question again during the same session. When all questions are answered correctly the lesson
will end. You will be given a score and returned to the tiLie page of the Tutor program.
If you answer a question incorrectly, you will be asked the same question later during the same session, and again, until you finally get it correct.
When the question appears a second time, the correct answer will appear in a different position on the list of multiple choice responses.
It should be possible to leave the lesson at any time by selecting "Quit Lesson” from the pull down MENU. You will be given a score for what you have answered up to that point and then returned to the riilc page of the Tutor program.
Other Features of Editor Return to the Editor program, and open the Test lesson again.
Try to add question 5. The Editor will inform you that you have already entered question 5 and asks if you want to change it.
You will also be asked if you want to change the previous answer 5- Thus, you can change previous questions, answers, or question answer pairs.
Choose "Add Question" and enter II at the blinking cursor. But suppose before you actually enter it you suddenly change your mind. Select "I changed my mind” from the pull down MENU vv . *.
O EZ-Backup Ui ff © and you will be returned to the CAI Editor screen. The "I changed my mind" item is available from several places in the program. If you get stuck somewhere and are not sure what to do, check to see if this item is activated. As I mentioned earlier, you can delete questions in your lessons as you leam them, making your lessons more efficient. Let's try to delete question one. By the way, question one is the hardest to delete because to do that requires that the program copy question 2 to question 1, then question 3 to question 2, and so on until question 10 is copied to
question 9. Try it. After it's done, make sure that if you ask to read question one it reads 'This is question two.” Similarly question two reads, "This is question three", and so on. The total number of questions reported at the top of the screen changes from ten to nine.
Now, let’s check if the word wrap works. Choose “Add Question" and enter 10 at the blinking cursor. Type the following sentence exactly: This Is the first time that I enter a question Into my wonderful compu ...and hold it right there. Look at the screen. You see one complete line of text and the blinking cursor has automatically jumped to the beginning of the next line. The last word on the first line is "compu." Now type the letter “l" and look at the screen. The partial word “compu" jumped to the second line and got joined with the "t" you just typed. This automatic word wrap will help
you enter longer questions and answers without worrying if words get clipped at the end of a line. Verify that the wordwrap functions correctly at the end of the second line and at the end of the first two lines of the window as well.
The last function to verify is the "Delete Lesson File." Choose “Quit Lesson" and return to the title page of the Editor. Choose “Delete Lesson File" from the pull down MENU and enter Test” at the blinking cursor. Good-bye Test! Choose “Delete Lesson File" again and the Directory of [This Disk] will show that 'Test" is gone. You see that file called “.info”? That file is not really needed for proper operation of my program, and if you don’t like its appearance, you may delete it now. If you want to keep the .info file there, return to the “CAI Editor” screen by choosing "I changed my mind"
from the pull down MENU.
That should complete the debugging of your programs. Now you should change the END statements back to SYSTEM in both the Editor and Tutor programs, and make a back-up of this disk. You can overwrite your last backup disk if you have made changes or corrections since then. You have probably noticed that my Editor program saves your data to the same floppy disk that the programs are stored on, That's OK. There’s enough room on one disk for more than 1000 question answer pairs.
Also, this simplifies the program and reduces the need for disk swaps, just remember to keep an extra copy of the program package with no lessons saved to it as a master. As you fill up one disk with data, you can make a fresh copy from your master disk. , . ,, (conhruteaj Before EZ-Backup the only way to get nd of the piles of incremental back-up disks that littered your desk was to do another full back up. This method is inconvenient and requires a whole new set of unformatted floppy disks.
With EZ-Backup you use the same set of disks for every incremental back-up Only one full back-up required-Ever! Space on the disks is managed by deleting obsolete archive files and allowing you to save from 0-255 versions of each file. Your files are saved--even if you have completely deleted them from the hard drive!
EZ-Backup conies with an optional warning screen- We all tend to put off doing backups EZ-Backup's warning screen reminds you.
If you would rather not be reminded- you have the option to shut the warning screen off.
EZ-Backup prevents you from damaging valuable data- By* checking the volume label, EZ-Backup keeps you from writing over important files.
EZ-Backup uses Standard Amiga format- Ries are archived In standard Amiga format and work with all standard utilities.
EZ-Backup provides easy recovery of individual files A simple to use mouse-onented program allows you to recover individual files.
100% better than any other hard drive back-up program EZ-Backup is a genuine breakthrough •
* EZ-Backup actually manages the space on your backup disks- Not
more expensive juat the best - $ 49.95 - from: EZ-SOJrT or an
Amiga Dealer near you.
21125 Chatsworth Street Chatsworth. CA 91311
(818) 341-8681 Dealer Inquire Welcome
* Provides archive-bil utititres * Not copy protected
* Multi-tasking * Complete manual with examples
* Upgrades provided free tor the lirst six months alter program
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Works with all Amlga-DOS compatible hard drives.
(Amiga-DOS version 1.2 or higher) Now I think it would be a good idea to give you some simple examples of some data. Let me give you one in the subject I used most with this package, English Vocabulary. Please enter the following data: Ql: The state of being habitually silent.
Al: Taciturnity Q2: A disrespectful or injurious remark or report.
A2: Aspersion Q3: The representation of something as existing or occurring at other than its proper time.
A3: Anachronism Q4: Improvement.
A4: Amelioration Q5: A large body of water with many islands.
A5; Archipelago Q6: Deviation from the general rule.
A6: Anomaly Q7: A feeling of strong dislike, A7: Antipathy Q8: A readiness to act or serve; cheerful willingness.
A8: Alacrity Q9: Angry dispute; a heated argument.
A9: Altercation Q10: Evasion of the main point by indirect or roundabout speaking.
A10: Circumlocution Conclusion 1 have tried in this article to get anyone, regardless of background, up and running with this program package, But 1 haven’t said a single word about how the programs work. That may have disappointed some people. Maybe you would like to use the programs or even make modifications to them, but feel apprehensive because you don’t know how they work. That’s very legitimate. It is certainly easier to be told by the author how a program works rather than to fish Lhrough the code trying to figure out the algorithm yourself. I will gladly write another article
explaining this entire program package fully, complete with suggestions for further development if there is some genuine interest. I would do this rather than try to conceal its operation behind compiled code, because I believe the future of fine products like the Amiga rests, in part, on the opportunity it provides for enthusiasts to learn more about computers (including programming). Magazine articles are an excellent way for us to share our work and contribute towards that goal. Write to Amazing Computing and let them know that you would like to see such an article written and 1 will
willingly comply. If this program package helps you a little bit along the road to academic success, I will be happy.
[Next month, Part II will include the Editor program. 7 he complete authoring system is available on Amazing on Disk, 3-9- See page 60for more information -Ed) Listing One: TUTOR CAI.Program.1.5: GOSUB Initialize.Program Main.1: GOSUB Title.Page 'activate menu - allow to choose: ' “New Lesson " ' “Quit Lesson " ' "GOTO Workbench" GOSUB Clear.Keyboard MENU 1,1,1 MENU 1,2,0 MENU 1,3, 1 MENU 1,4,1 GOTO Nhat.to.Do Main.2: GOTO Choose.Lesson Main.3: GOSUB Initialize.Lesson Top.Main.Loop: GOSUB Make.current.Selection GOSUB Find.Quest ions GOSUB Juggle.Display GOSUB Show.Selection GOTO User.Response
Loop.5: ’disable all menu selections MENU 1,1,0 MENU 1,2,0 MENU 1,3,0 MENU 1,4,0 IF D.Pointl(User.B% 1 THEN GOTO Question.Correct ELSE GOTO Question.Wrong END IF Loop.6: GOTO Top.Main.Loop Make.Current.Selection: ThlsChoicol(1) - INT RND"Quest,Left!)FI FOR I1-2 TO 5 Take.One: ThisChoice%(II) -INT(RND*Total.GuestI)+1 Duplicate - 0 FOR j-1 TO II-1 IF ThisChoicel | j)-ThisChoicel I % 1 THEN Duplicatl-1 NEXT j IF Duplicatl-1 THEN Take.One NEXT II RETURN Juggle.Display:
D. Pointl(l)-INT(RND'SFl) FOR I1-2 TO 5 Pick.it:
D. Pointl|I%)-INT(RND-S+1) Duplicatl-0 FOR j-1 TO Il-l IF
D.Pointl(})-D.Pointl(II) THEN Duplicatl-1 NEXT j IF
Duplicatl-1 THEN Pick.it NEXT II RETURN Find.Questions: GET
1, Report,Vector(ThisChoicel(1)) Show.QS - Questions
Show.AS(1) - Answers FOR 11-2 TO 5 GET II, Report.Vector(Thi
sChoicel I % show.A5(II) - Answers KEXT II RETURN
Show.Selection: IF MENU(0J 0 THEN Show.Selection IF
MOUSE(0) D THEN Show.Selection IF First.Question-1 THEN
First.Question-0 ELSE ’IF MOUSE (0)00 THEN Show. Selection
'enable Quit Lesson MENU 1,1,0 MENU 1,2,1 MENU 1,3,0 MENU
1,4,0 PRINT PRINT TAB(29) "Press Loft mouse button" WHILE
HOUSE(0) 0 IF MENU(0)-1 THEN GOTO Project.Menu WEND WHILE
MOUSE(0) 0 IF MENU(0)-1 THEN GOTO Project.Menu WEND END IF
CLS CALL Move*(WINDOW 8),40,11) CALL
Text*(WINDOW(8),SADD(Show.QS), 70) CALL Move*(WINDOW(B),
40,19) CALL Text*(WINDOW(8),SADD(Show.Q$ )+70,70) CALL
Text*(WINDOW(0),SADD(Show.A$ (D.Point 1(1))),60) CALL
Text*(WINDOW(8),SADD(Shew.A$ (D,PointI(1)))+120, 60) CALL
Text*(WINDOW(8),SADD(Show.A$ (D.Pointl(2) )+6D, 60) CALL
Text*(WINDOW(8),SADD(Show.AS(D.PointI(2)))+120, 60) CALL
Text*(WINDOW 8),SADD(Show,A5(D.Pointl(3))) ,60) CALL
Move*(WINDOW 8),70,115) CALL
Text*(WINDOW(8),SADD(Show.AS(D.Pointl(3)))+60, 60) CALL
Text*(WINDOWC8),SADD(Show.AS(D.Point I(3)))+120,60) CALL
Move*(WINDOW(8),70,155) CALL Text*(WINDOW(8),
SADD(Show.AS(D.Pointl(4)))+l20, 60) CALL
Text*(WINDOW(8),SADD(Show.A$ (D.Point!(5)))+120,60) LINE
(Q5.XII,Q5.Y11)-(Q5.X21,Q5.Y2I), , b RETURN User.Response:
'remove all mouse clicks IF HOUSE (0)00 THEN GOTO User
.Response IF UCASESI INKEYS) "" THEN GOTO User.Response MENU
1, 1,0 MENU 1,2,1 MENU 1,3,0 MENU 1,4,0 Ask.for.Answer: WHILE
MOUSE(0) 0 IF UCASES(INKEYS)-"Q" THEN GOTO Terminate.2 IF
MENU(0)-1 THEN goto Project.Menu END IF WEND WHILE MOUSE(0) 0
IF MENU(0)-l THEN GOTO Project.Menu END IF WEND IF
HOUSE(3) Ql.XII OR MOUSE(3) Q1.X2I THEN GOTO Ask.for.Answer
ELSEIF MOUSE (4 ) Q1 . Yll AND MOUSE (4 KQ1. Y2I THEN LINE
(Q1. XII,Q1. Y11) - (Q1.X2I,Q1. Y2I), 3, bf :User . Rl-l
ELSEIF MOUSE(4) Q2.Yll AND MOUSE(4KQ2.Y2I THEN LINE
MOUSE(4) Q3,Y1I AND MOUSE(4) Q3.Y2I THEN LINE (Q3,X11,
03.Yll)-(Q3.X2I,Q3.Y2I),3,bf:User.RI-3 ELSEIF MOUSE(4) Q4.Yll
AND MOUSE(4) Q4 . Y2% THEN LINE
(Q4.XII,Q4.Yll)-(Q4.X2I,Q4.Y2I),3,bf:User.RI-4 ELSEIF MOUSE
14) Q5.Yll AND HOUSE(4) Q5.Y2I THEN LINE
(05.XII,Q5.Yll)-(Q5.X2I,Q5.Y2I),3,bf:User.RI-5 ELSE GOTO
Ask.for.Answer END IF GOTO Loop.5 Question.Correct: SWAP
(60,60)-(5B0,150),3,b LINE (61,60)-(579,150),3,b LINE
(62,61)-(578,149),3,b LINE (63,61)-(577,149),3,b LINE
(64,62)-(576,248),3,b LINE (6S,62)-(575,148),0,bf CALL
SetFont*(WINDOW(8),emerald20*) CALL Hove*(WINDOW(S),269,86)
PRINT "Correct" CALL SetFont*(WINDOW(8),topazll*) CALL
Move*(WINDOW(8),222,105) PRINT "That'
s";Total.Questl-Quest.Leftl;"correct so far" CALL
Move*(WINDOW(8),242,120) PRINT Quest.Leftl; "questions left"
CALL SetFont*(WlNDOW(8),topaz8*) IF Quest.Leftl-0 THEN
Last.One.Done: IF MOUSE (0)00 THEN Last .One . Done PRINT
PRINT TAB(29) "Press Left mouse button" WHILE MOUSE 0) ?;WEND
WHILE MOUSE (0)00:WEND GOTO Terminate.2 END IF GOTO Loop.6
Question.Wrong: Number.of.Guesses-Number.of.Guesses+l 'LINE
(60,60)-(580,150),2,bf 'LINE (65,62)-(575,148), 0, bf LINE
(60,60)-(580,150),2,b LINE (61, 60)-(579, 150), 2,b LINE
(62,61)-(578,149),2,b LINE (63,611-1577,149),2,b LINE
(64,62)-(576,148),2,b LINE (65,62)-(575,148),0,bf CALL
SetFont*(WINDOW(8),diaraond20t) CALL Move*(WINDOW(8),267,88)
COLOR 3,0 PRINT "WRONG I"; COLOR 1,0 (continued) CALL
SetFontfc(WINDOW(8),topaz lit) Total.Wrong-Number,of.Cues
sea-(Total.Quest I-Quest.Le ftl CALL Mavet(WINDOW(8),227,105)
PRINT "That1s':7otal.Wrong: "wrong so far!"
CALL Move*(WINDOW(8),100,120) PRINT “I will ask you this question again" CALL SetFont*(WINDOW(8),topaz8i) GOTO Loop.6 Choose.Lesson: 'start error trapping for disk ON ERROR GOTO Error.Trap.1 CLS LOCATE 2,1 nessageS-'Listed below are Lessons on this disk* PRINT TAB(FNT(80)) message$ PRINT FILES ’‘This Disk " FYPOS%-CSRLIN PRINT “ Type in Lesson you want **; MENU 1,1,0 MENU 1,3,1 MENU 1,4,1 Menu.Chosen%«0 GOSUB Input.Lesson.Name IF Menu,Chosen%-l THEN GOTO Project.Menu MENU 1,3,0 MENU 1,4,0 LOCATE FY?os%,l messages-" . Looking for “ + Lesson.Nane$ +" ...... PRINT TAB(FNT(80)) message® OPEN
“This Disk "+Lesson.NameS FOR INPUT AS *2 'INPUT 2,n CLOSE 2 OPEN “This Disk "*Lesson.NameS AS 42 LEM-2 FIELD 2, 2 AS How.ManyS GET 2,1 n-CVI(How.ManyS) CLOSE 2 IF n 6 THEN requestl$ -"Sorry....not enough questions in" request2$ -"this file. Add more from EDITOR" boxl$ -"Piek Another" box2 5-"CANCEL" default%-l GOSUB AlertBox IF Answerl-l THEN GOTO Choosn,Lesson ELSE GOTO Main.1 END IF END IF Total.Questl-n Quest.Leftl-Total.Questl 'Channel 1 for data on disk OPEN “Lessons -+Lesson.NameS AS 1 LEN-390 FIELD 1, 210 AS Questions, 180 AS AnswerS 'disable error trapping ON ERROR GOTO 0 GOTO
Main.3 Input.Lesson.Name: GOSUB Clear.Keyboard 'initialize to null Lesson.NameS-"* 'what is row of last printed line Ypos%-CSRLIN Xposl-46 'initialize Pointci to beginning of text Pointcl-l Top.ILoop: 'Initialize Cursor Cur$ -*_* Iloop: 'Place cursor at current position LOCATE Ypos%,XPos*+XCurl(PointC% PRINT CurS 'Change cursor so that it will bLlnk IF Cur$ -'_" THEN CurS-" “ ELSE IF CurS-' “ THEN Cur END IF 'initialize cursor timer TI-0 'this is where keyboard input appears Kloop: aS-INKEYS IF MENU(0)-1 THEN Menu.Chosenl-l GOTO Input.Done END IF 'test if anything was entered IF a$ "" THEN
Test 'nothing entered.... increment cursor timer Tl-71+1 'Test if cursor needs blinking IF TI-40 THEN Iloop GOTO Kloop Test* 'test for carriage return IF a5-CHR5(13) THEN Input.Done 'test for backspace key IF aS-CHRS(8) THEN Back.Up 'test for maximum number of characters IF PointC%-20 THEN Kloop 'test for illegal character IF ASC(aS) 31 OH ASC(aS) 127 THEN Kloop 'input must be legitimate"" 'echo Input to screen LOCATE Ypos%,XPosl*XCurl(PointCl) PRINT aS 'Store input In variable - concatenate Lesson.NameS-Leason.NameS+a5 'Increment PointCI PointCI-PointC%+l GOTO Top.ILoop Back.Up: 'test if
cursor is at beginning of text IF PointCl-1 THEN Kloop ’erase cursor from present position LOCATE Ypost,XPost+XCur*(PointC*| ‘decrement PointCI PointC%-PointCI-l 'erase character from Lesson.NameS variable Lesson.Hame$ -LEFT$ (Lesson.Name$ ,PcintCl-1) a$ -" GOTO Iloop Input.Done: RETURN Initialize.Program: DEF FNT(Z)-I NT((Z-LEN(messages)) 2) SCREEN 1,640,320,2,2 'open full screen window - no title or gadgets WINDOW 2,,(0,0)-(631,116)f16, 1 LOCATE 10,1 messages-'... Please Wait ..." PRINT TAB(FNT(80)); messages 'define this programs menu choices MENU 1,0,1," Stuff You Can Do " MENU 1,1,0," Load
Lesson L " MENU 1,2,0," QUIT Lesson Q " MENU 1,3,0," Goto Editor MENU 1,4,0," Goto Workbench 'disable BASIC' 3 menu choices MENU 2,0,1,"" MENU 3,0,1,"" MENU 4,0,1,"" LIBRARY "graphics,library" LIBRARY "diskfont.library" DECLARE FUNCTION OpenDiskFont4() LIBRARY DECLARE FUNCTION OpenFont* ) LIBRARY 'fake a structure in BASIC DIM TextAttr* tl) 'for topazB TextAttr* (0) -SADDTtopaz . Font"+CHR$ (Q)) TextAttr* l)-8*65536* topazBi-openFont*(VARPTR(TextAttr*(0)1) IF topaz8*-0 THEN PRINT "I can't find topaz B font" FOR I%-1 TO 1000:NEXT II GOTO Terminate.1 END IF 'for topaz 11
TextAttr*(0)-SADD("topaz.fcnt"+CHR5(0)) TextAttr*(1)-11*65536* topaz11*-OpenDiskFont*(VARPTR(TextAttr*(0))J IF topazll*-0 THEN PRINT "I can't find topaz 11 font" FOR Il-l TO 10Q0:NEXT 3% GOTO Terminate.1 END IF 'for diamond 20 TextAttr*(0)-5ADD("diamond.font"+CHRS(0)) TextAttr*(l)-20*65536* diaraond20i-OpenDiskFonU(VARPTR(TextAttr*(0))) IF diamond20*-0 THEN PRINT "I can't find diamond 20 font' FOR Il-l TO 1000:NEXT II GOTO Terminate.1 END IF 'for emerald 20 TextAttr*(0)-SADD("emerald.font"+CHR$ (0)) TextAttr*(1)-20*65536* emerald20*-OpenDiskFont*(VARPTR(TextAttr*(0))) IF emerald20*-0 THEN PRINT
"I can't find emerald 20 font" FOR Il-l TO 1000:NEXT II GOTO Terminate.1 END IF 'arrays DIM ThisChoicel(5) DIM D.Pointl(5) DIM Show.AS(5) DIM Xcurl(20) RANDOMIZE TIMER 'co-ordinates of question boxes Q1.XI1-20:Q1.Yll-38:Q1.X2I-35:QI.Y2I-4 6 Q2.XI1-20:Q2.Yll-70:Q2.X2I-35:Q2.Y2I-78 Q3 .XI1-20 :Q3. Y1I-1Q2 :Q3 .X2I-35 :Q3 . Y2I-U0 Q4.Xll-20:Q4.Yll-134:Q4.X2I-35:Q4.Y2I-142 Q5.Xil-20:Q$ .Yll-166:Q5.X2I-35:Q5.Y2I-174 'flag for initialization First.Time.Thrul-1 FOR Il-l TO 20 Xcurl II) II NEXT II RETURN Initialize.Lesson: IF First.Time.Thrul - 0 THEN ERASE Report.Vector, Mark.Vector ELSE
First.Time.Thrul - 0 END IF First.Question-1 DIM Report.Vector(n) DIM Mark.Vector(n) Number.of.Guesses - 0 FOR Il-l TO n Report.Vector(II)-II Mark.Vector(II)-0 NEXT II Title.Page: CLS LINE (175,13)-(445,55),l,b LINE (174,14 -(174,56),2 LINE (173,1S)-(173,57),2 LINE -(443,57),2 LINE (171,15)-(171,57|,2 LINE -(441,57),2 CALL SetFont*(WINDOW(8),topazllfi) CALL Move*(WINDOW(8),208,27) PRINT "Computer Aided Instruction" CALL SetFont*(WINDOW(8),diamond20*) CALL Move*(WINDOW(8),270, 110) rnessage$ -"TUTOR" PRINT messages CALL SetFont*(WINDOW(8), topazB*) CALL Hove*(WINDOW(B),263,47) PRINT "Revision
1.5" CALL Hove*(WINDOW 8),239,75) PRINT "by Paul Castonguay" CALL Move*(WINDOW(8),35, 130) PRINT "This program allows you to study material" PRINT "that you have previously" CALL Move*(WINDOW 8),35,140) PRINT "entered using the EDITOR in this package."
