ROM Magazine V1i5
ROM Magazine V1i5
ROM Magazine V1i5
25
JJU/f /
WM
1 to 4 players simultaneously.
Computer controlled Cycles.
* Twelve different levels of play.
* 1007o Machine Language.
Fast action arcade-like graphics.
Very Imaginative Sound.
PM/ EDITOR/ANIMATOR
The ULTIMATE tool for editing
and animating p lay er /mi s s i le s on the
the ATARI.
PROGRAMS
Star Base Z64 Bob Cockroft 14
Water From Heaven Peter Ellison 34
ROM Missile Math Tom Tran 50
STAFF MACTODAT Bob Cockroft 52
Disk Speed Checker Bob Cockroft 58
Editor
Peter El lison
COLUMNS
Publishers
Peter El lison Editorial Peter Ellison 2
Contributors
Tim Reekie Domestic Subscriptions:! yr. 6 issues bimonthly
$12; 12 issues $23. lyr. cassette & magazine
Geoff Corry subscrip-
$25;1 yr. disk & magazine $40. Send
Tom Tran
David Bacon tion orders to: ROM MAGAZINE, P.O. BOX 252, Ma-
ple Ridge, B.C. V2X 7G1 CANADA (604)462-9177 or
(604)462-9128
Peter Ellison
Editor
2
BACK ISSUES NOW AVAILABLE
NUMBER 1
$2.00
R.O.M.
THE MAGAZINE THAT BRINGS THE ATARI1TMI COMPUTER TO LIFE
1
PRICE-$2 50 .
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3
JAKE THE SOFTWARE DUDE
By JASON COCKROFT
O.K., so you liked that ad on signed for the patience of a two
T.V. about some crazied computer year old, let me tell you about
commandos fighting their way up its' challenge and playability.
the river. If you like intense, I guess you know by now, this
nerve quick, reflex action of reviewer has always remained a
combat, (well at least on the com- gentle pa tient mature video game
, ,
4
J.S.D. cont'd
RIVER RAID
Playabili ty :
Challenged ,
Graphics:9
Sound :
Documenta t ion :
Overa 1 1:8.7
f
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5
Letters
Dear ROM: disk No. 4, but I am unable to
I would like to know if it load BASE. ASM. Is this because I
were necessary in programs like have an ATARI assembler editor
"Captain Campsite" (issue 3) or and not SynAs s emb 1 e r ? The BASE.-
others where you show an assem- HUN program called "Base Hunter"
bler listing to type in both? Or is easily beaten if you ram the
is just one sufficient? If not, force shield and go through it.
is the assembler cartridge or You have a good magazine, but at
macro assembler required? This is the beginning of each program you
the 1st issue of yours that I've should indicate how much memory
gotten, and was very impressed is needed, and whether or not a
with it, disk drive is required. It would
also be nice to have articles or
Richard Rezza programs for people with small
Pica taway N
, 16K memory.
6
™
zines of your type. I
debugging your programs,
go crazy
espe-
RADICAL SYSTEMS
cially DATA statements, we appreciate our world
wide customers!
Roger Wein
Hami 1 ton On t
,
Cartridge Maker™ EPROM BURNER
for the ATARI® 800
with Cartridge Clone™
Dear Roger:
and now with CARTRIDGE-ON-A-DISK™
I am glad that we could help ($30 as an update)
you with the learning of charac-
ter graphics. Also we thank you $159
• Backup 8K and 16K cartridges to cassette, disk or
for your compliment about our Eprom by plugging them into Cartridge Clone™
writing. We try to make our arti- Run image from disk (requires 48K) or
cles as understandable to the • Make your own cartridges for the ATARI®, on the
reader as possible. In the next ATARI®
issue of ROM we will be printing • Put your own program in a cartridge by burning object
output from an assembler or a Basic compiler (such as
a Type checker, so it will make ABC's ) into Eproms.
typing in our programs a lot eas- Programs or duplicates 2K, 4K or 8K EPROMS — 2716
ier. (2516), 2732, 2732A, 2532, 2764, 2564
Manual, software, all adapters included.
Dear ROM: Commands Help menu, Blank check, Verify,
include
Thanks for publishing a Copy, Display, Save to device, Exit to DOS, Exit to left
cartridge, Load from device, Quickload into buffer and of
GREAT magazine. I picked up is- course Program Eprom.
sues 3 and 4 one day not knowing • Plugs into right Cartridge slot. No cabling required.
what to expect. I was pleasantly • Can be used with as little as 1 6K of memory, so a disk is
surprised at the quality of your not needed but it is fully supported. Can be used
magazine and was anxious to get ASSEMBLER/EDITOR Cartridge, DOS, or AMAC.
my hands on issues 1 and 2. 8K EPROM cartridge boards $15
(Atari case compatible) with gold fingers for either 2532,
Darren Layne or 2732 EPROMS (without EPROMS)
Seweren ,NJ 16K EPROM cartridge boards $15
(Atari case compatible) with gold fingers for 2764
Dear Darren: EPROMS (without EPROMS)
I m glad that you like our
f
to make ROM, the number one ATARI BETLJUZ™ JAZZ MUSIC BOX $25
Automatically generates over 50,000 songs. In "manual"
magazine. By the time this issue mode, the user "plays" his melody on the ATARI key-
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reprints will be for sale. and bass part to arrange the user melody.
Program source code is documented, excellent tool for
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RADICAL SYSTEMS™
2002 Colice Road, Alabama 35801 — (205) 539-0521
S.E., Huntsville,
8
Interview cont'd
9
MAGIC
Reviewed By
MAIL
Peter Ellison
This is the mailing list trol keys to go back up a field
that we have all been waiting that needs correction or was left
for. This program called M Magic out. Also when booting up the
Mail" from ABBS is so simple to disk, it didn't take more than 15
use even a small child could use seconds, when many of the others
it. When I first received it I took nearly a minute. Once the
was surprised to find out how disk is booted, a Built-in help
simple it was to operate. I bare- menu appears, making it easy to
ly looked at the 54 page instruc- get started quickly. This menu
tion booklet to get a pretty good can be accessed at any time by
understanding of the product. just pressing "<" while in the
This program will make life data entry mode. By using this
a lot easier for either the per- menu, one can sort or reorganize
son in the home or business, with mailing list I have used, which
its' great speed (1007o machine took nearly a minute. Once the
language) to store or retrieve disk is booted, a Built-in help
names and addresses. There are help menu appears, making it easy
eight different fields that in- to get started quickly. This menu
formation can be entered in. They can be accessed at any time by
are Name, Street Address, City/ just pressing a "<" while in the
Town, State, Zipcode, Phone num- data entry mode. By using this
ber ( inc lud ing area code), Birth- menu, one can Sort or reorganize
day ( Day /da te/y ear ), and an Entry the entries in any Database by
status. There are lines after each any field. The limit on the number
field showing how much space is of entries that you may sort is
available for each field. When determined by the amount of mem-
you get near the end of the cur- ory on your computer. The average
rent Data field, Magic Mail even sort time for a very large file
lets out a quiet beep to let you is only 20-30 seconds.
know. This product has so many
You can store over a 1000 different features I could write
entries on each single-sided Den- a ten page review of it and still
sity Disk and can also have an have more to say. For the moment,
unlimited number of DATA Disks in however, I will just tell about
your system. There are so many one last feature. This is one
features in this program that that allows the computer to do
when you are using it, Magic Mail all of your phone dialing. It
makes you feel like you're using will automatically dial any num-
a highly sophisticated business ber in your database by simply
computer. One of these excellent placing the touch tone phone over
features is the FIND command. This or near your Television monitor
command allows the user to find speaker and press Control 'D'
any entry in a matter of a sec- while the desired entry is dis-
ond. I have used many mailing played on your screen. Just think
lists and have waited many hours of all the time that can be saved
to find one of my addresses. One never having to dial another num-
thing that makes the FIND command ber. In closing, all I can say is
so fast is, it can search right that 'Magic Mail' is a very ex-
through the current Data File cellent Mailing List program and
using multiple Data Fields as the is the last one you'll ever need.
search criteria. The 'OR or 'AND'
1
This program is available from:
is user specified.
Another feature that I have ABBS
found useful, not usually found P.O. BOX 2452
in most Databases, is the ability SYRACUSE, NEW YORK
to edit by using the cursor con- 13220
10
MAKING A GAME
By JACK CHUNG
Welcome to the world of pro- OVE OBJECT DOWN
gramming. This series of articles 80 IF S=ll THEN X=X-1:REM M
will teach a BASIC programmer the OVE OBJECT LEFT
basics of making a game. I have
been programming for 4 years now After we put in the joystick
on the ATARI and through trial checks, the program will print
and error, I have found a lot of out the image by:
special techniques. I will try to
pass some of these techniques 100 POSITION X,Y:? "*":REM
through the article also. BETWEEN THE QUOTES, YOU CAN PUT
One of the phrases from a ANYTHING YOUR HEART DESIRES.
BASIC programmer I hear from alot
of people is: 200 GOTO 40
M
I just learned BASIC but I
don't know how to make objects Now type that program in and
move around the screen with a run it on the computer.
joystick."
One of the simplest tech- "But I don't want to have that
niques to move objects around the funny trail everytime I move
screen with BASIC is with the the joystick."
POSITION command. So to start out
the program, we should first clear Ok, to make the object clear the
the screen. trail, you add these lines:
IONS
When you clear the screen, the 90 POSITION DX DY , : ? " " : REM
cursor will still be there. It THE " " CLEARS THE TRAIL
doesn't look that good to have a
cursor flying around the screen Now run the program. If the pro-
so we'll shut it off by: gram still leaves the trail, you
probably typed something in the
20 POKE 752,1 program wrong.
The screen doesn't look that good If the object runs around the
in blue so the program should screen too fast for you, slow
turn the color to black to look it down by adding this line:
like space(hint !
VE OBJECT UP
60 IF S=7 THEN X=X+1:REM MO To see what Z is, check the ASCII
VE OBJECT RIGHT code. Line 86 sees if the object
70 IF S=13 THEN Y=Y+1 REM M
: hits anything. The 32 means blank
Continued on page 68
12
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Dear Kidstuff,
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"Koala Pad is a trademark of Koala Technologies Corp.
