ST NEWS

Volume One, Issue Four, Published on Monday, September 7th, 1986

ST NEWS is an independent publication of the Public Relations service of The Amazing Cracking Conspiracy™ , a section of the one and only Desaster Area. The information contained in this bulletin is believed to be free of inaccuracies. ST NEWS is published at irregular intervals and distributed by the Amazing Cracking Conspiracy's public relations division™.

™  Designates a trademark of  The Amazing Cracking Conspiracy    Industries, a division of The Desaster Area
®  Designates a registered trademark of Delta Software Productions

THIS TIME IN ST NEWS.........

ST SOFTWARE NEWS                                               4
  Finally some new programs reviewed: Silent Service  (a Submarine   simulator), Leaderboard (Pro Golf Simulator), X-Tron (an invader
  like game), Hacker II and more....
ICG'S RANDOMIZE PICTURE SHOW I                                 6
  The  International Cracking Group's ST division has launched a   neat graphic demo for color monitors,  featuring very nice   artwork. Read more about it in this article.....
GfA TIPS & TRICKS                                              7
  More GfA Basic commands explained, with usefull examples....
HI TO.....                                                    15
  From now on, you will find greetings, congratulations, etc. in   this column......
LOW TO HIGH CONVERTER                                         16
  Now, it is possible to quickly convert a low resolution picture   in Neochrome format to a  High Resolution Degas picture with   several shades of grey. It is written in GfA Basic, and it takes
  about 6F(1,2) minutes to convert....
THE AMAZING CRACKING CONSPIRACY™ READER'S SERVICE             20
  Read here how  you can help us making ST NEWS or Synth   Samples....
GEMDOS FUNCTIONS                                              24
  In our series about the ST's operating system, this time more a-  bout GEMDOS functions....
USEFUL ADDRESSES...                                           26
  In this article, you will find some addresses that might turn    out to be useful in one way or another....
THE TEMPELMANN MONITOR                                        31
   A newly developed public domain program, on review here....
A COMPUTER STORY                                              34
  The first  in a row of short stories that have to do with   computers or the computer age....
QUESTIONS & ANSWERS                                           36
  More questions to be answered and answers to questions....
DID YOU KNOW THAT....                                         38
  Some utterly stunning news about a certain mail order company...
FUTURE RELEASES OF THE AMAZING CRACKING CONSPIRACY™           40
  The Amazing Cracking Conspiracy is planning to write quite some   GfA Basic programs in the near future, while we will of course   continue making Synth Samples....
THE AMAZING CRACKING CONSPIRACY'S BUILT IN ST CHART BOOKLET   42
  A usefull list of values, etc.
ALL ABOUT THE ST'S MIDI INTERFACE                             60
  What is possible with the MIDI interface of the ST? Also a short    review of some programs that work with MIDI. This is the first   article in ST NEWS to be written by Antiware....
HINTS & TIPS FOR PLAYING "SUNDOG"                             64
  How can you play this game succesfully?....
SOFTWARE MEGA REVIEW - FLOYD                                  65
  One of the best  (maybe THE best) monitor for the ST. Read all   about it in this article...

GEM VDI CALLS PART I                                          68
  Written by Manus, our Basic expert....
THE SOLUTION TO ZORK II                                       81
  Written by Math C., the top adventurist....
GREETINGS TO:                                                 83
  As usual, we hereby greet a few a our acquintances, etc....
NEXT TIME IN ST NEWS                                          85
  Read here what you'll be able to read in upcoming issues....
BACK ISSUES OF ST NEWS OF THE AMAZING CRACKING CONSPIRACY     86
  Now, it's possible to obtain previous issues. In this article we   will explain how that can be done....
ST NEWS COLOFON                                               87
  Since more people have worked on ST NEWS this time,  we feel   obliged to add this colofon.....

ST SOFTWARE NEWS by Cronos

In this article we're going to have a look at some of the new software that arrived since the launch of ST NEWS Issue 3.

Firstly, let's have a look at some of the older titles. One of those is Microprose's "Silent Service", a submarine simulation program. Microprose took care that the graphics were somewhat enhanced when compared with the original (Commodore 64) version. Although the title picture isn't really great.
The game starts with an option screen, in which you can choose different actions. Some of them are easy, but others are quite difficult. During game play, you also come accross another options screen, which lets you define all details, like "Convoy Zig/zag" and some others: you can simply turn these options off or on.
The main game is located in the sub. You can choose to view at the map, to look through the periscope, or to check the damage. The graphics in the sub aren't bad at all. But when one fires a torpedo, it looks like the programmers called it a day before it was really finished. It might even turn out to be worse than on the Commodore 64. Ofcourse, the game lets you use the mousepointer to dive, change speed, surface, fire the deck gun or fire torpedoes. Overall, not a bad conversion. Except for the torpedoes, it is definately better than the original version. The action graphics are well looked after and the action is also quite good.
For real 'hackers', "Hacker II" is much more attractive.  It is a sequel (or better, an entire new version) of the classic Activision game "Hacker". In that game, you had to collect pieces of a shredded document to rescue the world from stupid people at Magma, Ltd. In "Hacker II", you start with 3 robots in a bunker in Siberia (yes, in Russia). What happened? A Russian scientist has set up a simple yet effective plan to overthrow the American government, and you must get the copy of the document in the bunker's vault. You actually control your robot with the mouse and with the help of 4 television screens on the screen (sounds difficult, but it isn't). You can control which camera in the building you use for each screen. You even have to install the correct vertical hold (rather stupid, I think, but obviously the people of Activision tend to do things more dificult than others - ans sometimes that results in nice effects). You must look out for the guards that walk around in the building. When you get spotted, you get an annihilation unit after you, that almost certainly will annnihilate you. "Hacker II" is much more difficult then "Hacker" (the actual logging on is extremely simple, but the rest isn't!), and for those of you that want to spend quite a while hacking a Russian bunker, it's a must. It is published by Activision.
Another new title on the ST software front is Access' "Leaderboard", a "Pro Golf Simulator". It is really a good program, also converted from small home computer systems like the Commodore 64. Its 3D action is really swell, and when you don't play on the "NOVICE" level, the wind is actually very real, too. Let me give you a few hints: use the "I" clubs for high action, "W" clubs for far action (more then 200 yards) and "PW" to get out of the bunkers, or just to hit under 100 yards.  Once you're on the green, you get a Putter to finish op the work. You must watch the little thing near the hole: it's shadow indicates the slope of the hill, which you have to calculate with the direction and the power with which you hit the ball. Antiware's a real addict now; his record is within 5 above the track (that means that you've hit less than 5 times too much too get the ball in the hole.
A big arcade invader-action hit is RDS' game "X-TRON". It features superb music (digitized, I think, but really good) and exceptional sprite movement (hey, this article begins to sound like the advertisement for a kind of breakfast?!?). It has one big disadvantage, however: it's a thumb-killer (you have no auto-fire), so it's just like an arcade game hall. The graphics are really good, and the sound effects aren't bad either. My record is getting to level 12 (or was it 13?) of the 21. This is definately one of the very best games for the ST. The sprites are really good, very varied and their movement is excellent. Available through RDS Software in Germany.
In this article (that will appear in every issue of ST NEWS) we will review all kinds of software, so Public Domain software as well. This time, we'll have a look at a Public Domain program called "Krabat Schach".
The latest version I received was version 1.0a. It is a German program (using the German language - that is its only disadvantage) that allows you to play chess in a really professional way. Whereas all the other programs mentioned above work only in low resolution, this program only works in high resolution. It offers advanced chess options, you can load in standard openings, replay the game, put the game one set back, and much more. Especially since it's Public Domain, this program is really great. I have only succeeded in letting him give up once - on the easiest level - and all the other times he won. The package comes with a special Iconeditor, that allows you to change the shapes of all the chess pieces on the board (which can be handy, because - especially at the beginning - the queen looks very much like she was the king. "Krabat Schach" v1.0a is a really good program, and therefore we will spread it through our reader's service. You can read there how you can order version 1.0a.
Another nice program to reach ST users lately, is the golf program "Mean 18", from Accolade (remember? They are the bunch of guys that cut themselves loose from Activision and started programming on their own). The package comes complete with a course architect, so you can design you own tracks. The overall details are better then those of "Leaderboard", but the actual action is very difficult to handle (it is even very difficult to keep a ball inside bounds). The smooth hitting of "Leaderboard" is also somewhat better. But if you know how to handle your club, I think Accolade's product is better than "Leaderboard" (better value for money, I think). The architect is very advanced; it is possible to manipulate almost everything on a course (even the background, and the direction in which the grass grows on the green). Very nice!

