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Vol. 1, Issue 5 Price $2.

25

The Magazine That Brings The ATARI™ Computer to Life!

JJU/f /

WM

i SPACE STATION Z64


WHY BUY AN ATARI
ARTI HAROUTUNIAN INTERVIEW

FREE ARCADE GAME INSIDE


^SOFTWARE PROUDLY PRESENTS
GRID WARRIOR
It is the 23rd Century and
Maracus Luxor, ruler of Earth, has
created the deadliest game known
to man. This game called "Grid War-
rior" was made in order to eliminate
the convicted prisoners and also to
entertain the Earth's rulers. Four
prisoners are chosen to battle it
out on the grid. There are two teams
The red team and the blue team, each
having two cycle riders per team,
battling it out until death. Shift
gears from low to high or vice versa
to make turns or trap your enemy.
Race your light cycles through a
maze of debris or without any obsta-
cles at all. You make the choice,
for you're in control.

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.

Simple ONE key commands.


Three color players made easily.
Animate 2-26 different players.
Six different animating speeds.
Print Data to Printer, Disk, or
screen.
Lots of animated player demonstra-
tions .
^iE DXTI NGHS M P
f> g mm j

For the BASIC and Assembly lan-


guage programmer.
A must for any serious game pro-
grammer !

€2 1 JM... .1. mm PI 1 '-


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GRID WARRIOR requires 48K and DISK <3>
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€43 CHANGE OATA LINE INCREMENT
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.

Both are available from:


ROM SOFTWARE
P.O. BOX 252 INPUT OPTION ?!
MAPLE RIDGE, B.C.
V2X 7G1 CANADA
(604)462-9177 or (604)462-9128
* Dealer Inquiries Invited *
FEATURE/ARTICLES
_R_n_M_
Interview: Arti Haroutunian Peter Ellison 8
Making a Game Jack Chung 12
VOLUME 1, ISSUE 5 Speeding Up Your Joystick Bob Cockroft 57
Adventure Games-Part IV Peter Ellison 63
MAGIC MAIL Peter Ellison 10
Sprucing Up Your Display Tom Tran 62

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

Bob Cockroft Letters 6


Beginner's Line Geoff Corry 38
Art Director The Raving Reviewer Tim Reekie 55
Paul Slevin Jake The Software Dude Jason Cockroft 4
Yellow Brick Road Peter Ellison 31
Technical Division Strategy Zone Bob Cockroft 43
Bob Cockroft Why Buy An ATARI? Peter Ellison 46
Jack Chung Books On The Shelf Peter Ellison 48
Listing Conventions 61

Pho tographer New Products R OM


Jason Cockroft

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

Nothing in this magazine may be reproduced


without the written permission of the publish-
er. Program listings should be in printed form.
Articles should be as a type copy in upper and
lower case with double spacing. By submitting
ROM MAGAZINE Corp.
is in no way af- articles to ROM articles accepted for publica-
filiated with A-
tion will become the exclusive property of ROM.
If article is not accepted, the only way it
tari. Atari is a
trademark of Atari, will be returned is; if a s e 1 f - ad d r e s s ed enve-
Inc .
lope is enclosed. PRINTED IN CANADA.
Editorial
Last issue I said that I would make the editorial short,
instead I went on for a whole page. This time I won't say a
thing and maybe I won't go on for so long.
Piracy, this is one subject that I have been hearing a
lot about in the past little while. I don't think piracy is
right, but what I think won't changed many peoples' opinions.
In my opinion I feel one reason why so much software is being
pirated is because the cost of the product. I've heard many
arguments by many programmers that say you have to charge
forty dollars a copy, or you'll never make any profit. That is
very untrue. I think the more that is charged for a program,
the more the program will be pirated, instead of being bought.
There will probably still be the odd pirate around, wanting a
pirated version, but I think all the smaller pirates will
probably buy the program, because it is not worth the
hassle. (That is if the price is not too high).
One company that has brought their prices down to a
reasonable price range is that of GENTRY. They are a division
of DATASOFT and have made all of their games priced for under
$20. This is quite reasonable when you think the disk,
packaging and duplication shouldn't cost more than $2 for each
disk. I also hear the argument that, what about all the
promotion money that goes into a product. I think if the
product is good, hardly any promotion money should have to be
put in to it. With so many pirates on the loose, much time has
to be spent on making copy protection, instead of spent on
making programs. So if you see or hear of anyone pirating
please tell them it is themselves that they are ripping off. I
feel some programs are worth the $40+ price range but many are
not and those are the ones that should think of lowering their
prices
Enough about piracy. This issue of ROM is, I feel, our
best yet. We have kept our promise of going full color as you
have probably noticed when looking at the cover. Our cover was
designed by our photographer Jason Cockroft. He used a piece
of carboard to poke holes in the shape of an ATARI symbol. A
light was then put behind it to light-up the pin-holes. The
symbol was then photographed using a Cokin filter called a
"Diffractor Galaxy".
In this issue we have a machine language program called,
'Space Bridge' by Bob Cockroft, that I'm sure you'll all
enjoy. Also included in this issue is an interview with 'Arti
Haroutunion' , author of Kidgrid and Juice. A new column
starting up this issue is called 'Making a Game' by Jack
Chung, author of Base Hunter from the last issue. We hope this
will help both the beginner and advanced become familiar with
the programming of a game. The 'War Zone' also has a new name.
It will be called, 'Strategy Zone' as it will deal with other
games other then war games. We hope that this issue will help
you with your programming and will keep you informed on the
new things that are coming out. Thanks again for all your
letters

Peter Ellison
Editor

2
BACK ISSUES NOW AVAILABLE
NUMBER 1
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R.O.M.
THE MAGAZINE THAT BRINGS THE ATARI1TMI COMPUTER TO LIFE
1

PREMIER ISSUE SPECIAL SPACE GAME ISSUE


STOCK BROKER
STARTI NO RAGE
SC ROLLING SHIP
AND MUCH, MUCH MORE J

VOLUME 1, ISSUE 1 VOLUME 1, ISSUE 2

* STOCK BROKER * TITAN LANDER (MACHINE LANGUAGE)


* SCROLLING SHIP * STAR BOMB
* SATELLITE * CHART MAKER
* STARTING PAGE * SCOTT ADAMS INTERVIEW
* YELLOW BRICK ROAD * SCROLLING YOUR ATARI

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VOLUME 1, ISSUE 3 VOLUME 1, ISSUE 4

* CAPTAIN C AMPS ITE ( MACHINE LANGUAGE) * BASE HUNTER (MACHINE LANGUAGE)


* SLOT MACHINE * TOMB OF TERROR
* HIGH SCORE SAVER * POLAR GRAPH PLOTTER
* SID MEIER INTERVIEW * QUICKDOS
* DISPLAY LIST INTERRUPTS * MIKE EDWARDS INTERVIEW

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PRICE-$2 .50

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
, ,

puter!), then my friend, you're sportsman. Some smart guy may


ready for 'River Raid', So why comment on the fact that my worst
don't you sit down with a big bag monthly bill is in Joystick Re-
of pretzels and something cool to pairs, but since I've bought Ri-
drink and I'll tell you all about ver Raid my monthly payments have
it. tripled. You see River Raid is a
kind of three way s t rugg 1 e F i r s t
.

ly, as you fight up the river, you


are met with increasingly intense
opposition in both in quality and
quantity. Secondly, as you pro-
gress, the river in which you fly
in, becomes narrower. Not only
that, the channel begins to mean-
der. Margin for error becomes in-
creasingly smaller! Finally, fuel
depots, in which you must contin-
ually refuel, decrease in their
frequency as you fly your gas
guzzling jet up river. In my own
estimation, I would say these Riv-
ver Raid jets burn as much fuel
as my S t ra to -Ch i e f Th i s three way
!

battle, as my local Joystick re-


pairman has noticed, combines in-
to an intense, exiting game.
Now that we've all agreed
that this is a great game, I sup-
pose ya wanta know a couple of
pointers from THE number one mas-
ter of Video games h ims e 1 f J S D
, . . .

Well to start with, I guess it


would be kinda nice if you had
the basic eye/hand coordination
down pat before you go on any re-
cord breaking performance. Well
my advice to you is to start at
For the ones that don't know bridge five and practice shooting
a heck of a lot about River Raid the jets that fly across the
I'll give you a brief rundown. screen. Secondly, practice refu-
Your goal is to fly up the river eling, then immediately destroying
canyons and blow the daylights the given fuel depots, If your a
out of everything you see. (It's real videosport ,you' 11 appreciate
a real shoot'em up classic.) Your the Extra points award this tech-
targets may include ships weather
, nique will bring you over the
balloons, jets, tanks, bridges, long haul. Finally, as horrid as
fuel depots and some other good- this may sound, don't be greedy.
ies I'll just have to keep a se- Even when you start calling your-
cret. But before you get carried self a River Raid Pro, your greed
away thinking this game was de- to get the maximum kills will al-

4
J.S.D. cont'd

ways bring you to your end. The


secret to this game is Endurance.
If you stick to the center and
just blow yourself a path through
then you'll end up beating your
opponent everytime.
To put a capper on this
little review, (I'm sorry but I've
run out of pretzels), I'd like to
say that the boys, (and gals), down
at Activision,sure know their
stuff. I'd recommend this game to
any ex-commando or any VIDIOT!

RIVER RAID

Playabili ty :

Challenged ,

Graphics:9
Sound :

Documenta t ion :

Overa 1 1:8.7

P.S. Anyways my top score is


85,410. If you can beat that, I'd
like to hear from you. What you
can do is drop me a line in care address or phone number, and I'll
of this magazine, leaving your get back to you.

f
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rename or delete. They will execute Copier and The Compactor and more out a hole in the disk. Easy plug-in
from DOS. No need to run a special software. The Compactor will turn installation. Instructions included.
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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.

Dear Richard: J.A.Williams


This is a question which has Reg ina Sa sk
,

been asked by many who have pur-


chased our magazine. All that is Dear Mr. Williams,
needed to be typed in, is the BA- Thankyou for your compliment
SIC listing, for this has the ma- on issue 4. The answer to your
chine code inside the program in first question is "Yes". You do
the form of DATA statements. It require the SynAssembler as I
is then called in BASIC by the said in regards to the first let-
USR function. You could also just ter. You also said Base Hunter
ype in the assembler listing, but could be easily beaten by passing
you may not get all of the sound through the shield. After play
and scoring, because a lot of testing it, we also have come to
this is set-up in BASIC. The as- the same conclusion. In the next
sembler listing is mostly given issue there will be an update
so that you can understand assem- making your ship explode if it
bly language a little better and comes in contact with the shield.
incorporate these subroutines in- Your last suggestion is a good
to your own programs. The assem- From now on we're going to say at
bler which we use is the SynAs- the beginning the program how
sembler from Synapse because we many Bytes(K) is required. Also
feel it is the fastest and easi- in this issue we have some games
est to use for its price. It is that all will run on 16K comput-
available from Synapse Software ers.
for $49.95 on disk or a special
ROM version for $89.95. Dear ROM:
In this issue we have a pro- I would first like to say
gram that will convert your as- how happy I am to see an ATARI
sembler language listing into DA- supporting magazine published
TA statements so that you can put right here in Canada!
these subroutines into your own The magazine is very well
BASIC programs. This is the pro- written and very understandable.
gram in which we use for all of It is written as if you would be
our assembler listing programs. talking right to me. I like that!
Thankyou for your compliment and I never did understand re-defined
we hope we can improve with every character sets, until I picked
issue. up my copy of Vol. 1, Issue 4
and read it in there.
Dear ROM: Can you come up with a type
I enjoyed your magazine and checker similar to other maga-
Continued on next page

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

* Programs below while they last *


pub 1 i ca t ion We r e trying our best
.
1

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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
experimenting with music synthesis.

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draft).
INTERVIEW: ARTI HAROUTUNIAN
Interviewed By PETER ELLISON
Arti Haroutunian works for anywhere I have to drop the past
Tronix,Inc. and has to his credit two weeks of work and retrace my
two excellent original games for steps, going back to the base I
the Atari computer. The are 'Kid had which was the playfield of
Grid 1
and his latest 'Juice 1
.He Juice. Then take it again from
has also translated both of them there. Designing new characters,
to run on the Commodore 64. We at new action and all those things.
ROM were able to chat with him Q. I noticed that Juice had
while he was at his office. more complicated graphics then
Q. Arti, when did you first Kid Grid. Was this because you
become interested in computer spent more time in the designing
programming? of it?
A. I became interested back A. Wei 1 commer c ia 1 program-
,

in 1978 when I bought a TRS-80 ming for me was a whole new


Model I. field. I started out with a text
Q. Did you go to school for adventure, then I got my ATARI
programming or did you learn your and Kid Grid was my first major
programming skills on your own? graphic work. Being my first ven-
A. I have a Masters in Com- ture into graphics in general and
puter Engineering, however most after looking at Kid Grid I want-
of the microcomputer skills I ed to do something better then
have learned on my own. it, more graphically demanding.
Q. What was the first pro- The next original piece of work I
gram that you sold commercially? do on th ATARI or any machine
A. My first program was a would be even more graphically
Text Adventure called 'Micro- better then Juice.
World' for the TRS-80. It was Q. What one feature do like
published in 1980. on the ATARI over all the other
Q. When was Tronix started personal computers on the market?
and by whom? A. The feature that I like
A. Tronix was started in best about the ATARI is that it
September of 1982 by a gentleman is the best documented machine in
by the name of wJohn Reece. its' class. Basically my attitude
Q. How long did it take you is that you can do wonders with
to program 'Kid Grid'? every machine if you can program
A. It took me two months. it, however, ATARI makes it much
Q. And what assembler did easier for you, because they doc-
you use? ument everything that the machine
A. The Assembler/Editor by does, thus opening the field to
ATARI you, not leaving anything up to
Q. How long did it take you guessing or trial and error.
to program 'Juice'? Q. What do you like to do
A. Juice took me four and a when your not writing programs?
half months long, because Juice A. I like listen to music,
originally started out as a to- play the piano, and read. Any-
tally different game. I don't thing I can get my hands on I
really like to sit down and de- r ead.

fine a game right down to the Q. What do you do to get


last detail and then find out the all your ideas on writing a game?
game, once coded, is boring. So A. First of all I look at
I come up with a basic idea and what is out on the market. I look
start coding it, adding features at was has been done on other
as I code. With Juice I hit lots computers or in the arcades, and
of dead ends. I would come up with also try to look at what tradi-
a program like Basketball, but tional games, board games, kept
when I see a program isn't going people amused before there were

8
Interview cont'd

computers. I often go into an ar- fice are going to come to an end


cade and play the games and then and producing software will be-
think to myself "What
,
did I like come like producing any other
about it, or what I didn't like product, one person cannot do it
about a certain game." I then try anymore. More people will have to
to avoid those pitfalls when I'm pool their time and their talents
writing a game because one of the to put applications and games to-
main problems that as a program- gether.
mer, usually the programmer has Q. What role do you see A-
the attitude that whatever he's TARI playing in the microcomputer
doing at the moment is the most world?
perfect and best thing there is. A. I'm looking forward to
He gets locked into thinking, "I the ATARI comeback soon because I
have the perfect game." When it have looked at their new machines
is really a piece of garbage. A and their fantastic. I really hope
programmer has to be very object- that they get back to the point
ive about his own work and it is to where they were before.
difficult, especially if you've Q. What advice do you give
put in a couple of months of cod- to someone thinking about writ-
ing, to sit down and tell your- ing a program to sell?
self, "This is not a good piece of A. Most color computer type
work." You have to go back and machines can be programmed simi-
retrace your steps and change lar to produce very good games.
things. Also what I try to do is It is a lot like playing a piano.
get a lot of suggestions once I A composer might be a real good
have started the game. These sug- composer, but if his talents are
gestions are good from people who limited on the piano, he is just
know nothing about computers. going to write a work that he can
They'll sit in front of a half perform himself. If he is not a
finished game and say, "I don't very good performer then his com-
like this color and this sound is positions aren't going to be very
too loud, etc." Most of the time good, and it is the same about
what they say is not usable, but writing an original computer pro-
they steer me in the right direc- gram. You may have very grandiose
tion. ideas, but you may not be able to
Q. What direction do you implement them and therefore you
see computer games going? will cut them out of your pro-
A. The days of where a sin- gram. I think a problem that most
gle programmer can write a game people are into this 'get rich
in a couple of months and make a quick' theme in which they write
big hit out of it, those days are something in two or three months
numbered. The reason for this is and think it's the ultimate, it
because most machines now come is not. I think before anyone
with 64K and soon to be 128K should sit down and write a pro-
therefore, lots of people are go- gram they should first have a
ing to start wanting games of very clear understanding of the
this size. We're going to get to language they are working in. It
the point where 64K machine lan- may be Assembly, Pascal, Basic,
guage games are standard and any or any language, and then have a
one person in any appreciable a- very clear understanding of the
mount of time cannot write a good machine's capabilities. Then they
64K program. This means programs should plunge into writing a
are going to be collaberated ef- game .

forts between two, three, four, or


a whole group of programmers. So
I think the days of a single of-

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:

10 GRAPHICS 0 41 DX=X DY=Y REM DUMMY LOCAT


: :

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 !