Country
Space Station Z64 cont'd
began to think that the attempts worry about destroying the pods
of the Earth Federation to avoid before they reach the station.
a war must have failed. Yet the The pods are equiped with special
fact that no message had been re- defence shields that neutralize
ceived from headquarters, notify- the effects of friendly missiles.
ing of any danger, puzzled them. Taking controls of the mis-
Suddenly C.A.T., the central sile launcher, C.A.T. briefs you
computer system, sounded an a- on typical Atitron strategies.
lert. The once quiet bridge now The best way to destroy the Sta-
buzzed with the noise of people tion is to severe the central
rushing to their assigned posi- power cable that runs vertically
tions. C.A.T. automatically dis- along the middle of the struc-
played normally hidden weapon ture. This cable supplies all the
panels and illuminated the inter- weapon systems with power. With-
ior of the station with pulsing out it the Station would have no
yellow lights. Consumed with ner- means of defending itself and as
vous energy, the crew frantically a result become completely neu-
began to prepare their defense tralized. Knowing this, the Ati-
systems. Because they were a mi- trons will attempt to have their
nor installation, no aid from ships crash into the cable. The
Earth Federation was expected. early waves of an Atitron attack
Being isolated and located near are usually ineffective. Using
Atitron territory, they all knew slow and obsolete spacecraft ,
that they would become easy prey these are usually handled even by
for the enemy forces, should war the most inexperienced player.
break-out. The blips were drawing The attacking spacecraft are lit-
closer. tle more than easy points and a
The only significant defense means to practice skills. How-
would be their mobile missile ever, each wave becomes increas-
launcher. Mounted on guide rails ingly dangerous. With growing
that extend the length of the speed and intensity , Atitrons
station, this weapon would be a- will become more than a match for
ble to fire horizontally upon on- anyone. The only thing a player
coming spacecraft. Although mis- can do is delay the destruction
siles could be fired with deadly of the Space Station, thus maxi-
accuracy, the rate of launching mizing his or her score.
is relatively slow, partically if The blips were nearly upon
the target is a distance away. them. All was quiet and ready.
C.A.T. was now automatically You sit silently in the missile
transmitting messages to recall laucher gazing into the black
all the one-man research pods. emptiness of space Suddenly you
. ,
These pods were used by scien- get a visual on the first wave of
tists to study the surrounding the attack. Thumb hovering over
space. Unfortunely, because no the fire button, you take aim.
immediate attack was previously GOOD LUCK!
expected, they had been sent out
15
Space Station Z64 cont'd
1 REM * REQUIRES 48K AND ONE JOYS 144 POSITION 8,6:? "(Loading Char
TICK* acter Data)"
2 GRAPHICS 0:SETCOLOR 2,16,l:POKE 145 REM * MOVE ROM SET TO NESET
752 ,l:POSITION 11,8:? "Loading Ma LOCATION *
chine Data":DIM RANI $ ( 2 0 ) YN$ ( 4
, 150 FOR L=l TO 1024
3 POSITION 11,10:? "Please Wait 155 POKE NSET+L-1 PEEK ( ROMS ET+L -
,
1:45 rain" )
16
Space Station Z64 cont'd
N 28,18:?
M n
S POSITION 35,4:? "S":
? #6;L5
.•POSITION 36 20:? "S" POSITION 24
, :
2022 IF P=l THEN LEVEL5=LVEL1
,8 2024 IF P=2 THEN LEVEL5=LVEL2
1310 POSITION 18,7:? " S" POSITION : 2026 IF P=3 THEN LEVEL5=LVEL3
17,14:? "S" 2028 IF P=4 THEN LEVEL5=LVEL4
2030 POSITION 7,11:? # 6 "LEVEL"
;
M #6;LEVEL5
25,6:? M T M POSITION 25,10:?
ft
: T :P ?
OSITION 30,10:? M 0" POS ITION 34,1 : 2040 FOR X=l TO 200:NEXT X
0:? "T" 2100 IF CH1=1 AND ESP1>2 THEN
1325 POSITION 17,4:?
M M POSITION
T : NONl=NONl+2 ESP1=ESP1- 2 CH1=0 POK
: : :
12,1:? M
S :POSITION 17,1:?
f, H
T 11
E 1608 ,N0N1 :POKE 1609, ESP1
1330 POSITION 1,20:?
M
S
n
POSITION : 2110 IF CH2=1 AND ESP2>2 THEN
2,18:? n S" :POSITION 5,17:? "T":PO NON2=NON2+2 :ESP2=ESP2-2 :CH2=0:POK
SITION 7,20:? T" 11
E 1608 ,NON2 :POKE 1609 ESP2
,
1335 POSITION 1,1:? "0" POS ITION : 2120 IF CH3=1 AND ESP3>2 THEN
5,10:? "0" :POSITION 15,20:? "0":P NON3=NON3+2 :ESP3=ESP3-2 :CH3=0:POK
OSITION 25,21:? "0 M POS ITION 28,1 :
E 1608 ,NON3 :POKE 1609 ESP3
,
:?
M 0" 2130 IF CH4=1 AND ESP4>2 THEN
1340 POSITION 25,10:? "R" POSITIO :
NON4=NON4+2 :ESP4=ESP4-2 CH4=0:P0K:
N 35,18:?
n
T POS ITION 30,2:? "S"
,f
:
E 1608 ,N0N4:P0KE 1609 ESP4
,
17
Space Station Z64 cont'd
Basic Listing cont'd
4100 IF P=l THEN LVEL1=LVEL1+1 CH : 8000 ? :? "Do you want to play
1=1 again?"
4104 IF P=2 THEN LVEL2=LVEL2+1 CH : 8010 INPUT YN$
2 =1 8020 IF YN$="Y" THEN 7
4106 IF P=3 THEN LVEL3=LVEL 3+1 CH : 10250 DATA 3 3,96,48,56,255,56,48,
3=1 96,0
4108 IF P=4 THEN LVEL4=LVEL4+1 CH : 10260 DATA 34 6,12,28,255,28,12,6
4=1 ,0
4120 NEXT P 10270 DATA 35 3,15,63,255,255,63,
4122 IF PLAY = 1 AND LVK1 THEN 700 15,3
0 10280 DATA 36 192,240,252,255,255
4124 IF PLAY = 2 AND LVK1 AND LV2< ,252,240,192
1 THEN 7000 10290 DATA 37 3,15,15,31,31,15,15
4126 IF PLAY = 3 AND LVK1 AND LV2< ,3
1 AND LV3<1 THEN 7000 10300 DATA 38 192,240,240,248,248
4128 IF PLAY = 4 AND LVK1 AND LV2< ,240,240,192
1 AND LV3<1 AND LV4<1 THEN 7000 10310 DATA 39 128,132,142,255,142
4130 P=1:G0T0 2000 ,132,128,0
7000 POKE 53248, 0:P0KE 53249 0:P0
, 10320 DATA 40 1,33,113,255,113,33
KE 53250, 0:POKE 53251 OrPOKE 5325
, ,1,0
2,0 :P0KE 53253 0:POKE 53254, 0:P0
, 10330 DATA 41 255,255,255,195,195
KE 53255,0 ,255,255,255
7002 SOUND 0,0,0,0:SOUND 1,0,0,0: 10340 DATA 42 255,255,255,231,231
SOUND 2,0,0,0:SOUND 3,0,0,0 ,255,255,255
7005 GRAPHICS 0 10350 DATA 43 255,195,165,153,153
7010 SETCOLOR 2,16,1 ,165,195,255
7020 POSITION 15,2:? "Score Resul 10360 DATA 44 60,126,255,231,231,
ts" 255 ,126 ,60
7030 POSITION 3,4:? "Player" POSI
: 10370 DATA 45 8,8,8,255,8,8,8,0
TION 13,4:? "Score" POSITION 25,4
: 10380 DATA 46 16,16,16,255,16,16,
:? "Rank" 16,0
7045 Y=8 10390 DATA 47 0,16,16,56,254,56,1
7050 FOR X=l TO PLAY 6,16
7060 IF X=l THEN SE=SC1 10400 DATA 48 0,0,24,126,255,255,
7070 IF X=2 THEN SE=SC2 126,24
7080 IF X=3 THEN SE=SC3 10410 DATA 49 170,170,170,170,170
7090 IF X=4 THEN SE=SC4 ,170,170,170
7100 IF SE<750 THEN RANl$="Laser 10420 DATA 50 13,16,28,50,38,28,4
Waster" ,88
7110 IF SE>749 THEN RANl$="Statio 10430 DATA 51 0,0,0,24,24,0,0,0
n Steward" 10432 DATA 52 0,0,16,24,24,8,0,0
7120 IF SE>1500 THEN RANl$="Rooki 20000 DATA 169 ,62,141,47,2,169,88
e" ,141,192,2,169 ,60,141,193,2,169,1
7130 IF SE>2000 THEN RANl$="Crew 12,141, 194,2 169,150 ,141,195
Member" 20005 DATA 2,169,64,141,7,212,169
7140 IF SE>2500 THEN RANl$="Stati ,3 ,141 ,29,208 169,127,141,1,6,169
on Technician " ,125,141,0,6,169,1,141
7150 IF SE>3000 THEN RANl$="Star 20010 DATA 30,208,169,0,160,0,153
Centurion" ,58, 6, 153, 62, 6, 153, 67 6 200 192, , , ,
18
Space Station Z64 cont'd
Basic Listing cont'd
20025 DATA 169,0,141,85,6,153,0,6 ,169,0,153,2,67,153
7,153,0,68,153,0,69,153,0,70,153, 20120 DATA 3,67,153,5,67,153,6,67
0,71,200,192,255,208 ,169,3,153,4,6 7,7 6,142,133,238,55
20030 DATA 236,169,0,141,8,210,16 ,6,162,0,232,224,4
9,3,141,15,210,169,100,141,79,6,1 20125 DATA 208,16,173,55,6,205,73
69,80,141,7 8,6,169,60,141 ,6,208,5,169,0,141,55,6,76,241,13
20035 DATA 7 7,6,169,40,141,76,6,1 8,189,58,6,201,0,240
69,20,141,75,6,169,10,141,74,6,16 20130 DATA 3,76,206,140,173,55,6,
9,4,141,80,6,76,32 20 5,7 3,6,240,3,7 6,3 7,13 5,189,28,6
20040 DATA 135,173,71,6,205,72,6, ,201,0,208,3,76,99
208,1,96,169,0,141,13,6,24,105,1, 20135 DATA 135,160,0,200,192,200,
162,0,232,224,255,208 208,251,76,179,135,238,71,6,169,1
20045 DATA 251,205,80,6,208,241,1 ,157 28 6, 173, 10, 210, 157 19
, , ,
73, 120, 2, 141, 10, 6, 201, 6, 208, 3, 76, 20140 DATA 6,160,0,152,221,19,6,2
227,133,201,7,208,5,208 40,21,200,192,29,208,245,160,255,
20050 DATA 222,76,227,133,201,5,2 152,221,19,6,240,16,136,192
08, 3, 76 , 227 133, 201 10, 208, 3, 76,
, ,
20145 DATA 215,208,245,76,158,135
35,133,201,11,208,3,76,235 ,169,29,157,19,6,76,158,135,169,2
20055 DATA 133,201,9,208,3,76,235 15,157,19,6,76,158,135,173,10
,133,76,243,133,169,0,141,2,6,76, 20150 DATA 210,16,8,169,30,157,14
,6, 76 179, 135, 169 230, 157 , 14, 6 76
243,133,169,1,141,2,6 , , ,
19
Space Station Z64 cont'd
Basic Listing cont'd