COLOR 3,0 CALL Move*(WINDOW(8), 192, 179) PRINT "Press RIGHT mouse button and" LOCATE 24,26 PRINT "Select from PULL DOWN MENU"; COLOR 1,0 RETURN Clear.Keyboard: IF INKEYSO"" THEN Clear .Keyboard IF MENU (0)00 THEN Clear .Keyboard RETURN What.to.Do: GOSUB Clear.Keyboard What.Loop: 'wait for user to decide what to do IF UCASES(INKEYS)-"L" THEN GOTO Main.2 IF MENU(0)-1 THEN MENU 1,1,0 MENU 1,2, 0 MENU 1,3,0 MENU 1,4,0 GOTO Project.Menu END IF GOTO What.Loop Project.Menu: IF MENU(1) - 1 THEN GOTO Main.2 IF MENU(1) - 2 THEN GOTO Terminate.2 IF MENU(1) - 3 THEN Load.Editor IF MENU(1) - 4 THEN
Terminate.1 GOTO What.to.Do Terminate: Terminate.1; 'replace memory used by window 2 WINDOW CLOSE 2 SCREEN CLOSE 1 CLS 're-establish BASIC's menu choices MENU RESET LIBRARY CLOSE END fl@ HEBE)® WE® 8 Amazing Computing™ cannot determine the dependability of advertisers from their advertisements alone. We need your feedback. If you have a problem with an advertiser in AC™, please send a complete description of the Incident, in writing to: Ad Complaints PiM Publications, Inc. Amazing Computing
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Load.Editor: 'replace memory used by window 12 WINDOW CLOSE 2 SCREEN CLOSE 1 CLS 're-establish BASIC's menu choices MENU RESET LIBRARY CLOSE RUN “Editor" Terminate.2: CLOSE *1 MENU 1,2,0 CLS LOCATE 10,1 PRINT TAB(18) “It took you";Number.of.Guesses; PRINT "guesses to answer";Total.Quest 1-Quest.Left!;'questions I" COLOR 3,0 LOCATE 24,1 messages*" Press LEFT mouse button or RETURN * PRINT TAB(FNT 80)) message?; COLOR 1,0 Wait.Read.Score.1; IF MOUSE (0)00 THEN Walt. Read . Score . 1 WHILE MOUSE(0)-0 IF INKEYS-CHR?(13) THEN GOTO Main.l WEND WHILE MOUSE (0)00 IF INKEYS-CHRS(13) THEN GOTO Main.l
WEND GOTO Main.l Error.Trap.1: BEEP WINDOW 2 IF ERR-53 THEN requestlS-"! Can't find *+Lesson.Name?
Request2 5-'*Did you mis-spelled it?"
GOTO ExitErrorl END IF IF ERR-64 THEN request1?-"BAD FILENAME."
Request2?-"" GOTO ExitError2 END IF IF ERR-68 THEN request IS-"DEVICE UNAVAILABLE."
Request2S-"“ GOTO ExitError2 END IF requestl5-"ERROR NUMBER"+STR5(ERR) request2S-"" GOTO ExitError2 ExitErrorl: boxlS-'retry" box2$ -*CANCEL" defaultl-1 GOSUB AlertBox IF Ansverl-l THEN CLOSE 12 RESUME Choose.Lesson ELSE CLOSE 12 RESUME Main.l END IF ExitError2: boxl$ -"retry" box2S-"CANCEL" default4-2 GOSUB AlertBox IF Answerl-l THEN CLOSE *2 RESUME Choose.Lesson ELSE CLOSE 2 RESUME Main.l END IF AlertBox: WINDOW 3,"Program Request", (0f0)-(311,45), 16,1 PRINT LEFTS(requestlS, 39) PRINT LEFTS(roquest2S,39) blS-LEFTS(box)$ , 12) b2S-LEFTS(box2S, 12) boxsizel-(LEN(bl$ )+2)*10
boxsize2-(LEN(b2$ )+2)*10 xl-(312-(boxsizel*boxsize2)) 3 x2-xl+boxsizel x3-xl+x2 x4-x3+boxsize2 LINE (xl, 20) - (x2, 33), 2, b LINE(x3,20)-(x4,38),2,b IF defaultl-l THEN LINEixl+2,22)-(x2-2,36),3,b IF defaultl-2 THEN LINE(x3+2,22)-(x4-2,36),3,b LOCATE 4,1 PRINT PTAB(xl+10);bl5; PRINT PTAB(X3+10) ;b2S Reqloop: WHILE MOUSE(0)-0:WEND ml-MOUSE 1) m2-MOUSE(2) IF ral xl AND ml x2 AND m2 20 AND m2 38 THEN Answerl-l LINE(xl,20)-(x2, 38), 1, bf ELSEIF ml x3 AND ml x4 AND m2 20 AND m2 38 THEN Answerl-0 LINE(x3,20)-(x4, 38), l,bf ELSE GOTO Reqloop END IF WHILE MOUSE(0)00:WEND WINDOW CLOSE 3 RETURN
• AC* AMAZING PROGRAMMING G E 1 iSI N M I 1 I 1 J, r 1- F 0 RT H
immmmtrn PARTmOMREENPLAR by lohn Bushakia Only on rare
occasions can a programmer finish a project, and have that
project stay finished. There always seems to be some little
quirk that needs de-quirking, fine tuning, or in this case,
Case in point: the IFF converter program (affectionately known in my household as "The Program That Wouldn’t Die”) which appeared in this magazine under the title “Gels In Multi-Forth.” You can imagine my shock, when, as I lay blissfully sleeping one night, I thought 1 was rudely awakened by my troubled program.
“John,” it inquired, "Might we speak a moment?” "Er,” I replied, stymied and at a loss for words, never having spoken to a program before. At least not in words containing more than four letters... "I'm loo hard to use," it muttered. “I don't think people will like me.” "That's silly,” I countered. "You’re very useful. Now go back to sleep. Or whatever." I pulled the covers over my head with a sharp jerk. (This had the effect of uncovering my wife, who testily mumbled something about me steeping the rest of the night with a disk drive, if I didn’t be quiet and go back to sleep.)
"But what if the user has a bunch of brushes to convert, and can’t remember any of the file names? I need a file requester!
It’d be neat if I had my very own screen and window to run in, with all the Gel variables represented by gadgets and stuff,” the program proposed.
"Umph!” I said. "Do you know how many gadgets that is?” ‘Thirty-six,” answered the program.
“Holy BeeGeeBees, do you know how many relocatable addresses that comes to?” I whined, “Seventy-two, not counting IntuiTexts and Borders," countered the program.
“Oh, thank you. 1 suppose you want a menu too...” "Of course! Well, just a small one will do," quipped the program.
“Harumph,” I told the program. "Okay, I’ll start on it tomorrow.
Urn, is that it?” “I can't think of anything else right now, except your disk drive heads are very dirty. If you don't clean them soon, you're going to lose every single program you own,” warned the program.
With that light-hearted announcement, the BrushConverter program bounced happily back to its box on my desk.
Needless to say, the entire Converter program has been "Intuitioned,” and the format of the files it creates completely changed. Now it stores all views of an animation sequence, including ColorMap information, in one file. I hope the revised Converter will soon be living on an Amicus Disk. Watch for it; it’s a vast improvement, and a good example of using Intuition from Multi-Forth.
Whatever the case may be, when this show is over, we will have developed tools enabling us to do the following:
1) Use the power and versatility of an art program, such as
Deluxe Paint, to draw IFF brushes.
2) Convert the brushes to raw bitmap form, with pertinent Gel
information thrown in. This information will be stored in a
3) Easily put up any type of screens on which to display the
4) Finally, we’ll have a group of functions, which allow us, at
the top level, to pass them only the name of a Gelfile, plus a
few other miscellaneous flags and variables. These functions
will handle all the dirty work associated with Gels (and there
is a lot): Allocating memory, initializing flags, linking
together, the whole shot.
(continued) As all of us have come to find out, the Amiga is a wonderfully versatile machine. It allows the programmer seemingly endless options in setting up a program. Unfortunately (there's always a catchD, the magic equation that holds here is: Versatility = (Options * Headaches)A2.
Those of you who just started programming this beast, take heed! It behooves you to build a collection of tools to do such mundane things as opening screens and allocating bit maps.
What's so hard about opening screens? Nothing but that's just the point; it's boring! It would be nice to focus on more important aspects of your program, without wasting a lot of time setting this stuff up.
Now, we want to look at general purpose routines and structures to open any type of Intuition screen.
Listing One is the file I named screens.misc. The first thing you see in it is a structure called bmappack. Although there is nothing fancy about it, it provides us with the first lesson of "tool building”: CONSOLIDATE! Try to keep as much information as possible under one roof. The members of this structure are simply variables associated with BitMaps: width, height, depth, and finally, the BitMap structure itself (NOT a pointer to a BitMap). The width and height of a bit map are independent of the width and height of the ViewPort.
The rest of the functions deal with allocating display memory, freeing display memory, reading color map files (produced with the OLD version of my Converter program), and opening and closing screens.
AJI of the functions utilize local variables to generalize their respective procedures. Generally, in Forth, all variables are global (that is, they can be seen by any word). But why limit ourselves to using a specific variable name? Someday we'll want to make a double buffered display, or a dual piayfield, and we’ll need more than one bit map, For instance, the makebitmap function would be useless to us if it only operated on a single, globally declared bit map!
The readcmap function expects to find a file containing color data. The data is of the form OxRGB (sony for the C Hex notation, Forth people), a 16 bit word containing Red, Green, and Blue intensity values. Remember, color data in an IFF file is stored (in Hex) as FO FOFO (white, for example). This is stored as OFFF in my files. The function uses the value of the local constant l cregs to determine how many color registers to read from the file. The value is multiplied by two, since the Read function expects a byte count on the stack (e.g. 32 color registers = 32 * 2 » 64 bytes to read in).
Also, remember that dosRead is the AmigaDOS Read, not Multi-Forth’s.
The function "onscreen” opens both CUSTOMBITMAP and non- CUSTOMBITMAP screens. Notice that it checks to see if you sent it a bmappack before trying to create a custom bit map. If you sent it a file name, it then calls readcmap.
Offscreen simply closes the screen, and deallocates display memory.
Listing Two contains a structure and two functions for dealing with dual playfields. The dualscrn structure is merely a consolidation of variables we need to associate with the second piayfield Ontuition takes care of the first). To create a dual piayfield display, you need to allocate another Raslnfo, BitMap, and Rastport structure, in addition to keeping track of the dimensions of the new piayfield (the two playfields need not be the same width, height, or even the same depth).
The official word from the Higher Ups at Commodore is that setting the DUALPF bit of the ViewModes variable in your NewScreen structure is not the best way to get a dual piayfield display. So we get to perform some tomfoolery here, which is even more reason to factor this out into a separate function and forget about it.
The function "makeitdual” does the dirty work for us. It is intended to be called immediately after onscreen. We need to allocate more display memory, then store the newBitMap in our number two RastPort. Then, while Intuition isn't looking, we have to link our second Raslnfo to the one Intuition gave us when we opened the screen. Now we set the DUALPF bit. Calls to MakeScreen and ReThinkDisplay put our clandestine changes into effect.
Doing things this way keeps Intuition from using your second piayfield for rendering gadgets, menus and all the other stuff Intuition is famous for. The catch is, you've got to remove the evidence before you call CloseScreen, hence the function “freedual." To cover our tracks, we need to store a zero in the link field of the first Raslnfo (the one Intuition gave us). Then, we turn off the DUALPF bit with an XOR (exclusive OR) operation. Next, call MakeScreen and ReThinkDisplay, and our screen is back to a plain single piayfield. All that is left to do is free up the display memory for the
second BitMap. Don’t forget, you need to call this function before you call offscreen.
When using dual piayfield displays, the system uses only the lower sixteen color registers, and those registers are split into two halves. That is, piayfield one uses registers zero through seven, and piayfield two uses registers eight through fifteen.
The following table summarizes piayfield depth to color register correspondence, It's in the ROM Kernel Manual, but I’ll produce Pfl: Color PF2 Color Depth Reg*.
¦ dilfl'i 0-1: I .
8-9 ill 2:..: : ¦ 0-3 1 8'9 2 0-3 2 8-H : 3 . I 0-7 2 8-11 3 0-7 C 3 T 8-15 . 1 it here to minimize cross referencing.
Now to Listing Three, which contains code to put up and toggle the BitMaps of a double buffered display. Double buffering is a technique used to produce smooth animation. You create two bit maps, drawing into one while displaying the other. When the display is completely updated, switch frames to show the updated display. It’s tricky, and very expensive memory-wise. A double buffered, 640 x 200 display, four planes deep, will cost you 128,000 bytes. If you’ve got expansion RAM, go for it. The effects are well worth the cost.
Creating the display is easy. First, we need to gather together all variables associated with double buffering, and put them all in one structure. Next, I’ve declared a global variable called frametog, which decides which bit plane to draw in, and which to display. The user need never be concerned with this variable.
Just say togglemaps in a definition somewhere, and the work is done. The definition of togglemaps just checks the slate of frametog. If it’s non-zero, we draw into BitMap one; otherwise, draw into BitMap zero. Notice the BitMap that gets displayed is the one stored in the Raslnfo structure of our screen. After the switch of BitMaps, we have to call MakcScreen and RcThinkDis- play to put the change into effect.
The definitions of makedbuf and offdbuf are simitar to onscreen and offscreen. Makedbuf allocates the display memory, and opens the screen with BitMap zero. It then allocates memory for the second bit map, and toggles the frames, to start us off drawing into bit map zero. Offdbuf simply closes the screen and deallocates display memory, These functions replace those in the screens .miscfile. So, when you use the double buffering words, the only functions you need from that file are makebitmap, freebitmap, and readcmap.
Since it is a little wasteful to include functions you don’t need, you might consider importing those functions to dblsiruct.f. This way you wouldn’t have to include screens.misc. Now let’s stop for a moment and consider the big picture. It’s likely you might want to use some Gels in your double buffered display. If that is the case, you should take out the calls to MakeScreen and ReThinkDisplay in the function togglemaps.
Since some Gels, like VirtualSprites, require you to call MrgCop and LoadView after each update, it would be wasteful, and seriously degrading to performance, if you called those functions twice (MakeScreen and ReThinkDisplay are Intuition's version of MrgCop and LoadView), Try to arrange your code so you update your entire display, including any Gels you might have. Then toggle the bit maps, and finally, call MakeScreen and ReThinkDisplay just once. All your changes will be put into effect at the same time.
Now we need to define global constants and structures to pass to our functions. The next three listings show examples of how we might want to build these files. Listing Four is for normal (single ptayfield) displays; Five is a dual playficld example; and Six is for double buffering.
First, decide what type of display your application needs, then go to the appropriate file, change the constants to suit your needs, and include that file in your program. Each of the three files automatically includes the support files it needs. For instance, the dual playfield example loads the file dualslruct.f. To open your screen, simply pass your global structures along to the functions, and the dirty work is done, No fuss, no muss, and best of all, very little initialization.
Now, on to something slightly more interesting: joystick and input device handlers. My first interest in the input device came from my desire to attach a joystick to either controller port. It seemed silly to be able to use only the right controller. As I explored the input device via the ROM Kernel Manual, I became more interested. The device merges events from the timer, keyboard, and either controller port into a single input event stream.
'That's perfect!" I thought. “Now, how do I get in on this?"
The answer is a combination of “be extremely careful" (for the keyboard), and “you really shouldn’t" (for the controller port).
What I gathered from reading the RKM, along with a little experimentation, is that the input device is opened when you bool the machine, and at least two event handlers are installed in a chain of handlers. These two are the king and queen of event handling: AmigaDOS (with its console), and Intuition (with its mouse and gadget arbitration). Briefly, what happens goes like this: The input device constantly monitors the keyboard, mouse, and timer. Certain conditions are pre-set to trigger an input event, namely mouse movement, button transitions, and key strokes.
Events are taken care of by handlers, which are linked in a chain, according to a certain priority. Higher numbers have higher priority; Intuition, for instance, supposedly has a priority of fifty. If you want any say over how events are handled, you have to write code to check for events you’re interested in, and install your code in the chain.
Now, when an input event is triggered, all handlers are called in order of priority. Events come in a structure called, surprisingly, an InputEvent, and several events may be linked together. Each handler can remove or modify the chain of events that pass through it. It can also add new ones to the list. When the handler is done, it passes the address of the first event in the new chain in data register DO. Event handling then proceeds to the next handler in the chain, and on down the line, until someone returns a zero in DO. If you want to have about two seconds of fun one afternoon, try to
write a little handler, install it in front of Intuition (priority = 51), and when it's finished, pass a zero in register DO. What you are doing is signalling everyone else in the chain that there are no more events to process. So guess whatf Nothing gets done. No keyboard, no (continued) mouse, no nasty disk grinding.,. We can see the implications here. If you were so inclined, you could write your own event handler, pass a zero to the other handlers, and effectively have the whole machine to yourself. But that sort of thinking is reserved for the days of eight-bit hacking. "We’re above that
son of thing now,” as W.C. Fields once said.
It is possible to change the conditions triggering an input event.
It is also possible to change the controller port the device monitors, as well as the type of controller connected to that port. Alas, in the course of my experiments, I discovered that such things are best left alone. Changing the port the mouse is at is pretty simple, and probably harmless, but changing the controller type is equivalent to taking over the machine, and that’s a practice which is sure to result in your being cast into the dreaded Amiga Programmer’s Abyss. Even if you were to change the controller type to a joystick, for example, there is still no way for you to gather movement
events easily, as the input device lacks a read command. Notice I said "gather easily.” One could write a handler and install it in the chain, but the relative merits of this are few. At this point, it is easier to just grit your teeth and open the gameport device, which is what I ended up doing.
Handling keyboard events leads to a similar situation. But here you're not faced with the scary prospect of taking over the machine. Why would one consider monitoring the keyboard without using the console device? Suppose you are designing a High Speed Graphics-Oriented Application (a video game), and you need keyboard events. If possible, you would like to avoid opening a window; it seems unnecessary. The console device is a big hassle, especially if you're not interested in the line editing features it provides. Having Intuition send you RAWKEY events would be ideal, except Intuition won’t
send you anything unless you open a window, (1 still don't understand why there is no option to attach an IDCMP to a screen.)
So both of those ideas are out. There is a nice chapter on the keyboard device in the RKM, but when you get to the program example at the end, you are cautioned not to fool with the keyboard directly, unless you want to lake over the machine.
The only thing left to do is install your own input device handler for catching keyboard events. Here, the overhead isn’t great (except for loading the assembler), and we can do this without taking over the machine.
So far, I’ve talked a lot about the input device without mentioning any details of working with it. Let’s do that now. Actually, communicating with the input device is pleasantly simple. If you're using Forth, you can do it interactively. Listing Seven contains the necessary ingredients for communicating with the gameport and input devices.
The devicepack structure is (what else?) A gathering of common structures needed in device communication. Opening the devices is simple. All you need to do is pass the name of the device, the desired unit (the input device is always unit zero; the right controller port is unit one for the gameport device), an lOStdReq structure (some devices require a special form of this structure), and a fourth mystery variable, which the RKM explains might be used to request exclusive access to a device (just send a zero, and everyone will be happy). Since this is a standard process, I've factored it out
into a separate function called setupdevice.
Commands sent to the two devices also follow the same formats. Specific device commands can be found in the devices directory in the language of your choice (in Multi-Forth it’s devices game port, f for the gameport, and dev ices in put. F for the input device). You first send the specific command (e.g. IND_ADDHANDLER, to add a handler to the chain), the length of the data structure the device needs to access, the address of that data, and finally, the lOStdReq you used to open the device. Since this too is standard for both devices, I’ve put it in its own function, called docommand.
There are two functions we want to look at next. One installs the handier (setupkbd), and the other is the handler itself. To install a handler, we also need an Interrupt structure. In this structure, we store the priority (at 51) and the address of the first instruction in our handler. To get the address of your handler, you simply do this: ' your-handler-name 4- The ’ (“lick”) finds the parameter field address in the dictionary, and the 4- is needed to get back to the address of the code. Wc also need to store an address in the Interrupt's is_data field. This address will be passed to our
handler, and the handler may use it any way it wants to (subject, of course, to restrictions of common sense and consistency). Notice the address I store is actually an address of a pointer variable in the devicepack structure. The address of each event chain our handler sees will be stored in this address. Next, we send an 1ND_ADDHANDLER off to docommand, along with the length of an Interrupt structure, the Interrupt structure itself, and our lOStdReq. Upon return from DoIO, our handler will be in the chain, sending us addresses of In put Events, The handler itself is wonderfully simple. In
its three lines, you’ll find the sum total of my knowledge of 68000 assembly language. (Not really. I also know all about the GURU instruction, which jumps randomly to code that draws a red box and a lot of meaningless text, then hangs up the machine.) When your handler is called by the system, the address of the current InputEvent is in AO, and your data area address is in Al. So, ail we want to do is move the address at AO to the address contained in Al. We then pass on what’s unchanged in AO to the next handler, Intuition.
Now that we've got an event, or a whole chain of them, we can process. Check out the InputEvent structure in the file of the same name in the devices directory, and you’ll find members telling you which class of event occurred; and, if a key was pressed, which key it was. (You might also notice that an InputEvent and an IntuiMessage structure look suspiciously alike.)
Now you can do anything you want with the event, but you'd better do it fast: new events come in all the lime. I've written a little function called monitorkbd, which is an example of what you might want to do. It's just a while loop which goes until it finds no more events in the chain our handler gave us. In the loop, you could execute whatever code you want. I put a little something in there to flash the screen, just to see if it was working.
When you’re finished using the handler, you remove it from the chain, and close the input device. The function "takcdownkbd" does this for us. Removing a handler is similar to adding one; you send the same data structures to the docommand function.
Opening the gameport device is similar to opening the input device. The function "setupsLickn performs the job, sets the controller type to be joystick, and sets the conditions which trigger an event at the gameport. To set trigger conditions, fill out a GamePortTrigger structure. You are responsible for deciding how you want the buttons reported (button up, down, or both), how far the controller has to move to generate an event (pertinent for a mouse; joysticks use a 1 here). Finally, you must state how much time should elapse between reports, if the other two conditions are not met.
In my example, I asked for reports when the button was either up or down, with a timeout value of one. This means the gameport device will send me an event every sixtieth of a second, regardless of whether or not it was actually moved (the timeout value is specified in l 60th second increments). If you were to set a zero here, you would only receive reports when the controller were moved to a new position.
To read events from the controller port, you send a GPD_READEVENT command to the device. The data area you send is an InputEvent structure. The device fills the structure with information on X , Y, and button transitions. Notice that the docommand uses DoIO to read the event, which doesn’t return until the request is satisfied. This way, we don’t have to worry about sending the request, then waiting around at some port for the answer (SendIO requires this). A joystick report every l 60th of a second is “close enough for jazz," as they say.
When finished with the gameport, you need to close it, and deallocate your message port. For safety’s sake you can also set the controller type to GPT_NOCONTROLLER before you exit. In other words, leave the port exactly the way you found it. If you do, you’ll be accepted into the ranks of that illustrious group, the Divine Order of Cooperative Amiga Programmers.
(continued) Listing Eight shows how to use the single playfield, input device handler, and gameport initialization routines. A screen is opened and some random junk is drawn on it, so we’ll have something to scroll around in.
The simple way of scrolling is to change the values of RX and RY OfTSet in the Raslnfo structure. These values represent the offset of the bit map from the viewport. To scroll to the right, you increment RX. To scroll down, increment RY. After changing the values, call ScrollVPort, then MakeScreen and ReThin- kDisplay to effect the changes.
This way of scrolling is handy indeed, except it doesn't solve the problem of creating a scrolling display that wraps around.
That is, after you scroll the width or height of your bit map, you want to re-enter it from the other side. To do this, you would need to check if you scrolled the width of the bit map. If you did, reset the RxOffset to zero. If you go off the left edge (RX becoming negative), you need to start over by subtracting your scroll increment from the total width of the bitmap, and storing the result as the new RXOffset. For example, if you were scrolling left (negative increments) in increments of two pixels, and reached an RX of zero, subtract two from your bit map width (600 in my example),
leaving an RXOffset of 598.
That trick works nicely, but only in the X direction. If you try it on the Y axis, your HAM PacMan will wander out of his maze and into (depending on how many bit planes you’ve selected for your display) some of the most colorful and exotic varieties of screen garbage available on any microcomputer. So unless there is some trick I was unable to discover, using ScrollVPori doesn’t completely solve the wrap around scrolling display problem. If any bright people out there have any ideas, I'd love to hear them (and so would a lot of other people, probably).
So that (finally) wraps up this installment on opening screens and devices. Next time, we’ll be displaying Gels, 1 promise.
[All eight listings are available on Amazing on Disk, 39. See page 60for more information. -Ed] Listing One: screens.misc - Listing One; screens.misc - Miscellaneous routines for putting up Amiga displays.