120 FOR T=l TO 50:NEXT T REM :

30 SETCOLOR 2,0,0 FOR-NEXT LOOP


If your confused about some of "That's great! But in my game,
the basic graphic commands this how would the program know if
article is using, refer to the my object hit anything?"
"BASIC REFERENCE MANUAL".
Good question. To check for
Now we start to get to the main co 1 1 i s ions , type in the following
part of the program: lines

40 S=STICK(0) 85 LOCATE X,Y,Z


45 IF S=15 THEN 40 86 IF Z<>32 THEN PRINT "BOOM
50 IF S=14 THEN Y=Y- 1 REM MO
: " : END REM GET THE IDEA!
:

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

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Country
Space Station Z64 cont'd

The anxious faces of the six to do research. As a result of


member crew of space station Z64 the pods distance from the Space
stared silently into the circular Station, they would not be able
radar scope as the once distant to return until the Atitrons had
blips approached their location arrived. They will need to be re-
with high velocity. In the empti- covered by the mobile missile
ness of space, the possibility of launcher, the pods will be reco-
an attack from the Atitrons be- vered, and the keyboard speaker
came an unspoken concern. Gazing will "click" and your score will
into the pulsing monitor, they be increased One does not need to
.

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" )

4 FOR X = l TO 3355 160 NEXT L


5 READ D:IF X>180 THEN POKE 3400 165 REM * SET CHARACTER BASE
0-181+X,D REGISTER TO NEW SET LOCATION *
6 NEXT X 166 POKE 752,0
7 C=2 0 :PLAY=1 :LIVES=1 :LVL1=0 :LVL2 170 POKE 756,NSET/256
= 0 :LVL3 = 0 :LVL4=0:LEVEL=1:LVEL1=1 175 REM * POKE IN VALUES FOR
LVEL2=1 :LVEL3=1 :LVEL4=1 :POKE 7 52 MODIFIED CHARACTERS *
0 RESTORE
: 180 FOR Ll=l TO 20
8 NONl=5 :NON2=5 :NON3=5 :NON4=5 ESP: 190 READ LOC
1=2 7 ESP 2=2 7 ESP 3=2 7 :ESP4=2 7 :CH1=
: : 200 SET=NSET+LOC*8
0:CH2=0:CH3=0:CH4=0:SC1=0:SC2=0:S 210 FOR L2=0 TO 7 READ D
:

C3=0:SC4=0 220 POKE SET+L2,D


9 POKE 88,64:POKE 89,156:POKE 106 230 NEXT L2
,160 240 NEXT LI
10 GRAPHICS 1:SETC0L0R 2,16,1 500 GOTO 2000
11 ? "Use OPTION & SELECT buttons 1000 POKE 88,64:POKE 89,156
or START to continue" 1001 GRAPHICS 0:SETCOLOR 2,16,1
12 POSITION 1,4:? #6;"How many 1002 POKE 752,1
players? 1005 POKE 756,NSET/256
13 POSITION 18,4:? #6;PLAY 1010 POSITION 0,1:? "K":POSITION
14 IF PEEK(53279)=3 AND PLAY<4 C,2:? "K":POSITION C,3:? "J":POSI
THEN PLAY=PLAY+1 TION C-1,3:? "N":POSITION C+1,3:?
15 IF PEEK(53279)=5 AND PLAY>1 "M"
THEN PLAY=PLAY-1 1015 POSITION C,0:? "K"
17 FOR X=l TO 100:NEXT X 1020 POSITION C,4:? "L":POSITION
18 IF PEEK(53279)<>6 THEN 13 C,5:? "L":POSITION C-1,6:? "K":PO
20 POSITION 1,6:? #6;"How many SITION C,6:? "K":POSITION C+1,6:?
lives?" "K"
22 POSITION 18,6:? #6;LIVES 1030 POSITION C-2,6:? "L":POSITIO
24 IF PEEK(53279)=3 AND LIVES<5 N C+2,6:? "L":POSITION C-3,6:? "N
THEN LIVES=LIVES+1 ":POSITION C+3,6:? "M"
26 IF PEEK(53279)=5 AND LIVES>1 1040 POSITION C,7:? "K":POSITION
THEN LIVES=LIVES-1 C-2,8:? "C":POSITION C-1,8:? "I":
28 FOR X=l TO 100:NEXT X POSITION C,8:? "l":POSITION C+1,8
30 IF PEEK(53279)<>6 THEN 22 :? "I"
4 0 LV1=LIVES :LV2=LIVES :LV3=LIVES 1050 POSITION C+2,8:? "D"
LV4=LIVES 1060 POSITION C-1,9:? "J":POSITIO
99 REM ^CHARACTER BASE FOR THE RO N C,9:? " J" POSITION C+1,9:? "J"
:

M SET 1070 POSITION C,10:? "K"


100 ROMSET=57344 1080 POSITION C,ll:? "K"
105 REM*SET BASE VALUE OF THE NEW 1090 POSITION C,12:? "Q"
SET 1100 POSITION C-1,13:? "E":POSITI
110 RAMT=156 ON C,13:? "J":POSITION C+1,13:? "
120 NSET=RAMT*256
125 REM * RESERVE MEMORY SPACE * 1110 POSITION C,14:? "Q"
130 POKE 106,PEEK(106)-5 1120 POSITION C,15:? "K"
140 GRAPHICS 0 1130 POSITION C-1,15:? "H":POSITI
"
141 POKE 752 ,l:SETCOLOR 2,16,1 ON C,15:? "J":POSITION C+1,15:?
142 POSITION 15,4:? "Please WAIT"

16
Space Station Z64 cont'd

Basic Listing cont'd


1140 POSITION C,16:? "K" 2004 IF P=3 AND LV3<1 THEN 4120
1150 POSITION C,17:? "K" 2005 IF P=4 AND LV4<1 THEN 4120
1160 POSITION C-1,18:? "N":POSITI 2007 SOUND 0,0,0,0:SOUND 1,0,0,0:
ON C,18:? J" 11
: POS ITION C+1,18:? " SOUND 2 ,0,0,0:SOUND 3,0,0,0
M" 2008 POKE 53248, 0:POKE 53249, 0:PO
1170 POSITION C,19: ?
M M
K KE 53250 0:POKE 53251 0 :POKE 5325
, ,

1180 POSITION C,20:?


n
K ,f
2,0:POKE 53253, 0:POKE 53254, 0:POK
1190 POSITION C-1,21:? "E":POSITI E 53255,0
ON C,21:? "K":POSITION C+1,21:?
M 2009 GRAPHICS l:SETCOLOR 2,16,1
2010 POSITION 7,7:? #6 "PLAYER"
;
M ;
F
1200 POSITION C,22:? "K" ? #6;P
1299 REM * DRAW BACKGROUND* 2012 IF P=l THEN L5=LV1
1300 POSITION 10,15:? " S POSITIO
,f
:
2013 IF P=2 THEN L5=LV2
N 15,5:?
M
S" :POSITION 7,12:?
M M
S : 2014 IF P=3 THEN L5=LV3
POSITION 8,8:? M
S
,f
2015 IF P=4 THEN L5=LV4
n
1305 POSITION 25,10:? " S POSITIO ,f
:
2020 POSITION 7,9:? #6; LIVES " ;

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"
;

1315 POSITION 5,11:? "T" POSITION :


;

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
,

:POSITION 38,2:? " S POS ITION 38, ,f


:
2180 IF P=l THEN POKE 1608,NON1:P
12:? "T" OKE 1609 ,ESP1
1345 POSITION 25,14:?
U M
T POSITIO : 2182 IF P=2 THEN POKE 1608, NON2 :P
N 3,5:? "S" :POSITION 3 1 1 5
?
"R" , : : OKE 1609, ESP2
OSITION 7,3:? "T" POS ITION 14,10: :
2184 IF P=3 THEN POKE 1608, NON3 :P
j tl rji tl OKE 1609, ESP3
1490 POKE 77,0 2186 IF P=4 THEN POKE 1608, N0N4 :P
1500 X=USR(33999) OKE 1609, ESP4
1501 POKE 752,0 4020 POKE 33999, 104
1505 SCR1=PEEK(1607)*2*LEVEL5+(PE 4030 GOTO 1000
EK(15 4 5)*LEVEL5+INT(RND(0)*5+1) 4040 IF PEEK(1621)<>1 THEN 4100
1520 IF P=l THEN SC1=SC1+SCR1 4050 IF P=l AND LV1>0 THEN LV1 = LV
1525 IF P=2 THEN SC2=SC2+SCR1 1-1
1530 IF P=3 THEN SC3=SC3+SCR1 4060 IF P=2 AND LV2>0 THEN LV2 = LV
1535 IF P=4 THEN SC4=SC4+SCR1 2-1
1599 GOTO 4040 4070 IF P=3 AND LV3>0 THEN LV3 = LV
1999 REM * STATUS SECTION * 3-1
2000 FOR P=l TO PLAY 4080 IF P=4 AND LV4>0 THEN LV4 = LV
2002 IF P = l AND LVK1 THEN 4120 4-1
2003 IF P=2 AND LV2<1 THEN 4120 4090 GOTO 4120

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, , , ,

7160 IF SE>4000 THEN RAN1$="STATI ,208,242,141,57,6,141


ON STAR MASTER" 20015 DATA 9,6,141,7,6,141,2,6,14
7170 POSITION 2,Y:? "PLAYER";:? X 1,11,6,141,9,6,141,71,6,173,1,6,1
7180 POSITION 14, Y:? SE 41,0,208,162
7190 POSITION 21,Y:?.RAN1$ 20020 DATA 0,169,0,141,55,6,141,5
7200 Y=Y+2 6, 6 , 157 28,
,
6 , 157 45 6, 232
, , , 2 24, 4,
7210 NEXT X 08,245,165,106,160,0

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 , , ,

20060 DATA 7 6,243,133,173,10,6,20 ,179,135,18 9,14,6,201,127


1,10,208,3,7 6,35,134,201,14,208,3 20155 DATA 208,3,76,216,135,48,3,
,76,35,134,201,6,208,3 76,205,135,2 54,14,6,169,1,157,32,
20065 DATA 76,35,134,201,9,208,3, 6,76,216,135,222,14,6
76,48,134,201,13,208,3,76,48,134, 20160 DATA 169,2,157,32,6,76,216,
201,5,208,3,76,48,134 135,189,14,6,201,127,208,6,169,1,
20070 DATA 76,61,134,172,0,6,192, 141,85,6,96,189,14,6
24,240,3,206,0,6,7 6,61,134,17 2,0, 20165 DATA 15 7,0,208,224,1,208,3,
6,192,215,240,3,238 76,252,135,224,2,208,3,76,53,13 7,
20075 DATA 0,6,76,61,134,76,139,1 76,99,138,16 9,60,141,193
38,173,11,6,201,0,240,6,173,8,6,7 20170 DATA 2,189,23,6,24,105,80,1
6,130,134,173,132,2 57,23,6,189,23,6,74,74,74,74,74,7
20080 DATA 201,0,240,11,169,0,141 4,201,0,208,3,76
,0,210,141,1,210,76,142,133,173,1 20175 DATA 43,136,201,2,208,3,76,
20,2,201,13,240,246,201 ,14 252,136,201,3,208,3,76,177,136,76
20085 DATA 240,242,201,15,240,238 ,106,136,189,19,6,168,169
,141,8,6,174,0,6,142,4,6,174,1,6, 20180 DATA 0,153,255,68,153,10,69
142,5,6,162,1,142 ,169,125,153,0,69,169,232,153,1,6
20090 DATA 11,6,169,90,141,0,210, 9,169,128,153,2,69,153,3
169,16 6,141,1,210,174,5 7,6,2 24,0, 20185 DATA 6 9,169,236,153,4,69,16
208,10,238,7,6,172,7 9,126,153,5,69,169,50,153,6,69,16
20095 DATA 6,192,75,208,25,160,0, 9,2,153,7,69,169,22,153
140,5,6,174,4,6,140,4,6,140,11,6, 20190 DATA 8,69,169,188,153,9,69,
140,7,6,169,0 76,37,135,189,19,6,168,169,0,153,
20100 DATA 141,57,6,157,4,67,173, 254,68,153,11,69,169,10
8,6,201,10,208,3,76,230,134,201,1 20195 DATA 153,255,68,169,24,153,
1,208,3,76,230,134,201 0,69,169,32,153,1,69,153,2,69,153
20105 DATA 9,208,3,76,230,134,201 ,10,69,169,198,153,3,69
,6,208,3,76,242,134,201,7,208,3,7 20200 DATA 169,155,153,4,69,169,2
6,242,134,201,5,208,3 25,153,5,69,169,83,153,6,69,169,5
20110 DATA 76,242,134,76,142,133, ,153,7,69,169,4,153,8
206,5,6,173,5,6,141,4,208,76,254, 20205 DATA 69,169,26,153,9,69,76,
134,238,5,6,173,5,6 37,135,189,19,6,168,169,0,153,2 54
20115 DATA 141,4,208,76,254,134,1 ,68,153,11,69,169,8,153
73,13,6,24,105,3,141,13,6,172,4,6 20210 DATA 2 55,68,169,116,153,0,6