20
Space Station Z64 cont'd
Basic Listing cont'd
,8,76,81,140,173,8 ,69,169,100,141,2,210,169,5,141,3
20400 DATA 208,74,201,2,240,11,20 ,210,76,52,145,169,55
1,1,240,31,201,0,208,3,76,139,140 20495 DATA 141,193,2,189,19,6,168
,162,2,168,169,1,157,58 ,169,66,153,0,69,153,7,69,169,129
20405 DATA 6,169,0,157,28,6,142,5 ,153,1,69,153,6,69,169
7,6,152,201,3,240,3,76,139,140,16 20500 DATA 0,153,2,69,153,3,69,15
2,1,169,1,157,58,6 3,4,69,153,5,69,153,8,69,169,60,1
20410 DATA 169,0,157,28,6,142,57, 41,2,210,169,10,141
6,76 ,13 9,140,17 3,9,208,201,1,208 20505 DATA 3,210,76,52,145,189,19
,5,162,1,76,172,140,173 ,6,168,169,52,141,193,2,169,0,153
20415 DATA 10,208,201,1,208,5,162 ,255,68,153,0,69,153,1
,2,76,172,140,173,11,208,201,1,20 20510 DATA 69,153,6,69,153,7,69,1
8,28,162,3,238,9,6,169 41,2,210,141,3,210,76,52,145,2 54,
20420 DATA 0,157,45,6,141,31,208, 62,6,189,62,6,205,78
189,37,6,168,169,0,153,0,67,153,1 20515 DATA 6,208,8,169,5,157,67,6
,67,153,2,67,169,1 ,76,174,143,205,77,6,208,8,169,4,
20425 DATA 141,30,208,76,145,133, 157,67,6,76,122,143
189,62,6,205,79,6,208,14,169,0,15 20520 DATA 205,76,6,208,8,169,3,1
7,58,6,157,62,6,157,67 57,67,6,76,64,143,205,75,6,208,8,
20430 DATA 6,76,52,145,224,1,208, 169,2,157,67,6,76
3,76,245,140,224,2,208,3,76,112,1 20525 DATA 4,143,205,74,6,208,8,1
42,76,206,143,254,62,6 69,1,157,67,6,76,217,142,189,67,6
20435 DATA 189,62,6,205,78,6,208, ,201,5,208,3,76,174
8,1 69,5,157,67,6,76,77,142,205,7 20530 DATA 143,201,4,208,3,76,122
7,6,208,8,169,4,157 ,143,201,3,208,3,7 6,64,143,201,2,
20440 DATA 67,6,76,22,142,205,76, 208,3,76,4,143,76,217
6, 208, 8, 169 , 3 , 157 67
, , 6 , 76, 220, 141 20535 DATA 142,169,62,141,194,2,1
,205,75,6,208,8,169 89,19,6,168,169,42,153,2,70,153,6
20445 DATA 2,157,67,6,76,160,141, ,70,169,28,153,3,70,153
205,74,6,208,8,169,1,157,67,6,76, 20540 DATA 5,70,169,126,153,4,70,
94,141,189,67,6,201 169,24,141,4,210,169,14,141,5,210
20450 DATA 5,208,3,76,77,142,201, ,7 6,5 2,145,16 9,60,141,194
4,208,3,76,22,142,201,3,208,3,76, 20545 DATA 2,189,19,6,168,169,42,
220 ,141 ,201 ,2,208,3 153,1,70,169,73,153,2,70,169,28,1
20455 DATA 76,160,141,76,94,141,1 53,3,70,153,5,70,169
69,62,141,193,2,189,19,6,168,169, 20550 DATA 247,153,4,70,169,8,153
42,153,2,69,153,6,69,169 ,6,70,169,65,153,7,70,169,34,153,
20460 DATA 28,153,3,69,153,5,69,1 8,70 ,169,32,141,4,210
69,126,153,4,69,169,0,153,7,69,15 20555 DATA 169,14,141,5,210,76,52
3,8,69,153,9,69,153 ,145,169,58,141,194,2,189,19,6,16
20465 DATA 10,69,153,0,69,153,1,6 8,169,24,153,1,70,153,6
9,153,255,68,169,24,141,2,210,169 20560 DATA 7 0,169,36,153,2,70,153
,14,141,3,210,76,52,145 ,5,70,169,67,153,3,70,169,194,153
20470 DATA 169,60,141,193,2,189,1 ,4,70,169,8,153,7 ,70
9,6,168,169,42,153,1,69,169,73,15 20565 DATA 16 9,0,153,8,70,169,100
3,2,69,169,28,153,3,69 ,141,4,210,169,5,141,5,210,76,52,
20475 DATA 15 3,5,69,169,247,153,4 145,169,55,141,194,2,189
,69,169,8,153,6,69,169,65,153,7,6 20570 DATA 19,6,168,169,66,153,0,
9,169,34,153,8,69,169 70,153,7,70,169,129,153,1,70,153,
20480 DATA 32,141,2,210,169,14,14 6,70,169,0,153,2 ,70
1,3,210,76,52,145,169,58,141,193, 20575 DATA 15 3,3,70,153,4,70,153,
2,189,19,6,168,169,24,153 5,70,169,60,141,4,210,169,10,141,
20485 DATA 1,69,153,6,69,169,36,1 5,210,76,52,145,189,19
53, 2, 69 , 153, 5, 69, 16 9 67 153, 3, 69,
, ,
20580 DATA 6,168,169,52,141,194,2
169,194,153,4,69,169 ,169,0,153,0,70,153,1,70,153,6,70
20490 DATA 8,153,7,69,169,0,153,8 ,153,7,70,141,4,210
21
Space Station Z64 cont'd
Basic Listing cont'd
20585 DATA 141,5,210,76,52,145,25 9,58,141,195,2,189,19,6,168, 169 ,2
4,62,6,189,62,6,205,78,6,208,8,16 4,153,1,71,153,6,71,169
9,5,157,67,6,76,20 20635 DATA 36,153,2,71,153,5 ,71,1
20590 DATA 145,205,77,6,208,8,169 69,67,153,3,71,169,194,153,4 ,71,1
,4,15 7,6 7,6,7 6,2 24,144,205,7 6,6,2 69,8,153,7,71,169,0
08,8,169,3,157,67,6 20640 DATA 153,8,71,169,100, 141,6
20595 DATA 76,166,144,205,75,6,20 ,210,1 69,5,141,7,210,76,52, 145,1
8,8,169,2,157,67,6,76,106,144,205 69,55,141,195,2,189,19,6
,74,6,208,8,169,1,157 20645 DATA 168,169,66,153,0, 71,15
20600 DATA 67,6,76,55,144,189,67, 3,7,71,169,129,153,1,71,153, 6,71,
6,201,5,208,3,76,20,145,201,4,208 169,0,^53,2,71,153,3
,3,76,224,144,201,3 20650 DATA 71,153,4,71,153,5 ,71,1
206 0 5 DATA 208,3,76,166,144,201,2 69,60,141,6,210,169,10,141,7 ,210,
,208,3,7 6,106,144,7 6,55,144,16 9,6 76,52,145,189,19,6,168
2,141,195,2,189,19,6,168 20655 DATA 169,52,141,195,2, 169,0
20610 DATA 169,42,153,2,71,153,6, ,153 ,0,71,153,1,71,153,6,71 ,153,
71 , 169 28, 153, 3, 71, 153 5, 71 169 ,1
, , , 7,71 ,141,6,210,141,7
26,153,4,71,169,0,153 20660 DATA 210,76,52,145,76, 37,13
20615 DATA 1,71,153,0,71,169,24,1 5
41,6,210,169,14,141,7,210,76,52,1
45,169,60,141,195,2,189 If this program seems too
206 20 DATA 19,6,168,169,42,153,1, long to type in then send us a
71,169,73,153,2,71,169,28,153,3,7 blank disk or cassette and $3.00
1,153,5,71,169,247,153 and we'll send you a copy. Send it
20625 DATA 4,71,169,8,153,6,71,16 to :R0M Magazine
9,65,153,7,71,169,34,153,8,71,169 P.O. BOX 252
,32,141,6,210,169,14 MAPLE RIDGE, B.C.
20630 DATA 141,7,210,76,52,145,16 V2X 7G1 CANADA
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24
Space Station Z64 cont'd
Assembler Listing cont'd
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25
Space Station Z64 cont'd
Assembler Listing cont'd
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26
Space Station Z64 cont'd
Assembler Listing cont'd
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27
Space Station Z64 cont'd
Assembler Listing cont'd
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tH CM CO St «> NO 00 ON CM CO ID nO in. CO oo ON tH CM CO St NO r^-4stststst»4stst"n
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CM CM cm CM CM CM CO CO CO CO CO CO CO CO CO CO co co St •4 St St St St St St St
00 00 00 00 00 00 00 00 00 00 oo 00 00 0O 00 00 00 00 00 00 00 oo 00 00 CO 00 00 0O 00 OOOOOOOOOOO
OOOO OOOOOOOOOOO
00 oo 00 00 00 00 00 00 00 00 00 00 00 00 oo 00 00
ooooooooooooooooooooooooooooooo
28
Space Station Z64 cont'd
m
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29
Space Station Z64 cont'd
Assembler Listing cont'd
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,
30
YELLOW BRICK ROAD ELLISON
By PETER
The Cassette, like the disk buffer
is a good and inexpensive way to Now enter the line below
store computer programs, and when without clearing the screen:
used in the right way, can even
become an asset to those already FOR A = 0 TO 130:? PEEK( 1021+A) ;
31
Yellow Brick Road cont'd
rect and the computer will con- the time between records that
tinue with the loading process. varies. In the normal mode there
If the two byes do not match, the there is about 3 seconds of tone
load will stop and an error mes- between records. In the short
sage will appear on the screen. mode there is about 1/4 of a sec-
Each record of 128 bytes is ond of tone time between records.
considered to be frame. The speed The IRG is set up by the computer
at which the data is sent or re- when the save or load command is
ceived is called the baud rate. entered. If the wrong command is
The ATARI uses a baud rate of 600 entered for the tape, the program
(600 bits per second(each byte is will not load and an error mes-
8 bits)). The two marker bytes sage will be displayed on the
are read in by the computer. It s cr een
then determines how long it took That ends the first part of
to read them in and calculates a two part tutorial on the cas-
the correct baud rate for the sette recorder. In the next issue
tape. It does this with every I will talk about making an auto-
frame of data that is read in. boot on your cassette and making
The input baud rates can be ad- your recorder sing.
justed to read faster or slower.
This adjustment process allows
for variations in motor speeds,
stretched tape, etc. It does not,
however, allow for alignment pro-
blems between the recorder that
the program was originally saved
on and the one that it is being
read on.
You probably noticed that
when you CSAVE a program to cas-
sette, the records seem to be -Cf^Sl^s,
sent faster than when you used TM
32
® TM
DflTUm Wve
•:•>:•:•:•:•:•;
COMPUTER CENTRE
A DIVISION OF DATUM ELECTRONICS INC
•AMl'.V.V.V.V/
Brought the
Compnttf Jigs
Homer*.