ICG'S RANDOMIZE PICTURE SHOW I by Antiware and Cronos

On Wednesday, September 3rd, we finally got hold of a program that the people of the ST section of the International Cracking Group had promised earlier on: a nice dia-show. You might wonder: what's all this fuzz about? Well, let us tell you more about it.

Firstly, some of the pictures ICG made are really terrific. You'll have to see them before you can believe it. For instance, there is a picture of a packet of cigarettes (because it would be advertisment to tell you that it is a package of Marlboro we won't tell which make they are), which is astonishingly realistic. And there is a 3D picture of a floppy disk as well, drawn beatifully in many shades of grey with life-like shading. But the top of the biscuit really is a small picture of the death mask of Tuth-Ankh-Amon (you might remember him from our Synth Sample II). This one's also very good, and offers quality detail. It was designed using the same technique we used making the "Desert Sunset" picture of Synth Sample II, which enables fine details and nice touches.

Since we think that ICG's Randomize Picture Show I is quite astounding, we have hereby added it to our Public Domain library. Read further on (in the article about our Reader's Service) how you can get a copy of this show. We hereby would like to greet both ST-division members of the International Cracking Group: we hope you'll continue making good picture shows!

GFA BASIC TIPS & TRICKS by Cronos

In this time's issue of ST NEWS we will be able to reveal some quite stunning hints & tips for use with GfA Basic. We've also come accross some GfA Basic specifications and a list of GfA Basic commands(thanks RFJ, whomever you may be!). I think we will hereby give you a very useful tip: all GfA Basic programs can be quit while running if you press SHIFT, CONTROL and ALTERNATE simultaneously. Useful, isn't it?
Hereby we supply you with a list of GfA Basic commands, after which we will systematically review some commands (also in upcoming issues of ST NEWS).

                   KEY WORDS AND FUNCTIONS

ABS(Y)
ADD Y,N
ALERT picture,msg$,buts,but$,ret_var
ARRAYFILL field(),n
ARRPTR(var$)
ASC(x$)
ATN(x)

BIN$(x)
BLOAD "name" [,address ]
BSAVE "name",address,len
BOX x1,y1,x2,y2

x = C:var( parameterlist )
CALL var( parameterlist )
CHAIN "filespec"
CHDIR "path"
CHDRIVE n
CHR$(x)
CIRCLE x,y,r [ ,phi0,phi1 ]
CLEAR
CLEARW n
CLOSE [[#]n]
CLOSEW n
CLS [#i]
COLOR c
CONT
COS(x)
CVI(x$)
CVL(x$)
CVS(x$)
CVF(x$)
CVD(x$)

DATA [const[,const]...]
DATE$
DEC var
DEFFILL [color],[style],[patern]
DEFFILL [color],patern$
DEFFN name[ (varlist) ]=expression
DEFLINE [ style ],[ width ],[ begin ],[ end ]
DEFLIST x
DEFMARK [ color ],[ type ], [ height ]
DEFMOUSE n
DEFMOUSE A$
DEFTEXT [ color ], [ style ], [ rotation ], [ height ]
DFREE(n)
DIM var( indices ) [,var( indices ),...]
DIM?( array() )
DIR [ "Filespec" [TO "file"]]
DIR$(n)
DIV var,n
DO/LOOP
DRAW [ TO ] x0,y0 [ TO x1,y1, .... TO Xn,Yn ]

EDIT
ELLIPSE x,y,rx,ry [,phi0,phi1 ]
END
EOF( [#]n )
ERASE array()
ERR
ERROR n
EXIST( "Filespec " )
EXIT IF
EXP(x)

FATAL
FIELD [#]n, expr. AS var$
FILES ["filespec" [TO "file"]]
FILESELECT "filespec","filename",ret$
FILL x,y
FIX(x)
FOR var=expr [DOWN]TO expr [ STEP s ] / NEXT var
FRAC(x)
FRE(x)
FULLW n

GET x0,y0,x1,y1,str$
GET [#]n [,i]
GOSUB procedurename
GOTO label
GRAPHMODE n

HARDCOPY
HEX$(x)

IF expr [THEN]
     block
     [ELSE]
     block
     ENDIF
INC var
INFOW n,"info line"
INKEY$
INP(x)
INP(#n)
INPUT ["text" ; (or) , ] var[,var...]
INPUT #n,var[,var]
INPUT$( x[,#n] )
INSTR( [n,] a$,b$ )
INSTR( a$,b$[,n] )
INT(x)

KILL "filespec"

LEFT$( a$[,n] )
LEN( x$ )
LET var = expr
LINE x0,y0,x1,y1
LINE INPUT
LIST "filename"
LLIST
LOAD "filespec"
LOC( [#]n )
LOCAL var[,var,...]
LOF( [#]n )
LOG(x)
LOG10(x)
LPOS(n)
LPRINT ...
LSET a$=b$

MAX ( expr[ ,expr, ... ] )
MENU array$()
MENU KILL
MENU OFF
MENU( n )
MID$( a$,a[,n] )
MIN ( expr[ ,expr, ... ] )
MKDIR "new_path"
MKI$(n)
MKL$(n)
MKS$(n)
MKF$(n)
MKD$(n)
MOUSE x,y,key
MOUSEX
MOUSEY
MOUSEK
MUL var,n

NAME "oldname" AS "newname"
NEW

OCT$(x)
ON expr GOSUB proc.list
ON BREAK
ON BREAK CONT
ON BREAK GOSUB name
ON ERROR
ON ERROR GOSUB name
ON MENU GOSUB proc_name
ON MENU KEY GOSUB proc_name
ON MENU MESSAGE GOSUB proc_name
ON MENU IBOX n,x,y,w,h GOSUB proc_name
ON MENU OBOX n,x,y,w,h GOSUB proc_name
ON MENU
OPEN O/I/A/U/R, [#]n, "filename" [,len ]
OPENW n[ ,w,h ]
OUT x,a
OUT #n,a

PAUSE x
PBOX x0,y0,x1,y1
PCIRCLE x,y,r [,phi0,phi1 ]
PELLIPSE x,y,rx,ry [,phi0,phi1 ]
PRBOX x0,y0,x1,y1
PEEK(x)
     DPEEK(x)
     LPEEK(x)
PI
PLOT x,y
POINT( x,y )
POKE x,n
     DPOKE x,n
     LPOKE x,n

POLYLINE n,X(),Y() [ OFFSET x0,y0 ]
POLYFILL n,X(),Y() [ OFFSET x0,y0 ]
POLYMARK n,X(),Y() [ OFFSET x0,y0 ]
POS(n)
PRINT [ AT( col,row ) ][;][ expr[,][;][']]
?
PRINT #n [,expr [,][;][']
PRINT USING "format",list[;]
PRINT #n,USING "format",list[;]
PROCEDURE name[ ( var.list ) ]
PUT x0,y0,a$ [ ,writing_mode ]
PUT [#]n [,i]

QUIT

RANDOM(x)
RBOX x0,y0,x1,y1
READ var[,var, ... ]
RELSEEK [#]n,x
REM or '
REPEAT / UNTIL cond.expr
RESTORE [ label ]
RESUME
RESUME NEXT
RESUME label
RETURN
RIGHT$
RMDIR "path"
RND[ (x) ]
RSET a$=b$
RUN

SAVE "filename"
PSAVE "filename" ( auto execute after loading..)
SEEK [#]n,x
SETCOLOR i,r,g,b
SETCOLOR i,n
SETTIME timestring,datestring
SGN(x)
SIN(x)
SOUND voice,ampl,note,octave [,dur ]
SOUND voice,ampl, #period
SPACE$(x)
SPC(n)
SPOKE x,n ( Poke in Supervisor mode )
SDPOKE x,n
SLPOKE x,n
SPRITE A$ [,x,y ]
SQR(x)
STOP
STR$(x)
STRING$(n,string$)
STRING$(n,c)
SUB var,n
SWAP var1,var2
SYSTEM

TAB(n)
TAN(x)
TEXT x,y,[ justification length, ] string$
TIME$
TIMER
TITLEW n,"window title "
TRUNC(x)