19
Space Station Z64 cont'd
Basic Listing cont'd

9,169,38,153,1,69,169,98,153,2,69 20305 DATA 76,37,135,173,2,6,201,


,169,49,153,3,69,169,24 0,208,3,76,192,138,172,0,6,169,0,
20215 DATA 153,4,69,169,142,153,5 153,0,68,153,8,68
,69,169,4,153,6,69,169,166,153,7, 20310 DATA 169,4,153,1,68,153,7,6
69,169,104,153,8,69,16 9 8,169,12,153,2,68,153,6,68,169,25
20220 DATA 52,153,9,69,169,96,153 4,153,3,68,153,5,68
,10,69,76,37,135,189,19,6,168,169 20315 DATA 169,31,153,4,68,76,64,
,0,153,255,68,153,10,69 134,172,0,6,169,0,153,0,68,153,8,
20225 DATA 153,9,69,153,0,69,153, 68,153,255,67,153,9
1,69,169,134,153,2,69,169,11,153, 20320 DATA 68,169,32,153,1,68,153
3,69,169,201,153,4,69 ,7,68,169,48,153,2,68,153,6,68,16
20230 DATA 153,6,69,169,147,153,5 9,127,153,3,68,153,5
,69,169,104,153,7,69,169,49,153,8 20325 DATA 6 8,169,248,153,4,68,76
,69,76,37,135,169,117,141 ,64,134,238,56,6,173,56,6,201,8,2
20235 DATA 194,2,189,23,6,24,105, 40,3,76,40,140,169,0
35,157,23,6,189,32,6,201,1,208,3, 20330 DATA 141,56,6,162,0,232,224
76,216,137,189,23,6 ,4,208,3,76,40,140,189,45,6,201 ,0
20240 DATA 74,74,74,74,74,74,201, ,208,3,76,26,139,76
0,208,3,76,110,137,201,2,208,3,76 20335 DATA 124,139,169,1,157,45,6
,154,137,201,3,208,3 ,173, 10, 210, 157 , 37 6, 74, 74, 74, 74,
,

20245 DATA 76,182,137,76,182,137, 201,0,208,8,169,29,157


189,19,6,168,169,0,153,255,69,153 20340 DATA 37,6,76,62,139,201,5,2
,7,70,169,1,153,0,70,153 08,5,169,210,157,37,6,173,10,210,
20250 DATA 6,70,169,7,153,1,70,15 16,15,173,10,210,16,5
3,5,70,169,110,153,2,70,153,4,70, 20345 DATA 169,26,76,94,139,169,1
169,248,153,3,70,76 9,76,94,139,173,10,210,16,5,169,2
20255 DATA 37,135,189,19,6,168,16 28, 76, 94, 139, 169, 235, 157 41
,

9,0,153,1,70,153,5,70,169,96,153, 20350 DATA 6,76,100,139,189,41,6,


2,70,153,4,70,169,255 48,11,76,108,139,169,2,157,50,6,7
20260 DATA 153,3,70,76,37,135,189 6,124,139,169,1,157,50
,19,6,168,169,0,153,0,70,153,1,70 20355 DATA 6,76,124,139,189,41,6,
,153,5,70,153,6,70 201,10,240,7,201,24 5,240,3,7 6,161
20265 DATA 169,111,153,2,70,153,4 ,139,169,0,157,45,6,189
,70,169,248,153,3,70,76,37,135,18 20360 DATA 3 7,6,168,169,0,153,0,6
9,23,6,74,74,74,74,74 7,153,1,67,153,2,67,76,5,139,189,
20270 DATA 74,201,0,208,3,76,249, 50,6,201,2,208,6
13 7,201,2,208,3,7 6,71,138,2 01,3,2 20365 DATA 2 54,41,6,76,177,139,22
08,3,76,37,138,76,37 2,41,6,189,41,6,157,4,208,2 24,1,2
20275 DATA 138,189,19,6,168,169,0 08,3,76,200,139,224,2
,153,255,69,153,7,70,169,128,153, 20370 DATA 208,3,76,232,139,76,8,
0,70,153,6,7 0,169,2 24,153 140,189,37,6,168,189,50,6,201,2,2
20280 DATA 1,70,153,5,70,169,118, 08,5,169,8,76,218,139
153,2,70,153,4,70,169,31,153,3,70 20375 DATA 16 9,4,153,0,67,153,2,6
,76,37,135,189,19,6 7,169,12,153,1,67 ,76,5,139,189,37
20285 DATA 168,169,0,153,1,70,153 ,6,168,189,50,6,201
,5,70,153,0,70,153,6,70,169,246,1 20380 DATA 2,208,5,169,32,76,250,
53,2,70,153,4,70,169 139, 169, 16, 153, 0,67, 153, 2, 67, 169,
20290 DATA 31,153,3,70,76,37,135, 48,153,1,67,76,5,139
189,19,6,168,169,0,153,1,70,153,5 20385 DATA 189,37,6,168,189,50,6,
,70,169,6,153,2,70 201,2,208,5,169,128,7 6,26,140,169
20295 DATA 153,4,70,169,255,153,3 ,64,153,0,67,153,2,67
,70,76,37,135,169,150,141,195,2,1 20390 DATA 169,192,153,1,67,76,5,
89,19,6,168,169,0,153,255 139,173,8,208,74,74,74,201,0,240,
20300 DATA 70,153,4,71,169,8,153, 28,162,3,169,0,157,28
0,71,169,28,153,1,71,169,119,153, 20395 DATA 6,142,57,6,189,19,6,16
2,71,169,62,153,3,71 8,169,1,157,58,6,173,8,208,56,233

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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22
Space Station Z64 cont'd
Assembler Listing cont'd

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23
Space Station Z64 cont'd
Assembler Listing cont'd
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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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28
Space Station Z64 cont'd

Assembler Listing cont'd


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CO CO CO CO
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CM
CM CMCM CM CM CM CM

29
Space Station Z64 cont'd
Assembler Listing cont'd
•O
w
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2C PS
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PC PS p(S

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5»- >- o
sb «< as -< M
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PC PS K k • 4
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> OO oo o o o o oo oo oOoo oooo [


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+ + + + + + + + m + + + + + + + + -> + + + + CJ
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04 X X 04 X 04 04 »J CM 04 4 J J l-» <M 04

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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) ;

owning a disk drive. "; NEXT A


:

The Cassette Handler


The Cassette Handler is sim- You will have noticed that
ilar to the disk manager in that the first three bytes printed on
files can be written to or read the screen are different from the
from the cassette. Programs can first three bytes that were
be loaded by using BASIC or using printed from the buffer. Then, if
an autoload command and the buf- you will look at the fourth byte,
fer can be opened for get and put you'll notice both numbers are
commands. One thing you must re- the same. Memory location 1021 is
member, there are still a few big where the cassette buffer begins.
differences between a disk drive The buffer is 131 bytes long. The
and a cassette. One is:the price. first two bytes(85) are fixed and
The second is: when a program is are used by the computer to meas-
saved to cassette it is saved in ure the speed of the cassette.
one continuous stream. You cannot The third byte is the control
specify tracks as you can point byte, meaning if this byte is 252,
to sectors and bytes on a disk. the record is full-128 bytes. A
The cassette can only read what 250 in this position indicates
is passing under the cassette a partially full record and a 254
head, meaning that you cannot is an end of file record.
point to only one section of tape The first bytes after the
can read in one sector speed and control bytes for the
as you
from a disk. first record consist of the table
Write a short program (it entries. This includes the varia-
doesn't matter how long) and then ble table, the value table, etc.
save it to your cassette record- The values are adjusted by the a-
er. After you have the program mount of memory in your computer.
saved, rewind the tape and enter This is why a program that re-
these commands in the direct mode quires more storage memory than
(meaning you don f
t need a line your machine has, will produce an
number) error message immediately, when
you try loading it, rather than
OPEN #7,4,0, n C:":FOR A=l TO 128 half way through the load.
: GET #7,B:? B ";
" NEXT A:CLOSE
; : The last byte that the com-
#7 puter reads from the cassette is
a checksum. When the program was
The cassette is now open for saved to a cassette, every byte
us to read from it. Now press the that was sent to it in the 128
play button on the recorder and byte record was added to the pre-
return on the keyboard. You will vious bytes. The two markers are
then hear one tone. Press the re- also included in the addition.
turn key again. After you hear a After the two markers, the con-
record of data being read in, you trol byte, and the record were
will see numbers being printed sent to the cassette, the sum of
onto the screen. These numbers the bytes were also sent. When
I
are the ones for which the pro- the records are read in, the bytes
gram was saved to the cassette. are added together again. If the
The computer is printing it from sum of the bytes match the check-
the cassette buffer in the same sum byte that is read in, then
way it was printed from the disk the record is assumed to be cor-

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

the list command. There are two


different modes that the computer Copy Atari 400/800 Cartridges to Disk
can use when sending records and run them from a Menu
to
the cassette. One is called the
normal IRG( In ter-Record Gap), and ATARI CARTRIDGE-TO-DISK
the other is the short IRG. The COPY SYSTEM $69.95
computer uses the short IRG for Supercart lets you copy A/cartridge for the Atari 400/800 to diskette,
CSAVE and CLOAD commands. The and thereafter run it from your disk drive. Enjoy the convenience of selec-
ting your favorite games from a "menu screen" rather than swapping car-
computer reads in the record, tridges in and out of your computer. Each cartridge copied by Supercart
functions exactly like the original.
checks the checksum, places it in Supercart includes:
. .self-booting, etc.

COPY ROUTINE - Dumps the contents of the cartridge to a diskette


RAM, and goes back for another (up to 9 cartridges will fit on one disk.)
record. The recorder MENU ROUTINE - Auto loading menu prompts user for a ONE key-
is running stroke selection of any cartridge on the disk.
the entire time. The computer CARTRIDGE - "Tricks" the computer into thinking that the original
"protected" cartridge has been inserted.
must do its work so that it won't To date there have been no problems duplicating and running all of the
protected cartridges that we know of. However, FRONTRUNNER cannot
miss the next record. guarantee the operation of all future cartridges.
Supercart is user-friendly and simple to use. PIRATES TAKE NOTE:
When the computer uses the SUPERCART is not intended for illegal copying and/or distribution of
copyrighted software.
normal IRG for saving records to
. .Sorry!!!
SYSTEM REQUIREMENTS:
the tape, the recorder stops af- Atari 400 or 800 Computer / 48K Memory / One Disk Drive
Available at your computer store or direct from FRONTRUNNER.
ter every record is read into the DEALER INQUIRIES ENCOURAGED.
TOLL FREE ORDER LINE: (24 Hrs.) 1-300-648-4780/ In Nevada or for
computer. The information can be questions Call: (702) 786-4600
Personal checks allow 2-3 weeks to clear. M/C and VISA accepted.
processed; then the next record Include $3.50 ($7.50 Foreign orders) for shipping.
FRONTRUNNER COMPUTER INDUSTRIES
can be read in. The baud rate for 316 California Ave., Suite #712, Reno, Nevada 89509 - (702) 786-4600
saving and reading the data is Others Make Claims. ..SUPERCART makes copies!!!
ATARI is a trademark of Warner Communications, Inc.
the same for both modes. It is

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 HOME COMPUTER


PROGRAMS LET YOU PLAY
AS HARD AS YOU WORK.
Thanks to the ever-growing selection of
ATARI software programs, owners
of ATARI Home Computers can
make sure they play as hard as
they work.
Choose from nearly 40 different
inexpensive, yet invaluable, ATARI
programs including sophisticated
business-related programs, languages,
and the very latest in entertaining and
challenging computer games.
Plus, there's no limit to what the future
holds. Because the best minds at ATARI
are working night and day on new soft-
ware programs, all of which can be utilized
with your \ ATARf 600XU** Home
Computer.
to your ATARI program
So add
today Because no home
library
computer should be
all work and no play
0 1982 ATARI, INC AB ngto-. KKtvcd
Siock analyse ava&blr imJy <iw <|w
ATARf 800* H>™« Computrr

ATARI
A Warner Communications Company

Available now at:

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

,B,C,D:SC=SC+PO 1150 IF Q>3 THEN GOTO 1170


835 REM DETERMINE LEVEL 1160 GOTO 1110
840 IF PEEK(53260)>1 THEN NUM=NUM 1170 Q=0
+1 1180 X=USR(1538) :X=USR(16 38) :POKE
850 IF NUM=10 THEN LEV=2:IF NUM=2 712 ,40
0 THEN LEV=3:IF NUM=30 THEN LEV=4 1190 K=INT(RND(0)*100)+50 IF K<90
:

:IF NUM=40 THEN LEV=5 IF NUM=50 T


: THEN K=90
HEN LEV=6 1200 L=INT(RND(0)*140)+50:IF L<12
860 IF NUM=60 THEN LEV=7 0 THEN L=120
870 ? f *':? "SC0RE:";SC 1210 0=INT(RND(0)*140)+50:IF 0<12
880 POKE 85,1 0 THEN 0=120
890 IF ST=11 OR ST=10 OR ST=9 THE 1220 RETURN
N M=M-8:POKE 53248, 1230 REM GAME OVER
900 IF ST=7 OR ST=6 OR ST=5 THEN 1240 REM ENDING SONG
M=M+8:P0KE 53248, 1250 GOSUB 1410
910 IF M<=85 THEN M=190 1260 READ A
920 IF M>=191 THEN M=86 1270 IF A=31 THEN END
930 X=USR(1538) 1280 SOUND 0,A,10,10:SOUND 1,243,
940 X=USR(1638) 10,6:FOR W=l TO 400 STEP 20:NEXT
950 POKE 53278,0 W
960 SOUND 1,0,0,0 1290 GOTO 1490
970 SOUND 0,0,0,0 1300 END
980 GOTO 720 1310 DATA 121,121,121,102,108,108
990 FOR R = l TO 8 0 READ S:P0KE 153
: ,121,121,128,121,162
8+R-l,S:NEXT R 1320 DATA 60,60,60,50,53,53,60,60
1000 DATA 104,173,82,6,24,105,1,1 ,64,81
41,82,6,172,82,6,169,0,153,120,58 1330 DATA 121,121,121,102,108,108
,153,121,58,153,122,58 ,121,121,128,121,162
1010 DATA 153,123,58,153,124,58,1 1340 DATA 60,60,60,50,53,53,60,60
53,125,58,153,126,58,153,127,58,1 ,64,81
69,4,153,128,58,169,4,153,129 1350 DATA 121,121,121,102,108,108
1020 DATA 58,169,4,153,130,58,169 ,121,121,128,121,162
,4,153,131,58,169,14,153,132,58,1 1360 DATA 60,60,60,50,53,53,60,60
69,31,153,133,58,169,14,153 ,64,81
1030 DATA 134,58,169,4,153,135,58 1370 DATA 121,121,121,102,108,108
,96 ,121,121,128,121,162
1040 FOR H = l TO 8 0 READ K:POKE 16
: 1380 DATA 60,60,60,50,53,53,60,60
3 8+H- 1 ,K NEXT H
: ,64,81
1050 DATA 104,173,1,6,24,105,1,14 1390 DATA 121,121,121,102,108,108
1,1,6,172,1,6,169,0,153,248,58,15 ,121,121,128,121,162
3,249,58,153,250,58 1400 DATA 60,60,60,50,53,53,60,60
1060 DATA 153,251,58,153,252,58,1 ,64,81,29,29,29,31
53,253,58,153,2 54,58,153,255,58,1 1410 PLOT 12,5:DRAWTO 9,5:DRAWT0
69,4,153,0,59,169,4,153,1 9,10:DRAWTO 12,10:DRAWTO 12,8:DRA
1070 DATA 59,169,4,153,2,59,169,4 WTO 11,8
,153,3,59,169,14,153,4,59,169,31, 1420 PLOT 17,10:DRAWTO 17,5:DRAWT
153,5,59,169,14,153 0 14,5:DRAWTO 14,10:PLOT 16,7:DRA
1080 DATA 6,59,169,4,153,7,59,96 WTO 15,7
1090 GOTO 720 1430 PLOT 23,10:DRAWTO 23,5:DRAWT
1100 REM COLLISION SUBROUTINE 0 21,7:DRAWTO 19,5:DRAWTO 19,10
1110 POKE 712 ,PEEK(53770) 1440 PLOT 28,10:DRAWTO 25,10:DRAW
1120 Q=Q+1 TO 25,5:DRAWTO 28,5:PLOT 26,7:DRA
1130 FOR X=10 TO 20:SOUND 0,X,6,1 WTO 28,7
0:SOUND 1 ,X,8 ,8:SOUND 2,X,10,12:N 1450 PLOT 9,13:DRAWTO 9,18:DRAWTO
EXT X 12,18:DRAWTO 12,13:DRAWTO 9,13
1140 SOUND 1,0,0,0:SOUND 2,0,0,0 1460 PLOT 14,13:DRAWTO 16,18:DRAW