- These programs were created entirely with Amiga Multi-Forth, - a product of; Creative Solutions 4701 Randolph road - Suite 12 - Rockville, HD. 208S2 - - The bmappack struct consolodates variables associated with, well, with BitHaps.«, structure bmappack SHORT: +bpitidth ( The width of the BitMap, in pixels. ) SHORT: +bpHeight ( The Height, or I of rows. » SHORT: +bpDepth £ The number of bitplanes... f BitMap STRUCT: +bpBitMap ( And the structure itself. Note this ) ( is NOT a pointer to a BitMap struct. ) structure,end In the bitmap structure is an array of pointers to
'planelndex' indexes into that array, given the desired plane number an the stack.
Planelndex ( plane index nura - addr. ) + ; makebitmap: Synopsis: Responsible for allocating display memory for each bitplane In the user's bitmap.
Inputs: Width, Height, depth, and 'map', the address of a BitMap struct, width height t depth are integers.
Returns: The address of the BitMap struct (passed to this function), or aborts on memory allocation error.
The local var. 'rassize' is the size in bytes of one plane of the display. The formula is; (Width 8) * Height.
The local var. 'firstword' is the address of the first word of display memory; this address is returned by AllocRaster.
Makebitmap ( width height depth bitmap - bitmap y 0 0 locals| rassize firstword map ldepth lheight lwidth I Ividth 8 lheight * to rassize nap ldepth lwidth lheight InitBitMap ldepth 0 do lwidth lheight AllocRaster to firstword firstword 0- if Tturnkey if bye else abort then else firstword rassize 1 BltClear firstword map +bmPlanes i planelndex !
Then loop map ; freebitmap: Synopsis: Frees up memory allocated with makebitmap, above.
Inputs: Width, Height, depth (integers), and the address of a bitmap struct.
Freebitmap ( width height depth bitmap ) locals] map ldepth lheight lwidth I ldepth 0 do map +bmPlanes i planeindex 0 lwidth lheight FreeRaster loop ; readcraap: Synopsis: Reads in RGB color values into the supplied array.
Inputs: 1) Filename: Null terminated name of the cmap file.
2) fcregs : Number of color registers in this cmap.
3) ctable : Address of the array in which to store the colors.
Returns: ctable, the address of an initialized colortable.
Readcmap ( filename fcregs ctable ctable ) locals! Ctable Ifcregs filename I filename MCDE_OLDFILE dosOpen dup if dup ( fileid ) ctable llcregs 2" dosRead drop else drop Tturnkey if bye else abort then ( no return from here... ) then fileid ) dosClose ctable ; onscreen: Synopsis: Calls OpenScreen, to put up the required display.
Inputs : 1) NewScreen: Address of a NewScreen struct.
2) bmappack : Address of an initialized bmappack struct (see
above for the definition).
Send a zero in this place to indicate no Custom BitMap desired.
3) creapfile: Null terminated name of the colormap file. Send a
zero in this place to indicate no file to be read.
Number of color registers in the cmap.
Address of an array to hold color values.
5) colortable: Returns: Address of the opened screen.
: onscreen ( newscreen bmappack craapfile cregs colortable screen addr ) locals I ctable l cregs cmapname bmap lneuscrn I braap if fcanap +bpWidth wg braap +bpHeiqht wg braap +bpDepth wg braap +bpBitMap makebitmap lnovscrn +nsCustomBitMap !
Then lnewscrn OpenScreen cmapname if cmapname ltcregs ctable readcnap currentscreen 0 +scViewPort swap ( vp ctable ) lfcregs LoadRGB4 then currentscreen g ; offscreen Synopsis: Inputs r Closes a custom screen, frees display memory.
1) Screen : Address of an open screen.
2y bmappack: if this screen had a custom bitmap, send its address here, and the memory for the bitmap will be freed. Send a 0 if you didn't use a custom bitmap.
( screen bmappack ) locals I bmap Iscreen I lscreen CloseScreen braap if bmap +bpwidth wg braap +bpHeight wg braap +bpDepth wg bmap +bp3itMap freebitmap then ; Listing Two: dualstrucUf Listing Two: dualstruct.f Structures and functions for creating Dual Playfleld displays.
dualscrn is a consolodation of variables associated with dual playfield3.
Structure dualscrn Raslnfo STRUCT: +dsRasInfo2 ( second rasinfo y BitMap STRUCT: +dsBitMap2 ( second bitmap y RastPort STRUCT: +dsRastport2 ( second rastport SHORT: +dsHidth ( width oT the BitMap J SHORT: +dsHelght ( Height of the BitMap y SHORT: +dsDepth ( Depth of the BitMap y structure.end - makeltdual: Synopsis: Inputs: Returns: : makeitdual Creates a dual playfleld frcra an opened intuition custom screen.
1) screen: Address of ar. Opened screen.
2) dualstruct: Address of a dualscrn structure.
Address of the screen.
screen dualstruct - screen addr y locals I dual Iscreen I dual +dsRastPort2 InitRastPort do initialization.,.) dual +dswidth we dual +dsHeight wg dual +dsDepth wg dual +dsBitMap2 makebitmap dual +dsRastPort2 +rpBitMap I ( make the BitMap,,. ) ( Store BitMap address ) ( into the appropriate ) ( structures.... ) dual +dsBltMap2 dual +dsRasInfo2 +riBitMap 1 ( Link the two Raslnfos ) dual +dsRaaInfo2 Iscreen +scViewPort +vpRasinfo ( together 0 +riNext £ ) Iscreen +scViewPort +vpModes dup wg ( Set Modes for DUALPF ) DUALPF | swap w1 Iscreen MakeScreen ( This calls KakeVPortU for us. )
RethinkDisplay ( Calls MrgCopO and LoadViewO. ) Iscreen : ( Return the screen addr to caller. ) - freedual: type case SPRITEF Synopsis: Restores a dual playfield to single playfield status, and frees memory for the second bitmap.
Inputs: 1) screen: Address of an opened intuition screen.
2) dualstruct: Address of a dualscrn struct.
: freedual ( screen dualstruct ) locals I dual lacreen I I Take out the second Raslnfo ) 0 lacreen +scViewPort tvpRasInfo 0 +rlNext J ( Turn off the DUALPF bit ) lscreen -fscViewPort +vpModes dup w0 DUALPF xor swap w!
( Re-do the display ) lscreen MakeScreen Rethinkdisplay I Free the display memory. ) dual +dsWidth w0 dual +dsHeight w0 dual +dsDepth w0 dual +ds8itMap2 freebitrcap ; ... ** Miscellaneous variables and functions used by * *¦ the gel support routines. ¦ *¦»*•* The array gelhandles holds ALL dynAMIGAlly allocated tttiit raemoryhandles. That's why it has to be so large.
100 4 larray gelhandles global handleindex 0 to handleindex These arrays and structures are used by the ****** system in the Gelsinfo structure.
Create nextline 16 allot nextline 16 erase create lastcolor 32 allot lastcolor 32 erase struct CollTable icollisions struct Gelslnfo ginro struct VirtualSprite head struct VirtualSprite tail of SirapleSprite CLEAR get.memory endof of VirtualSprite CLEAR get.memory endof VSPRITEF BOBF ANIKCOHPF ANIMOBF of Bob CLEAR get.memory endof of AnimComp CLEAR get.memory endof of AnimOb CLEAR get.memory endof BORDERL1NEF of lwldth 2“ CHIP CLEAR | get.memory endof of lwldth lheight * 2* CHIP CLEAR [ get.memory endof SHADOWF SAVE4DBUFF DBUFPACKF IMAGEF of lwidth 16* lheight ldepth * AllocRaster endof of
DbufPacket CLEAR get.memory endof of lwidth lheight * ldepth * 2* sprtflag if B + then CHIP CLEAR I get.memory endof of 6 CLEAR get.memory endof SPRCOLORSF endcase ?dup if SAVE4DBUFF type - not if dup handleindex gelhandles !
Handleindex 1+ to handleindex then else ." Memory allocation errorJ* .* Gel type requested was: t" type cr cr abort ," handle index is: * handleindex .
Then ; * * ..... ** Routines for reading in of gel data. One Is ** for Vsprites, Sprites and Bobs, the other is *• for AnimObs only, : readgelfile ( filename vsprite apriteflag - ) 0 0 locals| imagehandle lfileid sprtflag lvsprt filename readygels:
1) Sets NO sprites reserved.
2) Sets pointers to nextline and lastcolor.
Sets pointer to CollTable.
4) Sets gel boundary collision coordinates.
5) Links gelsinfo to rastport.
6) Calls InitGels.
Readygels ( gelsinfo rastport - ) locals! Lrast lginfo I
- 1 lginfo +giSprRsrvd c!
Nextline lginfo +giNextLine J lastcolor lginfo +giLastColor * acollisions lginfo +giCollHandler 0 lginfo +giLeftMost w!
S lginfo +giTopMost w!
Dwidth lginfo +giRightMost w!
Dheight lginfo +giBottomMost v!
Lginfo lrast trpGelsInfo 1 head tail lginfo InitGels WaitTOF ; ** These flags tell whether or not the user wants
* ¦ double buffering, and what type of gel to allocate.
I constant DBUFF 0 constant SPRITEF 1 constant VSPRITEF 2 constant BOBF 3 constant ANIMCOMPF 4 constant ANIMOBF 5 constant BORDERLINEF 6 constant SHADOWF 7 constant SAVE*DBUFF 8 constant DBUFPACKF 9 constant IMAGEF 10 constant SPRCOLORSF allocate ( width height depth type spriteflag - handle locals I sprtflag type ldepth lheight lwidth 1 filename MODE OLDFILE dosOpen dup if to lfileid lfileid lvsprt VirtualSprite dosRead drop lvsprt +vsWidth w0 lvsprt +vsHeight w0 lvsprt +vsDepth w0 IMAGEF sprtflag allocate to imagehandle lfileid imagehandle 0 Imagehandle handle.size sprtflag if 8- swap 4+
swap then dosRead drop imagehandle § lvsprt +vsIroageData I else drop i o error in readgelfile. Check filenames." Cr Jturnkey if bye else abort then then lfileid dosClose ; : readaobfile ( lvsprt lanimcomp lanimob filename ) 0 0 locals I imagehandle lfileid filename lanimob lanimcomp lvsprt I filename MODE_OLDFILE dosOpen dup if to lfileid lfileid lvsprt VirtualSprite dosRead drop lvsprt +vsWidth w0 lvsprt +vsHeight w§ lvsprt +vsDepth w0 IMAGEF 0 allocate to imagehandle lfileid imagehandle 0 imagehandle handle.size dosRead drop imagehandle 0 lvsprt +vsImageData 1 lfileid lanimcomp AnimComp
dosRead drop lanimob if lfileid lanimob AnimOb dosRead drop then lfileid dosClose else (continued) drop ." I o error in readaobfile. Check filenames" cr Tturnkey if bye else abort then then : * * .. * * !sequence is used by Sprites, Vsprites and bobs *» to store a pointer to alternate iraagedata in an ¦¦ array specified by the user.
: sequence ( filename addr flag ) 0 0 locals| lvsprt handle sprtflag seqarr filename | VirtualSprite CLEAR get.memory dup to handle 0 to lvsprt filename lvsprt sprtflag readgelfile lvsprt +vs!mageData 0 seqarr !
Handle to.heap ; freegels: Loops through gelhandles array, freeing space, if an element is non-zero.
Makedbuf: Synopsis: Create a double buffered intuition display.
Call this in place of 'onscreen'.
Inputs: 1) NewScreen: Address of a NewScreen struct.
2) dbuf : Address of a dbufscrn struct.
3) cmapfil© * Null terminated name of a color map file.
Send a 0 here to Indicate no color file.
4) leregs : Number of color registers in tho cmap.
5) ctable : Address of the array holding color values.
Returns: Address of opened screen.
: makedbuf newscreen dbuf cmapfile Icregs ctable - scrn add ) locals| ctable llcregs cmapfile dbuf lnscrn | dbuf +dbsbmwidth w0 dbuf +dbsbmHeight we dbuf +dbsbmDepth wB dbuf +dbsBmapQ raakebitmap lnscrn +nsCustomBitMap !
Lnscrn OpenScreen cmapfile if : freegels ( - ) handleindex 0 do 1 gelhandles 0 dup 0- if drop else to.heap then loop 0 to handleindex ; mmmm Listing Three: dblstructj Listing Three: dbl3truct.f Routines for creating a double buffered Intuition display... --- dbufscrn is a consolodation of variables associated with double buffered displays. Note that this replaces the structure called 'bmappack1 in 'screens.misc'. If you re using double buffering, you don't need 'bmappack'.
Structure dbufscrn SHORT: +dbsbmWidth width of the bitmaps ) SHORT: +dbsbmHeight ( their height ) SHORT: +dbsbmDepth STRUCT: +dbsBmapO STRUCT: +dbsBmapl ( depth ) ( The structures themselves. ) ( Note, NOT pointers ) BitMap Bit Map cmapfile ltcregs ctable readcreap currentscreen 0 +scviewport swap llcregs LoadRGB4 then dbuf *dbsbmWidth w0 dbuf -dbsbmHeight w0 dbuf +dbsbmDepth w?
Dbuf +dbsBmapl makebitmap drop ( The following starts us off drawing into BitMap 0. ) currentscreen 0 dup +scRastPort swap +scViewPort +vpRas!nfo 0 dbuf togglemaps currentscreen 0 .* make the second BitMap ) offdbuf: Synopsis: Closes and frees up display memory for a double buffered Intuition display.
Inputs: 1) screen: address of a double buffered screen.
2) dbuf : address of a dbufscrn structure.
Returns: Nothing This is to be called in place of offscreen, in 'screens.misc' structure.end ( screen dbufscrn ) locals! Dbuf Iscreen | lscreen CloseScreen dbuf +dbsbmWidth w0 dbuf +dbsbmHeight w0 dbuf +dbsbmDepth w0 dbuf +dbsBmapO freebitmap dbuf +dbsbmWidth w0 dbuf +dbsbmHeight w0 dbuf +dbsbmDepth w0 dbuf fdbsBmapl freebitmap 'frametog' is used by 'togglemaps' for switching bitmaps... The user need never bother with it.
Global frametog 0 to frametog togglemaps: Synopsis: Switches between two bitmaps, according to the following scheme: if 'frametog' is a 1, draw into BitMap 1, display BitHap 0.
E drawinto BitMap 0, display BitMap 1.
1) rport: Address of a Rastport struct, gotten from Inputs: V
Returns: : togglemaps an opened screen.
2) rinfo: Address of a Raslnfo, from the viewport of an opened
3) dbufscrn: Address of a dbufscrn structure Nothing.
( rport rinfo dbufscrn struct ) locals] dbuf rinfo rport J frametog if ( store Bmap 0 to be displayed ) dbuf +dbsBmapO rinfo +riBitMap [ [ store Bmap 1 to be drawn into ) dbuf +dbsBmapl rport + rpBit.Map !
Else ( do the opposite of above ) dbuf +dbsBmapQ rport +rp3itHap !
Dbuf +dbsBnapl rinfo +riBitMap !
Then currentscreen £ MakeScreen RethinkDisplay frametog not to frametog ; Listing Four: dualstructf - Listing Four: singlepf.f - Example of putting up a simple Intuition screen, include dfl :misc4th screens.raise Constants and Globals 320 constant dispwidth Width of the display 200 constant dispheight Height 4 constant dispdepth depth 16 constant fcregs Number of Color registers in cmap.
Create cmapfile 0," mf-files:spiro.cmap" Name of the cmap file create colortable Icregs 2* allot The array to hold color Values.
Global irastport ( Global variable for easy access ) global (viewport ( ditto ) global (rasinfo ( ditto. But not really needed if ) ( you're not doing any scrolling. ) Structures Create and initialize a bmappack, and newscreen struct.
These will be sent to the routines in 'screens.misc'. AMAZING F E A T U R E S AmiExpo Midwest ’88 Chicago Hosts a Very Happy Third Birthday for the Amiga!
By Michael T. Cabral AmiExpo Midwest ’88 proved that the entire country has now been "Amigatized.” Naysayers snickered that the first AmiExpo in New York would fall on its face because the Amiga just wasn't big enough. AmiExpo Los Angeles was haunted by predictions of tiny crowds and less than bustling booths. Questions about mid-country interest and general ho-hum ushered in AmiExpo Chicago. But, if the AmiExpo shows are any indication, the Amiga express has arrived at the top floor of the computing world.
AmiExpo New York was a huge inaugural success.
AmiExpo Los Angeles drew flesh-on-flesh crowds and rabid interest. With 10,429 attendees over the three days, AmiExpo Chicago spread the frosting on the Amiga’s third birthday cake...both literally and figuratively.
The literal spreading took place at a gala celebration of the Amiga's third birthday after day two of the show. Black and red balloons blanketed the Regency Ballroom and acted as acoustic trampolines for a rousing "Happy Birthday To You” dedicated to everyone’s favorite inanimate bundle of chips.
Under the twinkle of flash bulbs, Jay Miner carved the first slice of the mountainous cake and the celebration blasted off.
More than a third year of survival was being celebrated, though. What was really being celebrated was what had gone on down the hall for the previous eight hours the enthusiastic display of tons of hardware and software. The Amiga may have made it to the ripe old age of three, but we all know that without hardware and software support any machine is doomed to die a slow and painful death. All the new hardware developments and software solutions introduced at AmiExpo Midwest formed the sweetest possible frosting for the Amiga’s third birthday cake and guaranteed more celebrations to come.
Commodore's Contribution As much as the Amiga needs hardware and software, hardware and software need the Amiga. One hand washes the other, right? So the big question at the two previous AmiExpos has been, “When is Commodore going to get their % &*%! Hands in the sink?” New York and Los Angeles were each graced only by a few Commodore techies and luminaries roaming the floor. No booth, no display, no real support.
In Chicago, the previously invisible appeared with a bang. When the familiar "Only Amiga" promo theme song blasted the doors open for day one of AmiExpo Chicago, no one in the hall could deny that Commodore was there. The centrally-located booth was predictably the show’s largest and part of a new, nationwide reach-out-and-louch campaign. According to a rep assigned to the Midwest on a full-time basis, Commodore has scattered public relations people throughout the country for full-time, grass roots work. Dealers will be covered with more than the usual token visits and the Amiga bug will be
put in the ears of all those who aren't already infested. The effort is targeted at making Amiga a household name.
Fiesh seemed to be the order of the show for Commodore as they also sported a brand new twenty-minute video. The video is longer and more informational than the "Test Flight" clip, with much less flash and glitz. The narrator seated on the edge of a desk talking about desktop video (what else?)
And other serious topics offered a sure sign that Commodore has finally decided to market the Amiga as much more than a game arcade for your living room.
What else was in the booth? If you're a pessimist, the booth was sort of empty... or if you're an optimist, there was plenty of room for talking, mingling, and getting to know the Amiga. Either way, it was just nice to see Commodore.
The reps stationed at the booth full-time for questions, handshaking, and some good ole-fashioned PR were more than enough to make the booth a welcome, popular attraction.
The highlight of the display was a beta of the A2024 multisync monitor. The hi-res display looked sharp and very Mac-like.
The beta was also shown alongside the Byte by Byte booth by Amiga original Dale Luck, but despite the double exposure, a tentative release date was out of the question.
Along the left side of the Commodore booth, an A500 ran a video showoff implementing A- Squared’s Live! Digitizer, Mimetics’ AmiGen genlock, and Elan Design’s Invision real-time image manipulation software. Titling was shown with Zuma’s TV'Text running on another A500 with a 30MB SupraDrive, and Gold Disk’s Professional Page ran a tidy layout on an NEC multisync monitor.
Output capabilities, always prominently in question, were answered this time with glossy color prints from Tektronix 4693D and 4896 printers. CSA hardware products were also on display uninstalled, further cementing the cozy spot they've formed in ail of the Commodore show booths.
Enough about Commodore. On to the guys who put the Amiga to work.
Busy Booths From the beginning, one of the Amiga’s bragging points has been its Intuition interface. Simple, easy-to-use, and lets you work like you think. Emerald Intelligence is ready to make the Amiga truly intuitive with Magellan, an artificial intelligence expert system building tool introduced at AmiExpo.
Magellan promises to turn your Amiga into "a powerful knowledge engineering workstation, offering performance and interface features unavailable on the IBM-PC, PS 2 or Apple Macintosh.” Wow!
The capabilities for really putting the Amiga to work here are mind-bending.
Without learning the ins and outs of C, or even BASIC, you can combine your practical knowledge with the power of your Amiga to exploit desktop video, networking, hi-res graphics, and more.
Whatever your Amiga can do, Magellan can help you get at it.
Magellan lets you think and work within the framework of the IF-THEN, on-the-go logic you implement in everyday situations. Like Macintosh HyperCard, Magellan lets you build according to the raw blueprint your brain maps out. The introductory version of Magellan hits the market for $ 195.
With Perry Kivolowitz and the ASDG contingent demonstrating a lot of something for everybody, their booth rarely stopped for a breath. Top billing was split between the eagerly awaited Twin-X board and the JX-450 Controller for the SpectraScan scanner.
Due to market with a $ 329 price lag right about the time you read this, the Twin-X impressively ran a 110 volt AC switch, a bar code reader, and a IEEE 488 (GPIB) module in the booth. Three modules for the Twin-X were also officially announced. A dual serial module, the SBX-Serial 2, will provide two channel full-duplex asynchronous communications with RS 232 drivers on an IEEE 959. Look for this one around October for a list of $ 199- The SBX-SCSI, a complete SCSI controller also on an IEEE 959, should also hit in October for the same $ 199- The SBX-GPIB, running in preliminary form at the
show, will, as expected, handle all IEEE 488 1975 1978 functions and the IEEE 488 A supplement. We should see this generic module for $ 199 soon after Twin- X hits.
The surprise smash was ASDG's software support for the SpectraScan scanner.
The JX-450 Controller, expected to be out in about two months, will allow you to control, alter, and display many scanning options on the Amiga. Output to an H-P Paint Jet printer revealed how nice a team the scanner and software will make. The software will be available solo or with the scanner. If you don’t already own a SpectraScan, start pocketing pennies the package with scanner wilt run near $ 7000!
The ASDG party didn’t end there, either.
On the software side, CygnusEd Professional, a West German import, made its American debut. Deemed “the new king of editors” in Germany, this editor allows you to edit ten files simultaneously with lightning-fast “turbo" scrolling. CygnusEd includes many of the text editing givens, plus macros, a layout mode for charts, screen resolution of up to 1000 x 800, and Arexx compatibility.
Best of all, the program can recover crashed edits in progress!
Video and Graphics Madness!
As usual, the folks behind all that dazzling Amiga video drew hordes. The bottom line is that you can have a great product in any market, but hot video will pull the curious out of the aisles and into booths. The NcwTek booth, just steps away from the main entrance to the hall, gathered its usual flock. Of most interest was the much rumored and oft- misunderstood Video Toaster. The pre- Toaster was demonstrated and some viewers could have used periscopes to get at least a peek. 'Ihere was even a kitchen toaster on hand toasting away and feeding the busy NewTekkers.
NewTek is still promising that the Video Toaster will be "the ultimate desktop video system.” The big question: WHEN!?
Byte by Byte, although showing nothing new of their own, magneted crowds of gazers with their usual bouncing, bounding, spinning demos from Sculpt- and Animate-3D. The most riveting newcomer was a flawless free-throw shooter netting twine-tickler after twine- tickler. A new package called Fancy 3D Fonts by Access Technologies was on sale at the booth since the fonts work with Animate and Sculpt.
_(continued) Also nearby I ccause of their ties to Byte by Byte was Syndesis. Along with their ingeniously necessary Interchange program, the folks from Syndesis also showed InterFont, a 3D object font designer that was due in late August.
InterFont creates 3D fonts for titling in programs like Sculpt-3D, VideoScape 3D, Forms in Flight, and Turbo Silver.
A1000 on hand, along with a promising preview of Live! 2000. How promising?
Well with two cameras, Live! 2000 will allow 3-D, real-time video! Along with other wildness, Live! 2000 will pop video into an oval which you can then float across the screen by dragging the mouse.