•.1\*.*.*^.'.V
ATARI S
O
CO
ATARI
A Warner Communications Company
DflTUm
COMPUTER CENTRE
A DIVISION OF DATUM ELECTRONICS INC
Authorized
PERSONAL AND BUSINESS COMPUTERS ATARI Service Center
Westwood Mall
No. 1 1-3000 Lougheed Hwy.
Port Coquitlam, B.C.
Canada V3B 1 C5
(604) 464-4424
WATER FROM
PETER
HEAVEN
By ELLISON
Deep inside darkest Africa arcade-type action. The game was
there lives a tribe called the written in graphics mode three
Moegabians and for centuries have because this was the fastest gra-
kept an ancient custom. The cus- phics mode for the P 1 ay e r /mi s s i 1
v
called "Moneg-ehds-sayalk" or in graphics. I used Player(O) for
English "Water From Heaven." Ev- the strainer and Players(l-3) for
ery year, just before harvest, the raindrops. All of the rain-
each tribe member would wait out- drop's shapes were setup in the
side his or her mud hut with a assembly language subroutine, so
strainer waiting for the rains to none of them had to be declared
come. When the rains begin, the in BASIC. To begin with, the pro-
entire tribe would huddle togeth- will ask you how many Lives(Up to
er around the farmland, strainers nine) and Level(l-7). The differ-
in hand, and begin moving back ence in the levels, is the speed
and forth to catch the raindrops. in which the raindrops fall. The
The reason for this was, if the machine-code takes a couple of
rain touched the ground without seconds to load in at the begin-
first going through the strainer, ning of the game.
the piece of ground would become All that is needed to play
unholy, and the ground was their the game is that you type in the
livelihood. For this reason some- BASIC listing. The Assembly lan-
thing had to be sacrificed inord- guage listing is just so those
er to appease the gods. But if people who want to see how
this rain called "moguna" or the p layer s ( raindrops ) were moved
"Heaven Rain" was strained and down the screen. There are real-
landed on the ground, the ground ly two short Assembly language
would be blessed from heaven, giv- subroutines for this program, but
ing a fruitful harvest. This meant I have only listed one. The rea-
that the tribe had to move quick- son for this is the only differ-
ly back and forth as one unit, so ence between the two is what I
that no rain would fall without made VPOS equal to. In the one
first being strained. not listed, VPOS is equal to $652
The story that you just read instead of $601. This subroutine
in the beginning paragraph is a had to be different for a 16K ma-
short outline of this game. This chine and a 48K computer. This is
game, called "Water From Heaven", because PMBASE is different with
is one in which you move your the amount of memory your machine
strainer back and forth, inorder has. This is the reason for the
to catch the raindrops that fall two different DATA listings. If
from the top of the screen. If you have 48K then type in the DA-
you catch the drop and it passes TA statements that are at the end
through your strainer and hits of the 16K listing.
the ground, you then receive some I hope you enjoy this game
points. If you don't strain the and if you have any modifications
rain and it hits the ground, then or suggestions, feel free to send
you lose one life. Sometimes you them in. Have fun, and don't for-
will have to hold the strainer in get to strain the water.
one position to get the drop or
you'll lose a life. 10 REM WATER FROM HEAVEN
This game is written in BA- 20 REM ROM MAGAZINE 1984
SIC with a short little assembly 30 REM REQUIRES 16K AND ONE JOYST
language suroutine to move the ICK
raindrops down the screen quick- 40 GOTO 120
ly and smoothly. This game demon- 50 REM READ DATA FOR MUSIC
strates the potential your ATARI 60 READ A
computer has in BASIC to produce 70 IF A = 31 THEN GOTO 180
34
Water From Heaven cont'd
35
Water From Heaven cont'd
36
Water From Heaven cont'd
29 00310 LDA #4
1020 DATA 155,169,4,153,130,155,1 00320 STA PMBASE+$283 ,Y
69,4,153,131,155,169,14,153,132,1 00330 LDA #14
55,169,31,153,133,155,169,14,153 00340 STA PMBASE+$284 ,Y
1030 DATA 134,155,169,4,153,135,1 00350 LDA #31
55,96 00360 STA PMBASE+$285 ,Y
1040 FOR H=l TO 80 READ K:POKE 16: 00370 LDA #14
38+H- 1 ,K NEXT H
:
00380 STA PMBASE+$286 ,Y
1050 DATA 104,173,82,6,24,105,0,1 00390 LDA #4
41,82,6,172,82,6,169,0,153,120,15 00400 STA PMBASE+$287 ,Y
4,153,121,154,153,122,154 00410 RTS
1060 DATA 153,123,154,153,124,154
,153, 125, 154, 153, 126, 154, 153, 127,
154,169,4,153,128,154,169,4,153,1
29
1070 DATA 154,169,4,153,130,154,1
69,4,153,131,154,169,14,153,132,1
54,169,31,153,133,154,169,14 ,153
1080 DATA 134,154,169,4,153,135,1
54,96
37
BEGINNER'S LINE
CHARACTER GRAPHICS - PART By GEOFF CORRY
IV
Well here we are again, in a new year and for some We used another trick to get more color on the 6R. 0
of you, a new computer. This is the last in the series screen by a process called artif acting. The trick uses
on Character Graphics. This series started in Issue 2 odd or even columns to locate the pixels.
of ROM, and I have noticed some back issues in some
stores around the lower mainland; try your local drug The green color comes from using only columns
store. If you can't find some back issues then we have 1,3,5,& 7. The holly berries used only columns 2,4,6,&
some available at $2.50 per copy, which includes 8 to give the red color. This happens because this
(sailing. Leave a voice message at (604) 462 9177, or fine vertical line only illuminates the green or red
write to us, enclosing your payment, to ROM BOX 252, phosphors on your color T.V. By shifting the vertical
Maple Ridge B.C. V2X 781, and we will mail them out to pattern one pixel width either right or left gives you
N
you. a green or red overall color. Here is a 16 by 8 grid
to show you how the trees are formed:-
This issue we will start a project that will take us
on to character animation, screen flipping, scrolling BREEN_
and other programming techniques that the Atari v v
I i t
l
i A »
i
I > t 0 !
I i > t iAi i
0 !
SEE i »
i
l
i
t
i
l A I > 0 ! SEE
530 DATA 240,248,252,254,255,252,224,0
I 1
the Font programs listed near the top of Page 8. The 170! X ! IX! IX! !X X > 1 128
I I 0
of this magazine for you to look at, or you may want III I » » J A> A » I i 0
Now that's over, lets get on with character "letter v" letter 'p'
picture elements on the screen. Then we will introduce adjacent pixels (code 12 in line 640) which take on
the project that will include character graphics, as the brown color against the white background. The
well as other dynamic programming features for your background is controlled by Color Register 2 in Gr.O
trees that were 'planted' to form 'Merry Christmas', up 14 characters, 'a' to V. Take my word for it,
were each created by altering the lower case letter spikey holly leaves are tough.
'o\ It looked a bit lopsided, so I added one more
pixel on the right, using a modified 'p' character.
38
Beginner's Line cont'd
stage, lets o'clock, better find the dentist's office. (Some nice
Now for the new project. Just to set the
farm, some distance from the dentist noises would come about now. Brrrr t ) After
imagine you live on a
shopping. You that's over, we can continue with the shopping. Don't
town where you, and your family, do your
town, and your forget the chick. Then back to the car park. Pay for
have decided to pick up some things in
appointment with the dentist has just come up. First the parking, and then drive back to the farm.
you get in your car. All you can see is the back
(character graphics), you Now this kind of game would be 'booooring' if there
inside wall of the garage
out the rear window (page flipping). wasn't some variety in what goes on. We will access a
look behind you,
want to flatten any data file from time to time, and pick at random some
Back out slowly, you don't
wandering about. You turn of the suitable things to do or see. Maybe the tractor
chickens that are
turned in the is in front of the garage when we want to drive out.
(horizontal scrolling). Oh Boy! You you
flip) and turn The list of things to get and appointments to keep
wrong direction, look forward (page
door posts would change each time the game is played. We may have
back into the garage. Careful don't hit the
out and to detour along another road because a bridge is
(P/M graphics, collision registers). O.K. Back
What's that squark ? (sound washed out. It's up to our imagination, system
turn the other way.
like you will have to buy another capabilities, and time factors, how this works out. I
effects). Looks
you squished. Now drive to welcome your suggestions, and as we get along with
chick to replace the one
this ,feel free to try out some of your ideas. Call us
the gate and stop.
Time to check the list. Hit 'L' (keyboard handler), at the number at the beginning of this article.
hens, parts for the tractor Charles Brannon, Program Editor for COMPUTE
groceries, feed for the
chick. Also there are magazine (Feb. '84) gives the following requirements
that broke down today, and one
books to return to the library and a dentist for a good gamel-
Hit 'W' for wallet. The amount of cash you are Selling Power (hope it keeps your interest up,
carrying is displayed as well as your bank password and make you a regular reader of ROM).
number and checking account balance. Looks like we Style - things should happen in a reasonable way
don't have enough, so better go to the bank first. and also be creative.
(While we are checking the list, the next part of the Telling Tales - this game will tell a different
story, each time it is run, in the context
program is loading.)
This section will look down on a view of the roads of 'a trip to town'.
around your farm and will scroll when you drive along More Depth - innovative ways to operate the
the road (character graphics, scrolling, and player various episodes that happen in the game.
missile graphics). Finally when you see the freeway, Using Capabilities - The Atari has great graphic
you drive to the intersection before the freeway abilities that can be used in so many ways.
access. The scene changes, you are now back in the Finding A Center - Using graphics and sound to
car, looking ahead. There is a red traffic signal (we guide the way that the game develops
will give a short demo of this) which remains red during play.
Playability - Each episode operates in a different
until the freeway portion of the program loads.
The light turns green and we enter the freeway way, and must be challanging but not
access. You hear a beep, somebody wants by. You steer confusing.
there's Sound Effects - The car motor, the chick squark,
into the right lane and let him pass. Oh, oh, a
accident up ahead, better slow down. Finally you can sirens on the freeway, music from the record
see the sign showing the turnoff to the town. Drive store, etc. to add realism to the game.
this time (Feb. 1984) this game does not exist, but we
drive to a car park that's convenient.