35
Water From Heaven cont'd

80 SOUND 0,A,10,10:SOUND 1,243,10 460 REM SET UP PLAYER/MISSILE ARE


,6:S0UND 2 204 10 6 SOUND 3,173,1
, , , : A
0,6 470 POKE 53256,1
90 FOR Z=l TO 90:NEXT Z 480 POKE 623,1
100 GOTO 60 490 I=PEEK(106)-8
110 DATA 96,81,60,81,96,81,121,31 500 POKE 53277, 3:POKE 54279,1
120 GRAPHICS 2+16 510 PMBAS=I*256
130 POSITION 2,2 520 POKE 704,72:POKE 705,150:POKE
140 ? #6;"WATER from " 706,100:POKE 707,22
150 POSITION 2,4:? #6;"BY Peter E 530 POKE 559,46
llison" 540 REM RAIN DROPS
160 POSITION 0,6:? #6;"(c)ROM 550 X1=160:Y1=20
Magazine 1984" 560 POKE 53249, XI
170 GOSUB 60 570 X2=100:Y2=20
180 C=PEEK(53279) 580 POKE 53250, X2
190 SOUND 0,0,0,0:SOUND 1,0,0,0:S 590 X3=145:Y3=150
OUND 2,0,0,0:SOUND 3,0,0,0 600 POKE 53251, X3
200 IF C=6 THEN GOTO 240 610 M=100:Y=92
210 LIV=1:SCORE=0:LEV=1:SC=0 620 REM DROP STRAINER
220 POSITION 0,8:? #6;"PRESS 630 POKE 53248,
START TO BEGIN" 640 FOR L=PMBAS+512 TO PMBAS+640:
230 GOTO 180 POKE L+X 0 NEXT L
, :

240 ? #6;"^" 650 FOR L=l TO 8


250 P=PEEK(53279) 660 READ G
260 IF P=5 THEN LIV=LIV+1:IF LIV> 670 POKE PMBAS+512+Y+L,G
=10 THEN LIV=1 680 NEXT L
270 IF P=3 THEN LEV=LEV+1 IF LEV> : 690 DATA 255,255,126,126,60,60,60
7 THEN LEV=1 ,126
274 IF LEV=2 THEN NUM=10:IF LEV=3 700 GOTO 990
THEN NUM=20:IF LEV = 4 THEN NUM=30: 710 REM CLEAR COLLISIONS
IF LEV=5 THEN NUM=40:IF LEV=6 THE 720 POKE 53278,0
N NUM=50 730 REM MAIN GAME LOOP
276 IF LEV=7 THEN NUM=60 740 ST=STICK(0)
280 IF STRIG(0)=0 THEN GOTO 350 744 REM POINTS PER LEVEL
290 POSITION 2,4:? #6 " 1 i ve s " LI
; :
; 745 IF LEV=1 THEN PO=l
v 746 IF LEV=2 THEN PO=2
300 POSITION 2,6:? #6;"";LEV 747 IF LEV=3 THEN PO=3
310 POSITION 0,8:? #6;"press sele 748 IF LEV=4 THEN PO=4
ct for lives" 749 IF LEV=5 THEN PO=5
320 POSITION 0,9:? #6;"PRESS OPTI 750 IF LEV=6 THEN PO=6
ON FOR LEVEL" 751 IF LEV=7 THEN PO=7
330 POSITION 0,10:? #6;"T0 BEGIN 755 X=USR(1538) :X=USR(1638)
PRESS BUTTON" 760 REM COLLISIONS :POKE 53278,0
340 GOTO 250 770 IF PEEK(53260)<1 AND PEEK(532
350 POKE 752,1 53) >1 THEN GOSUB 1110:POKE 53249,
360 SCORE=0 K:X=USR(1538) :LIV=LIV-1
370 A=1:B=5:C=12:D=11 780 IF PEEK(53260)<1 AND PEEK(532
380 REM START GAME 54) >1 THEN GOSUB 1110:POKE 53250,
390 GRAPHICS 3 L:X=USR(15 38) :LIV=LIV-1
400 COLOR 2 790 IF PEEK(53260)<1 AND PEEK(532
410 SETCOLOR 2,16,1 55) >1 THEN GOSUB 1110:POKE 53251,
420 ? "************************** 0:X=USR(1638) :LIV=LIV-1
***********" 800 IF LIV=0 THEN GOTO 1230
"
430 ? 810 POKE 752,1
II
820 POKE 1544,LEV+l:POKE 1644, LEV
450 POKE 712,40:POKE 708,35 830 IF PEEK( 53260) >1 THEN SOUND A

36
Water From Heaven cont'd

TO 18,13 00070 PLA


1470 PLOT 23,18:DRAWTO 20,18:DRAW 00080 LDA VPOS
TO 20,13:DRAWTO 23,13:PLOT 21,15: 00090 CLC
DRAWTO 23,15 00100 ADC #1
1480 PLOT 26,15:DRAWTO 28,15:DRAW 00110 STA VPOS
TO 28,13:DRAWTO 25,13:DRAWTO 25,1 00120 LDY VPOS
8:PL0T 29,18:DRAWTO 26,16 00130 LDA #0
1490 POKE 712 ,PEEK(53770) :GOSUB 1 00150 STA PMBASE+$278 ,Y
260 00160 STA PMBASE+$279 ,

00170 STA PMB ASE+$ 2 7 A


,

These lines below are to 00180 STA PMBASE+$27B ,Y


be type in instead, if your ma- 00190 STA PMBASE+$27C ,

chine has 48K: 00200 STA PMBASE+$27D,Y


00210 STA PMBASE+$27E,Y
8 0 READ S:P0KE 153
990 FOR R = l TO : 00220 STA PMBASE+$27F ,Y
8+R-l,S:NEXT R 00225 *LOAD IN PLAYER DATA*
1000 DATA 104,173,1,6,24,105,0,14 00230 LDA #4
1,1,6,172,1,6,169,0,153,120,155,1 00240 STA PMBASE+$280 ,Y
53,121,155,153,122,155 00270 LDA #4
1010 DATA 153,123,155,153,124,155 00280 STA PMBASE+$281 ,Y
,153 125 155 153 126, 155 153, 127
, , , , , ,
00290 LDA #4
155,169,4,153,12 8,155,169,4,153,1 00300 STA PMBASE+$282 ,

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

00005 *ASSEMBLER SUBROUTINE FOR*


00006 *MOVING RAINDROPS DOWN THE*
00007 *S CREEN*
00010 .LI OFF
00020 .OR $84D0
00030 .TA $2600
00035 *TARGET ADDRESS *
00040 .TF "D:DR0P.PL1"
00045 *VPOS IS $601 OR $652*
00046 *DEPENDING ON WHICH PLAYER*
00050 VPOS .EQ $601
00055 *PLAYER MISSILE BASE ADDRESS
00060 PMBASE EQ $3800
.

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

carries out so well. RED

Two small but important BOO BOO's crept into the


i l y I

short program on page 7 of the last issue. Lines 510 8!


I

I i t
l

i A »
i

I > t 0 !

and 530 should be as follows:-


81 I i I i v I I

I i > t iAi i
0 !

510 DATA 0,224,252,252,255,254,248,240


8; t y i i

SEE i »
i

l
i

t
i

l A I > 0 ! SEE
530 DATA 240,248,252,254,255,252,224,0
I 1

LINE 42! ! !X! IX! IX > > 0 LINE


This should make 'an old friend' more recognizable.
I I

640 421 ! IXI IX! !X > ) 0 1 650


The name of the publication was omitted from one of

the Font programs listed near the top of Page 8. The 170! X ! IX! IX! !X X > 1 128

series on COMPUTER ANIMATION is in The Atari


I

Connection, starting in the Spr ing '83 edition, and 12 X!X


I

I I 0

continuing. Some computer stores have a counter copy


I 1

of this magazine for you to look at, or you may want III I » » J A> A » I i 0

to subscribe at 110/year for thi s useful publication, \

aimed at the new Atari owner, Another address for 14 3 18 4 2 116 3 18 4 2 1

youj- Subscriptions, c/o ATARI CONNECTION, P.O. Box 2 4 2 6 2 4 2 6

50047, San Jose, California, U.S. A. 95150. 8 8

\ modi f ied /\ modified /

Now that's over, lets get on with character "letter v" letter 'p'

graphics. I am going to describe how to layout shapes


using the modified character set to form larger The short trunk in the bottom two rows use two

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

Atari. Mode (SETC0L0R 2,0,10 in line 100). The holly leaves


In the Christmas greeting program in Issue 4, the and berries took the most time to set up and they used

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

60IN6 TO TOWN PROJECT


- wallet again for the amount we now have and also our

new bank balance. Hit


9
V for time, it's almost two

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.

you see the shopping list displayed. There are

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-

appointment at 2:P.M. Lets see how much money we have.

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.

off the freeway exit and wait at the traffic signal.


program We will keep these points in mind as we develop the
While we are waiting, the town portion of the
use the various modules in this tutorial/game. An added
loads. The map of the town is displayed, again
We can now interest will be the different techniques that we will
joystick to control the two way scrolling.
check all the locations that we have to go to. First, need to find out and use as the situations come up. At

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.

saw when we checked how much money we had. We key in

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

10 RAMTQP=106:CHBAS=756:CH0RG=57344 150 P0S. 19,06, • an i a e


* / A Pkftf* 4 n A "I
20 GRAPHICS 0:P0KE 752,l:SE. 1,0,0: 160 P0S. 19,07 *
"aaaa t*

SE. 2,0, 10:REM See next paragraph I/O P0S. 19, 0B: 7 "aaaa e"

30 RAMNEW=PEEK (RAMT0P) -B 180 P0S. 19,09, "aaaa e"

40 START=RAMNEW*256 190 P0S. 19,10: "aaaa e"

45 IF PEEK<START+1022)=16 THEN 80:REM 200 P0S. 19,11, ;? "aaaa e"


M
Check to see if we have already moved 210 P0S. 19,12: ,7 e"
220 P0S. »? II

it down. Why wait each time we run it 19,13 e"


II

50 FOR CH=0 TO 1023 230 P0S. 19,14: :? e"


N
60 POKE START*CH,PEEK(CH0RS+CH) 240 P0S. 19,15 » a"
II

70 NEXT CH 250 P0S. 19,16: ;7 a"


II

80 POKE CHBAS,RAMNEW 260 P0S. 19,17, a"


n
270 P0S. 19,18: » a"
it

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"

'Greeting' program, but we don't need the rest of the


listing. If you 'saved' this program, 'load' it again To sake things clearer, the 'a's are converted to 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

contacts are wired out on your keyboard. The January , 255


'84 issue of A.N.A.L.O.G (page 103) has a complete 620 DATA 171,171,171,171,175,175,191

table of the ATASCII, internal, and keycode numbers ,255

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

not necessary to go to the lower case (CAPS L0WR) to ,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

1 OPEN #1,4,0, "K:" ,255

2 C0DE=PEEK(764):IF CQDE=255 THEN 2 660 DATA 153,153,153,153,159,159,159


"
3 GET #i,R:F0R W=l TO 250:NEXT Wl? ,255

THE CODE FOR ";CHR$(R)


?
" IS " ; CODE These four lines form the amber light. The

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

I seem to get sidetracked, so lets go back to the be light blue).

main program. All those GGSUB's in lines 300 and 310


go to the subroutines that print over lights to switch Now you have typed in this program, rewind your

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

statements). jotted down this number, type 'NEW' and RETURN to

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

the curve in the arm to the pole. approximately 2340 bytes.

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.

210 FOR X=15 TO 20:P0S. 28,X:? BASE$


28J:? P0LE$:
TO
: NEXT X:RE(1 Assemble the base

We don't need lines


program but we will deal with that later. Lines
220 to 290 in the original
300 to
ROM
330,380,430, and
programs, so why retype them.

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

game is designed to promote many the battle must unfold exactly


alternative strategies one may how you want it to. Although eas-
find that it is a little complex ier levels can be played without
at first. During my first game I much thought, the Romans must use
quickly became lost in the many their environment and legionnares
symbols that are used. In addi- to their maximum effiecency in
tion, the instruction pamphlet, order to survive. The best method
although useful as an outline, of being successfull in this game
not clearly explain the mechanics can be outlined in three words:
of the game. Fortunately, Chan- preparation, deployment and exe-
cellor of Exchequer comes with an cution.
additional program called "Help". Preparation consists of de-
This assistance program does a ciding where you want the battle
fair job of instructing the play- to occur and moving the legions
er how to play the game. The var- to this location without fighting
ious screens and symbols are ex- the enemy. One cavalry legion
plained here. should move to the far side of
Being an economic game, not the barbarian army in order to
'shoot'em up arcade game,
1
there draw it away from the rest of the
are no dramatic graphic displays. troops. While this is happening
However, the region statistic the main body of legionnares
displays are made with some de- should move to a predetermined
gree of creativity. Using modi- defensive position. The defensive
fied character sets, the symbols position should be one in which
graphically depict the informa- the legionnares would be fighting
tion that is being presented. The downhill. The effect of this would
overall display is fairly under- be two-fold. One, while fighting
standable, certainly for one who downhill the legionnares 1
fight-
has gone through the Help Pro- ing ability will be enhanced Two .

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

opposition towards this location to the tota 1 number of barbarians


from the east. in the f iel d is quite small. What
The legions must be deployed the Romans need to do is defeat
so that the defensive effect can the barbari ans who are fighting,
be maximized. Legions fight best rendering the others who are
when attacked from only one side. resting hel pless. When the bar-
As a result, a tight box-like for- barians bee ome weakened as a re-
mation is always most effective suit of fat igue,the Romans should
when fighting the more difficult coun ter-a t ack. The entire line
tribes. The barbarian cavalry will of legions should advance, over-
attempt to pry between the le- whelming th e weakened opposition,
gions, thus destroying the box. If timed co rrectly, this strategy
Once this happens it usually should enab le the Romans to eli-
means the Romans' inevitable de- minate seve ral barbarian forma-
feat. By grouping the legions in- tions in on e strike.
a rectangular box, there is a two-
fold effect. One, the legions, ex-
cept for the corners, can be at-
tacked from only one side. Two,
the barbarians, would not be able
to pry between the center legions
because they are grouped tightly
together.
The only legions that could
be moved are the ones on the end
of the line. Because of this the
end units need to be the strong-
est. Casear Men or Cicero legions
would work well in this location.
The end unit's flank should be
protected by one of the two Roman
cavalry legions. Acting like a fiTTI ITIOIM ATARI OUihJER-
fire brigade, the cavalry would DYNASTY ENGINEERING PRESENTS
push back any opposition unit ***
THE CARTRIDGE EMULATOR™
4

that moves to the flank of the * ATARI cartridge BACKUP and DEVELOPMENT lyitm
* Backup CARTRIDGES to DISK or CASSETTE

legions . After performing its * simulate and execute any ATARI*


cartridg. from DISK or CASSETTE
4,8 or 16K )
<

» indispensible for d.v.l opmant and tasting of

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

legions fight better while on de- 3.