UPPER$( string$ )

VAL( x$)
VAL?(X$)
VARPTR( var )

WAVE voice,env,form,dur,speed
WHILE cond.expr / WHEND
WRITE [ expr ][;]
WRITE #n [,expr ][;]

Let's have a more in-deep look at some GfA Basic commands, now. Here, I will have a look at some commands that are very versatile or useful, and that are not very common on other basic dialects.
The first command I will explain is a follows:

         DEFFILL c,a,b   or   DEFFILL c,a$

This command determines fill patterns, or can even let you define your own fill patterns! The value of c determines the color, so you can just leave that away on monochrome (that way, the command will have the format: DEFFILL ,a,b or DEFFILL a$). With the variable a you can determine the fill style, ranging from 0 to 4. These can have the following meanings:

              0        empty fill
              1        completely filled
              2        points fill
              3        striped fill
              4        self defined fill

With b, you can choose the special fill types: 24 different fill patterns for points fill and 12 different fill patterns for striped fill.
You can use own fill patterns, by using the command MKI$ of GfA Basic. This command changes values into bit patterns. As you might know, each fill pattern is 16x16 bits, so you have to define 16 "words" (a word is 16 bits=2 bytes). A solid row of 16 set bits would be 65535, so a solid horizontal line in a fill pattern would be MKI$(65535) for example. To define a solid black fill patern, the following program is enough:

   For X=1 to 16
   a$=a$+mki$(65535)
   Next I

You see, it opens a wide range of possibilities. Through this way, you can also turn on software Sprites in GfA Basic. But we won't cover sprites in this issue; therefore you'll have to wait some time untill the next issue of ST NEWS arrives!
Another command that also allows own editing through the "A$-principle", is DEFMOUSE, which has the following format:

           DEFMOUSE x     or   DEFMOUSE a$

The value of x can vary between 0 and 7, which have the following meanings:

                0             Arrow
                1             Stretched rounded X
                2             Bee
                3             Pointing hand
                4             Open hand
                5             Cross
                6             Fat cross
                7             Outlined cross

The action point is the point on which all mouse operations are performed.
In the case of DEFMOUSE, A$ must exist of the following parts: 
                mki$(x coordinate of the action point)
                mki$(y coordinate of the action point)
                mki$(1)
                mki$(mask color, most of the time this is 0)
                mki$(cursor color, most of the time this is 1)
                m$ (bit pattern of the mask)
                c$ (bit pattern of the cursor)

The cursor is the part that is usually displayed on the screen, but the mask of the mousepointer it displayed when it is pointed on reverse colored background (black on normal monochrome video).
Another command I never heard of was DFREE x. This command gives the available space on a disk drive (the x is the device number, ranging from 0-15, but normally 1 or 2). Quite handy! When you give 0 as a parameter, the active device is examined.

That's it for this time, folks! Next time I will explain the following commands: Graphmode, Menu (also On Menu Gosub, etc.) and Mouse, while I will be looking at Pause, Settime, Sprite and Upper$ the issues after that (so that will be issue 6). We hope you will find the information that we offer you very useful. We encourage anyone who doesn't have GfA Basic to buy it immediately: it's one of those programs that everybody should have! For information, write to GfA Systemtechnik, Computer Division, Am Hochofen 108, D-4000 Düsseldorf 11, West Germany. The program is available for about 160-170 guilders, and is accompanied by a thorough user manual, that explains all the commands very well. A Dutch version of that manual, so I've heard, is being worked at at this very moment!
Now, let' see about the GfA Basic specifications (about variable organisation). Normal variables are 6 byte values, in which exponents up to 154 are allowed. Integer variables use up 4 bytes and can have a value between -214783648 and 2147483647. String variables can have a maximal length of 32767 characters....

In an upcoming issue of ST NEWS, we will publish a bit pattern editor (written in GfA Basic, ofcourse), so it will be easier to work with DEFFILL, DEFMOUSE, SPRITE, etc. Ofcourse, you will find a working version of that program on the ST NEWS disk if it's published. Read more about future GfA Basic programs to be published in the article "Future ACC releases"....

HI TO.....

In this column, you will be able to congratulate certain people with birthdays or other celebrations. Refer to our article about the "Reader's Service" for how you can enter your wishes.

Congratulations to:

Peter V. and his wife, who got a baby recently.
          The ACC

My mum; she celebrated her ?*/&\ (censored) birthday on September the 2nd.
          Cronos

Cronos, who got his driver's license on August 19th.
          Antiware

A3 (Henksoft), who celebrated his 29th birthday on August 26th.           The ACC

ADJ, who celebrated his 18th birthday on August 22nd.
          The ACC

My father, who will celebrate his 46th birthday on September 16th.
          Cronos

Jos V., who celebrated his 23rd birthday on August 31st.
          The ACC

Gerard F., who will celebrate his 24th birthday on September 14th.
          The ACC & DSP

LOW TO HIGH CONVERTER by Cronos

Thanks to Level 16, Delta Software Productions & Gerard

In Level 16, a 16-bit dedicated computer magazine (which I've heard has ceased to exist), of March 1986, I saw a useful conversion routine to convert Neochrome low resolution pictures to 32000 bytes High resolution screen data. It was very nice, but awfully slow (converting a picture took about half an hour). Also, the user had to create a Degas picture from those 32000 bytes by himself.
Since I thought this program was much, much too slow (mainly because it used the wrong Basic language) and not complete enough, I decided that a better version of the program had to be written, using File Selector Boxes, Alert Boxes, etc. And it had to be faster, too. So we decided to use GfA Basic, and rewrote Sven's basic routine into a more complete, faster concept. The program is added on the disk on which you've found this bulletin, and is called "CONVERT.BAS". It is the first program to be delivered with ST NEWS, the first in a - hopefully - long row. At the moment that this article was written, a good friend of ours was working on a deluxe C version of the program. We don't know yet if we will publish it in ST NEWS, but we will try to obtain it very hard. Converting might then turn out to be a question of seconds rather then minutes (now, it still takes 6F(1,2) minutes to complete one conversion). The listing of the program is also added below, so we are able to provide you with some explanation to certain parts of the program and certain GfA Basic commands.

' The Amazing Cracking Conspiracy™ Proudly Presents:
' Low to High Converter v2.2, released on Sunday, August 17th, 86
'
' Rewritten for ST NEWS Volume 1, Issue 4
'
' Original Concept by Sven Krüppel, ©1986 by Level 16
' GfA Basic version ©1986 by The Amazing Cracking Conspiracy™
'
' Main program
'
Begin:
Gosub Screen                        build up screen
If B=2 Then                         'Cancel'?
  Goto Mouson                       end program
Endif                               end if statement
Dim W(80)
Alert 3,"Please insert|Source Disk|and select|Picture",1,"OK",B
Fileselect "\*.*","",L$             choose load name
If L$="" Then                       string empty?
  Goto Mouson                       end program
Endif
Alert 3,"Please enter|Target name",1,"OK",B
Fileselect "\*.PI3","",S$           choose save name
Gosub Laad                          load the picture
Gosub Convert                       convert it
Gosub Weg                           save it
Out 2,7                             ^G to console
A=Inp(2)                            wait for a key
If Inp(2)=255 Then                  'undo' key pressed?
  Goto Mouson                       end program
Endif
Goto Begin                          start all over again
'
' End of Main program
'
' Loading the picture
'
Procedure Laad
  Sm=491520                         screen base on 520 ST
  Bload L$,Sm+32                    load at base address
  For I=Sm To Sm+158
    Poke I,0
  Next I
Return
'
' Saving the picture
'
Procedure Weg
  Restore                           restore all data pointers
  For Q=0 To 33                     put all Degas formats there
    Read Z
    Poke (Sm-34)+Q,Z
  Next Q
  Bsave S$,Sm-34,32034              save 32034 bytes = Degas file
Return
'
' The actual Conversion routine
'
Procedure Convert                   call Sven for remarks on this!
  For Y=Sm+160 To Sm+31840 Step 160
    For X=0 To 79
      W(X)=Dpeek(Y+X*2)
      If Sgn(W(X))=-1 Then
        W(X)=65536+W(X)
      Endif
    Next X
    X1=0
    For X=0 To 76 Step 4
      K=32768
      J=1
      Label1:
      H1=32768
      H2=H1
      P1=0
      P2=0
      Label2:
      If W(X)>=K Then
        P1=P1+H1
        W(X)=W(X)-K
      Endif
      H1=H1/2
      If W(X+1)>=K Then
        P1=P1+H1
        W(X+1)=W(X+1)-K
      Endif
      H1=H1/2
      If W(X+2)>=K Then
        P2=P2+H2
        W(X+2)=W(X+2)-K
      Endif
      H2=H2/2
      If W(X+3)>=K Then
        P2=P2+H2
        W(X+3)=W(X+3)-K
      Endif
      H2=H2/2
      K=K/2
      If J=8 Then
        Dpoke Y+X1*2,P1
        Dpoke Y+X1*2+80,P2
        J=1
        X1=X1+1
        Goto Label1
      Endif
      J=J+1
      If K>=1 Then
        Goto Label2
      Endif
    Next X
  Next Y
Return
'
' End routine
'
Mouson:
Cls
Spoke 16745024,-1                   poke in supervisor mode
End
'
' Data for first 34 bytes of monochrome inverted DEGAS picture
'
Data 0,2,0,0,7,&h77,0,&h70,0,0,7,&h77
Data 7,0,0,&h70,7,&h70,0,7,7,7,0,&h77,5,&h55
Data 0,&h33,7,&h33,3,&h73,7,&h73
'
' Screen initialization & Text printing
'
Procedure Screen
  Cls
  Spoke 16745024,0                  make screen black/white chars
  Deftext ,16,500,6                 print vertical outlined small
  Text 10,398,"THE AMAZING CRACKING CONSPIRACY PRESENTS"
  Deftext ,1,0,26                   print horizontal bold big
  Text 50,26,"LOW-HIGH CONVERTER VERSION 2.2"
  Deftext ,0,0,6                    print horizontal normal small
  Text 50,389,"Converts a neo-picture to Degas format"
Return