They have one of will build it through this series of articles. You
Now we are walking to the bank.
they will get a chance to add or modify some parts to form
those automatic tellers. Follow the directions as
come up. We enter our password— remember, the one we your own version.
can check our Here is a small segment. The traffic signals before
the amount we want to withdraw. Now we
39
Beginner's Line cont'd
\
the freeway access and at the entrance into town will to show you two ways to put the shape information into
use ideas that we have already met in in the series on a program. The first way is the procedure we used in
character graphics. Highway traffic signals have large the 'greeting' program, with POSITION statements
borders around them to make them (wore visable. Our followed by the actual converted characters in their
signal in this demonstration will be 4 characters wide relative positions. Please type this in:-
and 10 characters long. The supporting pole will
extend down the side of the screen. Here is the short 100 FOR 1=0 TO 135:READ A
program to try out. First we will use the familiar 110 P0KE(START+(97*8)+I),A
character move routine to get our characters down into 120 NEXT I
an area of memory where we can change them:- 130 P0S. 19,04 7 "aaaabbbbcd"
J
n
140 P0S. 19,05 ;
afga e
SE. 2,0, 10:REM See next paragraph I/O P0S. 19, 0B: 7 "aaaa e"
Here's a trick to save you time. These lines are 280 P0S. 19,19, :? a"
ii
mainly the same as the first few lines of last issue's 290 P0S. 19,20: a"
and write down the counter number on your recorder. black square, the 'b's form a horizontal black line,
Now type in the following:- which is the support arm. The 'c's and 'd's fori the
LIST 20 bend in the pole, which is made up by the 'e's. We
make the pole thicker by substituting 'a's in lines
Now add the setcolor statements in line 20 as shown 240 to 290. Letters 'f,g,h, and i' make up the red
above. We will then save lines 10 to 80 as follows:- light, (Artifacting — renenber?) Lets go on:-
LIST"C:\10,80
300 IF PEEK(764)=61 THEN 60SUB 440:?
Press RECORD and PLAY on your recorder, and hit FRE(0)
RETURN twice. For you disk drivers, type in:- 310 IF PEEK(764)=62 THEN 60SUB 330:60
LIST"D:SI6NAL. RON", 10,80 SUB 390:60SUB 330:60SUB 340
320 POKE 764, 255: SOTO 300
and hit RETURN. 330 FOR H'l to 1000:NEXT K: RETURN
This will copy up to line 80 only (less the REM 340 P0S. W,75? "aaaa"
statements) onto your tape or disk. Now type 'NEW and 350 P0S. 19,8:? "aaaa"
hit RETURN to clear the memory in your computer. Now 360 P0S. 19,9:? "afga"
rewind your tape and type:- 370 P0S. 19,10:? "ahia"
ENTER"C:\ 380 POKE 764, 255: RETURN
390 P0S. 19,9:? "aaaa"
Press PLAY and hit RETURN twice. Diskers, type:- 400 P0S. 19,10:? "aaaa"
ENTER'D: SIGNAL. ROM" 410 P0S. 19,7:? "anoa"
420 P0S. 19,8:? "apqa"
and hit RETURN. 430 POKE 764, 255: RETURN
This is a good procedure to use, when you want to 440 P0S. 19,5:? "aaaa"
select any group of lines from an existing BASIC 450 P0S. 19,6:? "aaaa"
program to use in a new program. 460 P0S. 19,9:? "ajka"
470 P0S. 19,10:? "ilt«'
To save memory space, something that will be very 480 POKE 764, 255: RETURN
important as we get on with this project, we are going
40
Beginner's Line cont'd
These lines operate the lights. Lines 300 and 310 540 DATA 24,24,24,24,24,24,24,24:REM V is the thick
check the keyboard, waiting for you to either press a vertical line which makes up the pole.
'6' for GO, or an 'S' for STOP. Here's something to 550 DATA 253,245,245,213,213,85,85,85
add a bit of confusion. Remember we talked about ASCII 560 DATA 95,95,87,87,85,85,85,85
coding for the characters, and ATASCII code, which is 570 DATA 85,85,85,213,213,245,245,253
Atari's version to include the graphic shapes. Then we 580 DATA 85,85,85,85,87,87,95,95
went on to talk about internal coding, which is These 4 lines make up the red light, top left, top
ATASCII coding rearranged in blocks of 32 characters, right, bottom left, & bottom right respectively. These
so that the alphanumeric characters are all together are one pixel vertical lines with one pixel separation
for the larger print styles (Graphics 1 and 2). in the round area of the red light.
Now when you look at the keyboard, you can see that
the letters are not arranged in alphabetic order. When 590 DATA 255,250,234,234,170,170,170
you press a key, you are making contact at one of the ,170
crosspoints of the four rows and 14 columns. Memory 600 DATA 255,191,175,175,171,171,171
location 764 holds the code for the last key pressed, ,171
and this code directly relates to the way that those 610 DATA 170,170,170,170,234,234,250
for all the 128 characters and special keys on your These four lines make up the green light in the same
computer. We also listed out most of these keycodes on way that the red light is formed, except the vertical
page 16 of Issue 1, if you have it. lines are moved over one pixel width.
J
Now the code for 'g' is 61 and the code for 's is
62. Due to the literal way this code is read, it is 630 DATA 255,249,249,249,153,153,153
get this to work in our program. Here is a four liner 640 DATA 255,159,159,159,153,153,153
you can use to see the code for any key pressed: ,153
650 DATA 153,153,153,153,249,249,249
4 GOTO 2 artifacting does not work too well for this small
Type this in later (don't mix it with our program) area. The yellow effect is obtained by having vertical
and press CTRL CLEAR and then type RUN. bars, two pixels wide, with one pixel separation. (Move
the pattern over one pixel width and the color would
them off, and then print another light either above or recorder back to the counter number you wrote down
below. earlier, and CSAVE it ( SAVE "D: SIGNAL. ROM for you
The one line subroutine, line provides diskers), and then RUN it. If everything is O.K., the
330, a 4
second delay when the light changes from green, screen should turn white, and after a few moments, the
through amber, to red. The poke 764,255 resets the traffic signal will appear with the red light on. To
keyboard handler, when the keys are pressed. change the light, press the 'G' key for a count of
Now lets end this program with the data statements three. Pressing the '5' key for a count of three will
that modify the characters:- cause the light to change back, through amber, to red.
?
When you push the 'G button, you will notice some
500 DATA 255,255,255,255,255,255,255, numbers come up on the left. This is provided courtesy
255: REM 'a' is changed to a black square for the light of the 'FRE(O)' statement in line 300, and shows how
border and pole base. (Don't type in these remark- much free memory is left in your system. When have
510 DATA 255,255,0,0,0,0,0,0:REM 'b' is changed to a clear this program. Type:- ? FRE(0) and RETURN and you
thick horizontal line to make up the signal arm. will see the total memory available. Subtract the
520 DATA 252,255,3,0,0,0,0,0 number that came up in the program to see how much
530 DATA 0,0, 192,224, 112, 56, 24, 24:REM 'c' and 'd> form memory your program took. This version took
41
Beginner's Line cont'd
LOAD the program back in. Type the 390 P0S. 19,9:? BORDER*
in following
lines as an alternate way to program this 400 P0S. 19,10:? BORDER*
traffic
light demo, using strings. According to all accounts, 410 P0S. 19,7:? AMBER1*
the use of strings to store information saves memory 420 P0S. 19,8:? AMBER2*
space. This is one of the criteria for the development
of the 'going shopping' project. Here are some lines 440 P0S. 19,5:? BORDER*
that will replace existing lines:- 450 P0S. 19,6:? BORDER*
460 P0S. 19,9:? GREEN1*
130 F=4:DIM LIGHT*(30),ARM*(10), 470 P0S. 19,10:? GREEN2*
BQRDER*(F),P0LE*(1),BASE*(1)
140 RED1*(F),RED2*(F),AMBER1*(F), Whew'! That's it.
AHBER2I ( F ) , GREEN 1 $ ( F ) , 6REEN2* ( F Now, two more things before we run it. There are
The length of all strings must be dimensioned with some lines we don't need in this new version. Type 220
ATARI basic. A little trick to save some memory was to 290 with a RETURN after each number. 'LIST 200,300'
used here. All the colors and the border used 4 to make sure lines 220 to 290 have gone. Lets '
CSAVE
characters (see lines 340-370 in the original
'
or '
S A VE"D: SIGNAL. STR" '
before there is a power
program). Using the variable 'F' seven times, instead failure, or the dog chews up your T.V. cord. (Result
of repeating the '4', saves 6 bytes in the DIM 'Digital Dog' ). Hey, good name for a program!
statements.
O.K. 'RUN' it. Hope it is the same as last time. It
!,
150 LIGHT*= aaaabbbbcdeafgahiajkalmano should be, except the number will be different.
apqa" Strange, this number is larger than the last one by
You can see all the sets of characters used in the about 80 bytes. So much for using strings to save
last program embedded in this 30 character string memory. Hold on, before you write me a nasty letter
for putting you to so much work. We did learn a new
160 ARM*=LI6HT*(1,10):B0RDER*=LI6HT* method, and if our screen was loaded with character
(1,4): P0LE*=L I GHT* < 1
1
, 1 1 ) : BASE*=L I 6HT graphics instead of just one little old traffic
*U,1):RED1*=LIGHT*(12,15) signal, we would have saved memory as well as writing
'ARM*' is the same character format in the first a more compact program.
program (line 130), as well as being the first 10
characters in 'LIGHT*'. That's it for now. Next time we will delve into
display lists and horizontal scrolling; after all, we
170 RED2*=LIGHT*(15,1B):AI1BER1*=LIGHT have to get that car out of the garage without running
*(24,27):AMBER2*=LIGHT*(27,30);GREEN1 over any chicks.
*=LIGHT*U8,21):GREEN2*=LIGHT*(21,24)
Here are all the characters in lines
360, 370, 410, 420, 460, and 470 in the original program.
Now to place them on the screenl-
180 P0S.
*:P0S.
19,4:? ARM*:P0S.
19,6: ? RED2*
190 FOR X=7 TO 11:P0S.
19,5:? RED1
SUBSCRIBE
19, X:? BORDER*
:NEXT
200 FOR
X: REM Light assembly and arm.
M
NEXT X:REM Build the pole
TO 14:P0S.