Better yet, the trail you leave behind will be made up of the image within the oval!
(joined with the Fairlight CVI real-time digital effects generator) is also a full broadcast quality genlock ready to tackle the professional video market. Who will win the high end battle? It was a mite difficult to tell at the show both booths ran the same demo of fading football scores and showed no difference to the naked eye.
The RGB Computer and Video Creations booth featured the most elaborate video set-up of the show. Amazingly enough, all the equipment stacked high along the back of the booth was under the control of an A500 and two A2000s. In this system called the Super-VHS Desktop Video Workstation, the A500 acted as a dedicated character generator, while the A2000s managed two video source machines, a special effects generator, genlocked graphics, and sound. RGB also ofFered members of their now-legendary Deluxe Help family of interactive tutorials: Deluxe Help for DigiPaint, Deluxe Paint II, Calligrapher,
and PhotonPaint. Currently in the works are Deluxe Help modules for PageSetter, SuperBase Professional, City Desk 2.0, Aegis DrawPlus, and yes, AmigaDOS 1.3. The Elan Design booth elicited many double takes. When passersby figured out they were on camera with a George Michael video gyrating over their onscreen image, many slopped to check out the source of the action. The source was Invision, an original real-time special effects system that allows you to interact with video pumped in from A-Squared’s Live! Digitzer or a VCR. You can mix images from paint programs with the live stuff and
incorporate effects like strobe, mosaic, and mirror. Invision is on the shelves now for $ 129, but keep in mind that you'll also need the Live! Digitizer if you want to toy with live footage.
In addition to appearing in both the Commodore and Elan Design booths, Live! Also had a nook of its own. A- Squared had Live! For the A500 and The rapidly growing Amiga genlock club also picked up two new high-end members in Chicago. Magni Systems, Inc, displayed the 4000 Series of Video Graphics Systems and wow wed many casual strollers. The basic 4000 system boasts true broadcast standard video straight from Amiga graphics. Two plugin cards combine encoder and genlock to provide controlled edges and liming, correct color framing, software selectable bandwidths, sync and black burst
generators, and more. Fades and keying can also be tapped through software.
Interestingly enough, all the way across the arena in a seemingly separate world, Compu-Art launched North American distribution of a similar turnkey video workstation manufactured in Australia.
The Neriki Image Master Pro-Genlock Games Gallery Oniy one type of booth attracts more wide-eyed attention than a video booth: a games booth. The most action- and people-packed gaming site at AmiExpo was undoubtedly the Actionware booth.
Along with double light guns blasting away at Capone, the booth also featured the gun-em'-down pace of new releases
P. O.W. and Creature. To add flavor to
P. O.W., one Actionware rep sported camouflage duds for two days
of the show. Talk about realism!
ReadySoft, Inc. captured the bulk of the gaming wows on the final day of the show with a pre-release of the animated arcade smash, Dragon’s Lair. ReadySoft had the preview pony-expressed in on (Shouldn’t EVERYONE see your product in the Amazing Product Guide: Winter ’89?
Developers! Last Chance for a FREE listing in our Amazing Product Guide: Winter '89!
What does this spectrum-covering audience mean to you? Simply put, every one of these users should know about your product. That's why we are putting the finishing touches on the Amazing Product Guide; Winter ‘89, an issue devoted solely to all Amiga products, Amiga users will pick up our Amazing Product Guide: Winter ‘89 searching for products to put the Amiga to work your products.
Amazing Computing is read far and wide by Amiga enthusiasts. Programmers, business people, and gaming gurus read AC. Austra- lians, Americans, Canadians and Europeans read AC. Even rare, but astute stegosaurus dragons read ACI So, If you have not submitted product information for the Amazing Product Guide; Winter '89. THIS IS ITI Your products WILL BE LEFT OUT if you do not respond by; September 30, 1988 If we already have your information, no problem. But if you suspect that we do not have Information about your products, please check with us Immediately. Even if you fall into the 'no
problem' category, please make sure we have your most up-to-date information. Please contact: Michael Cabral Amazing Product Guide: Winter '89
(508) 678-4200 The Amazing Product Guide: Winter '89, like all
issues of AC, Is also a cost-effective way of advertising
your product. An audience of ravenous Amiga enthusiasts
will be looking for your product in the Guide, They will
also be looking for your overall presence in the market.
Reinforce your listing in the Amazing Product Guide: Winter
'89 with your best, most Informative advertisement.
For advertising information about the Amazing Product Guide: Winter '89 or any issue of AC, contact; John Fastlno Advertising Manager
(508) 678-4200 Remember, September 30 is the Amazing Product
Guide: Winter '89 deadline. Don't be left out!
Amazing Computing's NEW Reader Service Card Wow, AC has done it again!
Due to the tremendous response to our original Reader Service Program, Amazing Computing announces an easier way to contact AC advertisers: The AC Reader Service Card Mailer.
To use the AC system, simply locate all the Amazing Advertisers you wish to contact below, find their appropriate AC Reader Service Card Numbers, and mark them on the card to the right.
Fill in your address and mail the card. It is that easy!
The AC Difference OK, this is not really a new idea. But, we have added a new twist. Gone are the awkward lines "Reader Service Card Number XXX" which reside somewhere on an advertisement, instead, AC has listed all the advertisers in the Index Of Advertisers with their page numbers and special codes.
Now it is easy to find all the information you want for any AC advertiser in just one place. As always, Amazing Computing has placed their readers first!
Index of Advertisers Advertiser Page Reader Service Number Advertiser Page Reader Service Number A-Squared Distributions, Inc. I 101 Megatronics cn 292 Aelen Electronics 48 148 Metropolitan Computer Products 54 154 Amazing Computer Systems, Inc. 43 143 Michigan Software 13 113 AmiHxpo 9 109 Micro Way 67 167 BEST Software 12 112 Microbotics, Inc. 50 150 Central Coast Software 11 111 Microsmiths, Inc. 25 125 Compu Art 61 161 New Wave Software 22 122 Computer Mart 70 170 NewTek CIV 294 Creative Solutions 52 152 OTG Software 52 252 D-Five Associates 63 163 Peacock Systems, Inc. 18 118 Delphi
Noetic Systems 73 173 Pioneer Computing 34 134 Digital Wizards, Inc. 38 138 Radical Eye Software 53 153 East West Computer Shows 63 263 Sedona Software 101 201 EaseWare 33 133 Software Advantage Consulting Corp. 104 204 EZ-Soft 77 177 Software Ingenuity 44 144 Flexible Data Systems, Inc. 64 164 Spencer Organization 62 162 HyperTek Silicon Springs 69 169 The Memory Location 42 142 Jumpdisk 55 155 The Other Guys 5 105 lattice, Inc. 7 107 Tru-Image 62 162 Lionheart 55 255 Video maker 19 119 Lynn’s Luna C 103 103 William Hawes 59 159 CamlExpo, continued from page 94) the final day just to gel some
One look and you see why they wanted this baby to get air play. When you first see the graphics and animation, you’ll lake a look around to make sure you didn't somehow stumble into a video arcade. The six disks (that's right, six disks) should retail for about $ 50 when the game is released this fall. ReadySoft also announced Cosmic Bouncer, Rock Challenge, and Scary Mutant Space Aliens From Mars as other fall goodies.
This year's award for smartest show of hustle in the gaming market has got to go to DlglTek Software. They pump out quality games faster than Stephen King can pump out million-selling spine tinglers, DigiTek announced no less than nine pre-September releases to complement established winners like Vampire's Empire and Amegas, The most addictive was Hole-in-One Miniature Golf, a slick combination of fun, skill and the luck of pool table-like bounces.
Dropped jaws greeted demo scenes of North Sea Inferno. Also shown were joe Blade, Western Games, Extensor, Spin- World, SkyBlaster, Cyber Complex, Final Mission, and Qix lookalike, PowcrStyx.
Sure games draw crowds, but Discovery Software International opted against taking any chances. What did they do?
They held a puppet show, of course!
High above the booth, the hip Pac-a-like, Zoomer, bopped along to his own little promotional rap for Discovery’s Zoom!
Appropriately less cute was Cyrus the Virus, a representative of precisely what Discovery’s new preventative medicine against viruses, V.I.P., can help avoid.
On the all-important subject of viruses, Abacus Software also plans to release Computer Viruses A High Tech Disease, a book explaining what a virus is, how it works, and how to protect yourself.
Happy Birthday Dear Amiga, Happy Hardware To You!
Despite the insulting selling Lactics of Dr. Oxide and his disheveled disorderlies, the rubber chicken, rubber rat infested booth known as Comp-U-Savc did have one redeeming quality: the Bus Expander, unpretentiously manufactured by Bill’s Boards. The Bus Expander lets you configure your A500 or A1000 to accept most expansion cards designed for the A2000. Hard disk controllers, RAM cards, and thanks to the A2028 Bridgeboard, even IBM-compatible addons are possible. The Expander has six A2000 bus slots with three bridgeable to AT slots and six IBM slots (four AT slots).
M-A-S.T stands for Memory and Storage Technology, makers of the Amiga- compatible UniDrive and TwinDrive. A look at the new hardware from these guys shows that their name isn't the only thing they’ve made smaller. Minimegs 500 is the latest entry in M.A.S.Ts line of "matchbox peripherals.” No kidding we’re talking tiny hardware. Minimegs can squeeze up to 2MB of auto configuring RAM into a very small box.
The Tiny Tiger is a similarly small 45MB SCSI interface and drive. Minimegs goes for $ 199 unpopulated, and the 45MB Tiny Tiger with interface, drive case, and power supply runs $ 795.
Spirit Technology Corporation, an old favorite in the Amiga hardware world, brought along three yet-to-be-released items. The new MIDI Star is calling itself "the most versatile and complete MIDI interface available.” With two Ins, six OUTs, an RS-232 port with passthrough, and two-color LED indicators for all ports, Spirit may be right. We'll see when it hits, since the show model was without a case and barely developed enough to run a demo. Spirit also premiered the HDA-506 Hard Drive Adapter that will allow you to use IBM-compatible hard drives and ST-506 controllers on your A500 or A1000.
Finally, Spirit announced the S 500-2 internal memory expansion.
The board is expandable to 2MB of autoconfiguring fast memory and requires only four chips per half MB.
Great Valley Products, Inc., manufacturers of the IMPACT series of hardware add-ons, announced the IMPACT A500-HD RAM Controller and the IMPACT A2000-HardCard in 20 and 45 MB versions. The A500-HD RAM combines a 20MB hard drive and memory expansion subsystem that snaps onto your A500. The unit includes a SCSI controller, the hard drive, and 2MB of autoconfiguring FAST RAM. The SCSI allows you to connect up to seven external devices and includes a Mac (continued) compatible connector. The internally installed A2000-HardCard20 or 45 affords a SCSI controller and a 20 or 45 MB hard drive without
hogging a peripheral slot.
Dabbling in the little bit of everything side of the hardware market is Creative Microsystems, Inc. In their booth, Creative offered the Processor Accelerator, the Vl-Series of video adapters, and MIDI 1. How’s that for diversity? For $ 199.95, the accelerator boasts speed better than an MC68010 and near the speed of 68020 boards. A math co-processor slot promises even better speed. The video adaptors convert your Amiga’s RGB signal into composite, chroma luma, or RF signals for use with VCRs, other monitors or TV. For $ 79-95, MIDI 1 includes one IN, three selectable OUT THRUs, an RS-232, SYNC
Our for drum machines, and blinking LEDs.
RJ. Mical recalls the birth of the Amiga and muses about the future.
Welcome Neiv Developers!
For the sound starved, a new company called Starvision International demonstrated the Omega Stereo Sampler blasting out more sound than anyone could handle. With a huge poster of a space shuttle as their background, Starvision continually blew everybody's ears off with the actual rumbling, crackling sound of take-off. The cacophony turned disturbed heads all the way across the hall, and developers at nearby booLhs really got annoyed.
Starvision AMIGAbly toned things down and thought about using headphones to display the power of the Omega.
From the sound arena, Starvision will move lo education with the release of World Atlas ($ 49.95) in October, and to games with Mega Pinball ($ 39-95) in November, Twin Ranger ($ 39.95) and Snowberry ($ 29.95) in December, and Starfighter One sometime in 1989.
Music software was scarce in Chicago, so the New Wave Software booth drew mobs rivaling both the video and gaming booths and is definitely worth a mention. Even if the hall had been packed with sound sLuff, New Wave still would have been hot.
Up and running and perking all ears within range were the new Sound Oasis sample disk reader and Dynamic Studio
2. 0, complete with sequencer, drum machine, note editor, and
added SMPTE support.
Back on the subject of new companies, Precision Incorporated was making final plans to meet the American market on August 15. Precision Software Ltd., the leading manufacturer of data management software in Europe, has launched this new American wing under the guidance of Dan Browning, formerly of Progressive Peripherals and Software. The split between Browning and Progressive was a friendly one, and Superbase Personal, Superbase Professional, and Logistix will now be handled directly and exclusively by Precision Inc. Precision Software Ltd., fresh off a successful conquest of companies like
Blythe, Quartz, and Borland at the PC User’s Conference Database Challenge, will hit the American market with sales, distribution, and tech support through Precision Inc. Precision Inc. also promises to be a two-way street for North American developers trying to reach the European market. As an additional note, PR man Erich Stein has also AMIGAbly left the Progressive nest to go out on his own as an Amiga PR specialist.
As all the AmiExpos have done, the Midwest show spelled out the flourishing state of Amiga hardware and software support. New aspects of video are being developed more avidly than ever.
Games, graphics, page layout, sound, hardware design, and virtually everything else the Amiga can do, continue to beat past standards.
Totally new ground is being covered by far-reaching developments like Magellan and the Twin-X. Strong new companies are popping up everywhere. And Commodore’s full-fledged appearance completed the picture that's been missing something at the past two AmiExpos.
With Commodore and hustling hardware and software developers now hitting on all cylinders, we can expect even happier, healthier (dare I say more profitable) birthdays to come for the Amiga.
• AC- screens.misc for the definition of bmappack.
Struct bmappack braap bmap bmappack erase 600 bmap +bpWidth wl 400 bmap +bpHeight wl 4 bmap +bpDepth wl structend struct Newscreen singlepf 0 singlepf +nsLeftEdge wl 0 singlepf dispwidth singlepf dlspheight singlepf dispdepth singlepf +ns7opEdge wl +nsWldth wl ?nsHeight wl +nsDepth wl +nsDetailPen c!
+ns91ockPen cl ?nsViewModes w!
CUSTOMSCREEN SCREENQUIET | CUSTOHBITHAP | singlepf +nsType wl 0 singlepf +nsFont 1 0 singlepf +nsDefaultTit!e 1 0 singlepf -fnsGadgets !
0 singlepf insCustomBitMap !
0 singlepf 1 singlepf SPRITES singlepf Listing Six: dblpf.f Listing Six: dblpf.f Example of putting up a double-buffered intuition display.
Include dfl:misc4th screon*.misc include dfl:mlsc4th dblstruct.f - constants and Globals - 320 constant dispwidth display width I display height ) 200 constant dispheight 4 constant dispdepth 16 constant fcregs display depth ) Nuraber of color registers in the cmap ) create cmapfile 0," mf-files:spiro.cmap" Name of the cmap file create colortable fcregs 21 allot Array for color values global trastport ( Globals for easy access to these structures. ) global viewport global trasinfo ( Now you need this to pass to the routine ) ( 'togglemaps', whether or not you're scrolling. )
Structures Create and initialize these structures which are used by the routines in 'dbufstruct.f' Example of how this is used.
: test ( Define dimensions of ) ( both BitHaps J singlepf bnap cmapfile fcregs colortable onscreen Listing Five: dualpfJ' Listing Five: dualpf.f Example of using the Dual Playfield functions.. include dfl:misc4th screens.raise Include df1:roisc4th dualstruct.f Constants 4 Globals 320 constant dispwidth ( Display width ) 200 constant dispheight f Display height ) 2 constant dispdepth ( Display depth ) 16 constant fcregs ( Number of color registers in the ) ( colortable. ) create cmapfile 0," mf-flles:spiro.cmap" Name of the color file, create colortable fcregs 2* allot Array to hold
Global trastport ( Globals for easy access to these structures. ) global viewport global irasinfo ( Keep this in, if you want to scroll play- ) ( field 1. You don't really need it otherwise. ) Structures Create and initialize structures needed my the functions in 'screens.misc' .
Struct dbufscrn maps maps dbufscrn erase dispwidth maps *dbsbmWidth w!
Dispheight maps +dbsbmHeight w!
3 maps tdbsbmDepth w!
Structend struct NewScreon dblpf 0 dblpr +nsLeftEdge 0 dblpf dispwidth dblpf dispheight dblpf dispdepth dblpf 0 dblpf 1 dblpf SPRITES dblpf +nsTopEdge v!
+nsDetallPcn cl +nsBlockPen cl +nsViowModos wl CUSTOMSCREEN SCREENQUIET I CUSTOMBITMAP dblpf +nsType wl 0 dblpf fnsFont 0 dblpf +nsDefaultTitle 0 dblpf tnsGadgets 0 dblpf +nsCustomBitMap Examples of how it's used - dblpf maps cmapfile fcregs colortable makedbuf dup dup +scViewPort to 4viewport +scR*stPort to 4rastport +scViewPort +vpRasInfo B to 4rasinfo ; This one moves a white rectangle accross the screen.
: doit 0 0 locals! X oldx I struct bmappack bmap bmap bmappack erase dispwidth bmap +bpwidth w!
Dispheight braap +bpHeight v!
2 braap +bpDepth wl structend For Flayfield 1. ) 4rastport 0 SetRast firastport irasinfo maps togglemaps 4rastport 0 SetRast struct dualscrn dual dual dualscrn erase dispwidth dual +dsWidth wl dispheight dual +dsHeight wl 2 dual +dsDepth wl structend ( For Playfield 2.
Struct Newscreen dualpf 0 dualpf +nsLeftEdge w!
0 dualpf +nsTopEdge wl dispwidth dualpf +nswidth wl dispheight dualpf +nsHeight wl dispdepth dualpf +nsDepth wl 0 dualpf +nsDetailPen c!
1 dualpf +nsBlockPen c!
SPRITES dualpf +nsViewHodes w!
CUSTOMSCREEN SCREENQUIET I CUSTOMBITMAP I dualpf tnsType wl 0 dualpf tnsFont 0 dualpf +nsDefaultTitle 0 dualpf tnsGadgets 0 dualpf +nsCustomBitMap structend Example of how It's used - st dualpf braap cmapfile fcregs colortable onscreen dual nakeitdual ; (continued) 230 0 do 4rastport 1 setapen 4rastport x 50 50 x + 100 rectfill 4rastport trasinfo maps togglemaps 4rastport 0 setapen 4rastport oldx 50 50 oldx + 100 rectfill x to oldx x 2* to x ?loop ; mm, Listing Seven: kbdstick. Listing Seven: kbdstick.f - Routines to install a tiny input handler in front of Intuition, to be used to
catch raw key events.
- Also, routines to set up controller port 1 for use - with a joystick. You must have included the assembler - prior to this file. (what a wastel) include df1:devices lnput.f include dfl:devices garaeport.f struct devicepack is a consolodation of variables for communicating with devices... structure devicepack IQStdRequest STRUCT?
Interrupt STRUCT: ?dpIOReq For communicating with the device.
+dplnterrupt Holds code pointer for our little handler.
CamePort Trigger STRUCT: +dpTrigger Tc set what will trigger a gameport event.
Handler: Synopsis: Inputs; PTR: +dpEvent Our hardier moves an address o£ an InputEvent here.
BYTE: +dp3yteData A handy place to store 1 byte data for some device commands.
Returns: DO : unchanged InputEvent.
Structure.end Stores the inputevent into the contents of reg. Al.
Passes the event unchanged to Intuition.
1) AO : the InputEvent
2) Al : my data area.
CODE Handler 2084 w, 4e75 v. Returns: Inputs monitorkbd - - Globally declared structures, about declaring them himself.
End of Keyboard Start on Joystick struct devicepack stlckpack struct InputEvent stickevent stickevent inputEvent erase stlckpack devlcepack erase docommand: Synopsis: Stores necessary data to perform a device command into the lOStdReq structure.
Inputs : 1) 1command: Appropriate device command, gotten from the device's file.
2) llength : Length in bytes of data to be moved by the device.
3) ldata : Where the device is to find for store) data.
A) IOReq : Address of a lOStdReq.
Returns : DoIO returns a 0 if successful, guru meditation on failure... :-( docommand ( command length data ! IOReq - IOReq) locals E Ireq ldata llength 1command I lcomraand lreq +ioCommand w!
Llength lreq +ioLength 1 ldata lreq +loData !
Lreq Dolo ; Setting up a little ’event handler" setupdevice: Synopsis: Creates and stores a HsgPort in the lOStdReq, Opens the requested device. Aborts on error.
Inputs: 1) lnarae: Null terminated name of the device.
2) lpack: A devicepack struct.
3) unit : Unit number of the device.
Returns: OpenDevice returns a 0 if successful.
: setupdevice ( dev name devicepack unit - MsgPort addr. ) locals 1 unit Ipack lname I 0 0 CreatePort dup if lpack +dpIOReq +ioMessage +mnReplyPort !
Lname unit lpack tdpTOReq 0 OpenDevice else drop .* CreatePort error." Cr Tturnkey if bye else abort then then ; - kbdpack: Globally declared structure, so user won't have to bother to declare his own.
Struct devicepack kbdpack kbdpack devicepack erase Functions for creating ports, and performing device commands.
RAWKEY, we want It, Process all of the events by examining the Next field of the InputEvent struct.
1) lpack : Address of a devlcepack.
2) levent : Local variable, initialized to the address of the
InputEvent, Whatever you want it to.
0 locals| levent lpack J lpack +dpevent 8 dup if to levent begin levent while levent +leClass c0 ieclass_rawkey - if currentscreen 0 dup if DisplayBeep else drop then | Your code here. ) ( Probably something like storing ) ( which key was pressed. ) then levent g to levent repeat else drop then ; monitorkbd: Synopsis: If there wa3 an input event, and If it was a so user won't have to worry create Handler 2289 w, Extremely important to clear memory!
AO Al () LONG MOVE, AO DO LONG MOVE, RTS, setupkbd: Synopsis: Opens input.device, and installs the adds the handler to the chain, in front of Intuition.
Inputs: 1) lpack: Address of a devicopack struct.
2) code : Address of handler code.
Returns: 0 on success, guru on failure.
: setupkbd locals I code lpack ) 0" input.device" lpack 0 setupdevice 51 lpack -dpinterrupt +isnode tlnpri c!
Lpack -dpevent lpack -dpinterrupt +isdata 1 code lpack ¦•¦dpinterrupt +iscode 1 ind_addh«mdier interrupt lpack +dpinterrupt lpack +dpioreq docommand ; - takedovnkbd: Synopsis: Renoves the handler from the chain, closes the input.device, and deletes the ReplyPort.
Inputs : lpack : Address of the devlcepack (kbdpack, most likely).
Returns : None.
: takeaownkbd ( devicepack ) locals| lpack | ind_remhandier Interrupt lpack dpinterrupt lpack +dpIOReq docommand lpack +dplOReq CloseDevice lpack +dpIOReq +ioMessage +mnR©plyPort 0 DeletePcrt ; setupstick: Synopsis: Opens gameport.device on unit 1, sets the port to an abs_joystick, and trigger events to come only when the stick changes position.
Inputs: lpack: Address of a devicepack.
Returns: 0 on success.
: setupstick devpack ) locals I lpack I 0" gameport.device" lpack 1 setupdevice not if gpctabsjoystick lpack tdpByteData c!
Gpd_setctype 1 lpack +dpByteData lpack +dpIOReq docommand not If gptf_downkeys gptf upkeys * lpack +dpTrigger -gptKeys w!