We regret that we cannot give you any details about the actual conversion routine; that's because we didn't get the picture from Sven - if you know what I mean. It's just Sven's routine, converted to GfA Basic. All the POKE commands from ST Basic (which are 16-bit POKEs) had to be converted to DPOKE in GfA (because a normal POKE in GfA is 8-bit, whereas DPOKE is 16 and LPOKE is 32 bit), and the IF-THEN routines had to be adapted (with GfA, all arguments have to be on different lines!). At first, that caused quite a lot of trouble, but we managed (as you can see).
A note to the ALERT command may also be written down here: as you may remember, in Volume 1 Issue 2 of ST NEWS, Delta Software Productions wrote a review of GfA Basic, in which he forgot to explain the first variable ('n', remember?) of the command:

           ALERT n,"TEXT|IN|BOX",d,"TEXT|FOR|BUTTONS",b

Well, this 'n' can have four values, ranging from 0 to 3:

           0        Normal Alert Box
           1        Watch out! Alert Box
           2        What's happening? Alert Box
           3        Stop right there! Alert Box

In the converter, we used number 1 and number 3. It also took quite a while to find out how we could POKE on 16745024! In ST Basic, it was normally possible to POKE there, but in GfA you need to enter the supervisor mode. Therefore, SPOKE was introduced. Was I glad I had a list of GfA commands at hand (which you will find elsewhere in ST NEWS as well, with the GfA Basic Tips & Tricks)!
If you have discovered any nasty bugs in our converter, or if you think something should be altered/debugged/improved/adapted, please contact us at our correspondence address.

Since we hope to publish some more GfA Basic programs, we also hope that you will help us. Start writing nice utilities in this versatile language and send them to us, wo we can use them in a next issue of ST NEWS. At the moment, we are writing a Disk sorter ourselves, which will enable you to create files of all your programs on all your disks. But it might take a while before it's finished! Ofcourse, you may also send 100% basic games.

THE AMAZING CRACKING CONSPIRACY™ READER'S SERVICE

In this article you'll find all things you need to know with regard to our correspondence address: sending in articles, asking questions, subscribing to ST NEWS, and more.

Subscribing to ST NEWS

For those of you who want to receive this bulletin within a few days after its launch, it is possible to subscribe to ST NEWS. Just send an empty, formatted, single sided disk to us, together with enough stamps  so we can return  it to you and a piece of paper on which you write the number of the issue you want to receive (or "ALL" of you want to receive all back-issues as well). When you subcribe after 1986, you must also write down the volume number. Send all of this in an air-bubble envelope to: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Please be sure not to close it too tightly, because we also need the envelope to send the disk back to you!

Remarks, critics, comments, etc. to ST NEWS or our Synth Samples

If you think we do something terribly wrong, please write to us immediately and tell us what we do wrong and why you think we do it wrong. You may also send other critics, comments (compliments?) and other messages concerning either ST NEWS or our Synth Samples to us at: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. As we cannot afford to answer all people who send in their views and comments, we must ask you to add a stamp with your letter if you want us to answer.

Graphix and Musix for Synth Sample III

At the moment, we're working on the sequel to Synth Sample II - Synth Sample III. It will work on color monitors only, and we're looking for color pictures (preferably in Low resolution) and Music Studio-compatible songs to use in it. If you think you have an original, beautiful color picture or a piece of music that sounds really great, you can send it to us for use in Synth Sample III (or maybe even Synth Sample IV). Please supply all your stuff on a single sided disk; the pictures must be in Degas, Neochrome or N-Vision format. Be sure to add enough stamps so we can return the disk(s) to you, as well as your name and address.
At the moment, we have already finished "Axel F" (it sounds great on MIDI!) and we're working on the James Bond theme. We especially need two pictures: one of the cover of the album "Killers" from "Iron Maiden", and one of the Beverly Hills Cop sitting on the hood of his Mercedes (for use with "Axel F"). Watch out: we do not want "ripped" pictures or anything like that! We're also looking for a picture of James Bond through the focus with blood dripping from the top of the screen.

Sending in articles for use in ST NEWS

As we cannot possibly write all the articles in future issues of ST NEWS, we hereby call upon all of you: start writing interesting articles for use in ST NEWS! We are looking for the following subjects: Solutions to adventures, Hints & Tips for playing certain Games, Hardware (please supply us with 1st Word Plus-format pictures if needed), all stunning news (for use in "Did you know that...."), Hints & Tips for certain Utilities or other programs and more. Please contact us before you send in anything! Our address is: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Your articles have to be written using the standard 1st Word Plus page layout, in WP Mode. Don't use different character types too often, and use correct English! Please enter them on a single sided disk, together with your name and address, as well as enough stamps so we can return the disk(s) to you. We cannot pay our authors anything, because we don't have any income (ST NEWS is supplied free of charge - except for the Post costs).

Hi to....

If you want to say hi to another ST owner, or a close friend of yours, just write the message and your name on a note, and we'll publish it in our "Hi to...." column. Anything is acceptable, from congratulations to births, marriages, birthdays, etc. to just simple greetings. Please send you entries in to ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. We'll do the rest.

Dealer enquiries

Since our Synth Samples tend to be quite nice to look at and to listen to, they might help selling ST Computers in computer shops. The Amazing Cracking Conspiracy™ has already supplied some computer shops with adapted dia-shows, as well as regular Synth Samples. From now on, we are looking for computer shops that want a custom Synth Sample for demonstration use (mostly, that will be a regular Synth Sample with one picture replaced by the shop's logo or something like that). If you happen to be an employee of a computer shop, please contact us at: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Please add a stamp so we can answer your letter as well. Your customized Synth Sample (any version can be customized, except Synth Sample I) might be ready within a month....
If you happen to write commercial software, we will be happy to review it in an upcoming issue of ST NEWS. And you needn't worry: we won't spread it! Just send us your program (with stamps if you want us to return it to you) and it will turn out all right. If you happen to write good public domain software, you can also send it to us - we will then review it and spread it as well. In this case, you'll also need to add stamps if you want your disks to be returned. If you have the faith in us to let us review your software, we would be grateful - thank you in anticipation!
 ST user base

The Amazing Cracking Conspiracy™ is setting up the largest database of Europe for people who own an ST and that want to contact someone in their neighbourhood who also has an ST. Therefore, we request you to send your name, address, postcode, city and country on a postcard to ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. You must also write down your system configuration (color and/or monochrome, ds/ss disk drives, modem, printer, 1040, ST/ST+, etc.). This personal data will be included in a database in which eventually all people who own an ST should be found. Ofcourse, you must not send in your name and address if you don't want people to know who you are, where you live, etc.
If you want to make use of this database, please send a letter to us with your name and address on it, and special demands on the other user you're looking for, e.g. "he must have a color monitor", and send it to the above address, together with a stamp for the answer. We will write down the people in your neigbourhood and send that list back to you. This way, optimal contact between ST users is assured, and experience can be shared. We think this is a great idea and we hope you will write down all the people you know who have an ST and send it on a postcard to us as soon as possible......
People who want to make use of this service have to be in the ST User Base theirselves!