340 P0S.
480 to 660 are the same in both
MAGAZINE
19,7:? BORDER*
350 P0S. 19,8:? BORDERS
360 P0S. 19,5:? RED1$
370 P0S. 19,6:? RED2*
42
STRATEGY ZONE
By BOB COCKROFT
Chancellor of the Exchequer strengths and weaknesses. Each
MACH-INA, INC. region has its own display screen
161 ARAGON AVE. with all vital statistics. As
CORAL GABLES, FL 33134 Chancellor it is your job to dis-
Since the time I got my A- tribute surplus resources so that
tari computer back in 1981,1 have all regions operate efficiently.
noticed a large number of econom- To assist the player in using re-
ic strategy games on the market. sources, an Analysis program is
The "run country" scenario has provided. This program will in-
always fascinated me. So in great dicate how well you are employing
anticipation,! bought or typed in your people and how industrial-
these games, only to be disa- ized a region has become. When
pointed by their simplicity. How- a region becomes industrialized
ever, until recently this has all enough it will automatically
changed. The reason is 'Chancellor merge with Great Britain. This
of the Exchequer by Mach- ina .This will help to unite the economy
game is terrific, being infinite- and increase your rating.
ly better than other early at- Chancellor of the Excheq-
tempts at an economic strategy uer's greatest strength is its'
game that I have seen. ability to create a situation
where one strategy is not the on-
ly realistic option. Different e-
in it os 1*1 tfli
f**oosCash conomic problems that the game
mmrrQUi r«r* C0#l Xrot* Htmi f Transport .
produces can be corrected using
Sitmsi 2ooolt *6 34 **M mU many different methods. There is
POP. I 1ST ** Sf » *f ft no built-in pattern that can be
mehJ ao* *t it » •* MH followed to insure success. Each
Store! 202 3* « 34 game can be a different experi-
aok^w ence.
prodJ * •
The game is structured so
Hit
nit OB to- eiiii |gj|s i*
; | that it forces on experienced
goo is |i« o jug players to make decisions on a
Sh& or {foco#*ot *v« £»*
p level higher than the "this or
an** to eontinv** that" basis. The decision to pro-
duce either product 1 or product
Chancellor of the Exchequer 2 does not end with production,
places you in control of Britain it could have a rippling effect
at the beginning of the Industri- on the entire country's economy.
al Revolution .( 1805 ) At this time For example, a player could be
your country has for the most forced to make a decision to ei-
part an agrarian economy, lacking ther produce goods or coal goods
many production facilities. It that could be sold abroad, the a-
will be your goal to make Britain mount of money in the treasury
an industrial power. Success is will increase .There will be money
determined by your rating for for the many expenses. However, by
Great Britain on the Analysis selling consumer goods instead of
Program Graph. High ratings are making prducer goods one may be
achieved by merging all eight re- sacrificing growth for current
gions with Great Britain, in- prosperity. This is only a very
creasing popoulation, maximize ma- simple illustration of what de-
chine utilization and have at cisions must be made. Because it
least 55,000 pounds sterling in causes the player to be concerned
the Exchequer by the game's end. with all the repercussions of his
At the start of the game decisions, the "rippling effect"
Britain is divided into eight re- is one of the more interesting
gions which have their own aspects of the game. Because this
43
Strategy Zone cont'd
gram. Statistics from any or all the enemy will tire as it climbs
regions can be printed out on Ep- the hill to get to your location.
son printers. The print-out is a The battlefield should be one on
summary, including the name of which the barbarians attack from
the region, date, economic sta- only one direction. By doing this,
tistics and cost of various manu- the Romans will create a vacant
facturable items. It would be area which enemy units could not
best to have the graphic chip for penetrate. Being an essential
your printer, because without it part of any strategy this area
some of the artistry cannot be could be used as a movement cor-
printed. However, it is not es- ridor for the reshuffling of u-
sential, all important data can nits during the heat of battle, an
printed from any Epson printer. area where depleted legions may
Because Chancellor of the Excheq- recuperate and a safe place to
uer is a well designed strategic retreat in case all else fails.
simulation of the industrial re- There are a few places on
volution, it is a game that I the playfield that meet my cri-
would highly recommend. teria. The first, is the hill lo-
cated on the bottom left corner
Strategy Tips of the playfield. Making a hori-
zontal line with the legions, the
Leg ionnar player should be able to draw the
barbarians from the north. The
In Legionnare, the game is second, is a steep hill that is
ancient warfare between Rome and located half way down the left
the barbarian tribes of success. side of the board. To maximize
While fighting difficult tribes, the effect of the hill, draw the
44
Strategy Zone cont'd
that moves to the flank of the * ATARI cartridge BACKUP and DEVELOPMENT lyitm
* Backup CARTRIDGES to DISK or CASSETTE
task, the cavalry should retreat ROM-abl soft war a without th« has* la erf
burning ROM.
* no modification, raquir.d
one square to avoid being at- * requires 48K RAM
* op.rata. on both ATARI 400 and BOO
tacked. When a barbarian moves SYSTEM HARDWARE -THE CARTRIDGE EMULATOR BOARD
back to the flank of an end le- * IB A HIGH QUALITY PC BOARD SPECIALLY DESIGNED TO FOOL THE
COMPUTER INTO THINKING THE ORIGINAL CARTRIDGE HAS BEEN INBERTED
THE SOPHISTICATED DESIGN OF THIS BOARD ALLOWS CARTRIDGE SOFTWARE
gion, this process should be r e-
*
TO BE LOADED AND EXECUTED IN ONE OPERATION WITH NO MANUAL
INTERACTION... UNLIKE INFERIOR PRODUCTS WHICH UBE EXTERNAL SWITCHES
peated. By doing this, all or a t * TO RUN CARTRIDGES COPIED TO DISK, SIMPLY PLUG THE CARTRIDGE EMULATOR
BOARD INTO THE LEFT SLOT, CLOSE THE COVER, BOOT THE COMPUTER AND
MAKE YOUR SELECTION FROM OUR AUTO-BOOTING MENU.
least most legions should be a ti- *
THERE IS NO NEED TO " JAM' THE COVER OPEN DURING THE CARTRIDGE EMULATING MODE!
CARTRIDGES COPIED TO BOOT CASSETTE ARE JUST AS EASY TO LOAD
from only one side. Although the SYSTEM SOFTWARE CARTRIDGE EMULATOR UTILITIES
legions may be deployed effec- 1. CARTRIDGE TO DI8K BACKUP PROGRAM
- COPY CARTRIDGE CONTENTS TO DISK IN DOB II BINARY FILE FORMAT
- GET UP TO 10-SK OR 3-16K CARTRIDGES ON ONE SIDE OF A DISK
tively, a battle strategy must be - USER FRIENDLY PROGRAM CONTAINS CONVENIENCE FEATURES SUCH AS
DISK DIRECTORY AND DISK FORMAT
CARTRIDGE TO CAS SETT TE BACKUP PROGRAM
planned and executed. Because the
2.
- FOR OWNERS OF 4BK COMPUTERS AND CASSETTE DRIVE
- COPIEB CONTENTS OF CARTRIDGE TO BOOT CASSETTE
46
At Lasthi Simulator!'.! A Real Fught
— From The Creators of HELLCAT ACE!
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under Clear (VFR), Cloudy (IFR), and Cross-Wind conditions. SOLO
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48
FOR YOUR 6502 PERSONAL COMPUTER other computers function.
I recommend both these books
to the learning of assembly lan- they are both clear in the writ-
guage, but does have some refer- ing, making assembly not that dif-
to the ATARI computer. This book ficult to under s tand m not say- .
1
deals with the Atari, Apple, Pet, ing it is really easy to under-
and OSI because they all use the stand assembly language, but with
6 502 microprocessor. the help of these two books it
Beyond Games moves through a will give you somewhere to start.
fast but surprisingly complete Beyond games is available from:
course in assembly language pro- BYTE/McGraw-Hill
gramming. Having mastered these Book Division
these fundamentals, the reader is 70 Main St.
introduced to many useful subrou- Peterborough ,NH 03458
tines and programming tools, such
as screen utilities, print utili-
ties, a machine language monitor,
a hexadecimal dump tool, a disas-
sembler, and a simple, screen-
based text editor. This book writ-
ten by Ken Skier, a systems an-
alyst for Wang Laboratories, can
also be used as a reference quide
for the other 6502 computers.
Since it gives examples for the
Apple, Pet, and OSI it makes it
possible to understand how the
DRHFER Ik
PJISCJIL NEW
Tot Atari 4DD, BOO; dp
XL Series Computers
Requires DNE disk drive and 4BK RAM (multiple drives supported)
ata types: Character, String, Integer, Real, File, Arrays
Includes Editor program (source included)
Includes Main Menu program (source included)
Supports sound, graphics, binary file loads, calls, many more , , .
49
MISSILE
By TUONG (Tom)
MATH
TRAN
Many times it is very hard This program shows how easy it is
to get a youngster to do any type to make a good educational tool
of school work. The program be- without having to learn assembly
low is a combination educational- language. If you have any changes
arcade type game. The game re- that might make this program more
quires the child to use both his enj oyable d be happy to hear of
,
1
brains and arcade skill to get a them. Have fun and remember this
good high score. The game needs game is for Kids (Right? !
that you choose, the faster the 100 IF B> A THEN TE=A A=B B=A : :
the correct answer and then pick 1 ,P0 8 VOL: SOUND 2 ,P0+15 2 V0L:NE
, , , ,
50
Missile Math cont'd
340 SD=20:SOUND 1,0,0,0 630 POKE S+20 ,30 :? #6;" " B ( m^m ;
n ******************"
1? #6:? #6;
11
D=SD+5
360 IF PEEK(H)<>0 THEN SD=5:G0T0 :C = 1
400 640 IF STRIG(0)=0 THEN 690
370 IF C>20 THEN GOSUB 480:C=0:SO 650 T=STICK ( 0 ) IF T=15 THEN 640
:
UB 80 0 100:NEXT Q:S2=0
450 SCORE=SCORE+10*LEVEL IF SCORE : 710 IF STRIG(0)=0 THEN 790
>100*LEVEL AND LEVEL<10 THEN LEVE 720 T=STICK ( 0 ) IF T=15 THEN 710
:
Continued on page 59
51
By Bob Cockroft
Have you ever wanted to make this program interesting is its
a machine language subroutine for use of the memory location 842.
a Basic program using an assem- While the DATA statements are be-
bler, but did not want to waste ing drawn, memory location 842
time rewriting the Operand (Op) contains a 12, the value of
codes in data statements? Your "write to the screen" mode. How-
problems are over! This is a pro- ever, after a screen of DATA
gram which automaticlly rewrites statements has been created, the
the machine code you have creat- cursor is placed at the top of
ed with an assembler into data the screen, and a value of 13 is
statements. By doing this the POKEd into the memory location
code can be loaded with the BA- in order to put the computer into
SIC, and integrated into your pro- the "return key mode". What you
gram. Before any data lines are will see is the cursor at the top
created, the program will ask a left corner of the screen, then
few simple questions about the moving down as if the RETURN key
machine code and how you want it were repetitively pressed. Theo-
presented. You will need to know retically this is what is happen-
where your machine code starts ing. By poking 13 into location
and ends, at what line number your 842 Dec, one tricks the computer
data statements are to start, and into thinking the RETURN key is
how much you wish the lines in- pressed. As the cursor passes
cremented by. By using untoken- each line of data, the line is
ized files(LIST, ENTER) it is pos- added to your program as if you
sible to add data statements to had manually typed a line in and
programs. First, save the MACTO- RETURNed the cursor yourself.