- PROGRAM COMES ON BOOT CASSETTE- 100X MACHINE LANGUAGE
AUTORUN MENU
- ALLOWS YOU TO SELECT AND RUN THE CARTRIDGE FILE OF YOUR CHOICE FROM DISK

fence, in the early stages of the «


*** utilities packaga includad at no extra coat

SPECIAL INTRODUCTORY OFFER »


battle all Roman infantry should * Gat tha CARTRIDGE EMULATOR including UTILITIES PACKAGE for only .49.99 US

only defend. The Roman commander *


»
And for ordara of three or more CARTRIDGE EMULATORS pay onl y *44.99 UB
Optional extender board ellmlnatea inaertlon glltchea and
reliable cartridge reada
should allow the aggressive bar-
barians to tire while he is pre-
paring for a counter-attack. Be-
* Optional extender board, only .13. UB with any order
* offer good until FEBRUARY 28, 19B4 - order youra today
* Compare the feature, and the price with the competition

BEND MONEY ORDER OR BANK CHEQUES TOi DYNASTY ENGINEERING


all order, add .3 .hipping
specify DISK or CASSETTE
(BC resident, add 7X PST)
PO BOX 6772B
STATION
VANCOUVER, BC, CANADA
A
ATARI

cause of fatigue, the number of (Add 202 for Canadian Funds)


* ATARI is a Trademark of ATARI Inc.
V5W 3V2

barbarians fighting in relation


WHY BUY AN ATARI?
By PETER ELLISON
In the past few issues I Users' Group Support Program or
have written mostly about the call 800-672-1404 and ask for
technical use of the ATARI com- their "Users' Group Starter Pack-
_ _ _
it
puter, in this issue I'm going to age .

talk about what type of support


it has apart from just the com- ATARI Inc,

puter itself. This support is like Computer Users' Support Program


having a toll free number in CAN- 60 East Plumeria
ADA (112-800-268-1784) and the San Jose,Ca 94134
United States (1-800-268-1404) to
talk direct with ATARI to find Earl Rice, of ATARI Users'
out information on user groups, Group Support said there are cur-
new products, or anything to do rently over 25,000 active User
with the ATARI. The people are Group members wor ldwide-and more
friendly to talk to and it does- joining everyday. For a very ex-
n't cost a penny to speak with cellent book with much of the
them. These phone numbers are Free Software available for your
just the tip of the iceberg when ATARI get the book called, "Free
it comes to the ATARI computer Software For Your ATARI" from En-
support. rich. This book also gives a list-
Another type of support that ing of over 250 user groups
is springing up all over the worldwide.
world is a thing called an "ATARI Besides getting free public
Computer Users' Group". An ATARI domain software in your Users'
Computer Users' Group is an orga- Group, it is possible to get soft-
nization of people who own ATARI ware over the phone by the use of
computers. Their main purpose is a modem. A "MODEM" is the abbre-
to share information about ATARI viated combination of the two
computer related programs and to words: MOdulator and DEModulator.
help each other expand the use- (Modulator=Transmi tter and Demo-
fulness and enjoyment of their dulator =Rec e iver ). A MODEM is used
computing experience. to connect your computer to a
There are many reasons why telephone line. It enables your
you would like to become involved computer to communicate with oth-
in a Users' Group. Would you like er computers. A diverse network
to make your free public domain of services and recreations is
software grow or find a commer- as close to you and your ATARI
cial software just right for your computer as your telephone. Hun-
application? Or would you like to dreds of information services and
know what peripherals will work electronic bulletin boards (BBS)
best with your ATARI computer, or are standing by at this moment
do you need help in hooking up waiting for you. For a very large
the new hardware you've just pur- list of different bulletin boards
s
chased? A User group should be a- on which you can use your MODEM,
ble to answer all of these ques- get the book which I mentioned in
tions and more. Even if there is- the last paragraph, "Free Soft-
n't a User Group near you it is ware For Your ATARI".
possible of starting your own. Another very useful way of
All you need is five or more peo- getting information about your
ple who want to share information computer is through the use of
about their ATARI computers and magazines .These programs are free
two or more people who are will- for the typing in. There are
to get things started. three publications that I know
In the planning stages of of. They are:
your User Group it is a good idea
to write the people at the ATARI Continued on page 68

46
At Lasthi Simulator!'.! A Real Fught
— From The Creators of HELLCAT ACE!
A real flight simulator allows you the pilot to accomplish Takeoffs,
Landings, Cross-Country Navigation, and Emergency Procedure practice
under Clear (VFR), Cloudy (IFR), and Cross-Wind conditions. SOLO
FLIGHT is such an advanced simulation that uses realistic three
dimensional terrain graphics, actual configuration instrument panel,
multiple air navigation maps, and accurate aircraft performance
characteristics to provide the challenge, thrill, excitement, and joy of the
flight experience!!!

Extensive flight
• Takeoffs and Land-

manual including ings under all

Basic Flying, weather conditions.


Instrument Flying,
Maps, and Charts. • Cross-Country
Navigation via
Three geographical Landmarks, VOR
air navigation areas Stations and Dead
each with multiple Reckoning.
airports and
multiple runways. • Emergency Pro-
cedure Practice.
Dual Radio
Navigation (VOR) • Air Mail delivery

and Instrument game to test your


Landing System flying skills.

(ILS).
• Landing ratings for

On-screen flight smoothness and


path review between speed.
flights.
• For all Atari
Multiple Landing computers,
Approach Charts Commodore 64,

and Design-your- Disk and Cassette


own approach . . . $34.95.
feature.

ULU f* *i» M

...... >...v-.*w~

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WiWtt Ma8 cEiut'iaaaa
• • £ tjr « 3 r» ty * * • - *

Look /or MicroProse s too neu; exciring rea/ rime combat simulations— M7G ALLEY ACE & NATO COMMANDER
Write or ca// /or our Free Catalog.
If you cannot find our games at your local store, you can order by MasterCard or VISA, Money Order,
COD or Check. Add $2.50 for Postage and Handling. Maryland Residents add 5% Sales Tax.

10616 Beaver Dam Road, Hunt Valley, MD 21030


MicroProse Software (301) 667-1151
ATARI and Commodore 64
DEALER INQUIRIES INVITED. ATARI, Inc.
are the registered trademarks of
and Commodore Business Machines
BOOKS ByON
PETER
THE SHELF
ELLISON
In this issue I'm going to uable books that I have picked up
to review three different books. for my ATARI. This book retails
They are "Free Software For Your for $8.95 and can be bought di-
ATARI" (See Why Buy An AtARI?), rect from:
"6502 Assembly Language subrou- ENRICH/OHAUS
tines", and "Beyond Games Sys terns
: 2325 Paragon Drive
Software for Your 6502 Personal San Jose,CA 95131
Computer"
FREE SOFTWARE FOR YOUR ATARI 6502 ASSEMBLY LANGUAGE
SUBROUTINES
The first book, "Free Soft-
ware for your Atari is a book ev- The more familiar that you
ery Atari user should own. This become with the BASIC language,
book deals with many things. From the more you realize how slow the
Free Public Domain Software to a speed is. So to speed things up
list of user groups. you'll need some machine language
If you have just bought a subroutines. This is the book for
MODEM or are planning on buying you. This book identifies the
one, this book gives an overview strengths and weaknesses of the
on the different ones on the mar- 6502 instruction set, and allows
ket. It also shows you how a per- you to make instant use of 6502
son should go about setting one assembly language.
up. It then shows the differences Although this book is not
between an Acoustic MODEM and a written specifically for the A-
Direct - Connect MODEM. It then TARI, all that is said in this
gives you some buying tips for book can be used since the ATARI
when you're ready to buy one. Aft- has a 6502 microprocessor. If you
er giving a list of twenty dif- want to use a specific assembly
ferent MODEMS on the market it language routine, learn assembly
then shows you how to operate it. language quickly, or improve your
It gives you a short program programming skills, 6502 Assembly
called "MINIATRM", which when run Language Subroutines is for you.
can be used to communicate with It provides code for more than 40
ATARI BBS's (Bulletin Board Ser- common 6502 subroutines, includ-
vices) . ing code conversion, array mani-
The next chapter then deals pulation, arithmetic, bit manipu-
with communicating with a BBS lation, string processing, input/
once their on the line. It gives output, and interrupts. It de-
you a list of typical BBS In- scribes general 6502 programming
structions. Example:H-Help. Prints me thods ( inc luding a quick summary
this list or Q-Quick scan. Scans for experience programmers), and
message titles only. Once you have tells, how to add instructions and
all this down pat the next little addressing modes. It even dis-
section gives you a directory of cusses common 6502 assembly lan-
Atari Bulletin Boards. It then guage programming errors.
gives a list of 14 pages of Pub- With over five hundred pages
lic Access Message Systems that this book can help the beginner
give different types of informa- to the advanced improve his or
tion. her programming skills in assem-
Besides just helping you get bly language. This book is avail-
started with a MODEM this book able f rom
has a list of over a hundred User OSBORNE/McGr aw-Hi 1
Groups around the world. It also 630 Bancroft Way
shows you how simple it is for Berkeley Calif ornia 94710
,

you to become a User Group. This


book, I feel, is one the most val- BEYOND GAMES SYSTEMS SOFTWARE
:

48
FOR YOUR 6502 PERSONAL COMPUTER other computers function.
I recommend both these books

This book is also directed on assembly language becaus e they ,

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

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XL Series Computers
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Includes Main Menu program (source included)
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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? !

16K and a joystick. In the game


different math equations move a-
cross the top of your screen, and
with your joystick you position
your number shooter over the an-
swer at the bottom of the screen
and pull back. This will then
pick up the number and display it
on the bottom of your Number
Shooter.
Once you have the correct
answer displayed on your shooter,
position the answer (with joy-
stick), directly under the equa-
tion. Then push the red button
and joystick forward, and the
number will be fired at the equa- 10 REM BY- -TOM- -TUONG- -TRAN
tion. If the answer is correct 15 REM FOR ROM ISSUE 5
you'll hear a big explosion and 20 DIM 0$(1) ,B(3) ,L(14) :B(1) = 20:B
ten points will be added to your (2)=1:B(3)=1:F=128:F0R Q=0 TO 14:
score. If you are incorrect then L(Q)=0:NEXT Q:G0T0 810
part of the equation will break 30 C=0:GRAPHICS 0:X=20: SCREE N=PEE
off and fall on your Number K(88)+256*PEEK(89) P=SCREEN+X+40* :

Shooter and destroy it. This will 21


subtract one life and ten points 40 GRAPHICS 1:P0KE 710,96:SETCOLO
from your score. R 2,0,0:POKE 752,1
The game begins by giving 50 ? "$4 :P0KE 8 5,1
you a few options. They are EQUAT mrnmrn ^MMMS
g o s u b 560
*

(Equations, as many as you wish), 60 ? #6;"score equations":? #6:


LEVEL(Up to 15), LIVES(Up to 15), ? #6 :LEVEL=1 :F0R W=l TO 10:? #6;"
M
START (Begin game). Each option is ;W:NEXT W >
selected or changed by the move- 70 GOSUB 80:GOTO 200
ment of the joystick. Once the 80 FOR Q=l TO 50:NEXT Q:B(1)=B(1)
flashing arrow is beside the op- -1-.P0SITI0N 9,2:? #6;" ":P0S
tion you want, press the red but- ITION 9,2:? #6;B(1):IF B(1)<=0 TH
ton. This will then allow you to EN 810
change the option by pushing the 90 1=1 A=INT(RND(0)*6) B=INT ( RND
: :

joystick up(for higher) or down 0)*5) :RN=INT(RND(0)*2) IF RN=0 TH :

(for lower). The higher the level EN D=A+B 0$ = n + RETURN


:
fl
:

that you choose, the faster the 100 IF B> A THEN TE=A A=B B=A : :

equations cross the screen. This 110 D=A-B:0$="-":RETURN


makes it very difficult, because 120 FOR P0=SD TO SD+27 STEP 5:V0L
the child has to first think of = 14-P0/20:SOUND 0 P0 0 VOL SOUND , , , :

the correct answer and then pick 1 ,P0 8 VOL: SOUND 2 ,P0+15 2 V0L:NE
, , , ,

the number up with the joystick. XT P0


This game was written en- 130 SD=SD+20:RETURN
tirely in BASIC without any as- 150 POSITION 1 ,13-LEVEL:S0UND 1,7
sembler subroutines whatsoever. 0-I-B(2)*2,8,B(2)/15*2+0.5

50
Missile Math cont'd

160 POKE 85,1:? #6;" ";:I=I+1 510 FOR Q=X1 TO Xl + 10 X1=X1+10 SO : :

170 POKE 85,1:? #6 A 0$ B " "


>
; ; ;
;
UND 0,Q,10,8:NEXT Q:X1=0
180 IF I>=13 THEN POKE 85,1-1:? # 520 POKE H+20*W,0:NEXT W:G0SUB 80
M
6;" :SCORE=SCORE-( 11 -LEVEL)
;
0
SOUND 1 ,0,0 ,0:GOSUB 80:GOTO 470 530 POKE P,0:POKE P-40,0:POKE 85,
190 RETURN 1-1:? #6;" ":C=0
200 GOSUB 150 540 FOR W = l TO 10-.POKE P+W,128:PO
210 FOR Q=l TO 15-B(2) :G0SUB 310: KE P-W,128:GOSUB 120:POKE P+W,0:P
NEXT Q OKE P-W,0:NEXT W:G0SUB 600
220 GOTO 200 550 ? "t ":? 'ISSfflri :F0R Q=l TO B(3)
230 IF T=ll THEN X=X-1:G0T0 260 :?
M
NEXT Q:? " f n B ( 3 ) =B ( 3 ) - 1
11
; : :

240 IF T=7 THEN X=X+l:GOTO 260 :IF B(3)<=0 THEN 810


250 IF T=13 THEN F=PEEK(P+40) 560 ? " lOTHi " ;:FOR Q=l TO B(3) :

260 IF X<=1 THEN X = X+1 ?


4,1
11
NEXT Q:POKE P,F:POKE P-40,
; :