Questions & Answers

Elsewhere in this bulletin, you'll find a column called "Questions and Answers". In this column, we try to answer reader's questions (sent in to our correspondence address). If we don't succeed in answering them ourselves, we hope the readers might contact us to answer them for us, also at our correspondence address. If you answer a question, please write down the question, too (and the volume and issue number of the issue of ST NEWS you've read the question in). If you send in a question that you would like answered immediately, please add five guilders (to cover the phone costs for us to contact someone who might know the answer if we don't know it ourselves, as well as the post costs).

Synth Sample II contest

Remember? In last time's issue of ST NEWS we wrote out a competition: the Synth Sample II contest. The questions were:
 1. How many eyes can you see in one complete round of Synth       Sample II?
  2.  What make is the cassette in the cassette deck from?
  3.  Finish this slogan:
      I always enjoy listening to ACC's Synth Samples, because....

The closing date of the contest is December 1st, 1986 (so people who win anything will be able to spend it for Christmas). We have already received some entries, but only one of them was rightly answered! So there's still a big chance of you winning the contest...
Don't forget to send in five guilders for each entry. The actual winner will get all the sent-in money before Christmas!

Public Domain service

Since we stopped being illegal, we now launch a service through which you can get copies of Public Domain software. There are two programs at the current list of public domain offerings: DrieDim V2.1 and Krabat Schach V1.0a. Each is about one disk side in length. Here's how you can order them: send a disk to us for each program that you want (formatted, single sided), together with a note on which you write down which program you want and enough stamps so we can send them back to you. It is a free service, so you'll only have to pay the post costs and supply us with the disk(s). We will do the rest. Read more about possible new Public Domain offerings in the next issue of ST NEWS. If you want us to spread a program that you wrote as a Public Domain offering, please contact us at ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. If you send in an evaluation sample, please add stamps so we can send it back. If you don't add stamps, we will keep it or send it back without any stamps on it! We will only put good Public Domain programs in our PD offerings, so please don't send all stuff you wrote!
It is also possible to obtain any of our Synth Samples this way, and it's even possible to send in a disk already for Synth Sample III - that way you'll get it within days after it's launch! ICG's "Randomize Picture Show I" can also be obtained this way.
Last moment addition: Templemon is now also in our public domain library!

Greetings:

If you know anyone who has an ST, please send us his first name and the first letter of his surname, or his (or her?!?) cracker's name, so we can greet them in an upcoming issue of ST NEWS.

What you must not do

Since the people who live at our correspondence address are two retired people (who do not own a computer, and didn't even know I had one until  I asked them if I could use their address for ST NEWS) who don't want to get in any trouble, please do not send copies of illegal software or illegal copies of legal software to that address, and don't send questions about previous Amazing Cracking Conspiracy™ spreadings either: we have stopped being illegal for the sake of these people and the sake of the software industry (that can now continue to write good software, without having to be afraid we crack/spread it). It is no use to visit these people either, because (as I already said) they do not know anything about computers and they don't even know where we live.
 
GEMDOS FUNCTIONS by Cronos

The GEMDOS functions in the Atari ST look very much like MS-DOS routines. Especially the UNIX functions of MS-DOS can be found in GEMDOS, whereas the hardware-specific functions - ofcourse - won't be found.
All GEMDOS functions can be supplied with parameters on the stack and can be called from assembler using the TRAP #1 command. You must know that D0 and A0 will be changed at any time if you use GEMDOS functions. The return value will be found in D0, whereas A0 contains the pointer to the stack-address on which the function number is located - most of the time, anyway.

You can read most specific things about the GEMDOS functions (detailed decriptions) can be found in the book "ST Intern" from Data Becker (Merowingestraße 30, 4000 Düsseldorf, West-Germany). The authors are Klaus Gerits, Lothar English and Rolf Brückmann (ST Intern, ISBN 3-89011-119-X, price about DM 80,-), but here we have just included a small summary of GEMDOS functions, together with a very brief description.

Number:     Name:          Brief description:
------------------------------------------------------------------
 00         TERM           Terminate program
 01         CONIN          Get character from console
 02         CONOUT         Output character to screen
 03         AUXILIARY
              INPUT        Get character from RS232
 04         AUXILIARY
              OUTPUT       Send character to RS232
 05         PRINTER OUTPUT Send character to Centronics
 06         RAWCONIO       Get character and send it to screen
 07         DIRECT CON IN
              WITHOUT ECHO Get character from console
 08         CON IN WITHOUT
              ECHO         Get character from console
 09         PRINT LINE     Output several characters to screen
 0A         READLINE       Input several characters from console
 0B         CONSTAT        Check if keyboard buffer is filled
 0E         SETDRV         Define current drive
 10         CONOUT START   Give console status
 11         PRTOUT STAT    Give Centronics status
 12         AUXIN STAT     Check for character availability on
                             RS232
 13         AUXOUT STAT    Check if RS232 is able to send or not
 19         CURRENT DISK   What is the current drive?
 1A         SET DISK
              TRANSFER
              ADDRESS      Set buffer for disk operations
 20         SUPER          Toggle supervisor mode
 2A         GET DATE       Get the system date
 2B         SET DATE       Set the system date
 2C         GET TIME       Get the system time
 2D         SET TIME       Set the system time
 2F         GET DTA        Get buffer for disk operations
 30         GET VERSION
              NUMBER       Get the TOS version number
 31         KEEP PROCESS   Terminate program. Read the exact
                             difference with 01 in ST Intern
 36         GET DISK FREE
              SPACE        Get free space on disk
 39         MKDIR          Create a folder
 3A         RMDIR          Remove (delete) a folder
 3B         CHDIR          Change current directory (folder)
 3C         CREATE         Create file
 3D         OPEN           Open file
 3E         CLOSE          Close file
 3F         READ           Read file
 40         WRITE          Write file
 41         UNLINK         Delete file
 42         LSEEK          Move filepointer
 43         CHMOD          Change mode (file attributes)
 45         DUP            Get handlenumber
 46         FORCE          Manipulate handlenumber
 47         GETDIR         Set current directory
 48         MALLOC         Allocate memory
 49         MFREE          Free memory that was allocated
 4A         SETBLOCK       Allocate specific memory
 4B         EXEC           Load a program
 4C         TERM           Terminate program
 4E         SFIRST         Check for filename
 4F         SNEXT          Check for filename continued
 56         RENAME         Rename a file
 57         GSDTOF         Check date/time

USEFUL ADDRESSES by Cronos

Here you will find some addresses of software houses, as well as some addresses of user clubs that support the Atari ST users. We hope you'll find these addresses useful (we hope you do; that's why we named this "Useful addresses" in the first place!).