DAT program listed below, using It is important to note that
the LIST statement, thus creating at the bottom of a screen of data
a untokenized file. Then do the is a line that reads:
same to the program to which you
wish to add data s ta tements .Then POKE 842,12:GOTO
clear the memory of any BASIC
program with the NEW statement. This line tells the comput-
LOAD in the machine code you want er to return to "write mode". In
converted. Now reLOAD in the MAC- other words the cursor is pre-
TODAT program with the ENTER com- vented from moving any farther
mand ( tokeni z ed files) and RUN it. down the screen and allows the
Be careful not to have your ma- computer to function in its nor-
chine code in memory locations mal way. The second part of this
used by the BASIC program. The line tells the computer where to
computer will now ask you if you go to next.
wish to erase the MACTODAT pro- Although this program did
gram so that it does not inter- not take me very long to make, I
fere with the program you wish to have found it helpful in making
add the data statements to. After machine code programs for ROM, and
the MACTODAT program has fin- hopefully, it will be equally
ished, ENTER the program to which helpful to you.
you want to add the DATA state-
ments. If you have done all these 1 GRAPHICS 0:? :? " RETURNS DATA
steps correctly, you will have LINES FROM MACHINE CODE":?
successfully merged your program 2 ? "Print START and END address
with the newly created DATA of machine code":INPUT A1,A2:GRAP
statements. HICS 0:POKE 842 12 POSITION 2,2
, :
52
mber(must be greater than 180)":I 163 GRAPHICS O-.POSITION PEEK(82),
NPUT LOW 8
5 ? "line numbers incremented by 164 ? "2":? "25":? "30":? "82":?"
what?":INPUT INCR 88":? "90":? "159":? 92 n :? "95": ,,
M M
6 ? "do you want to ERASE the ? 120 :? "150":? "155"
orginal PROGRAM? INPUT AN$ 11
: 165 ? "160":? "162":? "163":? "16
7 GRAPHICS 0 4":? "165":? "180":? "161":? "POK
25 FOR LINE=LOW TO 32000 STEP INC E 84 2,12:GOTO 175"
R 170 GOTO 176
30 POSITION PEEK(82) ,3*COUNT+3: 1= 175 GRAPHICS 0:POSITION PEEK(82),
0 : COUNT = COUNT+l PRINT LINE; "DATA" : 8:? "1":? "3":? "4":? "5":? "6":?
"7":? "176":? "175":? "170":? "PO
82 1=1+1 KE 842,12:LIST"
88 IF 1=24 THEN ? PEEK ( Al ) A1=A1 ; : 176 POSITION PEEK(82) ,0:POKE 842,
+l:GOTO 120 13
90 PRINT PEEK(Al) " " :A1=A1+1
; ,
; 180 POKE 842 ,13
92 IF A1=A2 THEN ? PEEK ( Al ) ? :? ; :
50
162 IF AN$="N" THEN END
(B)
The answer is YES.
What will get? I
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53
A
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The "PILL" the most advanced CARTRIDGE
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ATARI®
ONLY
$119.95
(CANADIAN) "PILL"!
$119.95
(CANADIAN)
$69.95
(CANADIAN)
THE $69.95
(CANADIAN)
more
WORKS WITH ANY ATARI COMPUTER HAVING 48K
(400/800/1 200XL/600XL/800XL). Saves cartridges to disk
or
XL "FIX"!
OR cassette! Works with DOUBLE DENSITY drives for even The Atari XL series computers represent power, sophisti-
greater storage capacity! No installation required. cation, and flexibility virtually unrivalled in todays Home
Computer Market.
The "PILL" allows you to store the contents of cartridges
designed for any ATARI computer onto disk or cassette (up With "approximately" 30-40% of existing software being
to twenty 8K programs or ten 16K programs each with file "incompatable", a real, and serious problem exists. Because
names on a single disk!) simply and instantly! of this we have developed THE XL "FIX"!
The "PILL" allows you to select and EXECUTE any of the ADVANTAGES over cheaper "translation products":
stored CARTRIDGE programs with equal ease and 1. The XL "FIX"! is capable of fixing more software ... an
simplicity! estimated 30% more software!
• Transfers your cartridges to disk or cassette. 2. The XL "FIX"! is available in DISK or CASSETTE versions
• Stores up to 20 programs on a single disk (requires 7 3. Either XL "FIX'! version fixes ALL THREE types of soft-
seconds for 8K programs or 14 seconds for 16K ware (Disk Cassette and Cartridges!).
- -
programs).
4. The XL "FIX"! adds OVER 4K of usable RAM to your
• Allows you to EXECUTE and run programs which were computer (anyone using Data bases or Word processors
transferred to disk or cassette. will really appreciate this feature!).
• can be transferred using standard DOS.
All files
5. You never have to hold the OPTION button down on
• Free software is included with the purchase of THE 600XL or 800XL computers!
"PILL" containing several useful utility routines.
• DOUBLE DENSITY menu. 6. VERY IMPORTANT! You need to load the XL "FIX'! only
once you can change disks, cassettes, or cartridges
. . .
• Works with ALL Atari computers (please specify). without rebooting the XL "FIX"! each time!
• Available with DISK or CASSETTE (please specify).
The XL "FIX"! another SUPERIOR product! 64K required!
. . .
• Immediate delivery!
DISTRIBUTOR/DEALER inquiries welcome
DISTRIBUTOR/DEALER inquiries welcome.
Mastercard-Visa-Money Send $69.95 plus $4 shipping
Mastercard-Visa-Money Send $1 19.95 plus $4 shipping
Order or Cashiers Check and handling (Ont.
Order or Cashiers Check. and handling (Ont.
Phone orders: residents please add 7% for
Phone orders: residents please add 7% for
InCanada 416-890-0555 sales tax) to:
In Canada 416-890-0555 sales tax) to:
In U.S.A. 716-467-9326 COMPUTER SOFTWARE
lnU.S.A. 716-467-9326 COMPUTER SOFTWARE
Atari is a TM of Atari Inc. The SERVICES
Atari is a TM of Atari Inc. The SERVICES
XL "FIX"! is a TM of Computer 450 Matheson Blvd. E.,
"PILL" is a TM of Computer 450 Matheson Blvd. E.,
Software Services (division of Unit 56
Software Services (division of Unit 56
S.C.S.D., Inc.) Mississauga, Ontario L4Z 1 R5
S.C.S.D., Inc.) Mississauga, Ontario L4Z 1 R5
A
ATARI'
DISK to CASSETTE or CASSETTE to DISK
Transformations!
AA
ATARI ® ATARI*
done
For years they said
. . .
THE
it couldn't be
IMPOSSIBLE they claimed!
A
ATARI®
ONLY
$54.95 (CANADIAN) (CANADIAN)
ONLY
$54.95 $1°59
LV
95 "IMPOSSIBLE"!
"HVirUOSIBLL !
$15995
HOW WOULD YOU LIKE TO: ONLY
(or $74.95)
THE (or $74.95) (CANADIAN)
1. BACKUP any (or almost any) disk you own with an
"METAMORPHOSES"!
METAMORPHOSIS
ONE is really two separate and extre-
2.
UNMODIFIED drive (works with ANY disk drive!)?
Compact all program data so you may store several pro-
grams on the same disk?
mely useful utility programs for ALL "PILL"! owners. Now
3. Give a file name to each game or program and have it
you can store all your backup "PILL"! cassette programs
become a standard DOS file?
onto the much faster and convenient disk format! Store up to
20 "PILL"! cassettes on a single disk! 4. Work with DOUBLE DENSITY?
5. Interface with CASSETTE to DISK or DISK to CASSETTE
or
Transfer any "PILL"! programs you have saved on a disk programs?
to a cassette quickly and simply! Both "PILL"! programs
. . .
PLUS MUCH MORE!
only $54.95 Canadian. Here's the story! THE "IMPOSSIBLE"! will allow you to
METAMORPHOSIS TWO two extremely FAST is really make an "unprotected" backup copy any disk of virtually
machine code programs that allows you to transfer most currently available and will do it with an UNMODIFIED disk
BINARY disk files (games, utilities, etc.!) to a cassette very drive. We are in the process of refining and adding further
quickly! capabilities to our product. At present, we anticipate the sel-
ling price to be $159.95 Canadian for the main program (Com-
or
Transfer BINARY
cassettes to a disk (convenient
file pactor, Cassette to Disk and other auxiliary programs will
MENU program is provided) and store up to 10 cassette pro- probally sell for $49.95 Canadian). Prices estimated because
grams per disk! Both BINARY programs only $54.95 this ad is being prepared 2 months prior to the actual news-
Canadian. tand availability and we still haven't found a method of copy
protecting THE "IMPOSSIBLE"! from itself!!! Order early!
SAVE EVEN MORE! Get all 4 "METAMORPHOSES"! pro-
grams for only $74.95 Canadian! Works with all ATARI
We expect sales of this product to be brisk!
computers. DISTRIBUTOR/DEALER inquiries welcome.
DISTRIBUTOR/DEALER inquiries welcome! TO ORDER ONLY (division of S.C.S.D., Inc.)
is well worth the wait. winged horse, is, for our intents
and purposes, a hero.
The Game Now that we have our defini-
The Return of He rac 1 es ( He r a - tions straight, which heroes are
cles, for short) is set in an- the best choices? From our exper-
cient Greece. Under the tutelage ience(The Adventure Duo et. al.),
of Zeus, each player may guide as if there are less than five,
many heroes as he or she wishes players, multiple characters is
to follow in the footsteps of a good idea. Throughout the game,
Heracles(a.k.a. Hercules). unless played exceedingly well,
some player is going to snuff it
(that's part of the game folks)
and the readying of new heroes is
time consuming. What with the
gathering of gold to buy a new
sword and dagger (the originals
are invariably cheap) among other
things, the acquisition of new
players takes up time. Therefore,
the back up hero is a good idea,
unless there are quite a few peo-
ple playing.
That still doesn't clarify
who the best choices are. I may
hear arguments from the wings on
these choices, but here they are
anyway
( 1 ) Achi 1 les:Achi 1 les is the pow-
er-house among the heroes; he is
not only fast, but also strong,
healthy, and dextrous. He already
has excellent armor (the River
Styx etc.) and armed with a poi-
soned sword and dagger, he is al-
most invincible(more about this
later). To further the argument,
along with Achilles, comes his
inseperable companion and cousin,
Patroclus, who is also an excel-
lent character.
( 2 ) Thesus
: Having inherited a fine
Before you lie the twelve suit of armor and sword he almost
tasks of Heracles from the Ora- rivals Achilles. The rest of the
Continued on next page
55
Raving Reviewer cont'd
Duo has found to be good strat- er is the worst and you want to
egy, is to acquire two additional kill it off as soon as possible!)
draft choices :Asclepius ( the heal- The game itself is played a-
er) and Pegasus. These two, heroes long the lines of Ali Baba. You
are basically wimps but their move your joystick or keyboard
forte is not only the power to and may attack enemies by wrest-
heal himself one point per round, ling(on same square) or swordplay
but if he stops on top of a hero, (between neighbouring spots). The
or vice-versa, that hero is com- documentation includes the strike
pletely healed;a handy asset in a probability table used in Hera-
battle. Pegasus is a mule. Actu- cles, for those interested in such
ally he is a winged horse, but he things. However, in Heracles, it
is not only able to carry great is impossible(much to J.S.D. cha-
amounts of gold, but can carry grin) to strike another player
alot of gold at high speeds. This, charac ter Hap les s characters need
.