270 IF X>=38 THEN X=X-1:RETURN 128:P0KE P + 1,128:P0KE P-l, 128:1


280 POKE P+1,0:P0KE P-1,0:POKE P, =1 RETURN
:

0:POKE P-40 0 P = SCREEN+X+40*21


, :
570 FOR W=0 TO 5
290 POKE P-l,128:POKE P,F:P0KE P+ 580 GOSUB 800
l,128:POKE P-40, 128 590 NEXT W
300 RETURN 600 FOR Q=0 TO 3:S0UND Q,0,0,0:NE
310 IF STRIG(0)=0 AND C=0 THEN H= XT Q: SD=0 :RETURN
P-60+(2 0-INT(X/2+0.5)) GOSUB 150: :
610 GRAPHICS 2+16:S=PEEK(88)+PEEK
GOSUB 340 (89)*256+20*5+l ? #6;" ********** :

320 T=STICK( 0 ) IF T<>15 THEN GOSU


:

B 230:RETURN 620 #6;"** ":? #6; n


? missile-
330 FOR Q=l TO 250-B ( 2 )*12 :NEXT Q math":? #6:? #6;" BY: TOM TUONG T
•.RETURN RAN ":? #6:? #6; M MOB" B ( 1 ;

340 SD=20:SOUND 1,0,0,0 630 POKE S+20 ,30 :? #6;" " B ( m^m ;

350 C=C+1:H=H-20:SOUND 0,SD,4,5:S 2):? #6;" WMi


M n
;B(3):? #6; ^?^ :
,, r

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
:

UND 0,0,0,0:RETURN 660 POKE S+C*20,0:IF T=14 AND C>1


380 POKE H,F-128 THEN C=C-1:G0T0 680
390 GOTO 340 670 IF T=13 AND C<4 THEN C=C+1
400 REM 680 POKE S+C*20 30 :FOR Q=l TO 50: ,

410 SOUND 0,0,0,0:GOSUB 480:IF D= NEXT Q:G0T0 640


F-128-16 THEN 430 690 IF C=4 THEN V1=B ( 1 ) V2=B ( 2 ) : :

420 GOSUB 490-.GOTO 200 3=B(3):G0T0 30


430 GOSUB 570 700 FOR Q=S+C*20+1 TO S+C*20+7:PO
440 POKE 85,1-1:? #6;"
M
;:G0S KE Q, PEEK (Q) -128 :NEXT Q FOR Q=l T :

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
:

L=LEVEL+1 730 S1=0:IF T=14 THEN Sl=l


460 IF B(2)<15 AND S C0RE> 1 0 00*B ( 740 IF T=13 AND B(C)>0 THEN Sl=-1
) AND LEVEL>=10 THEN B(2)=B(2)+1: 750 IF C=l AND (B(l)>=16 OR T=14)
LEVEL=1 THEN 780
470 C=0:POSITION 1,2:? #6; M w 760 IF C>1 AND (B(C)<=14 OR Sl=-1
:P0SITI0N 1,2:? #6 SCORE RETURN ; : ) THEN 780
480 FOR W=C TO 1 STEP -l:POKE H+W 770 GOTO 710
*20,0:NEXT W RETURN:
780 B(C)=B(C)+S1 :P0SITI0N 9,5+C:?
n
490 A1=PEEK(H) :F0R W=l TO 200:NEX #6; "-.POSITION 9,5 + C:? #6;B
T W (C):FOR Q=l TO 20:NEXT Q:GOTO 720
500 FOR W=0 TO C-1:P0KE H+20*W,A1 790 FOR Q=S+C*20+1 TO S+C*20+7:P0

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
, :

The MACTODAT program creates 842,12:POSITION 2,2


the DATA statements by PRINTing 3 DIM AN$(10)
them on the screen. What makes 4 ? "print beginning DATA line nu

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 ) ? :? ; :

:?"POKE 842,12:GOTO 160":GOTO 155


95 GOTO 82
120 ? :IF COUNT=6 THEN ?:? "POKE
842,12:GOTO 160":GOTO 155
150 NEXT LINE
155 POSITION PEEK(82) ,0
159 GOTO 180
160 IF A1>=A2 THEN 162
161 COUNT=0 1=0: GRAPHICS 0:GOTO 1:

50
162 IF AN$="N" THEN END

ATARI™ USERSSOFTWARE W24


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THE BOOK
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53
A
ATARI®
ONLY
The "PILL" the most advanced CARTRIDGE

Insist on the original

^
is
BACKUP device available
and
in the WORLD today
now selling in 21 different countries!
is
insist on THE "PILL"!

THE
. . .
A A
ATARI®
ONLY
ATARI*
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Vasty SUPERIOR to any translation programs
available! FOR ATARI
1200XL/600XL/800XL with 64 A
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$119.95
(CANADIAN) "PILL"!
$119.95
(CANADIAN)
$69.95
(CANADIAN)
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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
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• 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
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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
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Transformations!
AA
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METAMORPHOSIS
ONE is really two separate and extre-
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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
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DISTRIBUTOR/DEALER inquiries welcome! TO ORDER ONLY (division of S.C.S.D., Inc.)

Mastercard-Visa-Money (416) 890-0555 Canada Send $159.95 (estimated) plus


Send $54.95 or $74.95 plus $4
(716) 467-9326 U.S.A. $4 shipping and handling
Order or Cashiers Check. shipping and handling
Phone orders: ATTENTION (Ont. residents please add
(Ont. residents please add
All questions concerning The 7% for sales tax) to:
InCanada 416-890-0555 7% for sales tax) to: "IMPOSSIBLE"! outside
In U.S.A. 716-467-9326 COMPUTER SOFTWARE this ad COMPUTER SOFTWARE
TM of Atari Inc. The should be referred to our SERVICES
Atari is a SERVICES
U.S. No. (716) 467-9326 450 Matheson Blvd. E.,
"METAMORPHOSES"! is a 450 Matheson Blvd. E.,
TM of Computer Software Unit 56 TM of Atari Inc. The
Atari is a Unit 56
Services (division of S.C.S.D., "IMPOSSIBLE"! isaTM of Mississauga, Ontario L4Z1R5
Mississauga, Ontario L4Z 1 R5
Inc.) Computer Software Services
THE RAVING REVIEWER
By TIM REEKIE
The Return Of Heracles c le of Zeus ,
your heroes receive
Quality Software instructions per your task. If
6660 Reseda Blvd. you wish, you may t rave 1 to the
Reseda, CA 91335 Oracle of Delphi, deposit a con-
This is not so much the "Re- tribution and receive hints and
turn of Heracles" as it is the clues regarding your task. The
return of Stuart Smith to the more money donated, the better
software scene. After the suc- the clues will be (You pays your
cessful release of "Ali Baba" in moneys, you takes your chances).
1981, Stuart went into seclusion When I say "heroes", I am not im-
with what must have been a li- plying gender, nor even species,
brary full of Greek Mythology and but merely describing a heroic
history. The product of his toils specimen. For examp le Pegasus the
: ,

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

heroes fall into the also-ran istic as possible, because it en-


category with the Great Ajax and courages players to nurture their
Perseus topping the list. heroes along and protect them
Furthermore, what the Adven- mo r e ( un 1 es s of course, your play-
. ,

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
.

in effect, makes Pegasus a great no longer fear for their lives


pack-horse. A warning here, how- when the J.S.D's of this world
ever: the more gold piled on, the are on the prowl. If it is at all
slower any given hero will be a- possible to avoid encounters, I
b 1 e to move suggest doing so, as killing crea-
Even with heroes like Achil- tures brings no rewards except
les, death at any time is possi- when l)it happens to be a task or
ble. Besides the usual deaths at 2)you are a sadist and it makes
the hands of monsters (or anti- you feel good inside. There are,
heroes), there are needles in however, a few beasts that block
chests and the like. Fortunately, your path and must then "pay the
(or unfortunately) there can be debt which cancels all others".
no invincible characters for, a- There is, in Ali Baba, a fea-
long the way, there are "Insta- ture called the Random Monster
Deaths". This is my name for the Generator, which enabled players
unavoidable slayings that include to select the chance of a monster
fates such as quicksand and in- appearing in the room. It was gen-
tervention from the gods. We once erally agreed that this was an
had an adventure when Achilles excellent idea as it made for
(Played by J.S.D.) found a for- better playability, but curiously
getfulness potion and inconvient- was not incorporated into Hera-
ly forgot who he was, thereby cles. Fortunately there are more
wandering aimlessly for the bal- than enough enemies to carve your
ance of the game. The trouble was, way through, without having wand-
because he was being controlled ering monsters to contend with.
by J.S.D. ,no one noticed that What features does this game have
Achilles was a mindless droid un- then?, you ask. Someone must have
til we found J.S.D. listening to sat Stuart down and said:
Guy Lombardo on his stereo and "Stu baby, Ali Baba is an ex-
s inging "should old cellent game but hey, between you
,
acquaintance
be forgot...". We then began to and me, it can be deadly slow at
suspect! times. In a room full of beasts,
Unlike A 1 i - Baba one e a char-
, each one must move and/or fight.
acter dies in Heracles he/she/it I mean, who cares what happens in
can not be reincarnated. This a fight between a bear and a rat
keeps the game on a more realist- if we're ready to leave jump out
ic level, or, at least, as real- the door anyway ? And the messages:
,

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 .

music (I will not call it sound) For example, if the stick is


reflects the Greek background as pushed in the direction which
the music in Ali Baba reflected causes it to register a 7
1 1
SX ,

the Arabian background. Of course will equal 1. Conversely if the


the graphics are basically simil- stick registers an 11 1 1
SX will
ar, although Heracles does have equal -1. In this manner, varia-
animation of a sort. bles SY and SX will have provided
If anything, Heracles is the a program with a more efficient
further adventures of Mr. Stuart means of registering joystick's
Smith into the world of myth and posit ion.
adventure. The following is a program
Welcome back to the software that applies the principles men-
scene, Stuart. I hope it isn't a- tioned to create a simple screen
nother couple of years before painter. The only significant
your next game goes on sale. difference from the example above
is that this program provides for
Ratings diagonal movement.
Return of Heracles
10 REM * JOYSTICK SUBROUTINE *
Playability 9.4 12 X=50 Y=50
:

Challenge 8.9 20 GRAPHICS 8:C0L0R 1:SETC0L0R 2,


Graphics 9.7 16,1:P0KE 752,1
Music(Sound) 9.8 25 ? " Press button to era
Documen ta t ion
. 9 0
. . . . se"
Overall Rating...9.4 30 ST=STICK(0)
40 SY=(ST=13 OR ST=9 OR ST=5)-(ST
=14 OR ST=10 OR ST=6)
50 SX=( ST=7 OR ST=6 OR ST=5)-(ST=
11 OR ST=10 OR ST=9)
60 Y=Y+SY :X=X+SX
70 PLOT X,Y
75 IF STRIG(0)=0 THEN COLOR 0:GOT
0 30
77 COLOR 1
80 GOTO 30

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 *

the speed ranges anywhere from Read 52 82


285-290 RPM Wr i te 57 87
When a drive rotates too S ta tus 83 83
slowly, data is stored so close Put 50 80
together that it becomes diffi- Fo rma t 21 33
cult to read. The drive that Download 22 32
wrote the data, because it is al- Read address 54 84
ready running at a slow speed, may Read spin 81 81
be able to read it, but a faster Motor on 55 85
drive would not. Because the in- Verify sector 56 86
ner tracks on a disk have a smal-
ler circumference the rotation is
, DAUX 1/2 (hex 30A ,30B) (dec
slower, and therefore the data 778,779). This location indicates
here is stored closer together. the disk sector number which will
These inner tracks are represent- be read or written to. This pro-
ed as the higher sector. As a re- gram sets this value to one.
sult, higher sectors are more
susceptible to error on slow disk Basic Listing
drives than lower sectors.
When a drive rotates too 5 DIM YN$(3)
quickly, it may not write to all 10 GRAPHICS 0:SETCOLOR 2,16,1
18 sectors on each rotation, The 20 POSITION 10,8:? "Loading Machi
drive could skip a sector ,result- ne Code"
ing in destruction of the item 30 FOR X = 0 TO 6 2 READ D-.POKE 1536
:

being saved. +X,D:NEXT X


The following program is a u- 40 GRAPHICS 0:SETCOLOR 2,16,1
tility that will determine wheth- 50 POSITION 12,5:? "DRIVE SPEED T
er or not your disk drive is op- EST"
erating at the correct speed. The 60 ? :? :? "Test Which Drive?"
BASIC section of the program only 70 INPUT N
sets up the environment for the 80 POKE 1616,1
machine code that does all the 90 ? :? "The test will take 18 se
work. To determine how the ma - c"
chine code operated refer to the 100 X=USR(1536)
assembler listing and read on. 110 MIN=(PEEK( 1 618 )+2 5 6*PEEK( 1619
The first part of the pro- ) )/3600

gram is self explanatory; lines 120 RPM=INT(85/MIN+0 5) .

15-24 defines the variable used 130 ? ? ,": " ? RPM ? "
; RP
: ; :

in the assembler program and line M":?


10 clears the stack. 140 IF RPM=288 THEN ? "Drive spee

58
Disk Speed Checker cont'd

I d perf ec t" :GOTO 200


is 00250 LDY #0 ; START CLOCK
150 IF RPM<280 THEN ? "Drive spee 00260 STY RTCLOKl
d is too slow":G0T0 200 00270 STY RTCL0K2
160 IF RPM>290 THEN ? "Drive spee 00280 L2 JSR $E453 ;DISK HANDLE
d is too fast":G0T0 200 R ENTRY
180 ? "Drive speed is o.k." 00290 DEC $651
200 ? :? "Would you like a retest 00300 BNE L2
f ?" 00310 LDX RTCL0K2 ; RECORD TIME
I 210 INPUT YN$ 00320 LDA RTCLOKl
240 IF YN$="Y" THEN 40 00330 STA $653 ;ST0RE TIME
500 DATA 104,173,80,6,141,1,3,169 00340 STX $652 ;BASIC PROGRAM
:

,5, 141 5, 3, 169, 82, 14 1,2, 3, 169, 1,1


,
00350 RTS
I 41,10,3,160,0
510 DATA 140,11,3,140,4,3,169,85, Missile Math cont'd
141,81,6,32,83,228,160,0,132,19,1
32,20,32,83,228,206
520 DATA 81,6,208,248,166,20,165, KE Q,PEEK(Q)+128:NEXT Q FOR Q=l T :

19,141,83,6,142,82,6,96 0 100:NEXT Q:G0T0 640


800 SETCOLOR 2 3 3 S ETCOLOR 4,3,3 , , :

Assembler Listing :P0KE 755,4:G0SUB 120:SETCOLOR 2,


0,0:SETCOLOR 4,0,0:POKE 755,2:G0S
00010 .LI OFF UB 120:RETURN
00011 .OR $600 810 GRAPHICS 1+16:IF B(l)<15 THEN
00012 .TA $4000 B( 1) = 16
00014 .TF "DiRPM.OBJ" 820 7 » 6 ; " UM.i w #6;"
wrt.t.M iMrtfln
t 7 . Trt i .