1 lpack tdpTrigger -gptTimeOut w!
1 lpack +dpTrigger -gptXDelta w!
1 lpack +dpTrigger gptYDelta w!
Gpd_settrigger GamePortTrigger lpack +dpTrlgger Ipack +dpIOReq docommand else Error setting up stick." Cr turnkey if bye else abort then then else .* Error setting up device" cr ?turnkey if bye else abort then Globally declared X, Y, and Trigger variables, global dx change in X. global dy change in Y, global ?trig Was the button pressed?
- monitorstick: Synopsis: Reads an event from the gameport.
Inputs ; 1) lpack : Address of a devicepack for the gameport, 2) levent; Address of an InputEvent struct to store data in.
Returns : Data from event is in the InputEvent struct you passed.
: monitorstick ( devpack stickevent locals| levent lpack | ) gpd readevent InputEvent levent lpack +dpIOReq docommand drop levent +ieX wg to dx levent +ieY wg to dy levent +ieCode wg iecode_lbutton - if 1 to ?trig then levent +leCode wg lecode lbutton iecode_up_preflx + - if 0 to ?trig then ; Money Mentor71 "Keep track of your pennies, and your dollars will take care of themselves," Old, but sensible advice, even in today's financial environment. Money Mentor™ is a breakthrough in personal financial management. II harnesses me power of the Amiga™ to compute and graph dear reports of your
M A unique system called "Smart Scrolls" handles diverse data entry functions and can save 70% of the typng typically required for entry.
Money Mentor™ features:
• 200 budget categories,
• SO integrated accounts: checking, cash, saving and credit
• Elaborate search routine allows editing of transactions
according to your specific guidelines,
• Automatic check printing & account balancing.
• Colorful graphic reports illustrating actual versus budgeted
• Over 50 reports from which to choose.
takedownstick: This year... get organized with MoneyMentor TM Synopsis: Closes gameport.device. Calls DeletePort, and sets controller type to GPCT_NOCONTROLLER.
Inputs ; lpack : Address of the devicepack struct.
Returns : Nothing, : takedownstick ( lpack - ) locals| lpack I GPCT_NOCONTROLLER lpack +dpByteData c!
GPD_S£TCTYPE 1 lpack +dpByteData lpack +dpioReq docamrtand drop lpack +dpioReq CloseDevice lpack +dpioReq +ioMeasage +mnReplyPort § DeletePort : SEDONA SOFTWARE 11844 Rancho Benardo Rd., Ste. 20 San Diego, CA 92128 To order, call (619)451-0151 Listing Eight:prog f - Listing eight: prog.f - Example of opening a screen, monitoring the keyboard - and joystick, and of scrolling the display.
Include df1:nisc4th singlepf.f include df1:misc4th kbdstlck.f : setupscreen ( open a single playfleld screen ) alnglepf bmap cmapfile creg3 colortable onscreen dup dup ?scRastPort to trastport ( store addresses in global ) ?scViewPort to tviewport ( variables for easy access. ) +scViewpoft tvpRaslnfo g to trasinfo ; : initdevices ( open devices, install kbd handler kbdpack ' handler 4- setupkbd not if stickpack setupstick drop then ; ; scrollx ( increment or clip scrolling in the X direction ) dx 1 if
- 1 to dx then trasinfo +riRXOffSet wg dx 2 * + dup 0 swap bmap
+bpwidth wg dispwidth - or if trasinfo +riRXOffset wg else
trasinfo +rlRXCffset wg dx 2 * + then ; : scrolly ( increment
or clip scrolling in the Y direction ) dy 1 if “1 to dy then
irasinfo +riRYOffset wg dy 2 * + dup 0 swap bmap +bpheight wg
dispheight - 10 - or if irasinfo +rlRYOffset wg else trasinfo
+riRYOffset wg dy 2 • + then ;
• AC* setupscreen initdevices 0 (raslnfo +rirxof£set v* 0
trasinfo ?riryoffset v£ irastport 1 SetAPen trastport 1 1 100
100 RectFill trastport 2 SetAPen trastport 0 0 Hove trastport
590 350 Draw trastport f» SetAPen trastport 400 250 450 300
RectFill begin kbdpack monltorkbd ( process kbd evonts )
stickpack stickevent monitorstick ( get stick movements ) dx if
check for scroll in X direction ) scrollx trasinfo
+rlrxoffset w] then dy if ( check for scroll in Y direction |
scrolly trasinfo +riryoffset wi then dx dy or if ( we only need
to do these ) WaitTOF ( if stick movement has occured. )
tviewport ScrollVPort currentscreen g MakeScreen ReThinkDisplay
then ?trig ( loop until trigger pressed ) until currentscreen g
bmap offscreen ( take down all our deeds ) kbdpack takedownkbd
2drop stickpack takedownstick ?turnkey if bye else abort then ;
by The Bandito Atari is heading for trouble. Most of ils
revenues come from the lucrative videogame market, where Atari
claims to hold a 30% share in the U.S. (Nintendo has most of
the rest with Sega a distant third.) But as the Bandito
reported earlier, videogame mania in Japan is tapering off, and
news over here is that videogames may have about a year (or
less) left in their life-cycle. (The Il-year- olds are getting
bored.) This is bad news for Atari because videogames have been
propping up their business for the last two years. U.S. ST
sales have fizzled, and the Amiga is rapidly eroding Atari’s
market share in Europe.
Atari’s attempts to market a PC clone have been unsuccessful (unlike Commodore’s successful entries in the
U. S. clone field). Atari's new ST models, the Mega Sts, have
flopped, made worse by the rising DRAM prices which prevented
Atari from keeping prices as low as they wanted. In fact,
Atari was so upset, they sued Micron, one of their chip
suppliers (later settled out of court).
Atari’s purchase of the Federated stores has been a millstone around their necks, dragging profits down to a miniscule level. Atari’s laik about transputers and UNIX workstations hasn't exactly got Sun or Apple shivering in their boots.
They’d better come up with something before the videogame bubble bursts, or Uncle Jack could be looking for a new business. The Bandito hears there’s an opportunity to make money in the toy business,.. So if Atari and the ST are taking on water, heading for a rendezvous with the Titanic, the Amiga should have smooth sailing in the market, right? Wrong.
There’s an iceberg on the horizon, and it’s shaped like a giant Apple. The Bandito can now reveal the details of the collision course, due to some electronic luck.
The Bandito was playing with his modem during the recent solar storm when a surprising connection occurred due to the disruption of the ionosphere.
Somehow, the Bandilo's little Amiga accessed the mighty Cray of Apple Computer! Of course, as an Amiga partisan would surely note, the Cray doesn’t have a blitter chip or stereo sound, but nonetheless it’s still a reasonably powerful computer. So the Bandito did some digging around and, among a lot of boring programs about chip design and data files on circuit layouts, found a file called “Amiga-Killer'1 which made very interesting reading.
What’s this, you say? Apple has finally taken notice of the Amiga? Well, of course Apple has followed the Amiga very closely. The Apple Iix was in development for years before the Amiga came out. The Amiga beat Apple’s computer to the marketplace, and Apple watched closely to see what happened.
They evaluated the Amiga's features and knew it was superior to the Iix, but it was too iate to substantially change their own design. So they released their Iix as the IIGS, figuring marketing could make up for the hardware flaws.
When the Apple IIGS first came out, the press ballyhooed that it would kill the Amiga and the ST. Well, the ST may have committed suicide, but it soon became clear that the IIGS wasn't fit to process the Amiga’s keyboard I O, if you catch my drift. Even the Apple partisans complained that the IIGS was too slow, had no animation support (not even page-flipping), and the much-touted 15 voice sound (“just like an Ensoniq Mirage synthesizer”) was buzzy and suffered from a lack of memory. Developers complained about the lack of system software, no tools or C compilers, and almost no help on Apple's
part. Finally, the IIGS cost a whopping $ 2500 for a two-drive, one megabyte system with an RGB monitor (that's without a printer).
So hardware-wise, the machine had nothing going for it. All it had was Apple’s marketing organization. And that, dear friends, has been enough to sell about 400,000 IIGS’s so far, which compares very favorably (dollarwise) with Commodore’s total of 600,000 Amigas. In fact, the Bandito will bet you a one megabit RAM chip that Apple’s profit margins are significantly higher than Commodore's.
But that’s not the whole story. The IIGS constitutes a better market for software and hardware add-ons, since almost all sales have been in the U.S., while about half of Amiga’s sales have been scattered over Europe. True, a sizable chunk of IIGS sales have gone into schools that don’t buy much software. But the Software Publisher’s Association reports that software sales for IIGS format have been higher than Amiga format. So both software and hardware manufacturers are eagerly supporting the IIGS. (Hardware manufacturers like the slots provided, as Workbench ~WBE TRAS by Peter Dunlap Close
Load Unload SeePicture LoadPtcture UnloadPicture Isn't it time you got the most from your Amiga?
Now, "WBExtras" is here and is specifically designed lo enhance operation of the Amiga by the "New User" as well as the "Seasoned Programmer".
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14 "New" Workbench Tools and 13 Program Source Files.
Complete System Control through Workbench Icons and Menus.
* Full Inter-Program Communication with "Parameter Passing,"
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Reduced Multitasking Memory Usage.
' User Selectable Audio Response.
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Indeed, WBExtras is an essential for every Amiga User and a necessity for anyone with a Hard Disk System!
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standard card cage.)
So far the fight has been fairly even: Commodore's superior hardware versus Apple's superior marketing. But Apple isn’t one to let someone win a chunk of their market. They’ve come out swinging against IBM's dominance in the business market, and now Macintosh is beating IBM’s PS 2 line in sales. Now Apple is turning their sights to the Amiga.
Amiga’s iast chance to establish its market will be this Christmas, because Apple is going to introduce their Amiga- Killer in January. "The I1GS Plus will have a 7 Mhz 65C8I6 CPU running at the same clock speed as the Amiga’s 68000.
So what’s the big deal? After all, the 68000 is a 16 32 bit processor, while the 65816 is only an 8 16, right? But remember, the 65816 is based on the 6502 and is more like a RISC processor than anything else. No wail states for the memory in this puppy it needs memory that runs as fast as it does. Many instructions that take three cycles on the Amiga will take only one on the IIGS Plus. Functionally, it will be like a 68000 running at 14 Mhz.
The 11GS Plus also offers new screen resolutions: 320 x 200 with 256 colors out of 4096, 320 X 400 (interlace) with 256, 640 x 200 or 640 x 400 (interlace) x 16 colors. They’re offering more colors than the standard Amiga display modes, though not as many as HAM (but without the restrictions of HAM mode).
They’ve also added interlace modes to go after the video market. The IIGS already has a composite video out, and Apple’s making it just as close to NTSC as the Amiga’s (in fact, they use the same chip). Note that to get composite video out of an Amiga 500 or 2000 you have to spend fifty bucks for an adapter.
They’ve fixed the sound problems of the IIGS by re-engineering the motherboard (removing the interference caused by poor circuitry design) and getting a new power supply that doesn’t put out the interference Lhe old one did. The IIGS has only 64K of memory available for digitized instrument sounds, and that memory must be used in blocks of powers of two (4K, 8K, 16K, or 32K).
Functionally, you could only have two reasonable instruments at a time.
The IIGS Plus will have 128K memory for digitized sound (separate from machine RAM), and moving instruments in and out will be so fast you can have a whole symphony orchestra playing. Full stereo is available with a $ 40 add-in card, so you can have fifteen voice sound with true Ensoniq Mirage quality in stereo! Far better than the Amiga’s four voice sound.
The IIGS Plus will have a toolbox ROM of 256K, just like the Mac, for an easy programming environment. (They're upgrading the system software and the development tools developers can work on Mac Ips and just move the code over on disk.) For memory, one megabyte system RAM will be the standard when RAM prices drop, but until then, the machine will come with 512K.
Finally, the IIGS Plus has a huge software base all the old Apple II programs and a growing number of GS specific software, much of which originally appeared on the Amiga.
What are the weaknesses of this wonder machine? Well, it doesn't have a blitter chip, so theoretically it’s less powerful in the animation arena. But given the power of the CPU, developers claim you won’t notice any difference, at least for animation-intensive game programs.
Only 256 colors at once are possible, instead of 4096. Most HAM pictures don't use more than 256 colors anyway. And without the fringing problems of HAM mode, images on the IIGS Plus should look better than on the Amiga, There’s no multi-tasking, but as long as memory is so expensive, no one’s likely to notice.
Once they bring the system software up lo the Macintosh level, they'll probably start multi-tasking or similar features by the time RAM gets cheap enough that you can use multi-tasking. By the way, the IIGS Plus will use very fast RAM to match the processor's speed, so its RAM will be faster than the Amiga’s.
(continued) Here's Apple's marketing strategy: the Apple lie will be dropped, and the current IIGS will take its place at about $ 1500 for a system. The Apple He gets a faster processor and a 3.5" disk drive, maybe even full IIGS compatibility, and art LCD screen option to make it a true laptop. The IIGS Plus takes its place as the flagship of the line at $ 2500 (with two drives, one megabyte of RAM, and RGB monitor). Of course, there will be an upgrade path between the IIGS and IIGS Plus a motherboard swap (for maybe $ 500), but at least it’s an upgrade path, if these prices seem high, remem
ber that Apple dealers discount them and Apple offers rebates frequently, so look for street prices to be 10 to 20 percent lower. Add in an extensive advertising plan with a full set of TV and print ads.
Don’t forget Apple's network of 2500 dealers, either. With this plan, Apple intends to pass the one million unit mark for the I1GS IIGS Plus by Christmas 1989.
Well, it doesn't take a rocket scientist to see that this strategy is aimed squarely at the A500 and A2000. Amiga will have a price advantage, but the performance race will be a toss-up. So what, you say?
People like the Amiga because it's neat, and because it's ... well, it's an Amiga.
I-ace it, Commodore, Amiga Tans are Amiga fans because they are technology junkies they like machines that do neat things. They weren't attracted to the Amiga by its marketing, that’s for sure.
And despite what you think, the companies developing Amiga software and hardware are doing it because they like the power and performance of the machine, not because Commodore’s so nice to them. (What's that? Did the Bandito hear some developers choking on their cornflakes?) Only a few developers are making good money; most are scraping by, still waiting for Amiga to make "the big break.” Many developers are jumping ship to work on Mac and IBM products. What’s going to happen when they see a machine as sexy as the Amiga with a very supportive development environment and superb marketing
that outsells the Amiga? They’ll drop the Amiga like a hot lawsuit, and before you can say “Money!", they’ll be developing IIGS Plus versions of their products. And the fence-sitters who wonder which computer to buy, and were having trouble distinguishing between an Apple IIGS and an Amiga (their IQ must be no higher than room temperature), will suddenly have a clear choice: Apple.
Now, it’s not all gloom and doom.
Fortunately for Amiga fans, Apple will position their GS computers as "education” machines only. Oh, if you want to buy one for junior to use at home to do schoolwork, that's OK. But never, ever, use that dirty word in connection with our computer. You know the word "entertainment" (sshhhh!). And while you’re at it, don’t say "business," either • that’s what Macintoshes are for. So Apple will not support entertainment or business for the GS line. That’s good news for Commodore. Apple will also have a problem colliding with the Macintosh line, since a IIGS plus will look an awful lot more
attractive than a Mac H system for doing color work.
They’ll have their hands full trying to explain the differences to customers.
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What can Commodore do? Get aggressive between now and January when Apple introduces the new machine.
Position the 500 as the home entertainment machine of choice, and the 2000 as the business machine for video and graphics. Support developers so they push the machine’s capabilities even further, particularly with hot video products. Get new models ready soon with either a faster 68000 or a 68020, more colors, and better sound. And they better hurry, because the clock is licking... [ The statements and projections presented in "Roomers" are rumors in the purest sense. 7he hits of information are gathered by a third party source from whispers inside foe 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 responsible for the reports made in this column. Additionally, Apple Computer was contacted. However, at press time, they had not yet reponded.-Ed.] tACt The AMICUS & Fred Fish Public Domain Software Library This software is collected from user groups and electronic bulletin boards around the nation, Each Amicus disk is nearly full, and is fully accessible from the Workbench. If source code is provided for any program, then the executable version is also present. This means that you don’t need the C compiler to run
these programs. An exception is granted for those programs only of use to people who own a C compiler.
The Fred Fish disk are collected by Mr. Fred Fish, a good and active friend of the Amiga.
Note: Each description line below may Indude something like ’S*0-E*D which stands lor source, object file, executable and documentation*. Any combination ol these letters indicates what forms of the program are present. Basic programs are presented entirely In source code formal.
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tpeed.E IBM2Amga fss! Para''el cab* frinsfor* betwoen
»'v«doiAmgatechrvcaiK.BportHQformaBa!!&65i These AMKU3P.1K6 (FF
cc. -wtsar FF brutfitoCdata an IBM and an Amiga lies» not camy a
warranty, and areforedxatarapurpotei Th* d* rvd.oesme DPSkJ*
program, wfo.xJi can irew ogven rcruct!or*,.ntiai2«oncodo. E
Wane* Marxteforol»! Program* SE only. Of co.rsa, refs not to
tay rey don’t work.
Senes of FF pidres, and foe ‘tfiowrtsc' program, w-xh con v*w Bton2kort converts FF brush to an con, E moire pcternec grapTac oaro. $ -£ ear a! Re cot 3'an con The ctresncudea sceer.fro-n Dure greoncsdemo, tractt to mouse. E oa4i r«t*» Latce C odacl ay-90's Co-aete tnc ntary .p-uxib C sou-ce a '-ageecf. I- avy ArtcFox, t Degas ctrar, teguys at EtecTox A-te. A gorfla.
DaoGEL aasema*'prograrr for s»pp.ng vtPtefo Watt. Si vaaon of T* tan Ed.t)*. Tht a a ITS* ta y, but camp** and horses, Kmg Tut. A Ighfooua*. A tow- ?•om Ma-tie Uadnesi. ?» 6« 10 errV%, S-E-D QJO q sortirngarouSn* run*.
Bugs Burry Mart ar. A Otfl frpm *n »c mow*, fo* O'* SSTte Kock marv-bvrooQi ax era o K sy, E raw
• sa-mpi* lanpi wndaw LO movmg ar-pany. I sewn from Prp*'
ConfojCon S*L a TV Irft* fo*g*m*of lifo.E settee tjmi on
interlace moo*. S-E An fouton demo, in foil C ixxe. Induflrg
Sl*s; damomnu c. nwweaste'. Foe ParCan, a wcr*3 map, ¦ Porsche,
¦ shus* Trr*S t fot bon-basadwiyto s*!r*rm* A cata SmfKS
qn-type graphe demo, S-E demomenu2r1 demoreqc, getasolc,
Mitsonpath, a tyrmnoaauruirex. Apmetvew, a VlSAcwd, EMEmaca motier Emaca, more orenvd to Cther axecutabla programs: idem0,mikB, idemoafl.h, nodose, and twnw.c and o m-speed word procetang, S-E-D SpeechToy speech demonsbaaon addmem.c aodextema'memory to re system AMICUS D»k7 DglVitw HAM demo picture disk MyCLI ¦ CLI shel, works without the VfhchFont displays a'l sva aoe b”a bobtestc exa-npeofDO0.se Ths csk has pcires lorn M Dg View hold-and-modrfy wdeo Workaerxfo, S-E-D Texts: cs*soeDc consoe OexarpB dfftasr. Hncfuoesfoa adeswrpenc sandlohyoooktheyo Tula: 63020 oasc'bas 6&C23 speedup board from
CSA aeapa-tc c-ecea-xJOeetewrs gfl. Re fojdoar. Foe horse and buggy, re Byte cave-, r* FncrKeys
• eadtonclan keys from Amgi 0*sc Aiases vipfacna uses si the
ASSIGN command creasto c nn stenca-c lO -ecuesto act an
arypige.rt robot and Robert Ths indue** a program to Nac**rSin
• xpara hew to wn th* g*m* h*;llwf, Bugs
h. nown bug Is! In Lb~ob C1C2 cre«*j*x.c ««ng te» warpies vewaacn
Dcojeseoarsasy, ind af !oger«rassepvite, sidaba istoacic gudte
to rsta ng a 6fl£’9 in your Amiga CUCmJ raforirco ere for
MtgaDOS CU diAoc aximoeof jackfMoandwria screena The ‘aetelbm'
program, to torn any scte*n nto an FF B*ngt latest
Bomgictemo.with w%rab*fowd. E CUCorrmtnds g deio utmg fw Cll
CoTy c Mu« to Tie footty wndow'demo factor*.
Brush 2C corverts an FF brutei to C date Commands
S. ncTS'g Ot a ArgiDOS djftoayc OuKpayfreid example AMICUS Dltet
1 nss-urtena, InUlakn cod*, E Cucpmmarfoi lood c food S’
aernp* C programa: B -ih2tan co-verts FF brutei to an con. E
EcGs-.maxs g uoe to re ED ec tor teemaa c ac ve-t-on a! TeeriD
Brawse irewtettfresonicaA, u*ng m*nua S-E-D Dure greprvca
o*m.o, Taex* to m out*. E Rename* Am.gaDOS l*r»r* wdcard
getooisc tools for Vspr-tes and BCBs Crjrfi temam cam.mrrto
ano erte space DeoGEL tssembe' program for stoDdng corverions
gfomem c graphc memory .sege mdcror from C h«. S-E 680t0*rry*
S-E-D Ha'Brght aipfam rara graphics efips Snatcan do he-fo.C
windowexanp*from RKM tor Exec EXECUTE « j Cc--*XS KkxA meny-br
cx* one era d *Wy, E rr.yacofws inputlev c adding an input
harfolei to the input smeam from Workbench S-E Ii1* foegtm*
ofkte. E ModemPn* d*scnpton of the ien«f ponpatout Joysbkc
reaong foepyttck PDScwn fXimpouTps Rasfoort of hgh*E screen to
printer TneSet htoibon-basadwaytosetthetm* date, RA A!sks tips
on aetmg up your RAM dlk keytxJ c droct key&oafo reading
SetAteTiBte sets a second image for an con, EMEmacs anoihar
Erneci more or-ented to ROWWacA bps on utng ROMWacA iiyertea.c
laytysexa-npiet wF*ri cicked once S-E «rd p-oce IS ng. S-E -0
Sounds eiplanabonof demo sound mouaoo-.c mt moua* port SatW
ndow miAes wrndawis for a CL 1 program MyCLI a ai nef. Works
* i* formal owrtilLC, to ton under Wo'kbwxh S-E WjriOtexh.SE-0
Sowd refoteton of Vigil CPU and coroner osoeec cxrrhios.-
eumoeolmaa,ngyxfown:iDrary wti Larce SmKtock
asrr*i»gta!c»CAinawinoowmenjbw WaaCrds :p« on usrg Waot caa
teste teats pt- A e per! Comm and a Soimp*r t* screen prnte* m
th* fourth AC &-£ Tnta: FncwKeyt e*p!»ninowto read hCon keys
from. Am.ga Bozc Hacke n eoiena now» wn we game fracke'"
Is£3013 gudetoinstalng s633'0 nyour Amga PrrwTpp sending escape
secuences to your printer Sta'VpT'p ips on aettng up your
startuo-aequeToe lie Xfrr'Ravew fctl at Transformer programs
Wa! Wont Prlrtar Drivera: Prrte'd'varitarhaCano' Pj-lD®Jk We
Cftoh P*D«rto'. An imp ved Epson onver wat abn n*te* srewng, he
Epaon LQ-3C0, he Gwnn Star-1C, We H6CBD2SA, *te Dtdate Ul-
82. We Parasor c KX-P1C« tamify, und We Sm W-Cortra DXO. Wh a
doarment deter&ng we mrtilltbon process AWCUSD sk 10
hstrunent aound damoe Ths is an icon-dnven demo, croj!a»d to
many dee'era. It induces We sounds of an acoustcg Jtar. In
alarm, a benio, a bass gurtar, • bens, a calope, a caf horn,
caves, water &¦ 3i eecrc gutar. A lute, a frarp aroege, a
koc*.n,i a Ti-roa.