56
Raving Reviewer cont'd SPEEDING UP YOUR JOYSTICK
By BOB COCKROFT
When one comes up there is a bar- Because the Atari Basic Lan-
rage of button pushing to get guage is so slow, any method to
back to the game!" make programs operate faster can
The result of this wee word- be quite useful. Joystick com-
ie is that in Heracles, there are mands are an area which technique
two additional commands to con- can minimize some of the lan-
trol monster and message speed. guages weaknesses
These two features really speed The first step is to set a
up the game. variable equal to the stick posi-
Besides the primary object- tion.
ive of completing the twelve dif-
ferent tasks of Zeus, there is al- ST=STICK(0)
so a secondary objective of get-
ting the most points while doing Next determine whether the
these tasks. A score can approach stick is pressed in the direction
but never reach 10,000 points. of the vertical(y) or horizontal
While we have achieved a score of (x) axis
just over 8600, Stuart Smith says
he has gotten just over 9500. SY=(ST=13)-(ST=14)
Heracles has a different at- SX=(ST=7)-(ST=11)
mosphere than does Ali Baba The .
57
DISK SPEED CHECKER
By BOB COCKROFT
If your disks get many
for- DUNIT (hex 301) (dec 769) is
mat errors, or your programs can- the location that indicates the
not be read by someone elses drive that is to be used. The us-
drive, your drive could be rotat- er must POKE the value (1-4) rep-
ing at the wrong speed. Some disk resenting the wanted disk drive.
drives, particularly ones manu- DBUFLO/HI (hex 304,305) (dec
factured before 1982, have been 772,773) is the data buffer ad-
known to get out of speed adjust- dress of the destination of the
ment. The drive was intended to data to be transfered.
spin disks at 288 revolutions per DCOMND (hex 302)(dec 770) is
minute(RPM). However, because of the location that indicates the
a poor data separator, the rota- disk operation to be performed.
tion speed may vary from its cor- The options are:
rect setting. Although not per-
fect, the disk should still be a - Command hex dec
ble to function correctly when *
15-24 defines the variable used 130 ? ? ,": " ? RPM ? "
; RP
: ; :
58
Disk Speed Checker cont'd
00015 DAUX1 .EQ $30A ;DISK SEC missile-math":? #6:? #6:? #6;"
TOR NO. (LO) v
2+5-4+3-2+1-8+ ":? #6:? #6
00016 DAUX2 .EQ $30B (HI) } 830 7 #6;"SI 1 #6:? #
00017 DBUFLO .EQ $304 DATA BUF
; 6;" BY TOM TUONG TRAN" ? #6
: :
00150 LDA #82 ;SET DISK OPE 890 FOR Q=l TO 50:NEXT Q
RATION 900 POSITION 2,5:? #6 " - " L ( 1 ) "+ ;
;
;
TO SPEED
59
NEW PRODUCTS
GRAPHICS HARDCOPY NEW KID ON THE BLOCK
60
Listing Conventions
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X )M M e: r s e: C T R L
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New Products cont'd
C r R L. N!
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* £ t R L. O R = fe S €:
::::
YBM
* fe t R IP sh fT ii.... :i;
+ CT& B • • S k ::::::
ESC 1 " AB you to implement, modify or in-
terface with your existing Atari
S tE C I R L
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61
SPRUCING UP YOUR DISPLAY
By TOM TRAN
I have written a short lit- 300 PLOT 105,25:DRAWTO 105,55:DRA
tie assembly program below that WTO 110,55:DRAWTO 1 1 0 3 0 DRAWTO 1
, :
62
ADVENTURE GAMES — PART IV
By PETER ELLISON
In the last issue of this routine .
50 DATA 104,162,4,160,0,177,205,1
By designing the characters 45,203,2 00,208,249,230,206,230,20
in this mode, each character is 4 202 208 242 96
, , , ,
63
Adventure Games cont'd
* * * * * * * * * * * * * * %t 00+Q-1 ,W:NEXT Q
220 FOR WW = 1 TO 21:POSITION 0,WW: 6850 REM UPCODE
? "*" POSITION 39, WW:? "*":NEXT W
: 6900 POKE 1537 ,
240 POSITION 11,14:? M CENTIPEDE= n ,154, 169, 50 153, 1 ,154, 169 36, 153
, , ,
64
STOCK ANALYZER AND FILER
By BOB COCKROFT
This program is a Stock Ana- price. This is the price that the
lyzer and Filer, that I made up stock sells for on the market. The
for myself, because I was always next question is, "What is the
having trouble keeping track of book price?" The book value is e-
each one of my stocks. This pro- qual to the net assets per share
gram, written in BASIC, has saved of the stock. The next question
me many hours of looking through then asks "Monthly Volume?" This
pages of stock records trying to is the amount of shares traded in
find certain stocks. a month. Then the last question
This program is similar to is, "The amount of outstanding
the MACTODAT program in this is- shares?" This means the amount of
sue, in that it saves the stock shares that are held by the pub-
values as DATA. By positioning lic.
the cursor at the top of the The third option: 0-Output
screen and have it make returns, Data, is where the analysis pro-
it then saves your stocks on gram comes into play. The program
file. When you run the program it first asks you if you would like
takes a few seconds to initial- to see any stock in par ticu lar If .
ize, but once its up and running, you say no, it will list out the
it's quite fast. The program be- first stock it has on file. If you
gins with a menu of six different push the space bar you can look
options. They are: E-Erase Data, at the rest of the stocks on
D-Directory, I-Input Data, 0-Out- file. It will first give you the
put Data,S-Save Data, and L-Load name of the stock, then the mar-
Data . ket value, book value, monthly
The first o p t i on E - Er a s e
: , is volume, outstanding shares, pub-
one used to erase certain stocks lic interest rating, and analysis
that are no longer of interest to rating. The last two names you
yourself. It then asks you the didn't type in because they were
name of the stock. (each stock can generated through your input. The
only be three letters long) Once first one, Public Interest Rating,
you have inputed it, searching is calculated by putting the
will be printed to the screen and monthly vo lume ( amoun t of people
if it finds it, it will print, "I buying the stock) over the total
found it! It has been erased. "The shares outstanding. Public Inter-
next line will then say, "What est, in other words, is the de-
Next?" If nothing is typed in mand for the stock. The last out-
here and a RETURN is pressed, then put-Analysis Rating, is the month-
the program will end. If you type ly volume over the share out-
in one of the menu commands then standing, multiplied by the book
the program will go to the com- rate, over the market value.
mand that you typed in. The fourth option S-Save, is
The second option: I-Input where your stocks that have been
Data, is the heart of the pro- entered in are saved in data
gram. This is where all of the statements. These Data statements
information on the stock is en- are inputted into the end of the
tered. If this data is entered program and can be loaded into
incorrectly, then all of the data the program through the L-Load
on this stock will be wrong. The command. Also, after a person has
first question that the program finished entering stocks, he or
asks you is the name of the she can save the data statements
stock. This name can only be on disk by typing in:LIST "D DA-
:
65
Stock Analyzer cont'd
66
Stock Analyzer cont'd
1065 ? :?
11
MARKET 090
" ; MAR ( Y) 6050 X=X+1
"
1070 ? :? BOOK VALUE 6070 IF X>20 THEN ? TOT ( Y ) X=0 P= : :
2015 ? ? PRESS" :
9 9
it
) NEXT L:GOTO 6010
:
2020 ? ? ERASE: :
If
7000 GRAPHICS 0:POSITION 2,2
E" 7001 P=2
2030 ? V DIRECTORY: 7005 LINE=15000
D" 7010 ? LINE;" DATA ";
"
2040 ? SAVE : 7020 FOR Y=l TO 50
S" 7024 FOR X=l TO 20
"
2050 ? INPUT DATA: 7025 IF P>15 THEN P=2:END GRAPHI :
0" 0 7029
2060 ? " LOAD DATA LINES: 7027 ? NAME ( X Y ) ? " ," , ; :
6010 P=2
6020 X=0 Adventure Games cont'd
6030 FOR Y=l TO 50
6040 IF X=0 THEN POSITION 2,P:? L
INE;" DATA "; 7800 DATA 16 9,56,153,6,154,169,23
6045 IF Y=50 THEN ? TOT(Y):GOTO 2 153 7 154 169, 140 153, 8, 154, 96
, , , , ,
6
7900 GOTO 6200
67
Why Buy An ATARI cont'd
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DRAPER SOFTWARE 49
FRONTRUNNER 32
68
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can brush up on your aerial combat!
. . .
(PLEASE LIST YOUR SECOND-CHOICE WHEN ORDERING) Pole Position (C) 44.90
1st Book of Atari Games 12.95
Donkey Kong (C) 44.90
Atari Basic Source Book 12 95 54.00
Monkey Wrench
Inside Atari DOS 19.95 MOUNTAIN KING K-Razy II (C)
52.50
Mapping the Atari
B/Graph (D)
(D)
(C) 44.90
89.90
Machine Language Programming: Reg. $39.95 Out $3995 $17.95 The Tax Advantage (D) 62.50
89.90
6502 Assembly Language Prgm 18 95 Letter Perfect (C)
Kids and the Atari 19.95 $29.95 V**5w Astra 1620 Dual Drive 529.00
Your Atari Computer 17.95 16K Disk from Royal Software $17.95 16K CARTRIDGE Rana 1000 Drive 349.00
Super-5 Printer 329.00
Magazines: Regular SPECIAL Regular SPECIAL
Atari 1027 Printer 319.00
ANTIC-vol. 2. no. 11 2.50 Chicken (D, T) 35 00 $19.95 Protector II (D,T) 35 00 $19.95
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Back issues-vol2, no. 2, 3, 4, 9, 10 ea. 2.50 Guardian of Gorn (D) 35 .00 9.95 David's Midnite Magic (D) 35.00
30 00 19.95 Atari Graphics Tablet 79.10
ANALOG-no 16 3.00 Genetic Drift (D) 30 00 14.95 Race In Space (T)
Claim Jumper (D,T) 35 00 19.95 Megalegs(T) 35 00 9.95. Koala Pad Tablet 87.90
Back issues-no. 13, 14, 15 ea. 3.00
Power Pad Tablet 87.90
HiRes-no.3 2.95
Axiom Printer Interface 99.00
Back issues-no. 1,2 ea 2 95
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Software!
BASIC XL has twice the speed and twice i i Functional, honest, and beautiful See the complete collection of OSS
the power of Atari® BASIC. And yet, as U describe the simple lines of a crafts Precision Software Tools!™
befits a fine craftsman's tool, BASIC XL is man s tools. For the jeweler these MAC/65: The fastest 6502 macro
even easier to use and more dependable, g \ tools are an extension of the human assembler/editor package on
while including such outstanding major / \ hand to better execute complex cartridge . . . $99-
additions as structured programming, y J designs. For you, the programmer, BUG/65: A powerful debugger. On disk,
string arrays, programming aids, enhanced Precision Software Tools keep com- with OS/A+ . . . $35.
graphics, and business capabilities. plications out of your programming while C/65: The first native mode "small c"
Atari BASIC is a good starting point. We allowing you to produce intricate compiler for Atari and Apple®
should know. We wrote it in 1978. Buy programs. computers. On disk. . . $80.
BASIC XL. Take advantage of five more ACTION!: The fastest, small computer
years of experience! language ever. A feature-packed
OSS™
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