Addresses of Userclubs that support the ST:

Vereniging ST gebruikers Zuidnederland
Pastoor de Kroonstraat 20
5211 SP Den Bosch
The Netherlands

Stichting Huiscomputers Nederland (SHN)
Fazantlaan 61-63
6641 XW Beuningen
The Netherlands

Computer Club Veldhoven (CCV)
Braak 119
5501 DH Veldhoven
The Netherlands

Micro Computer Gebruikers Vereniging Triorex
Cortenbachstraat 81
5707 TE Helmond
The Netherlands

Bund der Atari ST Anwender (BASTA)
Otto-Hahn-Straße 26
4000 Düsseldorf 13
West Germany

Stichting Atari Gebruikers (SAG)
Postbus 180
4130 ED Vianen

Addresses of Dutch Softwarehouses (and hardware suppliers):

Treesoft
Wittevrouwensingel 93
3514 AL Utrecht

Astona Engineering
Antwoordnummer 741
2980 AC Ridderkerk

ABC Software
Dorpsstraat 2
Bruchem

Arcade O'Harris
Polanerbaan 13 J
3447 GN Woerden

Data Becker Nederlands
Postbus 8411
3503 RK Utrecht

Eurosystems
Verlengde Parkweg 6
6717 GN Ede

Marko Software
Mat. Marisstraat 76
3314 TP Dordrecht

Atari Benelux B.V.
Postbus 70
4130 EB Vianen

Addresses of German softwarehouses:

CTK
Am Seeufer 22
5412 Rinsbach

Data Becker GmbH
Herr Froitzheim
Merowingerstraße 30
4000 Düsseldorf 1

G-DATA Software
Herr K.Figge
Siemensstraße 16
4630 Bochum 1

Jürgen Jeismann
Crispinstraße 4
4600 Dortmund 30

Print & Technik
Herr Brockner
Nikolaistraße 2
8000 München 40

RDS Software
Herr Schneider
Jakobstraße 8a
6096 Raunheim

Steinberg Research
Herr Rürup
Billwerder Neuer Deich 228
2000 Hamburg 28

Addresses of English softwarehouses:

Activision
15 Harley House
Marylebone Road
London NW1 5HE

Ariolasoft Ltd.
68 Long Acre
Covent Garden
London WC2E 9JH

Atari Corporation (UK) Ltd.
Atari House
Railway Terrace
Slough
Berkshire SL2 5BZ

BOS Software
87/89 Saffron Hill
London EC1N 8QU

GST Computer Systems
91 High Street
Longstanton
Cambridge CB4 5BS

Haba Systems Ltd.
34 Greensland Lane
Prestwood
Great Missenden
Buckinghamshire

Kuma Computers
Unit 12
Horseshoe Park
Horseshoe Road
Pangbourne
Berkshire

Laser Software International Ltd.
32 High Street
Tring
Hertfordshire HP23 5AA

Llamasoft
49 Mount Pleasant
Tadley
Hants

Metacomco
26 Portland Square
Bristol BS2 8RZ

Microdeal
41 Truro Road
St Austell
Cornwall PL25 5JE

Paperlogic Ltd.
12 Nottingham Place
London W1M 3FA

Psygnosis
1st floor
Port of Liverpool Building
Pier Head
Liverpool L3 1BY

Rainbird Software
Wellington House
Upper St Martin's Lane
London WC2H 9DL

SDL
1-4 The Mews
Hatherley Road
Sidcup
Kent DA14 4DX

TDI Software
29 Alma Vale Road
Bristol BS8 2HL

WASP Software
118 Whitehorse Road
Croydon
Surrey CR9 2YB

Advanced Systems & Techniques (AST)
87 Bournemouth Road
Southend-on-Sea
Essex SS2 5JJ

Addresses of American softwarehouses:

SubLOGIC Corp.
713 Edgebrook Drive
Champaign
Illinois 61820

Epyx
Kiel Court
Sunnyvale
California

Other useful addresses:

The International MIDI Association (IMA)
11857 Hartbrook St
North Hollywood
California 91607
United States of America

ST NEWS
Fuutstraat 2
5702 LN  Helmond
The Netherlands

And here are some phone numbers you should call when you  hate  us
or if you are one of the people whom we f.cking® greet (see at the
end of this bulletin):

013-321395, 013-430090 or 020-266668 (all three in Holland) 

THE TEMPELMANN MONITOR by Cronos and Markus of The Bitstoppers

Recently, Thomas Tempelmann (E.-L.-Kirchnerstraße 25, D-2900 Oldenburg, West Germany) has written a nice utility program for the ST. As some of you might know, Thomas was very active on the Commodore 64 a while ago - he wrote some nice copy programs. We sure are glad to hear that yet another computer whizkid has joined the ST legions.
But now, let's review the program. It comes supplied in a folder with four items, and it is public domain (at least, versions 1.x are). Our version was version 1.3.

The concept is simple: he manipulated the routine that normally prints out the screen (on ALTERNATE+HELP), so that is points to his program - a machine language monitor. It offers nice touches, like using wild cards and examining the whole memory. Just think about the possibilities: you can now enter a program in memory any time you want. Some programs, however, disable this function. A few programs that do this: The Pawn and our Synth Samples.
After pressing ALTERNATE and HELP simultaneously, the screen blanks and the monitor starts up, giving you some essential data as well as a "!" prompt. This prompt lets you know that the monitor is waiting for a command line. Below, you will find a summary of all commands. In that summary, we will use these conventions:

* All values must be given in hexadecimal notation, unless you    add "&", in which case you may use decimal notation.
*  <f> means first address, <e> means ending address.
*  <e> may also be replaced by: X<n>   (number of bytes)
                                Z<n>   (number of lines)
*  With the commands M, D and I you may  also replace <e> by a    point, which indicates endless display of memory.
*  As address is also  possible to specify the contents of a    specific register, like "! G ~A0".
*  It is also allowed to exchange an address for the variable "O",    that can be given a value through the "O" command (see below).
*  All listing  can be paused by pressing the SPACE bar, whereas    they may be stopped completely by pressing any other key.

Here is the list of commands:

  F1                   Switch to monitor work screen
  F2                   Switch to original screen
  M <f> <e>            Memory dump
  : <f> <w1> <w2>...   Save words <w1>-<w..> from address <f>
  D <f> <e>            Disassemble memory
  O <offs>             Set the variable "O" to the value <offs>
  C <f> <e> <d>        Copy <f>-<e>-2 to <d>-(<d>+(<e>-<f>))
  V <f> <e> <d>        Verify memory (compare)
  H <f> <e> <b1> <b2>..Hunts memory for bytes <b1>-<b..>.  The                        question mark may be used as wild card.
  H <f> <e> '<string>  Hunts memory for <string>. The question                        mark may be used as wild card.
  F <f> <e> <b1> <b2>..Fills memory with bytes (b1>-<b..>. The
                       question mark may be used as wild card.
  F <f> <e> '<string>  Fills memory with <string>. The question
                       mark may be used as a wild card.
  I <f> <e>            ASCII dump (Interrogate memory). Control
                       codes will be given in reverse.
  ' <f> <string>       Puts string in memory from address <f>
  B                    Indicates all breakpoints (BPs), with the
                       format <address>, <counter>, <standing>.
  B <n> <a> <c> <c0>   Sets BP number <n> to address <a>.
  B-                   Disables all BPs.
                       A note to Breakpoints: These are set when
                       leaving the monitor, if the Trace bit in
                       SR isn't set (if not, the Tracefunction
                       will trace the BPs).
  G <f>                Go. Leave the monitor and go on at the
                       address specified by <f>.
  GS <f>               Calls a Subroutine. This routine has to
                       end with RTS to assure return to the                        monitor!
  T+ (or T-)           Set Trace control mode on (or off). During
                       Trace, the following functions are
                       possible:
                       SPACE    Execute specified instruction
                       ESC      Leave Trace mode and enter the
                                monitor. Back with "!G"
                       T        Toggle T-flag of SR of processor.
                                This can also be done in normal
                                monitor mode, by "!R FT=1" or
                                "!R FT=0". Only when this flag is
                                set, the monitor will keep control
                                over the executed instructions
                       O        Turns of output and key input.
                                The program will continue, and has
                                to return to the monitor by a BP
                       A        Just like "O", but in this case
                                all functions are traced (inclu-                                ding TRAP routines, etc.), since
                                the trace bit is set each time.
                                During disk operation, or when the
                                Interrupt mask is set to 7, the
                                instruction will not be traced,
                                because the trace bit isn't set
                       R        Turns off the input and output,
                                until a subprogram returns

Templemon also knows some quite advanced register operations, for which we will use the following conventions:

*  Registers (<reg>) may be specified by D0,A7,SR,PC,SSP,USP, etc.
*  F is the same as SR
*  A7 represents either the SSP or USP; this depends on the S-bit
   of the SR (whether it is set or not)

  R                    Displays the register that was specified
                       with "R:".
  R <reg> = <l>        Sets <reg> to the value <l>.
  R: <reg1> <reg2>...  Sets up default Register diplay (e.g. for
                       Trace).
  R F<SR-Flag> = <v>   Sets SR-flag to <v> (either 0 or 1). An
                       example: "!R FC=1" sets the carry-flag.
    P                    Clears the screen
  Q                    Quits (Gemdos(0))

The following commands are added from version 1.3 onwards:

  S <filename>,<f> <e> Saves memory from <f> to <e>-1 in a file.
  P <filename>         Opens a protocol file. All output will then
                       be sent to the screen, but also to that                        file. Example: "P PRN:" will send all
                       output to screen, but also to the printer.
  PC                   Close protocol file.