A organ minor tfvord. Peooe tatng. P v. A ppa o an. A Rhcdat pano, a aaiophone, a star, a mare dvm. • Steal drum, be x a vibraphone, a vein, a « ng g jtar. A horn wtuwy, and a while AiifflllLBIlLll C programs druil Wtilorvtesed.CLI’eciacerert-anagw S-E cpn mows snd aci'usr* pnony of CLI processes, S-E pt mows into on CLI processes, S-E wdta dsp’ays Conpusenaa RLE puss. S-E AmigaBatK prog’ama porteed ponter and spr* edtor program oacnaj optnjatm ex am pie from AC artoe caendar large, an mated caendar.da-y and dateboc* program AmcrtxB loan i~o-izai“5 pr.jrtsBCB cwvarfr wn a! FF bnehee to Ar
gaEasc BOB OBJECTS gndx Caw and play weveto-m* niotrt dram Hilbert curves madib medlrtntarygeneritor mulalk taking muling hr progrirr meidowsSO 30graphcsprogram,from AC™ancle mcusebacx mouse tradtng enmole in lutes rode sat s otmachnegame tctotooe We game sartw pachnkp.ice game warO r tees twinge sound I Em*X! Is be program!
Cp ursi-iike copy command, E cto aceandeer, S*E oft lAifrU ueam tc tor uses toiT output to fx t« pm. Cnart recyder pe armancea ndeseof Assnbie programs cs kw deer and CU arguments exampia Modula-2 traPs rnoving-wormgrnphcsdamo casecon.vtert converts Mod da-2 kayworfls to uppercase Ford 0retn*fr*n orde aigonWn example Amyia 12ter-presto* he ipreacvTee*. Arayre TrM are tour program* here Wa; reed Cor-mooo-e W pct e flea They can franc ate Koala Pac, Doode, Pmt Shoo arc Newe Room papresw FF to at Gettng we fiesVomyourC 4 toyour Angaiswehard part.
AiKuamu Exerut&Pe programs bink 'te.nk,cor'p«aaielirAer.buttos»riE-0 deai ¦pniWadKto' dskdeane's, EO apsjrwt sends Epaor aa ng* to PAR from meat E-0 sncvibg vewh-reipcstnlow-f»saipertxSTip, E-0 spetAtm.a tel Wa Ime, E-0 undGete unde etet s lie, E-D crvepidnrTi converts Appe)' low, median end high res pctm to FF. E-0 menjec menu ad-to' produces C coda tor mar.us. E-0 pjcx QACk eaitKsr -tode coper, E-D CjCvEA copea EecTonc Arts d w. t ows protecoon. E-0 tsedli demo ol texttor tom l*josn-wi£-0 C pmgr ami spii3 roteSng blocks graplKS demo, S-E-D popdi start a nm CLI at we press ot a b-jfton, bke
S*deock, S -0 vsprte Vspnte eumpie code from Comrrodort, S-E-D A- taBBS Amga Baac CU eicn prpg, SD Aaarnblar program a »'S maneasa- teds I« Star Trek nto.S-E-0 Pd « MountMardetyot 3D vew of Mandebrot set Star Dw»oyer hires tea.' Wars starshp RpBJt robo!A*m grabbrgacynder Tacts vencd's Arga wrdors, rj-es, aKrewes csrpzo fixea to esrfy Crdco memory bosre* cnciude cross refrence to C mdude files mtncwAker dues to play ng Wegamev»n siceshow make your own sideshowa from We KaiedoKtooedsk Ali*U5 Dak 13 Ar a Base crugrar* t Rauines from Carofyn Scweppner of CBM Tecr Suapsrt, t:
• eec and dw*y FF pc «s ton Amiga Base Ww cocu- nerrtatoa Ass
nduded r$ a prog'am to do screen puna in A-nga Base, and he
"wato BMA fte wWacorrected Cen- verfD program, WW exarrpte
p tutA and toe SeveiBM sae in cap burr program.
Rouines to load and play Futt eSound and FF files from Ar ga Baste, by John Foust tor Apoafl Ws»ont Wt docjmerason and C and taemtfer aource for writing your own “ Itorartea.AndrtorfacngCtoamnbiefin tor area Wwexarrpe ¦otnd.
Executable prog'smi grerrty Sc Aner JaraSs'avtatongraphc smiAUon. S-ED Tarts MO maiteyoxow'UOnjtojmrrtrtertoce. Wto doar»wxSo" arte ¦ h-re* ic-ril; fwto e AHCUSPt 14 S»tri progim* from Amu-.ng Ctrpu «jh Toeto Don Kiry-* C Ctucturt index program, S-E-0 An ga Base programs: BMAP Reader by Tim Jorm FFS-'jet2SC6 by Mke Swngef AubReouester exam pa ?OSHsoor Wrteowed h«fp system tor CLI commend*. S-EO PETrm t mi nwPET ASCII to ASCII Iw, S-ED C Sq«sted Graphic* pmrgren from Soe'tfc Amor can. Sep! 66. S-EO c*J adds v affow car age retires from files, S-E-0 cooecode decrypts DejtePervrema vejcopy
(jrsfcdo E'D que-yYVB asxs Yet o- No ion We user ¦el natut code, S-E vC VtuC*c type spmadU'-wt no mouse control, E-0 vew wwa tort t«s wto wnoto* arte Sdtr gadget, E-0 O-vj, Sprpn yaBong, Zo-ng in vne-cased Bo* g sy« ce-oi S-E-D CLCbo. ICod, wCock a* window £xr» doc**. S-ED Taita An artete an on;-per a stance pnc*w irorw, t« on nek.ng brushes of odd shape* m Defuse Psm„ end ecom mend stars on iccr irtertaces tarn GomrroCore-Am.ga, AMCU3PK15 ThlC prog runt Induda: V a ft pr rtng usiry, *r n car pnnt list In we bad ra jte. And wto In rtnben and corrfraf cr&'Kr* fitenng V,’ dsoeysicWrloftoe
Uxxt * I oca tod onadtt.
‘Am" Qjeslons an taocjte t e, retxrten error code to consul he ettcuton In net turf Se Titafi an enhanced venuon of AmgaOOS 'sta a1 command.
Tjaaow' r snOoTi-dot is*: Ne oer o da ry* Ffpcto-e SteWy.do! By dot. In a random fitshcn.
TvipCLJ? Invoke rwwCUwndow tttoe pr«* of ¦ key.
"The executable progrsms indude: Form' file tormattng proyam toroughtoe printer driver t) aeect pr.r- jfytos DskCaf csteog* d »s, rramtara, sorts, mergo* ns'Sn'a ¦PSaund' S.nfl » hack*1 sampeo kjxj ed tor & •ecorPar Tcom**«r' mate* cons tor most program* ¦Fractals' crewsg-eatfract* seascapes and mounter KSMl “JD Breakout1 Xg'ssses.coate breakout n a new drnerwn tVngaWorb,‘ dspayi'wof open files, memory use. Tasks, farces and portsnw.
"Co im STMs’ vert on W'ansvoei'to'we Ange ’Saten' hgh readuMn graces oem.o amen in Modu s I Tara; ‘ans.trT explain* escape sequences tie CON: oevee respond* to.
Tkcy' includes tompato tor naurg paper to srt n Wa frey at he top Of tw Amga wyt»»d ¦Spawn’ program mar's document from Comr score Amga deacha* ways to use toe Am g i t nJtSwg cap so ite* myctr wnprpgrsrs.
AmlgsBidcprojrime; ¦Qnca' draw sound waveforms, and bear them peyed.
Tighf overwnofifTeTronlghtcjrdevOeo gSTte.
UgaSoi' a game of solita e ¦Stats' progrim to cucuas being ff rgges Uorey' *Yy to grab U'l We begs o' money frit you Car. ‘ AJJIXIS ! 5 aso ndude* two beaut1 J Ffpd-vt. Of the enemy wa*»s from he ca piaretn Star Wwa,« a t*cve of a chaetan Aji‘US Pet. IE oemo by Ef Graham, a robot vgger bounong feo rr rwefl balls, vaf aound ejects. Twenty%-» frames of HAW anmiton ere flpoed quiddy topmcdce tis rage You eonrft We soeec s* we jugging. Tfre ¦.tor's cocymortoton hn» fiattisprogram rgri! Someday » m ih as a sroouc.
FF piclirei parcdesof the of Amigs Warvt and Amawng Compulng magapnea C programs: Ypmnendar' eianpleofmikng an input handler.
Fi'eZapT orary fie ad»1ng program ¦Shcw iif dsaaysFFpctore, mdprrtart.
¦Ger' t ogram ndeias exJ "ef rea C ifjctra and war ades Oece'Bd n We Am a ncude U system Executable Progrtma; TtaHurW roparj an ewcutaow prpyem le fa* expanded memory tasSsmus’ converts Muse Studio flea to IFF alanda-d SMUS1 formal I have heard w* program might havealwr&ugsespecaJiy r regards to very long sangs, Burt it works inmost cases.
Vlsaie' tgiveraorof We'U&e Commend' voeogame, _ Thsdite a so canton* seven1 fies of sctenanoi tor Amgi Fight Smtfatorll By putlng one 3! These seven ties on i blank Sia.
And inertmg it in We iWve atom perform ng a spec* oorrmand n tvs game, a nimber of interesting locaaons are ytvf. Into we Flgnt&mutetor prog-am. Fo'exerde. One sew ar op aces you’ Pane on Acsrn. Erils anoWer puta you n Cenwti Park AMCy3.JlKi7 Tflcomr •cato’to fi.ai whxr co"t»ns sa termmal program i Xorm’Vt.U tern prog. IrwXnooam.WXmOder. ’ATm‘V7Z »rm prog -vSjOet Suar Kermit VT-if30'V2 6 Da Weck sVT-IOOemu-ibfrww Xrroo»m,Kartnit, and acrporg
* Amga Kemit* WD(06C} port of the Un* C-KermH Vfek*V2.11 Teicronx
graphics terminal emulatoi based on toe VT-1QC prog. V2.3 end
contirs latest 'arc' fid compression VCJ tor CompuServe, hdudes
RLE yaptoc* sd toes A &S-Bf« rentier protocol ¦AmgaHo *r
¦FnHunk' TijOq’ expancpn memory necess V ¦e-o»s ga'oege
cns'ae»r* frvr nooer tocevea toes Iters »r* fes from ower sys»r
s to be reao by the AmgaEC.
Executeafre i«rsion tor use wif men expansan atcie in AC v2J liedac rentobon and a besctitonsl on un ’arcing files ’arare’ tor maAeng ’arc" files E C. ¦¦Wmen’ ,»c' AHCU3I ATI Logo Amgi verson of he popJacompuar language, wtr example programa E-D Demo verson of Wa TV*Te« rWeacier generitov Tv*Teit Free‘ydsWX’»e«'sonsofTte uoca»d PageP-r and PagefF prog'im.s tor We Page Sear »;co puo sTrg pecxege Ret»* iny CU wndOw u*rg cnTy CL I com mends, E-0 3-0 verson of Cohwsy'a LFE program, E-D PageSTter FuWteow Ute3d CLIulbty to re-sssgn a new Workbench dsk, S-E-D Calendar VWS Lci-S-cor-pctre makes
Dnto-tk calendars SetKey Deno of keybcrd key re- progranmer, w-w FF pctoto to nakefijndon key labels. E-D Video pattern generator *or VPG dgnmg monitors, ED HeteeCF’eourd-ike cakulftor, E-0 Oange We P*eke-ere** aeWngi SakPwto onwely. R C. S-E-0 ftogram si p«sstelL'evoiu;or.
Star ooe C sc_'CB included for Amgi ate MS-DOS. S-E-D C wrson of Colin French's AmigaBasc ROT program from Amaxng Compusng. ROT edrts end dip ays polygons o create hree d marsonal otvecta Up to 24 frames of inmaton can be craatec ate dsotyad ED Lke frig, wnpows on screen nn 3 &f ‘•om We mouse, ED Ocays'toe CLI wrxtaw into dust, in Uoduia 2, S-E-D Adds layemd snadows to Workbench wndows. ED ROT Scat DK DopShadow!
AMCUSK il Th s d at ca r re s sevw a pr ogr an s fro m Am axng C om put ng T ne FF ptcbjtei on w* dtk nduoa we AmgsWake psrtT-shrtloga, tsateen-co or h-re* mage of AnffyOtFw, itefrreAmgs Lvtl pctoiet from we Vising Stotei epiode Wa! Teatovd Wa A-ga.
Linear eeuaton server n asaem.bly langjage, S-ED SoAe Gadgato Hnutetete OrpL- Casey's A- gaBabcBi&nA.
Bryan Casey’s A- gaB«« houMhotd inventory program. SD Jim »*d»TW»wtorm WaAnagsBesc. SD John Karnan's AmgafieacdH lixanan program, SO kan Smith's An gafiasc sjbecnpt exanpe, S-D Strng. Boolean C programs and wocjaaes for Hamet Msyoeck Toy's hLiiton l ana's. S-ED Bo b ftenerpn a"s ex ar pe tor r-atung ara'l C pograma S-ED Mm C took I ke COM AL ? E, Dw.LO Subscrpti StonrvyC COMAL 1 EmacsKey Amonl.t BTE Sib WnSxe Uvat Emaca ‘jxxoi sey delr.ilons by Greg Cfeug'a*. S-D Snoop on system resauca use. ED Bard’s Tse character edtor, ED CLI program shows toe u of a gven set of Sea, ED CLI wmdow utlrty
resrei arrant aateow. S-ED AjilClig Dak 20 Compactor, Decoder Sieve Mete! AmigaBaactors, SD BobEd BOB arxf sprite ad tor written m C.S-E-D Spr teUasterll Spnie edtor and an matof by Brad Kiefer, ED Bter enp eoorasort G program by Torr a* RokcA. SE D hageprxessng program py Bob Bush bads ate saves FF -age*, changes toem *t aever a tectotejjea ED Complete home bankng program, balance your cte booki E 0 BIB Fpe Banc AA1CU3 Dak 21 Target Makes eacn mouae d k aound ike a guteho; SED Send Smpte game of tarte wet toilows we mouse pointer, ED PropGadge! MarretMrfbecA Toly*! Proport on M gadget
txampie, SE EHB Checks to tee rf you here eifra-hxf brght gratncs, S-ED PfiTo Srpie pans sound program CeScnpt* Makes cel a'imaton scr jtt fix Asgs Anmator, r Am.ga&asc Th« d te nu *efianc cateags tor AMICUS dst* ' 8 20 and Fi*n den t to 80 Tter ar* rewed m* We DakCet program. IndiXled te«e.
AM£SJ3fli»i22 Cftte* Light cyde ga-e. ED Stear_Prnfl Aewa and prints FF pcture*, indudihg larger wan scjmt Prl vGen23 Latest vergon of a printer drwgenerator Animilor* SateoScape a'tmatona of panes «rte Sang bar Garden Mwuaa fracta gamtenscapet BaaeSote Etamjae* of b'ary aea-ch and raeion aort r K~ ~ aflaic AaCV3Piik23 An AMCUSducompietey defeated to m use on he A-gt Ths c«k con tans vro muse Payers, songs, instruments, and players to brng we f (II of pfiyng "&g So-rd* on your Amiga Wrfru went* a oo’ecbon of 25 indrjm*nts tor play*ng arte oeotrg muse. Theco ecton rargns from Canrwn to Manmba
L UNSTR program to I*! The insWjmentsDMCSwfl not load at wel B»lattheongn*foranf rsfrumert.
1Asc a oolecSon of 14 G &scs pece* i«’2Dte te Tte IBMrutedassca teBLtea-p»«te veto Cemenr Tnree Arga lA,*c Rtye*t SUUSPay M*cCrift2SMUS kUeSbteo2SMUS AMCUgPfakM Secto'ama Ad«aectoredtor4j(i’’yAmigaDOSl!e- Bucijted devee, recow ffros from i Tis-ec hate dak. By Divte Jaw of UooAaoni fctrif Redxes toe «e of FF mages, comparvor prog'ir, Recoiy, ramaps we p ete coc's of one pcure to use we oteettecsleriofianower Uargwese prog'am* and a tool to convert FF oruttet to Wofrbencn cons, nan* cons eok ike n lairaa of we pctora*.
CodeCemo UooJa-29og'amcorvenatse 'ber object ‘rtl a rime CODE stotementi Comaa erW ¦ sew acralng sxampe An Bug Workbaryto hack manes toe seme tywaik across toe screen at random interval a Oweteise. Comptetefy hormiei* BOTooIb Thrae exarpiae of ataemiby language OOOt from Bryce NeabE; 1 Sad.ace.orog to ewth •nter’aca onAef.
2; Wmf. -ecac* ArgiDOSaiWry 1 Loach, p’og to oac a ie into merrdry irti i reboot fOoy W* ros: uoterc rjoxertMl I'd Laac tuseL J Monoiaca CU program resets P«e tor ence* to sever a ootor* of nsnocffome & interlace scwrs C source a nduded, works MW DtpiayPre', a CLI program when dspfays ho we rt Petoteteea wtt-gs, BomgMocnre Aray-freced anmaion of a perpetual mol on B ng-nakng machte, mdude* he latest ver&on of We Mowe program, ¦d w ha* we eWrty to ptey *ounds eteng veto he n-.aioa By Ken Ofter Daiy Exa-pte orf u«ng We frens'awr arte rer'Bto' devces to mase We Ar-g* tmX t a writer rC OadJfr*
So pt ¦Oven e-wnalon ate steesncw prog'am ftps Wrougto FF mages Busn Syssam momtor A-igaBaaiC prog-am.; parfrrm %rr m manpulalona of mam,cry.
Moose Random bcckgromd prt am, a *mai window opens wto a moose resamblang BufVardesiying way phra»s user definable, DGCS Da use Grabery Constrjcson Set, ample toL bon-osed prog tor asaembrg ate prrS,ng agocaryim The V’.i Checkd' ectory hedt tevoril program* «etang to We ssftewe vrj* Wat came to We US from p.'ates m Europe as Beta *d r Amlisng Cornputxig V2.12. Bu Ko«te'‘s i i exptenaoon of we wruscode t nduded One program cnecks far toe jofrwe-e vrrj* on a Workoeryw on, he second program. (Week* tor we virus n memory, rcr caud rfect oWer csks.
* wcwinaa Sernopt Grsphcadamo pan* through ipace towedt Wa
myfical dark twn of we sun wto wands'll! Muse and spacegraprxs
The KckPey (Jrscto-y ho tea text Wat C«a bes sb«'b
p*th*stoWeK xCart i«. For Amgi iflCO hecJteftatoo teel
cor-tortaae patch ng a eek n rwsadeome, Kofkty ofte'sWec’arceto
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BcdorWB Modify* the Workbench to tore* b tprtnei a* Frad Flahn.nl: Frirf flihPliii lli Frtd FI ah EX tec 23 used, cons can have agh! Colors, rttoad of a'to Ocjact moduli Iprwan A Buncb of Bate program a rncUdng: Dtsk of source for MaoEmacs, several vefiona tor most four. EighLcdor cons are intruded. PjHic a Unx4ke froflend toi Lctce C jpa toyboi usoetk mmdetvol Oopuis operelngiyTtoms On micros and mwnframaa. Far flam an progrtm •mocoi' or Vj*2can' compie?.
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r. acn.ne, ua Dacia Ptrtt to man* icorto tor Tit new Machine
i.ndapandnt bounce box brekout carwaa QufimiULJI; Worxbenpi.
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MskeZ Anotoe? Mike iubeat command.
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Part* Poflabie ft arthrver.
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On ne mcr pt to noto* Sit. Unde'rjnds gotoc Gotoe font twiner pnn*r.
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Bewen t» norr.u and extended iceen mode amga3d joct.fi of *12. Indudea C source to a progtm rd senv hegntt.
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Cons Coraole devcedemo pogran win dmemecne dtnorfTs** N dneraon.al grapr ci Frifl FlahQM27 DikWp* Latofitam Sore Die tary, removes fie* aupporfing macro rouSnaa 1«ap upctto of dsk 13, a lie patch uilty Afidemoa Amga Baaccemoi. Camy Screponer from ditoctonetor Ssk drives, much tone?
Fraemtp Oeaba a visual dagrim of free mamory ghimem Jofl*»ofdisk1. Graahc memory usage N*vCom*rlFD cTMtes .bmap*from fd fies than 'deeto.'
Inpmdev wmple Input harxfar, t rapt key or m wse tnflctor B-tPe-wi frnds adfl-esset of and wr:iee to Snow AmgaBaec mskrsmowfl to* deign*.
Wti 9 afwtaFFbruanftettt frragesr-ct, h btpianes c* to* saeen'i bmep Mut Me ngLcpitasase joyabck S'ow* how to m up toa gameoort Ctoxt Aooufiraos A tutone on crteton and use ol b-ap* Srtalitxtx Manta n total iXsKt to am recorfla oaves as l oystoc pdto-m smpe AjfSI VT130 Trmnai emulator.
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AfciCVS PM ft mardatorot FF Mandabrotprogrom inpiementaton.
Disuaen Simple 63300 dsuaamber. Rmcs Todor Fay** Sound Scape modJe code from he touting mouse hooka up mouae to ngHjoysftck port
F. frt Filh P*iK 13; atenda’d Amiga object li es and Con put ng
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Afwn dump notworkng Reil'y prety!
Cai aba from a user prog to nstructom Wsge Maker fritorering tool edits Image struct) * S br C. pmtaupport Phn*r aupportroutnei nofworigng.
Fdi double buiwc sequence cyce n memo7 can be dsaseembed ¦oad I & saves C code d tcfly proCttit ta-pe process cercn coda, not srimtaon af a fan 0ynem.ciTy By B i R agera Ctz2 Jpda« of prog a convert FF images to norvg Marooby A ratty " 8 roroooty gsne arsben n DvoraiXeymap Examp* of a keymap srxto* tor n* PoitSchotf as fa pr,rang on laaar pewters
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Tow rd br betawrv By Robert Buns ofdidu.
Lingleflayfieid Dmbs 3201 2C0 piay*ed Poytfae A flrrwng prog.'am w.aen in AbssC, HypCCjCCrCS Sprograpn, from Feo. Ft4 Bjte Tea Prints intormabon about tasks and processes speechtoy bbstveraon of a* speech daro Poyfractas A fractal pwarn snt»n r AptaC.
Lnetftemo Examp* of posorsoni gtogeteto m toe system; assembler srwc s inducted.
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SosnoOrii Corwt JJ en to wa* and io**t DaOvgt agnai to toe ope bng tyattm: eonprata ike Uru mmprtM. S f • squeeze?
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Milt ¦erovet muflpe ocan.ng res n 1es Browser wanders a fb see, iwiyi flee, aJ EnUjLPjf.
29 System ranfg File manee acreen 80 coUm.na vvca of w in scats demo* using sound srd awJo tunclona wrto toe mouse Abetecgires&yDiMAaiior: Bacxgamnon .Dbbage, toa Scrbbielword processor.