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
: :

FER ADDRESS (LO) 840 IF SC0RE>HI THEN HI=SC0RE:H1=


00018 DBUFHI .EQ $305 ;(HI) HI Cl = l GOSUB 920
: :

00019 DUNIT .EQ $301 ;DISK UNIT


NUMBER 850 #6:? #6
? HI-SCORE" it
:

00020 DCOMND EQ $302


. ;DISK COM #6: POKE 85,(20-Cl)/2:7 #6;HI:7 #
MAND 6:7 #6;" SCORE :"; SCORE 7 #6;" EQ :

00022 RTCLOK1 EQ $13


. ;CLOCK UATIONS :" ;B(1)
00024 RTCLOK2 .EQ $14 ;CLOCK 860 7 #6;" LEVEL " B ( 2 ) 7 #6;" L :
; :

00100 BEGIN PLA CLEAR


;
STACK IVES:";B(3):7 #6:7 #6;" *********
00110 LDA $650 'k-k'k'k'kic'k'kic M
00120 STA DUNIT ;DRIVE NUMBER 870 IF STRIG(0)=0 THEN 610
00130 LDA #5 880 GOSUB 940:POSITION 2,5:? #6;L
00140 STA DBUFHI RESERVE BUFF
;
(1);"+";L(2);"-";L(3);"+";L(4);".
ER AREA ";L(5) ;"+";L(6) " - " L ( 7 ) "+" L ( 8;
;
;
;

00150 LDA #82 ;SET DISK OPE 890 FOR Q=l TO 50:NEXT Q
RATION 900 POSITION 2,5:? #6 " - " L ( 1 ) "+ ;
;
;

00160 STA DCOMND ";L(2) ;"-";L(3) "+" L ( 4 ) " - " L ( 5;


;
;
;

00170 LDA #1 ;SECTOR NO. 1 ;"+";L(6) ;"-";L(7) ;"+":F0R Q=l TO


00180 STA DAUX1 50:NEXT Q
00190 LDY #0 910 GOTO 870
00200 STY DAUX2 920 H1 = H1/10:IF HK1 THEN RETURN
00210 STY DBUFLO 930 C1=C1+1:G0T0 920
00220 LDA #85 ;N0. OF DISK 940 FOR Q=8 TO 1 STEP -1:L(Q)=L(Q
SPINS -1) NEXT Q:L(1)=INT(RND(0)*10) RE
: :

00230 STA $651 TURN


00240 JSR $E453 GET DISK UP
;

TO SPEED

59
NEW PRODUCTS
GRAPHICS HARDCOPY NEW KID ON THE BLOCK

The Graphics Hardcopy pro- A new company called "Star-


gram is an all new method of fire Games" has just released
printing high resolution graphics two new games for the ATARI. They
on Epson, Okidata, Gemini, NEC, are Time Machine 1 and Global
Centronics, Trendcom or IDS Paper Thermonuclear War. The first of
Tiger printers. The Graphics Hard- the two, is a game where you're
copy program will let the user the pilot of a USAF/NASA experi-
get a hardcopy of just about any- mental vehicle in search of the
thing that appears on the display first three pilots, who have dis-
screen of an Atari computer. appeared into a different time
This program will print any zone. The second game involves
graphic or text mode, including you and your ATARI into World
mixed mode with custom display III hoping you'll be able make
lists. The horizontal and verti- the right decisions.
cal size of the printout can be
increased or decreased. The chart TWO NEW PROGRAMS FROM ROM
or picture can be composed on the
screen then printed in several The two programs are Grid
sizes, from quite small to several Warrior and PM EDITOR/ ANIMATOR
feet wide. When the width exceeds The first program is a challeng-
the width of the paper the pic- ing four player arcade game. It
ture is automatically printed in features high resolution gra-
strips. There is an automatic gray phics with twelve different le-
scale simulation which the user vels of play. Each player steers
may select to represent either his Light Cycle to avoid hitting
grey scale simulation which the the tail of another ones bike.
user may select to represent ei- Play against the computer or a-
ther color or luminence levels. gainst three other human oppo-
This program requires 32K nents. This game should keep any
and can be bought for $34.95 arcade goer amused for many
fr om hours to come.
Macrotronics ,Inc. The second program of the
1126 N. Golden State Blvd. two is a Player/Missile editor
Turlock,CA 95380 with many features not found on
most editors. One of these in-
BEAT THE BEATLES cludes some excellent demos that
show the user how he or she can
This new text game from In- use the players created by this
teractive Software is a challeng- program in their games. Also a
ing one for all ages. It comes lot of the commands are joy-
with a 30 day warranty and a 24 stick controlled making it very
hour User assistance hotline. A easy to become familiar with the
Free subscription to the Beat the commands. This Utility is one
Beatles Network is also included that no programmer should go
with the game. This game although wi thou t
only text should keep any person Grid Warrior requires 48K
or persons occupied for hours. and PM/EDITOR/ ANIMATOR 32K and
This program requires 48K they both sell for $24.94 from:
and can be bought for $24.95 ROM SOFTWARE
from: P.O. BOX 252
Interactive Software MAPLE RIDGE, B.C.
P.O. Box 991 V2X 7G1 CANADA
BALA-CYNWYD PA 19044
,

60
Listing Conventions
This page is in every maga - •si

X )M M e: r s e: C T R L
zine in order to show the di f f er- N S e Ci t R E
:i! ii:
:;
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"
;
i

ent CONTROL ( CTRL ) characters tha t il!


ui
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ill ....
"> e: C T N: E ii::::

are listed in some of our pro- e: s c

grams. It first shows how the SHX T ii


::;

character will look on the s cr een E E k ii> ii... "ii"

and then following the equal s ign s cr ii::::

an explanation of how to typ e it h f •5- :i:

in. For example; to type in the X Nl 3 E "I ;


ii ;i:

clear key you would first push E 5C


ESC(top left hand corner of key- T L Cr-

board), then hold the shift key "f ^ IB

and push clear. El: e: s c


M O R HA l. y X e o 5
ii> S H X F* T
f> C t R L, ** €: T R 1, T , :::::: T IB B^b

t Q J B L ft ma T IK ::::"€: Ii.... X M W E: . fe CTU ;


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•f IE 5 £ C 1" U L •
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C Y R L. K -* E 3 C p T R IL
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New Products cont'd
C r R L. N!
:uii::
::::::
S fl & F 1" I!
:::::: " 'pt

* £ t R L. O R = fe S €:
::::
YBM
* fe t R IP sh fT ii.... :i;

r=CTRL ft c it. ear YBM stands for "Your BASIC


-reiRL R 4 ::::::
E S Cr B- E! L. & t
Machine This program enables 11
.

+ CT& B • • S k ::::::
ESC 1 " AB you to implement, modify or in-
terface with your existing Atari
S tE C I R L
i: NUE ii ;i
;
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,»•

computer-programs: swiftly, eas-


SE CTR*MME i^i'
ily and inexpensively.
e C 1 lv P
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ii^ in: i?
:;
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The YBM package writes Atari


SE t r il cr
Jl N U E P
:
;n 5i::r
programs that create and ab-
pTR ii-
stract information from data
i M g S E cr t e. E f
ii iii iR;
bases you set up. Since all YBM
i: n u E r s e: CT T R IF ii ...

programs are written in bug-


is ;;»3C II M E ^ E C T ft E
:::::: c;;
free, hassle-free BASIC, you can
r = 3E N M IE s C p T R L H iH'
quickly interface them into ex-
! i: n t| ^ s E C T £ L
:::::: ii:::: ii
:
:i:
isting Atari sorts and statis-
X H M E R S E C T if
:::::: ii :i:
;

tical programs. All file organ-


XWUE SE a R k i^i: "ii" ii...

ization, disk I/O and file


i: N W E 5» E hT ;

structure are handled on disk


:
ii »i: ii ;i: ii.... i...

hM sE CTU:;«: ii:::: ii
:
;;: ii....

smoothly and efficiently.


i: N M s t R c. m h:::: i>:::: c:r
This package comes with YBM
*fz:: X n M S pT o ii: ::
:
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;
«i: ii:::: ii :i:
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source code, complete operating


E = jC N y §. C T R jp b: : :: in: ii:::: ii...

ins true t ions and a complete flow ,

XM RSE C1 Q <U !

e:::: ' in: it..


chart of a generated program.
X H M E S E C T *K R ii
:
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This program comes on disk from:
ii!

X Ii U E R S E C T R
i"<:

P....

Somers Corpora t ion


XNy RsC CT X c::
;
ii ii: ii...

P.O. BOX 295


x Ml U e: r s e: e t r y it-
St. Mary's, OH 45885
=: X N u r s e er T R t y c::

ill x y» E R 3 e:
Hi TRE ihi «:;

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
, :

when put in a BASIC program makes 20,40:DRAWTO 130,30


a very colorful display. The as- 310 DRAWTO 130,55:DRAWTO 135,55:D
sembly program(in the form of da- RAWTO 135,25:DRAWTO 1 3 0 2 5 DRAWTO
, :

ta statements) interrupts the 120,35:DRAWTO 1 1 0 2 5 DR AWTO 105,2


, :

computer giving it 128 colors at 5


the same time. This program can 320 POSITION 105,55:POKE 765,1:XI
be used to spruce up any program 0 18,#6,0,0,"S: n
that may have a rather dull be- 330 PLOT 135 55 :DRAWTO 135,25:DRA
,

ginning. Put this little program WTO 130,25:POSITION 130,55:POKE 7


at the start of any program and 65,l:XIO 18, #6, 0,0, "S:"
impress your friends. By using 340 REM READ IN MACHINE DATA
the FILL command (on page 54 of 350 RESTORE 410
your BASIC reference manual) I am 360 FOR 1=1 TO 32
able to get the colors within the 370 READ C:UP$(I)=CHR$(C)
ROM logo. 380 NEXT I
39 0 D0WN$=UP$ :DOWN$ ( 12 12)=CHR$ (
,

10 REM ROM SYMBOL BY TOM TRAN 29)


20 REM VOLUME 1, ISSUE 5 400 RETURN
30 POKE 559,0:FOR 1=53248 TO 5325 405 REM PULL THREE BYTE OFF THE S
1:P0KE I,0:NEXT I TACK
40 DIM UP$(32) ,DOWN$(32) 410 DATA 104
50 T=1.75 420 DATA 104
60 GOSUB 350 430 DATA 104
70 GOSUB 210 440 DATA 72
80 FOR 1=1 TO 50:NEXT I 450 DATA 162,57
90 SETCOLOR 2 0 0 S ETCOLOR 4,0,0
, , : 460 DATA 160,0
100 SETCOLOR 0,8,2 470 DATA 173,0,210
110 UP$(15,15)=CHR$(22) 480 DATA 101,20
120 X=USR(ADR(UP$ ) ,T) 490 DATA 141,22,208
130 UP$(15,15)=CHR$(26) 500 DATA 141,10,212
140 X=USR( ADR(UP$ ) ,T) 510 DATA 136
150 SETCOLOR 0,3,4 520 DATA 208,242
160 DOWN$(15,15)=CHR$(22) 530 DATA 202
170 DOWN$(15,15)=CHR$(26) 540 DATA 208,237
180 X=USR(ADR(DOWN$) ,T) 550 DATA 104
190 GOTO 600 560 DATA 56
200 REM DRAW ROM LOGO 570 DATA 233,1
210 GRAPHICS 7+16 580 DATA 208,228
220 SETCOLOR 0 0 0 S ETCOLOR 1,0,1
, , : 590 DATA 96
4:SETC0L0R 2 0 0 S ETCOLOR 4,0,0
, , : 600 GRAPHICS 18:SETCOLOR 4,8,0
230 COLOR 2 610 POKE 764,255:FOR 1=1 TO 30:IF
240 PLOT 25,25:DRAWTO 25,55:DRAWT PEEK( 764)=255 THEN NEXT I
0 30,55:DRAWTO 30,40:DRAWTO 50,55 620 GRAPHICS 18:SETCOLOR 4,8,0:PO
:DRAWTO 55,55:DRAWTO 35,40:DRAWTO SITION 3,4
55,40 630 POKE 764,255:FOR 1=1 TO 30:IF
250 DRAWTO 55,25:DRAWTO 25,25 PEEK (764)=255 THEN NEXT I
260 POSITION 25,55:POKE 765,l:XIO 640 POKE 752,1
18,#6,0,0,"S:"
270 PLOT 35 ,40:POSITION 30,40:POK
E 765,l:XIO 18 #6 0 0 " S
, :
, , ,

280 PLOT 65,25:DRAWTO 65,55:DRAWT


0 95,55:DRAWTO 95,25:DRAWTO 65,25
290 PLOT 65,55:POSITION 65,25:POK
E 765,l:XIO 1 8 #6 0 0 " S
, , ,
, :

62
ADVENTURE GAMES — PART IV
By PETER ELLISON
In the last issue of this routine .

article (Issue 3), I made a ma- Inthe beginning of this


chine language subroutine in or- program a short machine language
der to move Lancelot (PlayerO) a- subroutine was used to move the
round the screen. In this issue I character set from ROM to RAM.
have redefined the character set Once this is accomplished the
in ANTIC MODE 4 to produce high character set is redefined by the
resolution graphics. I used this use of data statements. By de-
ANTIC mode because of the little fining different characters, I
memory it takes up. Although AN- was able to produce different
TIC MODE 4 is recognized as a pictures on the screen. In this
text mode, it does support multi- program I have drawn a boarder
color characters. Each character all the way around the playfield.
in this mode is eight pixels These bricks were made by using
wide, but the pixels are turned the asterisk. The asterisk didn't
on or off in pairs. In effect, it even need to be redefined to make
actually gives us a character such a nice brick. The next thing
four bits wide. The color for that I drew with characters, was
each character is determined by a Snake. To the left of it I
the bit combination of every pair wrote the word "snake" if you can
,

of bits in the byte. By turning read it. Next I drew a centipede


them on or off in a certain way, and then last some trees. These
this will produce different col- are just some of the characters
ors. See diagram below. The first that I will be using in the ad-
bit pair is 11. The pixels which venture game to come. In the next
are turned on for this part of issue I will have the characters
the character would produce the moving and chasing poor Lancelot.
color equivalent to color regis- Until next issue, Happy Adventur-
ter 3 or (Peek 711). For the sec- ing!
ond pair of bits, 01, this part
of the character would equal col- 10 REM DIMENSION ALL CHARACTERS
or register 1 or (Peek 709). The 15 DIM Pl$(20) ,CEN$(20) ,SNA$(2
third combination, 10, would pro- 0),TRE$(20)
duce the color of color register 20 REM INITIALIZE CHARACTER BASE
2 or (Peek 710). And for the last FOR NEW CHARACTER SET
bit combination, 00, it would 25 A=PEEK(106)-8:CB=A*256
produce the color of the back- 30 REM STORE THE NEW ROM AND CHAR
ground, color register 0 or (Peek ACTERSET ADDRESS
708). 35 POKE 204,A:POKE 206,224
40 REM LOAD MACHINE CODE TO CHANG
E CHARACTER SET
[ r[ i 1 o [ i(i(o [ o [ o ] 45 FOR M = l TO 20.-READ B:P1$(M,M) =
CHR$ (B) NEXT M
:

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
, , , ,

able to be one color or many. AN- 55 U=USR( ADR(P1$ )


TIC mode 4 gives the appearence 60 FOR X = 24 TO 7 9 READ D:P0KE CB+
:

of being in graphic mode 7. X,D:NEXT X


Lines 5000 to 7900 are the 65 REM MODIFY THE CHARACTER #
same as in the third issue of 70 DATA 0,28,8,119,119,8,28,0
ROM, as not to leave anyone out. 75 REM MODIFY THE CHARACTER $
Those lines just move Lancelot a- 80 DATA 0,120,143,191,191,143,120
round the screen with a joystick ,0
and p lay er /mi s s i 1 e graphics with 85 REM MODIFY THE CHARACTER 1
a short machine language sub- 90 DATA 0,192,240,252,255,255,255