Thomas Tempelmann is currently working on a professional version of this program, on a ROM module. If you want to receive a full user manual of the PD program, as well as a 40 DM bonus on the purchase of that professional version, you should send DM 40 to him (to the address mentioned earlier in this article).
Please note that the program may only be spread through public domain if it is accompanied in a folder by a "read me"-file, and a program called "TRACE.TOS" as well as that's C-source file! It may be ordered through our public domain service (read all about that in the article about our Reader's Service, elsewhere in this bulletin).

A COMPUTER STORY by Cronos

In this issue of ST NEWS, we proudly present the first part of a computer novel. Before you might start reading it, it must be said that all characters in this novel are fictive, and all similarities to present day events are coincidental.

PART I: There's someone living inside my Computer!

It must have been about eight in the evening. William Walker, senior computer programmer at Apollo Inc., had just finished a long and exhausting day behind his terminal and felt like going home to have a bit to eat. Walker was the kind of man that liked to finish things when they had to be done, someone definately of an earlier generation. He looked quite young, though, but that might have been because of his light whiskers. He had just finished up and was just slipping into his coat when he noticed that his computer was still turned on. Wasn't that strange? He could have sworn he had turned the thing off! A little irritated, he turned of the machine and left the room. He was a bit in a hurry, because his son was to celebrate his 12th birthday that evening. He swiftly went down the office stairs and greeted the porter, who shouted: "Give my congratulations to that little brat of yours!". Walker was in too much of a hurry to be able to talk to the man, and shouted "Thanks, Arthur!". He had hardly finished the last word when he was already in his car; he closed the door and drove home as quickly as he could.

His son came bargeing out the house when he pulled over his car in front of the house. "Daddy! Daddy! Look what uncle John gave me! Just look!". Little William - that was the name of Walker's son - pulled him along on the sleeve of his jacket. "Just slow down, William! It'll still be there in another minute!". 'Uncle John' wasn't a real uncle of little William's; in fact, he was just a colleague at Apollo with whom both Walker and his wife were very well acquainted. This was quite strange, because John was more the freelance type of guy, that did things just when he liked to do them, quite the opposite of Walker himself. Maybe the fact that he was his brother-in-law as well had helped to establish this close friendship. At the moment, William and John both worked on the same project at Apollo - artificial intelligence. They had deviced a special means to produce semi-organic IC's, with which they had jointly built a large computer system.
Little William dragged his father along to his room, of which he proudly swung open the door and pointed to a keyboard on a desk in the corner. "Look dad! A computer!", the enthusiastic boy cried. He immediately set himself down behind the keyboard and started typing on it. "William," said Walker, holding the plug of the computer in his hand, "It might prove useful if you find a socket for this, first!". They both laughed. Little William said: "Will you teach me everything, dad? Will you?". Walker was a bit overthrown by his son's enthusiasm - normally, his son had never been interested in computers whatsoever. "Ofcourse, William. In the top lefthand drawer in my study you'll find a book that explains quite a lot about these things. Why don't you fetch it? But be carefull not to damage it!". Little William shouted "Gosh, dad! May I?". After his father nodded, the boy ran out of the room to his father's study.
Walker went to the living room, where his wife and John were sitting. "It took long, didn't it?" asked John - "Yes, there are still some nasty bugs in the operating system. Do you think you can have a fresh look at it in the morning?". John nodded. "By the way," said Walker, "I bet you stumbled upon that system quite cheaply?" - "You mean little William's? Yes, in fact I did. And it went for sale complete with a modem, monitor and disk drive!" replied John, "I say, it's quite a bargain!".
The rest of that particular evening Mr. Walker, his wife and John spent with playing cards and looking at the TV. Little William went to his room and started reading his father's book, together with some other pieces of paper he found in the top drawer...

Next morning, Walker and his wife woke up with the autumn  sun in their eyes. Outside, some leaves were flying through the air on a shilly breeze. Walker heard William in the room next to theirs, typing on his keyboard. "It looks like William is having quite a good time with his computer," mrs. Walker said, "he must have got up about an hour ago. That's not like him - normally he spends all morning in bed!". "I suppose the computer's got hold of him," said Walker, "that way he might learn something about it. He might eventually get to know more about me and my work, that way. Let's not interrupt him." - "Let's not." she replied, and got out of bed to make a cup of tea.
At breakfast, Walker quickly consumed some sandwiches, after which he went straight to his work. He was met by John, who was already there. "Something strange must have happened to your terminal!", John said, "it was turned on this morning and there was a very strange text on the screen!". They went to the computer room immediately. "I am sure I turned the thing off last evening," Walker said, "I am positively sure!" - "It wasn't turned off this morning it wasn't, and the text on the screen is definately not your style!". Amazed, they gazed at the screen, that held the message "Why doesn't anyone respond?". Walker sat down behind the terminal, just when the screen cleared and another text was typed on the screen: "Please respond...". John and William looked at each other as if they saw water burn. John was the first one to regain total consciousness, and typed in: "Hello". The screen was cleared and, after a while, yet another message appeared on the screen. It read: "Finally!".....

Next time, you will be able to read PART II: Close encounter. See you then!

QUESTIONS AND ANSWERS by The Amazing Cracking Conspiracy™

This time, the first questions came dripping in.....

QUESTIONS  

How can it be that Millipede and Megaroids use such nice sprite movements? Does anyone know if they use/don't use the line A opcodes? Does someone have the C listing of Megaroids?
                           Mark van de B.

How do I check the joystick controls from C or Assembler? Especially: how do I get firebutton data from port #1?
                           Mark van de B.

I am looking for someone who has experience with the "C:" command of GfA BASIC, as well as the special operating system commands (BIOS, XBIOS and GEMDOS). Can someone help me?
                           Cronos from The ACC

ADVERTISMENTS  

We are still looking for nice color pictures and Music Studio music for use in future Synth Samples! Be artistic and send them to us....
                           The ACC

I am looking for people in the neighbourhood of Muiden (Holland) who own an ST, especially those who have a color monitor/SF 314.
                           Piet D.

If you happen to come accross to any phone numbers in ex-ACC spreadings,  erase these numbers with a diskmonitor or so (we have stopped spreading and we don't want anyone to call anymore - especially not angry software programmers!). Thank you in anticipation; you might have helped us to get rid of our illegal image!
                           The ACC

For sale: The OOR pop encyclopaedia (in Dutch) 5th edition (1986). Are you interested? Please contact me!
                           Cronos from the ACC

I am looking for a complete 27MC system (including adaptor and antenna) for under 30 guilders. Who wants to sell it to me?
                           Cronos from the ACC

Poor student is looking for a free Commodore 64 (straight) with cassette recorder. Who gives it to me? I might also be willing to pay something for it - but not too much!!
                           Cronos from the ACC

I am looking for a Casio sampling keyboard (small) or a Teletron modem. Both real cheap! Send your offers to me!
                           Antiware of the ACC

People who have my phone number, please call only between 17 and 18 hours!
                           Cronos of the ACC

I am looking for the comic book "The Formula of Dr. Sato" part II from Edgar P. Jacobs. I am willing to pay very well!
                           Robert van L.

I am looking for a CD player (e.g. Philips CD 650) for a very low price!
                           THH

I am looking for a Commodore 1541 disk drive for a maximum of 250 guilders. Please help me!
                           Richard van H.
                           Telephone 04920-40023 (Holland)

Who has sent 40 DM to Thomas Tempelmann for his user manual of "Templemon"? We are quite interested in it, and we're willing to pay if necessary!
                           The ACC

If you think you have an answer to a question, or if you have a question yourself, please write to our correspondence address: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Please write down to which advertisment/question you are replying! Please write "Q&A" clearly on the top lefthand corner of the envelope.