Setpsrael A'owa chaigng parae port pe'amebrt UCW013 oca on upg'idrg your Amgs to use a Mestone and Otoe-a DcWRam 2 prograri to move toa Sen We* ipemg setseri A'ows (h-rgrg n port pa'smebfi MCMC13 Cpp CECUS 'cpo' C preproceseor. & a mod ted flcaonary S and tom toe RAM d* in pjckao't based sort program, in C Ujtodm ro‘x* an N diranaonB cube wto ajoysbek toc‘ that knows sbout toe 'csp‘, b? Marx C. Laical Ana iaa a laactf it and gvet toe Qum rg* ttopc Stops commento and extra RgLatn SAY amnand tot! Vka n Pg Lean Snar LfrsxcompaTp* bi*i aroi'ver, br Fog. Pieacr. And X.rcad mdoei W h wvtospace f m C
aoxoe Scrmper Screen r e pr r*f packrg f as br fltvei raeajre tadab i!y FrtdFlih Oak 7: Xapf.E so ce, oocs, and ejacutbr aLvrv'sret SupeBtMte) Exampto of uang a SoofLiy*. Tyncrg hex Or p Mod Ja2 program bdsday remory locao or a TdiditCB'bfcnitoeeweja&ei oftotgameHack V1 J.t. Fr* Fhh Dak i»; SuperBtMape tor pnning. Md rettng in heaadednaL EadEMIML 3ac*Jsw
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JeyMnerSoej Sees by Jay Mner. Amga grapnes dvp Frtd Flak B* 29
D Wistor Didicstidg program.
Frtd Fish Dfik to.
Deagrer, si»eng flowchart o' toe Ar ga AegsDbm Demo Oemo program witoxt Mve and no coct BMP p'rys BSVX samSed sounds r toe morre Daws move paami In Uadi and wn» irTtornelA in 643 x 430.
Anmstor Demo Pay* tor toe Aegs Animator flies background Wile some to ng else s happening MVP-FORTH Mountar View Prats Forto, verson KeymepTest toil program to test toe key msppng routnos Cc Urtet-ftto tort-end for Manx C intoeAmigA aayoLr Amgtlaboobng.br 1 00 03A A shaiewnue version of Lock Mon Fnd urwfosed file lock a for program!
Enough Tests br ex tterce of system example.
FORTH from Fartsaa Syvtoms.
Hit don't dean up.
Resources, f*a snd devcM Showffl CU prog'am changes your panfcr to ¦ gven profl I more pow?4 t»l brmaflng prog'am fMfMiDMJfc Rubk Mmated Rutrk'S Cube progrem pomtor.
Satce Prog ta toggle irmrlaca mode on and o*f AmgaToAbsn anvertsAmigi otxec code to Attn form Sting Lib AMICUS 26a'sohei aa'ecdon of mouse poiiterA & irewb l rubctsc.De Type demo DtoSafr program to recover fres from a eeshad WOO VT-100termnsl emutitor wthKermrtino Worktwxh program to dap ay toem spa'ks movmg snake GrapTvca demo AngaDOSdsk.
Xmodem pro1000h eaam pe of toe ArgaDOS dax ha dung rrra r.i Maah asahixii faiaru jv Frtd Fteft PublbOomah) Scftwm congueet An invmlir advert-* amuiabort ga-e inct on Sewa inarewve program* The autoot request a donalon flenei converts hex fe to bnary Hd Hex dump utiity ala Compute?
Rf you And their program usefj. So toey can wrr* more Fred Rah Diet 1: smigademo Gnphical benchmark fsr comparing emgss, smgaterm simple oommurxcetoftap femwifli fiWMp Pith program br any Type of fie Language m sgazmie, Apr! 66 saiware fixob) Iff id Stop gabgge off Xmodem tranalarred fits.
Rouines to 'eod and an* iA brmet Net ample d’ecary program Mande Brob MjtTuing Mande'brot contost winners Tutorial and ex&Tp'ea b» Exec iere mittasking 60S FmeArt FonEdtor an Amgi Bts-c BBS by Ewen Grtntoam Amgs art edt fonto, by Tm Robmaon oaii a mulabon of toe Tcnebc toingy* arto Oa1 s la Mrsma: UNIX is, veto Una aiy«e wdca'dng. M C Pack Stops wntospeca from C source MeoiEflitor Crette menus, save toem as C source, on atonga Shows off uat o* hoB-and-mocify mobe DhryCane benehrr ark program.
Source to toe ’doty wndow'demg on je Workbench dak.
Aq.uaq fe aoueezi and Lrn aeze Portoktnde* »”0« Port-Hander program tob oyOffld Petto n ffliortJ dhryitan* dotty Pk73 Star Trek game yacht Dee game FndFUi Dikii: flbtioe i-ds roar program broa&ayng FF Random SeflAojt*2 ptMa-mt Snows 8CPLenvi?cm,mem!
Random nuribvgervitor n axsempiy, f or Cor asterd«'.
¦ets toe mau-se dom. To fight or left Ste'Terri3 0 Wiryrx*telecom cy J Nargano (Fred F.ah DkAX i *'oe * *qu«ted wnan orcvad wr at least toree stoer d us from toe ooiecson) FfiflFlih flm '•m&w* A mall 'penf rypa program arto Inea.
Boxta.et jonn Drapers Gadget totor.al program G rtphicaf x amo7 utage daplay pr og demons? Sles *ExTa-Htf-Bri»* mode, nagetwrh "• sce'aneous pc£j*t Frtd Pith Oik 12: SpaechTarm tomwoa! ErUitorvrto tpaMT apab LeA Xmodem Lte Ltept-e. Uses 8t»?bdo 199 grwraic-s a seana gad gbinan haftri* amigaSd sgn’ ArgaTarm Shows arotatng 3dmerwona eo d *Amgt a *rfflnaf emulator pog*am. Wmri Tx£fl DamoedtorlomMcroarnto'sCherfeHeato Frad Flih Ofik 71 Trt a a copy of Thomas Wcci's UiKtebr at Set Explorer Ua,nd«brot MxExamyae Ram Speed Wvbon 3 3 of RoOwt Franchto progrem.
MutV exclusion gadget exempt*.
Meetite telsive RAM speed, chp *tJ fast if you have a simple vwndsw demo r a&aembe' d* Verygoodi Set Reo scarem fy tie Manx "»f h«io anov»3d S’Ows a rotting Spmenarona W'e RedRyhp.k??
Am.mend for envronmert vtfiaaM,i«r totffp accessing toe Motomia Fast Poitng Pont library from C Sar pie prog, a desgn co or pae ii Damy' ttoatos use s' toe flics; * Crvw 104 frame vrvm, d?acB7 *trg program TH» cv. A'bs-s toe ‘sTans' of mcoe~ics Lam act vt'ty 36 oy Dane L*v»-c* For Tie nproverertA Dbm a teCurBve »*. Green et*y type.
Paette Tacc w tor Exec SefWndow Wo pogs b? 'eunebng progs from WorkIha W. BSD42. Arge. MS-DOS.
VMS Uses AngaLrcbon keys.
T*£d ret let.
Doped de-o wrw*ifU«rrt requestor!
John Ospe'l 'eq jester ban* and SrAvro bench. Preaerrfy arVy works under CLI Mwea m con r* i second mage Fvnaca mi v. execute, startup toes, m 9* By Andy Poggo Neetostres-nbude Vdew text ecfto*. TxEd.
F-ji-teea-*d ortwng prog'im by speech example program.
Sarr pie speech demo program.
Stopped Com 'speechty*.
SfarTerm whenbeked once brmrnal emJlto', veto ASCII Xmodem, deer, more.
ALT keys as Meta keyA mouae support, hgher prorty, backup f »A word ww, function keys Xccm Teon Stephen Mtemautori tovows CLIsc-pS from con Dspieys text flies from m won.
Ipeecbtoy Ana toe? Speech demo program.
Fr.dRrfiDI*32 Hp-IOc Ur cs a If lOCeaki'jCar, wton r UodJa 2 Fred Fbh Dliklt vrtoc V26 of D*ro‘* VttCO brrmg vnubtar win toatm Extended aX-ra book, A-gaSASt FFEnccOa Saves Tw screen tt en FF '¦ Cycoae Ltocaai of stecrofK sofograpn from dsx Z7 karmrt one m odom. By Dm Wecxor Ca.«X*.' Cdendo tttey program. A-gaBASC !*t rp Djnpamta about an Fftb DWJ* Ernaxed verton of Drtto.l fraro a *. 35 FfldRlhHKlflft Os Frit vsrt of G.I :'«tk dev* op* ooi Jr BOS C-ike at stol kbit Oaf Sean* a sat e* obwd modub* aX 1 brt*w* Cl p&ird Opboard Pence -terteca routne*. To p-vde OcaP ui2 2nd va„m*3fCt! :'*-ted MX*
SPX MewStot STATUSAke progrm. Snow* preny. Eraaetaes wa-cnog tormuffrpy defined ay-bc s a starXeto ntertece. By Andy Frtoe Exacutaa« or y Awrer* Game o4 Rtvero, veraon 6.1
M) AJpdate D» LtoOata Ufrbty wT opeox tor CorPcutS Dmoatro use
of DOS Paoiete, UacVtew v*w* MacPaint «* r Argi law or high
U-Joeccoe T'anacto b-nay lea to tor-, Uva-it* prognr t ft-pong
comrerto from C neaoar f*«, tX CoHJtvl ax Cy Carotf Scxooe'
ru,noa«“ptepctr«,by ScotEvwTXen Vbw.
DroMng program, verson t.U Irlnefw vwrriceon of toe upda-ng procw* SrDw.1 p*ogt- to IX ol era aow Cfrv Otvce RulM Sr Jcon of puzre wto mowg Euaros.
VtesaFbr DX MO ¦y’frwsrtr wa ft* program R« Compuiae tX dao aya 3 creraori naroa arc rot n toon a an eaaclisL ty Show-UU Vww RAM pctoros from CLL Wndow Eumpee*oeateg aDOSwnpowona Uxterromtonee ftilip Lxtay So-ar* Ases. C g*m*s a* Canfwd and CUStom K7Mr Pbygcn Uoro type panarr generator aato color cydng 3rVoum* Progrom a gr.vPum* rime of fre Kcnfl «*. From Otvc tocx~.
Fred Raft Ob* Qmajae Ouanea whetoer a maute butbr t pretwc wLro tor agrmr f* 'autos on G lp’CtOar.o o' * Tnrg c-tw.
Ans£cf0 'echo-, 'touch', T«T, ttfemtton n aae ber.
Ths can gve a retimi code fra; con by Chuck McUans dautoe-buftorac exampw D» y Dspbyt HAM images from 1 riy custom jb a ftartu) a» ju«ncB based an tpn2C Fbec* ar icon f.b aX r» out a Swow Sword of Filter Ag* tor! AowtL o racing program, wr aiampe act aa otow®r a mousa buton was crested.
Fragment o' C code wrfr fra tan crj gam* wr.tien m Argo Base.
Dhwr Eu.T.ple devoe driver aouxe. Acts has RAM dsk Touch Europe of aattng the Cate s ro pon aft*.
Etoudiros. By Caro n Scneoper Trail Ihw a Ml b*RX moul*, in Uoduft 2 »ap Xuip i.T.eaecutobe orty uerng a tech r»cue from Commocore-Amga Ms'geMwro, Rogrom to merge toe Mem L it entnaeol Dhk33 FrtdFbhHikM Trees More axtenwe wtwn of toe Tees aeq Xdy corigurod RAM boards, Sdste-a 3d ve'Eon of the 'stirs’ program bwow Aha at Twminal emubtw witi Xmodem, Kermr?
Progiam on D*k 31 by Carolyn Sex spy Bgrno low-tevo grophics example eerol* and 08 B protocol, funclon key*, K*pto.
Frtd Fwt HU M rnCAD An objeciorented drawing program, bcnapwto StrotlVPort RLE graphics and confeencemodi.
Aam Verton 1.1 of a*harew re 680C0maao V1.1 by Tm Mooney Db ijoli Doubabufferod animat on example AmgtMontor Dyram ca’y d c&iays toe machine stats, ssaembbr, compofrbb wito N Mefetcomco FredFlah Dak 57 for BO Board Vspntea aucn at open flea, aclve tasks, roso j,cbsv asjonbbr. Thu rdudas an axampb startup Replaced by FF97 Duo to CopyrghtprobiBms Ds«Jrappcr Dispays sodor allocator of loppy dstai.
Dav co stS«A rtorrupa. 1 brsrea pods, et roocje and more Motorola mnejnoncs.
Fred Rah Dak 51 MemUew V«w memory in reaf |m«, move with j ay aba.
Ax Popular file corrpreswn ayston, the BreekOut A bnd* breakout game, uses 3-D glasses ASDG-rrd Exfremefy uaetol shareware Qng Boyncrg bilsdano standafl far transarsg fries DskZas Verscn 1.1 of s program to ecbtdisks rocowrobb ram dd(. Tiy Perry Wvoiowiz So'cg Ong wrtfi sound afreets.
AesCade Program tial decodes aea cod« and bnary frea BgVbw Dapiats M'f FF p*3uite, .ixteperoert Sc«iDump Dir'pahghestacraen orwiXowtofre printer.
Nto stole and locality.
F'ftSlcon A mirtCLI nrdaceroerf vrfr til of toe phyrwal d ay P2». Ueng SdO Smpe datsbasB program tom a DECUS tape Sink 'tlnfc' roplacemflnt Inker, wmon 6.5 eding and recall of prwouscemmaXi hycwarojcro:l byJohnHodgion San S»r field demo, ice Sar TroA Cosmo An sstenoda'done.
MssA* A Mss * CommiM-type game, wto Edapn Reads pariofi andyvduafrom aliki Tarr-Ru* Terminal pogrom with capturo.
Dg2’D Data Grrrr* 0210 TermnaJ em Jitor to jX. In aaaerobter of flea and draws a form atted graph.
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VtweBenCi dema B cry By Leo Scha*b 6 Bryce teMbcfi
Wtv«B*ncrAn*a,.lce*-“«c*. 4 vna or 5*2K mecf net Fo' tog gjgha,
ry m conyjrwon arb V-ecom or Da (DoptfiadMr) hcjdeaS
ByfiryceNaapt: FredftihpR 113 Am:Oon SmplaUnn *aon* type
program,a background tatx jses t dskreudent bbe ta ajtemitca!y
rjn oertan aw on a regular beta at weak Sme*. V 23.
NctxWt S. By Sieve Sarpaoh, Arga pen by Rck Sc-irtr Oi ViififsHUrTi mi edtor A amp WYSIWYG ed&'deeignadterprogrirmert Itiarota WYSIWYG word procetaw fttttm Indud* er&trary key napprg, ‘ast wollng, tDeVine vtatebea mJbpie wndowa 6 ablty to comfy wndaea Updrte to FW. RxiudeiS By Met: EKIon DoiDev Ejtarpe DOS dewce ow in Mara C Vraon 1.10. ncxdeiS EyMtrD x UJAt ge Demo ot?» Ind prodJCt M2Amga A tee »nge past Mad Ja -2 con-pier aa* edtor. Kgar. Aema'i eat of i"Ssrfeo* 4 itancet I prarei Comp** only wnafi demo programs by '.m.yng codesae 4 im parti Further development of be ETHZ compler on Dtk
24. B ony. Demos with Source By R Degar. C, Neder. M Scf aub, J.
SriLbe (AMSo J tob'Pu C«'Spowx nte of xy cn a WorkBench.
Tepee a now pace for be cot. Us j1 fordlkA prewar cor* whete S" splhJt *wrUs be con 8 be wndow r‘orm.itoa ModJs-2, anaffwr d*mo te' M2A*ngs ByManut Scbajb EflML filtiJMLllA Coad English BC(sndince versa) tnsiator ter C deda'iMns, a must ter aryxo wcept possiby the mott herdcoraCflum. ByGn*em Ross. S vnoo V2.7 ofvtlOO Rnr.ind arr.iAatenwte karm.tA amodem fe tansv bcujei a tew bug las posted teUMnetXor?y«terbepcstrgofv27 Update te FF55 IncjOes S ByOave Wecka- WBLartter a speas vwaon of the WBLandR program from FF 103. Ending 1 i iqu*. Efteetveute of eound, bcLces S By Ftebi da Siva 4 Kan
Knar MttirrfJ 1 dec eomnercwl oftha Amga Beatet njec, reoviret on* rvag of memory to OR. Brary orty.Byfl.Wft Uanietsd Arobwrdwnou* apr!teo'* d demo wf otsof V’joi*!.
512K ragund. Nd jQr* S By Leo ScrmD FftdF.lhgAlU Ucvai Aram enrntioneyuen wji treed‘tetemoe“rp* mcori; Karr rkts. Rower. 4 F-15. Kahnr** 4 Rower run on a 512K Jvnga 4 «now cff eve'icin HAM mod*. HcLdetiinm*wnpi* arDrog'*m|iTov*|.
Mcon buteer prog-a-a dlbm. P.'brr). 4 a »*rg'ix * oto ay program |ih*m). By f re Grarwn 4 Kan OV Frt3r.r.g.R.:r AJJUC Derna A*** i neai hanjxteJ woing demo teat a a 2*30 a 20C puR 32 a or FF Dd t co-posad of d rww npRotaofmambaraofb* AAAgt Users of Calgary, auoxrpoaad wiwy wde pctre of be Cag*7 Shyhr* B onfy. BySlophen Vemreuen 4 Stephan Jexs EjP Demo Demoverponaf Eipreas Pant 1.1, laed te create be wo rg demo pctete r be AMUC Oe-3 d'***' or n dak, B any, Sy S*cn*r Vema-Jan FrtdFr&irJ Bmp** TV* 11 co~ ate w». Frcm p g*ftr« .p m Daco. Of Peter LargttenS Emp* gam*. A muftpeyar gam a
• aporaoon. Etycrci war. Gt, can its! Men** Payed abterbyioca
keytwate or rvough mooam V1.0, rareware. 6 meted** S cod*
BfChrii &«y, ongri g*n* by Pete* Largsten HAU
Dw«yt:m*s»ro*eenopd“te rebouncrgsmj-db* ween, rtew
iadxbeth tereo ham rw rn* Y poeto-t cf be po"» re cor in jo
uary coped to or axfo eavetem- be soiyedx a bi rxnea
4b*pdPnofa jj*i -ntened eroro a o*r-*a ‘•cm r» r age X M*ir c*
bae* ponte. Jforr. Source ByP"- Bb'k Start Based x ongn*! Code
by Leo Schwab, has aedti’ongef mu be actea oemo. RunsonSlW
Arga. B xy ByHoReOms [ W'eOr-o D*-xRr«Jesbe Arga’a«n ewng
tcmc. Flna on 1 S' 2K A-ga bcxaa S By .Matt D ten
fnJFir.RitJ.il Uc-E AACS Ve'tn 3Be o'OarR Lawer-os s vi'at
Da-e CcToy'a m«roerica Thiiianupca»t3beveax r***e»dondsa tJ Am
me jded,ter be frte tm*. N ex tone* ftxRnantatom m m ecr»n
»adi£»'* term, hcutos tourca Aubor; Dive Conroy. M ANY
xnanoemxte by Dxte Lwronce EoiflMLflMLUB Aroeoa
wdtrbLttaMgametterbaAmgiteeste. Untxe-any comm«* gsmes, t *vx
«nl corwcry »n a mjtteR.ng arw’XT*rt(py notraour.ng you to
reboot ur a piy a gam*) Hghiy ¦eccmmrteedi Bnwyorsy. Aubor:
UteHght Dewotr-ento BedvGammon Agr«cpcaiBa?igiPTxgameocna as an
jnoagricj** Alcou'eeprcjact Varten vfl.mdudat soi«e Aubor:
Robert Plater Ban- Aco-petotfwatowsytten'oVeflbyTteauriorii r
row are. Ve-vx 1.3. bnaryenfy. Arftx: HA Caler Egyp nRx 0,1*
itoe *te«3 **» ? Haiwds’ type gam*. Veraon
1. 1. tenary any. Amtewtte, ix'ce tvs. Ia» tom aJbor.
Aubor: ChntHama* Icorbiege Program to reoec* it ote «n image wb 1 nawimag , i«bc,f s*‘nd-geo"type.d'Bwe'data, et Indudes source kJT9 Dens Green Frtd Fr.Rfe 121 BaacStto A' AmgaBASJCorogrer bath*psbcorvRtorog'iri written in obter farms of Baac to ArgaBASC Aubor: GexgeT'epa DataPot A rarewere pfotSng program wr»n h Ang sBASlC. A10 mcuteia easteauarei amrefitprogrim. Auiher; Dee Hot Pet A irarewar* 3-0 graphing program ertlsr in A-giBASIC, wbeomesar peo.tputpoa Sci o* era s&a from th? At? Gaoge TrepaJ Stirs The Arga6ASJC prcyam d*r-xs?ate* 1 muacsl fuaon Pa sad upon p* c*;Kj*i crcuanty ct*»dery
spiceo ton«a wisse vplimes a*e delned ti a s.-useda re'ilonafip to bar tequency. KjTor Cvy CuGi Uedt Vertx 2.3 of ttss n«ce fhe-bwer* editor. Has team mode.
A camrnand anguage, neru cuftomjittofi, xd ofaer -sef confguribfi?y and cuftemjstJ ty faaL"** Bnaryoty, Xrewre. Update to waon ondR 60. Aubor R X Stei WBCdoti A e- * itoaprg-en to C"irge be Wynpench ro'yite • tredete rwccodf erK far progr*msthK expect to* booted offbar'disboulon dak but In stead art run from 1 hsrddsk. Hdjfles coyce. Awtior: Ste‘xLhdih!
Fltd Pith RlK 122 A&fe'iodt teceydme arbe aster ods'voe gar*. LfaflA%ivs 1 bet at be rages and sounds a e •eaatea&e ty b* ana user. So 'mstead o' Rip*and rw*A you cx heva an Amga gtntii horde ot BMPCY if you w*h. A bor: Ro Mxxi ff2Fts An ritofanvepuuSeprogmbattekesany FFA* oontaring uoto 16coiv . Xdbreskaituptnfaequaristo moke a pun* whub na user can ben p«a back together agan. Ve'sx 1 0. Rctedes source Aubor; AIQier Nam** A xseware prog-am fa create rd manage maing Iste.
Bna-ycny, Aubor; EmwNeaon Pr Airteuti toprntlstrgsr dVentter-Bi &mi*.*to hel)ru»ogin bejdaa eovroe, Aubor: SamyR Peolxc PjrOvbt A neat liruabaarc strategy gime. NAmgaBASIC Push your peces onto be board unoi you get tvs sn a row n xy directua hdudei »i«a Aubob R.Yoit PuzraPro Create a puztee from an FF pci e aricmbe mar can bx p«ce bees togetbw eg ar. W-tteri in AmgaBASIC.
Ve*s.x 1.0, txnary on7. Xrew *. Source evtiao* from aihor Ajb»: 9yd Boon FfUFMi.Ri4.123 Arp ARP stenosfar'ArgiDOS RepteoementPprecJ*. Apis x ettari led by Chert* Heab of Mrcrosnths be. To rcpnc* be currxt DOS in acompetbte laibion, Mthatcurrxt progrome will conlnu* to work Ap also rnikei whatever iTprovemxte ere pouttto. So bat current and Lve progremiiMiiwohi better Aubor: Vxousaubors contrbuted wjHi C*r Thaxmeonworwsi'AwritnbessbeBaege K:»' Dana Con»r. Itaaoarxty a r ‘Me .ox* frdrgb t*m co*n Arg x s ei penance wb a cehir ngvrt 51?- a - sown n r.'trje Aubor: Alen Ha*tt--’gs foUEMUJJtUi k»rS
Som* sempiex meted con*. You mughtlnd just be car far be! e*ug*e Cll prag'am youV* beer mexrg to rn*a rxRhe from *» Wjr«B nffi ¦Wfroment Aubar Lpfato Tarct Ar Ar tBASlCorsg'ir wrtx'pyrwa -y asm exertos* far team ng BASiC Co-tana »m* nee graprvc renatona 3’tars: caret AvbX! Lpfatt FritiFMiRlia E'Gia T-a xr«or is Kivn’s e ry a r* Bacge K x OanoCoriML f.tlto resabetxycxxamuteC orxgarxt -ecjts Son 1 to us* By Kevn Su'Wxs Flit Bml CUM 121 Cocx Aprogror to minpjgtebaco vs ot speokc namad sc * r a s*vng t** 00 x sate to bate S«.