63
Adventure Games cont'd

,204 5900 NEXT Z


95 REM MODIFY THE CHARACTER & 5950 REM CHARACTER DATA
100 DATA 3,7,14,28,56,112,224,192 6000 DATA 49,50,36,56,32,32,56,23
105 REM MODIFY THE CHARACTER '
2,140
110 DATA 192,224,112,56,28,14,7,3 6100 GOTO 6800
115 REM MODIFY THE CHARACTER ( 6200 A=STICK(0)
120 DATA 255,255,0,0,0,0,0,0 6250 REM JOYSTICK FOR PLAYER MOVE
125 REM MODIFY THE CHARACTER ) MENT
130 DATA 16,56,124,254,16,0,0,0 6300 IF A=ll THEN X=X-9:POKE 5327
135 GRAPHICS 16 9,0:POKE 53248 ,X:A = 15 :FOR P = l TO
140 REM CHANGE FIRST LINE TO ANTI 100:NEXT P IF A=15 THEN MOVE=MOVE
:

C MODE 4 -l:GOTO 6300


145 DLIST=PEEK(560)+PEEK(561)*256 6400 IF A=7 THEN X=X+9:POKE 53279
150 POKE DLIST+3,68 ,0:POKE 53248 ,X:A=15 :FOR P=l TO
155 REM CHANGE THE REST OF THE LI 100:NEXT P IF A=15 THEN MOVE=MOVE
:

NES TO ANTIC MODE 4 -l:GOTO 6400


160 FOR X=DLIST+6 TO DLIST+28 6500 IF A=13 THEN R=USR ( 1 7 00 ) Y=Y :

165 POKE X,4 +9:POKE 53279 ,0:A=15:FOR D=l TO 1


170 NEXT X 00:NEXT D:IF A=15 THEN MOVE=MOVE-
175 POKE 756 , l:GOTO 6500
180 REM TREES 6600 IF A=14 THEN Q=USR( 1600) Y=Y :

185 TRE$="))))))))))))" -9:POKE 53279, 0:A=15:FOR E=l TO 1


190 REM CENTIPEDE 00:NEXT E IF A=15 THEN MOVE=MOVE-
:

195 CEN$="$######" l:GOTO 6600


200 REM SNAKE 6650 IF X>=55 AND Y<15 THEN X=55
205 SNA$="( AND Y = 100:POKE 53248 ,

210 POSITION 0,1 6700 GOTO 6200


215 ? **************************** 6800 FOR Q = l TO 8 8 READ W:POKE 16 :

* * * * * * * * * * * * * * %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 ,

W:IF WW>=21 THEN GOTO 230 7000 DATA 104,173,1,6,56,233,9,14


225 GOTO 220 1,1,6,172,1,6,169,0,153,9,154,153
230 POSITION 0,21:? ************** ,10,154,153,11,154,153,12,154,153
****************************** ,13,154
235 POSITION 10,15:? n TREES=" POS : 7100 DATA 153,14,154,153,15,154,1
ITION 17,15:? TRE$ 53, 16, 154, 153, 17 154, 169, 49 153,0 , ,

240 POSITION 11,14:? M CENTIPEDE= n ,154, 169, 50 153, 1 ,154, 169 36, 153
, , ,

:POSITION 22,14:? CEN$ 2,154,169,56


245 POSITION 15,13:? M SNAKE = POS tf
: 7200 DATA 15 3,3,154,169,32,153,4,
ITION 22,13:? SNA$ 154,169,32,153,5,154
4950 REM PLAYER POSITION 7300 DATA 16 9,56,153,6,154,169,23
5000 X=100:Y=50 2,153,7,154,169,140,153,8,154,96
5050 REM SET UP PLAYER/MISSILE AD 7400 FOR R = l TO 8 8 READ S:POKE 17 :

DRESS 00+R- 1 S NEXT R , :

5100 I = PEEK(106)-8:POKE 54279 1 :P , 7450 REM DOWNCODE


MBASE=I*256 7500 DATA 104,173,1,6,24,105,9,14
5200 FOR Z=PMBASE+512 TO PMBASE+6 1 ,1 6, 172, 1,6, 169, 0,153, 24 7 153,1
, ,

40 53 , 248, 153, 153, 249, 153, 153 , 250 15 ,

5300 POKE Z,0 3,153,251,153


5400 NEXT Z 7600 DATA 15 3,252,153,153,253,153
5500 POKE 559,46:POKE 53277,3 ,153 254, 153, 153 255, 153, 169 49
, , , ,

5600 POKE 53248 , 53 0,154, 169, 50, 153,1 154, 169 36


, , , ,

5700 POKE 704,135 153,2,154,169,56


5800 FOR Z=0 TO 8 READ W:POKE PMB
: 7700 DATA 15 3,3,154,169,32,153,4,
ASE+512+Y+Z,W 154,169,32,153,5,154
Continued on page 67

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-
:

three letters long, as I said in TA" 1 1 00 0 B


, , . Where B is equal to
the last paragraph. Once the the last data line with informa-
stock name is entered in, the pro- tion on it. Remember when saving
gram then asks you for the market something you must press break

65
Stock Analyzer cont'd

when you see the program writing 182 INPUT Al


out just a lot of zeros. I wish 184 BOOK(Y)=Al
you well on the stock market, and 190 ? :? "The monthly volume?":IN
let me know how you like the pro- PUT A2:VOL(Y)=A2
gram . 195 ? :? "The amount of outstandi
ng shares?" INPUT A3:OUT(Y)=A3
:

9 REM * SETING UP * 500 GOTO 100


10 DIM NAME(20,50) ,ST$(20) ,MAR(50 610 POSITION 2,P:? "POKE 842,12:G
) BOOK (50) VOL (50) OUT (50) TOT (50
, , , , OTO 10"
) ,SR$(20) SR1$(20) ,NAME1(2 0,1) ,NA
,
799 REM * ERASE SECTION *
ME2(20) 800 GRAPHICS 0:? :? "Which stock
13 GRAPHICS 1:C0L0R 1:SETC0L0R 2, do you want to erase?"
16,1 :POSITION 2,6:? #6;" STOCK 805 INPUT SR$
ANALYZER" 806 TRAP 805
14 POSITION 4,8:? #6;" AND FILER" 807 ? :? " Searching":
15 FOR Y=l TO 50:MAR(Y)=0:BOOK(Y) ?

=0:VOL(Y)=0:OUT(Y)=0:NEXT Y 810 L1=LEN(SR$) :FOR L2=l TO L1:NA


16 FOR B = l TO 50.-FOR Bl = l TO 20:N ME1(L2,1)=ASC(SR$(L2)) :NEXT L2
AME ( B1,B)=0:NEXT B 1 NEXT B:G0T0 2 : 830 FOR Y=l TO 50
000 840 X=l
20 GRAPHICS 1:C0L0R 1:SETC0L0R 2, 850 IF NAMEl(X,l)ONAME(X,Y) THEN
16,l:POSITION 2,6:? #6; M STOCK A- 860
NALYZER" 855 X=X+1
22 POSITION 4,8:? #6;" AND FILER" 856 IF X<4 THEN 850
24 POSITION 6,14:? #6 " load ing" ;
: 858 ? "I found it!":FOR X=l TO 20
OSITION 5,16:? #6;"data lines" :NAME(X,Y)=0:NEXT X:? :? "It has
50 FOR Y=l TO 50 READ D MAR ( Y ) =D
: : been erased" :GOTO 880
NEXT Y 860 NEXT Y
52 FOR Y = l TO 5 0 READ D:BOOK(Y)=D
: 870 ? "SORRY! file not found"
:NEXT Y 880 ? :? "What next?"
54 FOR Y=l TO 50 READ D:V0L(Y)=D:
: 885 INPUT SR$:IF SR$="E" THEN 800
NEXT Y 890 IF SR$="D" THEN 2000
56 FOR Y=l TO 50 READ D:OUT(Y)=D:
: 899 END
NEXT Y 999 REM * OUTPUT SECTION *
58 FOR Y=l TO 50:FOR X=l TO 20:RE 1000 GRAPHICS 0
AD D:NAME(X,Y)=D:NEXT X:NEXT Y 1001 ? :? "Would you like to see
75 GOTO 2000 any particular s tock ?": INPUT SR$
98 REM * INPUT DATA SECTION * :IF SR$="N" THEN 1022
99 GOTO 2000 1002 TRAP 1001
100 GRAPHICS 0:FOR Y=l TO 50:IF N 1003 ? :? "What s tock? ": INPUT SR$
AME(1,Y)=0 THEN 110 :? " Searching" LI 0=LEN ( SR$ ) :F0R
, :

105 NEXT Y LL=1 TO L10:NAME2(LL)=ASC(SR$(LL)


110 ? "NAME OF THE STOCK?" ) NEXT L
:

120 INPUT ST$ 1004 FOR Y=l TO 50:X=1


125 IF ST$="P" THEN 1000 1005 IF NAME2(X)ONAME(X,Y) THEN
126 IF ST$="D" THEN 2000 1009
130 IF ST$="E" THEN 800 1006 X=X+1
135 TRAP 120 1007 IF X<4 THEN 1005
140 L=LEN ( ST$ 1008 ? "I found it!":G0T0 1022
150 FOR LL = 1 TO L NAME ( LL Y ) =ASC
: , 1009 NEXT Y
ST$ (LL) ) NEXT LL
: 1010 ? "stock not on file"
160 ? :? "The market price?" 1022 Y=0
170 INPUT A 1023 Y=Y+1:F0R X=l TO 20
175 MAR ( Y ) =A 1024 IF NAME(X,Y)=0 THEN 1060
176 IF A=0 THEN 170 1025 ? CHR$(NAME(X,Y) )
180 ? ? "The book price?"
: 1060 NEXT X

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= : :

" ; BOOK(Y) P+3 :LINE=LINE+5 :GOTO 6080


"
1075 ? :? MONTHLY VOLUME 6075 ? TOT ( Y ) " " ; ,

" VOL(Y) ; 6080 IF P>15 THEN X=0:GRAPHICS 0:


1080 ? :? " OUTSTANDING SHARES GOTO 6100
";OUT(Y) 6090 NEXT Y
1085 ? :? " PUBLIC INTEREST RA 6100 POSITION 2, P + 3:? "POKE 842 ,1
TING H (INT( ( VOL ( Y ) / ( OUT ( Y ) + 1 OE-
; . 2:GOTO 6150":GOTO 30000
03) )*100000) )/1000; 6150 IF Y<50 THEN 6090
1095 ? :? :? " ANALYSIS RATING 6160 COUNT=COUNT+l IF COUNT=2 THE :

" (INT( (VOL(Y)/ (OUT (Y)+l .OE-0 3


; N 6200
)*BOOK(Y)/( MAR ( Y ) + l OE-03) )*10000 . 6165 IF COUNT=3 THEN 6210
0))/1000 6170 IF COUNT=4 THEN 6220
1200 ? :? ti
6180 IF COUNT=5 THEN 7000
it
6200 GRAPHICS 0:POSITION 2,2:LINE
1205 IF PEEK(764)=58 THEN 2000 =12000:FOR L=l TO 5 0 TOT ( L ) =BOOK :

1210 IF PEEK(764)<>33 THEN 1210 L) NEXT L:GOTO 6010


:

1220 IF Y<50 THEN 1023 6210 GRAPHICS 0:POSITION 2,2:LINE


1999 REM * DIRECTORY SECTION * =13000:FOR L=l TO 5 0 TOT ( L ) =VOL ( :

2000 GRAPHICS OrPOSITION 13,1:? tl


) NEXT L GOTO 6010
: :

STOCK ANALYZER POSITION 15,2 11


: 6220 GRAPHICS 0:POSITION 2,2:LINE
2010 ? "DIRECTORY" =14000:FOR L=l TO 5 0 TOT ( L ) =OUT ( :

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 :

I" CS 0:GOTO 5030


2055 II
OUTPUT DATA: 7026 IF X=20 THEN ? N AME ( X Y ) GOT , :

0" 0 7029
2060 ? " LOAD DATA LINES: 7027 ? NAME ( X Y ) ? " ," , ; :

L" 7029 NEXT X


2100 INPUT SR$ 7030 P=P+3
2110 IF SR$="E" THEN 800 7031 LINE=LINE+5 IF P>15 THEN POS :

2120 IF SR$="S" THEN 6000 ITION 2,P:? "POKE 842,12:GOTO 704


2130 IF SR$="I" THEN 100 0":GOTO 30000
2140 IF SR$="0" THEN 1000 7032 POSITION 2,P:? LINE;" DATA ii

2160 IF SR$="L" THEN 20


2200 GOTO 2100 7035 NEXT Y
2999 END 7036 GOTO 8000
5999 REM * SAVING DATA LINES SECT 7040 GRAPHICS 0 P = 2 POS ITION 2,P:: :

ION * ? LINE;" DATA ";:GOTO 7035


6000 GRAPHICS 0:POSITION 2,2:LINE 8000 END
=11000:FOR L=l TO 50 TOT ( L ) =MAR ( : 30000 POSITION 2,0:POKE 842,13
) NEXT L COUNT = l
: :

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

ROM Subscribe To ROM and SAVE!!


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SEND TO:
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DRAPER SOFTWARE 49

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FRONTRUNNER 32

Making a Game cont'd


FUNSOFT,INC 11

GARDNER COMPUTING 5,53 space. So if Z<>32 means the ob-


ject hit something other than
KIDSTUFF SOFTWARE 13 blank space!

MICROPROSE 47 That's all to make a object move


around the screen. Isn't that
O.S.S. PRECISION SOFTWARE OBC easy. If you have any questions
about anything in this article,
RADICAL SYSTEMS 7 write to me at ROM. Next issue,
this article will explore further
ROM SOFTWARE IFC capabilities of the ATARI to make
a game more exciting.

68
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Games Atari's Play 14.95 Reg CQ QC From CBS $39.95 (plus freight)

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
17.95 Gemini & Epson Printers CALL
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

UPS & Post-$2.90 UPS Air-$4.75

COMPUTER
Shipping Note: Parcel
USE YOUR CREDIT CARD & CALL Shipping on hardware & paper supplies-extra. Call.

24 & 48 hour shipping available— Call (503) 683-5361


1-800-452-8013
PALACE VISA
Toll Free
(Orders Only, Please)
Wc specialize in A TAR/ Compatible Products
So we know what works best
OPEN Monday - Saturday, 9 to 6 ! !

For Information Call (503)683-5361 Call for the latest info. (503)683-5361
Avenue Eugene, Oregon 97402
. .

21 60 W. 11 th
Craftsmen •*rjm*-m*r www
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

So, prepare yourself for some explor- cartridge at only . . . $99-


ation into imaginative programming with products on disk include OS/A+ and
All
BASIC XL! Cartridge, excellent tutorial,
also require 48 K.
reference manual $99- . . .

SEE YOUR LOCAL DEALER!


Call or write for informative brochures.

OSS™
ATARI and APPLE II, are trademarks of Atari, Inc. and Apple
Precision Software Tools Computer, Inc., respectively. MAC/65, BUG/65, C/65, BASIC
XL, OS/A+, and OSS PRECISION SOFTWARE TOOLS™ are
1173D S. Saratoga/Sunnyvale Road trademarks of O.S.S. INC. ACTION! is a trademark of Action

San Jose, CA 95129 • (408) 446-3099 Computer Products.

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