Oat ng n*w coer acts from data f we, or TB c«-y cfxgng be exon, bcuo** source. By J Russ* Dare Tveee two ysgrj, 'Oancrg pxygonF, art John's xty totheBaogeK'iar DemsCoTML Tneysre varai:naofonexcbe,1 a-t aa-xcite re 'xgs c* ccc-s e»a si* o-be A-gt bcucwi eau'C*.
A_hx JxnOax f*H!i TvaxnExiiorwo'fUvrn'samsestobeBaag* K v Dem- Cortest Pt sbe l’*i irwn xmaSon b»t rteie* use erf be Area's *Exti Harf Bnte' modi.
Arbx Kem Sulivin kan'y A auXouSna bit xwtos m «i on be Am t ween b*t can oe suocea jerry digged erounc, and oe-oe- deked or. Youcxueebitohitteyox xogran* tcor.y nr- itevea a temporary get :.t of r* use's way Wb source and damo xagra”. By lao&Twap OyAngs Th*xr,cx isfaMYxrytob*5*pgeK'*rDe*-s Can wet rca'ss3:*h»Da!it»-g;uggecpy Pffnos ititng on be-' topi By faste &ngh Hint Buptt TV*a,Dcwrttbra7-e*d*d to rebufd v*nouspr5S -aTi of UetYi *rcm re source, me 10 ng DME. DTERM. Ar bauoei source. A ix: UittD v Vcrwov Verteon 1.2 of ba vfu* datectton prcgram from Com-ocore A"- a Tecrrca Sxoc't Txi verson
w J ter to' b* xesxce of a v*u* r meray, x ar toachcc it Bnay xy. Aubor: ft: KoesiX.
I'JEg FiMl.RMkJ ZZ Saxes Tha xog-am uSteve rfaTom'ix fa'beBaoge KirDemo Cor»r. I; crcttes to dots bat tc-xe around r d -ubcry. Hejoea sou'oa. Aurx: Stem Hxa* and Tam Ha.-** tex-wa* Tvadam* lUa.nr'axtrytobeBsdgeK'iefDero Certeat 1 iQjteanRfarebsi tdoei rd won Hb pwembe me*. B-xyony. ByMrtRiey Roo«s T -* rrcomi ongf Aten Htittnga1 *-r*s to be 3sogeK «r Damo Cober. Lb k* mac obar rritns, it shoes a f.ied otyectfrom a "svng port of *•*, rather bx a movrg obyect from a fried pent of vww, Auber: Alar Hastngs FjltiFMlRMUa Ds A 683C3 OiMMemp*'. Artten in 68CX assem&x.
Bdudeseourc*. A*bx Gig Lee [ ooGob *teyojpec*ip«toBrn,i2bfainiFFimigiora cp’farabor of s pear" rd ” e. "to be Wx»fiaryr bteawrao. Vxaon 2.2, nw.1!, twdxy xy. Aubx; ErcLevteky LeoCfadt An Mrarrcfy tr pfe clock program, *x n& seed scwensoity bekxtes source Author: A'lOzr UREackUp A had dR baovup uHty, bet coat 1 frw by lecopy to stxoarc AngCOS'optyd n boudeaxriittr rtwr'we and frte co“xe*on veaon 1.3 ncudes scxce Ajrrcr UrkR rbet Pi nr A»"-p* ween pa.rcngxogim.wtoenrweo. Recurea web xerKess*5 xog*am to reoud from scxc* Ire jd&s soltcs in vieo Aubx: G'eg Lee PrlJw Apnnter tfivteffortrs
TcXba*3inorteV"'i»f'hits Own* (beet mode, todudes soxcer Cxd ¦saem.faar AubxiRco Mr X!
SOS so Uo ArsaddRbackw) u:»ty. CLI ne' ceonry Does? cc-xestoa Vw on 1,1, xne7 on7 By Ste Dew Sed Adon*otb*Unn e*dfS?i*mEDtx)progim.
Hauoei source A ix: Enc Raymond* Keys A Tiot-keyt* program net bnos «ytooa« incoor keys to wndowmxpualon fi sct ns[wndow acSvaix, front to b* *. Moursg ween*, et), kndudec SoufS*.
Aubx: Dsvrce Cervjne EmLBMlDMlUI Dosfrwk A p*"of xograr tab Aowyou to save fres, x a xpoffrtei to orwo'noreffapp-eab'qwditoadng.
Oo*enot«o"e *we in DOSfehPiLiRWi tewHyrtu fitter V2:0.uDOt»aFF103. Bnery, S-arewre As bx: G«7Kempx MRBackUp A had dR backup utilty,does afrte by frlacopy to stands -d AngsOOS'opwd.Ri hcucw itowSx rterfoce4*tec&mpreswn. V*axs20(wb scxces) rd 2.1 frmsy any, source sv» crc from aubx) Uacate o'F128. ByM*'kRT*r PircJet HP Pa mjr p nwr or from sou’cei Paid Two rdfrpenox: pora of Onwusiiy'pajb'.whcn eppiwe co niBitatlfita ¦« 1i to autom«Dcally update Hem. Path version 13 wes ported a be Amigs sy Rxk CoupamJ ind path verson 2 0 was ported tty JurmnWden. HcLOtsfco-rc* Aubx Larry Wil FlwtF.lfiRM.ia
D-Mister Sr-veworedskcatBog*', VV1. Update of Ffl OB, new featotesandenrxcementi finry oniy, ByGrcg Peert Evo Hwrixevoluttontoyfyanelwibsojrce.ByS, Bonner Hp AnrceRPNcalculatxprog.aupportscalcUitonsivb bn*7. Octal, decimal, hex. Lot; and complex number a. Other teetwea Idude 32r*g tters for ttorrgdata and franscendxtel fundcne. V’.O. ncudes source Airbx Stev«Bonrr Pafdi A patwnebwtyaeetng patten* to input So toe Amga SetAJR n*ao c*fl. Th* ca1! Sets tea
* - * SI pattern fat to* voa hfog grtpTvci (RaeF I, Ar aE ew,
at). Hbude* sa ce By Don tyoa Cum Uftndefcra generator written
partatyirtaMem for speed hcted axroe. By Steve Borer Bmnuaua.
Ote Coow* daM like Uxr*)w, but m tteska. Raoaoaa dwcopy and forma! |t-a *r to*“ wtow) hv SO" hduoeaaxro* Autoor: TcmiaRoudu HypwBaae Efcarewwredaiaba mmigernwiteyttem. VI 6, Bn «ry orty, axx» avatebw from wtoer*. FF5fl update. By; M raa UacKenne, Ware Mange-', 4 CragNortoorg Lta A .new rsai to Tomas’* anowntL-te game, wto* new macro language far seting uppaaems, good aiarptee. Hdvdea lata A.tier: Tomas Rokck.
Me&j* Apoedir*ciic*m ntto«J *aw»p tyln ontoa acean i" b*n*,ng r.oo he joes source Ator Soto .**[ *;try. erarcrarte by Tom u Penas Mg 1b Awur to Ug'b w»to *n Area port a-nd otow imprwamanta by Ton a* Rqktou. DaSnefrecroti bnd them toL net on key* in ATARIup Sie. Kndude* ax**. Autoor; Vaflouaienhmcane'-'Bby Rokdu Wrags Anctoer 'fecrtoFraga toiipcps LpalftD* wndow toet update* oxiioriy Necessary ty da coea atowonoeratatCnef progrmi nconga memory, hdudet source Autoor, Tomas Rokiciu EritfFllhKKlB Ete-'ven, Animaion. A *mu*t e‘ tor way A-ga L**r, *nd rarui wto ’Jugt '1 a* * pram demo tor tee Ar
Thed.Vwxe betWMn MdetLW, and FflWJ, teia ona indude*'Kuroe' uae ;t a* an ear pa for oeasng animator*. Fred Fi ityt it wat appropriate to have at least one animation that a ava-latte at toe‘wuxo code* tarai Afw Lao Set b EtdflrtDJfclfl Conran S-tm r*'edecemenforte Banc«rdcan»oie hander, ponoe* 'm* eding and command Sne hatoret com petty toamparent to any apocecr progr*mto«! Uae*CON widow*. V1.1. bra-y orty, updateoFFlK. New I trm «Sjd* addrtonal
• dtng key*. W*t *e* ch key*. Undo key. Be* hrtory command, and
more Autoor: Winter Hawes Crc Two program* ueeil for generating
1 Wat CRC iiatmgi to the cormmti oldiaka. And rtybg teal a g
ve* dtk't f tea ibl con pute to tee ur CRC's as Sided, VV8.
B-aryorty Auto®: DorKnored Od_sa Con »CfiCto*o«f4aty FFM 26
uang to C c pogram rduoed on hidw. The m m aw dredy from
Fttds master dea Autoor: Fred Fun Overscan Pathtetlteht ton
library ao that szabearndowa art Ua Haght 6 2001*00 m
interiaeej and i ¦to Hagrt to 200 (AX m intadeoe) wii Si*
advantage of toe PAL cvwscan capabity of htutcn Vl.Z, UaaUorty
tor European users wio arm to run stor -e wntten for the US m
ekeL wto out modtyng toe icocator* but a»H uang to addticrS
apace tocxiet Kxrce Vrtoor: AiPand FiHflihDjfclM Bo ng Thro
Sqfrime HAM armrondone wto 5ftJpt-3D.
IndDgiPaim The m-m* bon tw about 325 hour a of runfcn to generate By Marvm Landu Bowse- Workbench trri.uengteJrt-ortywndowa.mak al fries m toe system axettoe lor a cutrg. Cooyrg, movpg, wnamrg detacng, tt B ted as * ‘programme™ wotajentfi'. Vi.2, Nnaryony. BY Refer da Sna [ ne VI.29 of Uatn toiled tor. SmpieWYSWYGad tor deagned tor prog'te-m*™ Artatoty k*y mapping,
* ik Krolm tjtoN aaux* njtdi a-OM, 4 ta y to ccrty »*o« Ffi 13
upaoa. Mdjo sx*ca By Mat Oilan Fnd Ihly aearchei for Slot ton
latafyi given bodean etprss on of attobutea, start ng from a
root pathname and searching -ecu-avwy down tonxgh toe fwrarchy
of toe Fte *yt*m. Lke toe Oia Ind program. WO. Rdgo ixrce By
Rodney Laws Ltxary Oemioversionofi»h*.tew*' progrfentoiiiar i
¦ctoaJ Ififonrason Wtoout regt-fl t tt'jcli.'* or comru and
oatcompktted searching tor ipea'c bCtern Written n euentater
tor speed, ! nay ory Autoor: Bl Browneon St art tan Sian ra
toutcnot ecaiarftef. Vl.0*lim»d toeoritying arndcw*. Adds a new
Scorify 9*09*1*10 eachiemdow, toaiwhendicked, confe* the window
into an icon in toe ram d i Bnvy orty, sou roe a itebte from
utoor A-toor Gxrtowr G-x : F*«dfl»hDnfciB TaXF A soecton o' 7B
TaX tonte. Sete a carver tor progrt-i tocorwarttoem *
Atgafonti. 22d*torart ftnto cwout area, rmgngfrom 15piaei*Nghto
mor* tow 150 £ » L Convera.on program car also be uted wto to
torn debuted wto AmgaTaX, yieUng an eddibonaf 10X * fonta for
ute wtoctee' Am‘ga program*. V2.5, tsnary cn*y. By: AiCttar
EadfnlUM.iai AamTooiBoa Aaaen bier‘toaoot* created to m*k
nteHaqng batotean tu«n aer program! And An tOOS ay Wto texroe
By Warren Rrg B«r A ™paoen*rlfor 1 ** *yecc*commwto From toe
GNU (GNU ia Not Urn) »V, Port of to* « 1 GNU varwn. Ty Wifiam
Lcrtj*. With th goaf of preservng
a) of baon’a current Nat- hoxtes tx-co & test pro. ‘caJc*. By:
Boo Corbett and Rent Sto r r Wzft* hte'iciv* 0j124 orogr.
Tak any Ffitecontamg up to 1S cdors. And break* it into
squsret to mue a puzzle toe user can teen puce back together
VI. 1, update of FF122, uxfud axree. Ejy A Crer Ptife Vereon tee
On paste uttty Pasteconcetenatet avreaoondng knee of toe
speciad twa into 1 angle output kne (horfsna! Or peratei
merging) or corestaratei teem into alternate ires (vertical
or serial merging), hdudet source. By: Dowd tenet YaBongl
Ag*me programdemorsraBng haroware iprte uugt, ncud ng cof acn
betactcn. Update of FFUt tedjM* aou«.
Auteor.AiOar.beaedonorgntobyleoStfi b Zoo Fie itohMr.mucto
Ike *w*ifl concept but dftotemn rmpiemenfebcn and
uaeritttertacedetail hdudea toeLrei teat‘arc*'*cki sudi
aaFtafpcto narrwupu255 cht'ecte't m tongto V 1.71, update 6
FF1P8. Bnary ony Autoor RinJ [ tet, Argaporby B-wWne™
EnjahfiMUffl O Program to d lpiay imag from a CT Earne*.
Long aito amrwal interning aamptf n age* of acen* of real
Ndud.ng a akufl, bran, heat, atJ spine. Each raga a 256 by 256 paeia n 2Z4B j-sy saw Thec soty scftwa.-e, toough it ha* a pnmtyeuar mtertoce. Sq jte powerfij, indgding fund ora Ute corvoijborj, awagng, laplacara, un arp T*aki.ng, edge deecon. G-ede fe.
At Bnary orty Autocr: Jontoan Hrm*n Jaanabon* Msce-'lrwoua cute coriaacted tor AMUCinantey newsetterds* Subr ed ty StephenVeenatAan Aw: SmJmti Muncno Acute itSe program ar-cn pays a og-tzad aound sa-pte vteen you need or remora a dsk from yw dri H you don’t !A* re sounds, you can raff ace team arthyxroan Bray only By Avfrew Worth St Update to toe Set bon Type prog onFFt07. V1.10. Lndude* aoiroe kittr. Stepren Vermeuten- VG«3 Anewgadgeteotor tort taut -wo pctor of to* wndow wd its gadgek. One berg to* normal 9* 9*! Cite and too oteer being toe il'y ie ecfed atoe, than nrges tee octx
andcanvertatoCaojceccicte V 0. Bray cry Ajtoar: Sstsntn Ve euten Wu*X A boot sector rry* chec* program toat nx» m to basg-xnd and i.toniKay cheois at -r. Aenad deka tor anonabwdardbootawctar Such disks can optonalyhave toeif boot sector rewritten to remove toe wrus. Hcidaa sx-ca Autoor Steve TibbeC ’liflcre- Vagram to pwtl fancy xstor-ized c« soe* Combrwe an FF pel and JQ to 55 re* cf fert (vrcm - ay be p«*ced a-bfranV -n ary tont or po-t *ie) toen pnnt to reaUl The FF fKtor c*n be wrtu*ily any *zt(uf! D tOCS Bf 1000) It as)l also pnnttabte* from a bath fie produced ty SuprBase V1 23. T»n*ry
orty By Steohen Vermeulan FrtdFiihDiMIM AmgeLne A series of vinou* techncal notea for Amiga programme'* Autha: By*oeNe*i tl Dfl Program tot! Use* toe same aigortom as toe Lteia diff progrim *nd a 10 produce* contertd'fK Sutabe 4a u*e ¦to path S-»y orvy kitcr: U"known [Decu* G W7) ForrnKT. A smpie but uawto* program teateipenat a ¦Idcerdlw apeaAcason and toen imroie* toe specied command once per axpandad ftenane. Wp toe eipinded Alanam* as toe comm and irfiirwrtt hd oessxreft. Ar® Jonas Rygare UacFort Acanvwraon tool tocorwt fortsuArigatont* Bnary orty. A toor: JomONeii and RnoMw arn
ModutaToois Varoua uertj- rxtre* Sor tocseprogiammi.-gm Uodu a on tee Am g* Lkxtafe to vvn-on on dw W. xjki souxe Autoor: Jemy Uac* VttW T new Mr fcor* De S vt *00 termr. A enj sty. Do »*ur, based on vt1 X 2 S. has Oean arhanoed by Join Barsh ng r to rntJuda an con*] Nat e. Add U T32 coumn support u*ng overscan, and other f b'** (tv-ay ony). Th*secondv»Honiara 6 2.8efto rnain- s»eam w*on ofvtlW, as enhanced and supported ty TffySun'fel tobjdea souroe By DaveWac ' FfaAFiifiDifeia AmiOor Arenhencad and debugged v ™.cn of Ami&on 23 from FF113 tedud stLixe Autoor Sieve Sampson. Fkh Scn V.
Chnslan Beizer IktScame'A rcetyle ulhy todspkyal re Eac 1-0. SmJtrio Xpia utty FF7J hajoes kxx j* tue-Je Ajtoor: He ko Bar.
ProCaic SmJ*fesHP-1lCpragrimmab*ectecUatof. BotoEngtisn & Gerran varson* Shareware, bnary only. Autoor: Gotz Mufty Re-Lto fite-m a apeofred lbrry(-fc 'er?y j*jwc) or daoteys sone rJoon*i avee «:orrwc tecvoai sxtte m assembler. Autoor: Heao Rip T«rt»0oa.jp A hut rr an I cooyomxpveator w to anfr oad verity mode !0 prevent errcri Vl,3, tyi*y orty Auto® Steffen S*mpte sx Mim Kopp Waninger Senpi t w.ndow, drif« by ik ne-w, to toa from o» tac wtoout saeclng rl Uaefr.f wp ArC-T Woru on al screen*, kdudwt uxreo m aasembler. Ajtoor: Heko Rate WheelQwStfl Aateeekhav amuiasordevei'ooed e*apnjj*dfor to
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code. Auteors: Logc Programming Oxp atSUMY, Story Brook Ar-ga
potty David Roch- and SCSIEve oen FrtdFshDiMKI SBRiocg Vajt* 2
of tee 2 vaym Sbvy Brook Boog (S8f OretxJiav vwr*.an 212.
TnivoiimecortsnitoeC and Prolog tajrcscoda, Vcfum 1, on
FflAluteor*: Logo Programming Group at SUHY, &amy Boon Amga pom
ty Devd Rato and SccrtEve-roor Sre C AnAmga port of tee
Smtei-Ccorpi*'. Antten ty Ron C*n and pub'aned n [ Dot**
JournaJ. n vou1196C Sm aeil-C a ratoa* amail aubtet of toe f J
However, it scapebe of comp.irg *vd cCte* amail, uaafri prag-w* Rea. Mi r iur v and Lnkter to caries re package and prXuoe wom-g eaecuteoe* frcjOet source ad b-ary Ahgr: Ron Cr. Amga po-t tyWili Kmche FfftfFllhDifei43 Dff Program us tara aigor ton laLh a dfl prog and produce* cortertdffs. * ‘jo* lor use wto petto Same as FF' j4, but now ndjoea to* m ng ‘e* (mdudng souxecode) Autoor: Lhcowri(0 cuiCdiff) PecGen Generates fractal pd esfrom 'seeos'you creole.
Uni ke any of toe otoer*lracta generator*it can be used to load and d&aray previa;ty created fractal pcs. Modfyea sbig fractals. A create your own frfe l* V1.T, bnary ony Autoor Doug Houck Sc Subr Scerjfrc Subrxin* F’sckaga frcn OECUS, pcnod to toe Angatohr wrte Ab60 Forrw Avalu*b«fesx cecf matoemaic and katstca *x-c coda far too dorg Fortran won on toe Amg* Author Unknoen, ported to to* Amgi ty Glenn Everhart FndFiahDitalC Rm RIM-5 (RaiitonelteformMon Manager), * till rolefi oral 08MS u'jiIm for VERY large databases using B-Tree date cvage. Crude (ty today's itendaijs) user interface, but
full sxxe code is promded. R14 -ura on a woe varety of snafi and large, end prod joe cempeibMMteP ixxrtm a tuftm HELPdrjoaie and a programming: language FJ! Focar sxxecooe anddoctoiantatx rnduded A hprVanxi Amgapor*.
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mutpta ao-rcm pwr c*f. *- Oufl rvng fyteam, twh-n ow errotaPon,
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napresents moccommrc* spmedsteets.
Source and doxmertetonm erc'd form.
E£HifiL lDA.H5 Cart UotoFcabor ofcah like trail to provxtefrtenft-we complelop andargi TOfMaiacylOp, Requ •« ARP 1.1. Bnary onty, but mdudes orty for tee rtotoence 2,07 sxxebue. Autoor; MeDilon,enharoanants ty Jchan W ten Dmxie Vtesate sowan banker. Mouae bafMi. A-ta wndow ecbvitar, maua* *ccwr*xr. Popdi *yte programmtbw car.ma.nc key. Pop wnnOqw to front. Pu*h wndow to b*(k, et, wrdgat Varyu frA program I,
VI. 36. includes ux ce Atoor Mitt D on He! Lrk protoco provides
essentaly an uniinitedrumbte of rw'iabe comecbars between
processes on 0 machin . Where eacn can be wto an AngaoraUn*
(BSOi 3)machne, Work* on toe Am gaw to my EXEC dwnce tea:
looks Ike toe se-a devxa Wcrk* on UNIX wto tty ard
vx** owrcei Acr s batter tom 95% a -*gete'oghput
cnttetoanaters V1.2C, intoude* sxxea tr ND toe Amiga md Ihu
ve**cra Autoor; Me-Dior Tab Tto va wring program, witi inkwna
* nd stnng jite . Qnry only. Author; Jef oeflwuo TmyPrtoog
VT-PROLOG is iiinpleprcioginte prowoad wto fu.ll sou-oa coda c
e suraga eapenmwntiion wto. He PROLOG lan ag* and
irpiementeioni Varncn M, noted axxa Aitoor: Br'f and Bev
Thompeon FndFihDAltf Banker2 A screen blanking program
toatt n*toe screen btack after 93 seconds to keyboard and mouse
inectvty. Vl.27.flfl. indudaa acxrcw Afro Jo htren* Crlght
AorrocotyOflcormeraMray teacng program, Kfranicaf ti commexui
version but limited So ten obwck per sewn flna-y any.
Aitoor: Ronald F »rsor CrcLiti Cor-pteteCRCtotecsf *forFFl2$ -U1 md Ffi si-145 to to* Ibray. Uemg tow cnt program fromFUl Made direrty from Frwd's master ribrary. FF142 omitted due to a protoem wto toe ocprogram. Author: Fred Rah O eMec'oiA se- c! DUE n cro*m hu1fi tempiase*to 1 n DUE tnto a lmgu*g 4 n*tvt ad-tor for C. PascaJ Mocte a-2. Me Fortan By Jry Mack Me-toted Asha'aware irooon-baaad memo ram,nder program, fktoydone VI, 1. Bray orty Autoor; Mcnaw Grwo ng ToBe Cor-nued kUCgUlUMM To tot be*t of xr knotoeoge. Toema*r*ls n this Itnry aw fraey d a? Xtabte. Th.t -neara toey w**a wtoar publcy
posted and piaoed m to* Dutocdorwn by teer xteory or toey h«rt wsretona xb ahed r towr ’«tp wfveh he eto wtd Kyx become awwe of aryrdabon to tot autoori' wshe*. Pe e anted us by m*ii.
Ths lm « comp d md pub-shed at a serves to toe Comm adore Am gi comm irty f infcrmtional purple* miy fbuseisr trctedtoncn-commercialBrxxwyi Aty dubcaicn ty ccr mmod xtkmh * sf-cty tybddtn. Aa a pwt to Am az ng Cor putngm ka:is mhererty ccpy- n ted Any infringement on to t proprwra-y copyrght wtoout erp aied wrmen permiiiion to to* pubitoi ™ wsl inxr toe fufi force of legal act on* Any ncn-commefOAl Amga uaergrxp wshing todityate ton 1 it toxd contact; RM fAbicaSor*. He
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