 

DID YOU KNOW THAT.... by Cronos and others

....the ST has now finally become a 'computer of the people'?
....we may safely assume this because people can now buy it     through mail order?
....an address where they can buy it is: Wehkamp, Antwoordnummer     600, 8000 XA, Zwolle?
....they ask 2399 guilders for 520STM, SF354 disk drive, mouse,     TOS in Rom, TV-Coaxcable and monochrome monitor SM124?
....this isn't really expensive?
....you can also order by phone?
....you will therefore have to call 05320-22322?
....you can also call Jimmy, the computer order station, at 038-    224422?
....Wehkamp even lets you buy it on instalment?
....that would cost you 100 guilders per month?
....another mail order company, Otto, also sells the ST by mail     order?
....you get the ST without obligations at home for 7 days to test     it out?
....they don't sell that f.cking® Amiga?
....now it's quite sure the Amiga will never make it?
....recently, a seventh man in our home town bought an ST?
....you might have heard from him already?
....he is A3 (Henksoft) - whom you might know through most of our     greetings?
....there is a ST user group in 's Hertogenbosch (Holland)?
....their address is: Vereniging ST gebruikers Zuidnederland,     Pastoor de Kroonstraat 20, 5211 SP Den Bosch?
....the membership costs 37.50 guilder per year?
....you must write a card to them, on which you write down your     name, address, profession & ST type you own, to join them?
....the "Foundation ST" is publishing a very good magazine called     "ST"?
....it costs 30 guilders for one year (six numbers)?
....,if you want to subscribe to it, you should order 30 guilders     to be transferred to giro account number 1626826,  on the name
    of C. Jansen, penningmeester ST, Nijmegen (Holland)?
....this magazine is written in Dutch?
....it is actually written by (and written for) all ST freaks?
...."ST" is still the best Dutch magazine on the market?
....Dufose publishing, an English company, publishes a quite good     English magazine, called "ST User"?
....a German magazine, called "ST Computer" is also quite good?
....you should try to subscribe to all three of them, as well as     the usergroup we mentioned?
....both members of The Amazing Cracking Conspiracy™ now have a     driver's licence?
....the GfA BASIC user manual is now available in Dutch?
....it is supposed to be sold with every GfA original you buy in     Holland?
....there is another 100% software magazine (just like ST NEWS)?
....it is called "Faster"?

....it is not a club magazine from the usergroup "FASTER" in     Eindhoven?
....it is a Canadian initiative?
....these magazines can be ordered through "ST" magazine?
....they would cost you a little less then 20 guilders per issue?
....The Amazing Cracking Conspiracy's "Synth Sample I" is also     available through their public domain service?
....on Sunday, September 7th, DSP and FSP wanted to go to the     Firato with some others?
....I was planned to go with them?
....that didn't happen because of a small misunderstanding?
....the others went on their own, without me?
....they had a nerve-wrecking (and car-wrecking) crash because of     some oil on the road, near 's Hertogenbosch?
....DSP got a bump on his head, and the others got pretty scared?
....it couldn't have gone allright anyway, because the driver was     a Commodore 64 owner?
....I had thus escaped death by an inch (or rather, by 50-15=35?)?
....we all had a good laugh about it afterwards?
....the driver will now probably have to sell his 64 to pay the     damage caused to his  vehicle (a wretched front side and a     scratch on the back)?
....we hope the insurance will pay him too much money, so he might     decide to buy an ST?
....these are the new (and this time, shocking) things that     happened during the production of this issue of ST NEWS?
....we therefore will hope to see you next time?

FUTURE RELEASES OF THE AMAZING CRACKING CONSPIRACY™ by Cronos

In this article we will glance over a few of the future Amazing Cracking Conspiracy™ releases, which will be some programs written in GfA Basic, as well as Synth Sample III...

Pattern Editor

This program is scheduled for release in the next issue of ST NEWS. It will be a kind of icon editor, for 16x16 pixels. When hitting a certain key, the program will convert all the pixel data on the screen into 16 Mki$ datas for use in GfA Basic's DEFMOUSE or SPRITE command. It is supposed to allow mask editing as well.

Hiscore Terminal

People on the Commodore 64 might remember this program, that was written in Basic and afterwards compiled with Austro Compiler. It enabled you to make records of your high scores for certain games, and it included a small editor. The ST version will be much better, and it will use pull-down menus,  etc. It is scheduled for release in ST NEWS Volume 1 Issue 6.

Tron X

This will be a space-invader type game, the name being based on the program X-Tron from RDS software. It will just be  shoot-em-up game, and it will be launched as soon as we know well enough how to handle several sprites on the screen and how to manage them properly. It might take quite a while!

Disk Sorter

This program will enable the user to keep track of all the programs on his disks, complete with an editor. The capacity will vary, depending on the system you use. It will have a compare option (to compare two lists of software), a print option, etc.

The Ultimate Examining Utility

Yes, we know that we already announced this program in the very first issue of ST NEWS, but we just didn't have the time to accomplish it. It will be a GfA Basic version of the old Utility, using pull-down menus,  etc. It might as well contain a assembler/disassembler, but we're not sure about our programming capabilities to make sure that such an option is contained. It will be better then the ST Basic version, that's for sure!
Quite possibly, it will also contains a small diskmonitor...

Low to High Converter V3.0

This will be the sequel to the version that is published in this issue of ST NEWS. It will also be possible to convert low resolution Degas pictures to high resolution Degas format, and possibly there will be a converter for other popular drawing programs as well. As usual, it will be written in GfA Basic and it will work with many GEM options, like pull-down menus, etc.
Working with integer variables, we also hope to speed it up a little; our target is around five minutes for each conversion!

Synth Sample III

Yes, this will be ready in the near future as well. We are already working on the music and the graphics, and you can help us finishing it (read how in the article about our Reader's Service) as well! It is definate that this version will also work on color monitors only, and that it will be approximately one single sided disk in length. The music will this time be better adapted to work with MIDI interfaced keyboards/synthesizers as Synth Sample II (sometimes, things went wrong with those musix). Here's a glance of some of the musical pieces that will be or might be included: Axel F, James Bond Theme, a piece of Bach, The Fifth of Beethoven, Equinoxe (Jean Michel Jarre), Oxygene (Jarre), Magnetic Fields (Jarre), Toccata (Sky), Peter Gunn (Emerson, Lake and Palmer), Pop Corn (Pop Corn Makers), Enola Gay (OMD), some boogies (written by ICG), The TROS TV tune (from Ter Land, Ter Zee en in de Lucht) and more (maybe even Rondo Russo from Berdien Stenberg!).

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET by Cronos

On the next pages, you will find a small kind of booklet, that you can print out and use next to your ST. It is based on an original idea by Triorex computerclub, who published something like it for the Commodore 64. We hope you'll like it. Additional charts may be published in future issues of ST NEWS. If you have any suggestions for those charts (which charts would you like to see published?), please contact us at ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. We would very much appreciate to receive your suggestions, ideas (yes, possibly complete charts worked out), etc.

Credits:

Chart 1: thanks to Atari, GST and GfA Systemtechnik
Chart 3: thanks to Hippo, Data Becker and Atari
Chart 4: thanks to Diode,  Nat Lab. Geldrop, Motorola and Data          Becker

More information concerning MC68000 opcodes can be found in "ST Intern" from Data Becker.

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 1      

ASCII character set

Decimal code:   Hexadecimal code:          Character:
------------------------------------------------------------------
  00              00                         Empty           (NUL)
  01              01                         Arrow Up        (SOH)
  02              02                         Arrow Down      (STX)
  03              03                         Arrow Right     (ETX)
  04              04                         Arrow Left      (EOT)
  05              05                         Close Window    (ENQ)
  06              06                         Window Size     (ACK)
  07              07                         Window Full Size(BEL)
  08              08                         OK Sign         (BS)
  09              09                         Clock           (HT)
  10              0A                         Bell            (LF)
  11              0B                         Musical Note    (VT)
  12              0C                         FF              (FF)
  13              0D                         Carriage Return (CR)
  14              0E                         Left Atari Sign (SO)
  15              0F                         Right Atari Sign(SI)
  16              10                         Digital 0       (DLE)
  17              11                         Digital 1       (DC1)
  18              12                         Digital 2       (DC2)
  19              13                         Digital 3       (DC3)
  20              14                         Digital 4       (DC4)
  21              15                         Digital 5       (NAK)
  22              16                         Digital 6       (SYN)
  23              17                         Digital 7       (ETB)
  24              18                         Digital 8       (CAN)
  25              19                         Digital 9       (EM)
  26              1A                                         (SUB)
  27              1B                         Escape          (ESC)
  28              1C                                         (FS)
  29              1D                                         (GS)
  30              1E                                         (RS)
  31              1F                                         (US)
  32              20                         Space
  33              21                         !
  34              22                         "
  35              23                         #
  36              24                         $
  37              25                         %
  38              26                         &
  39              27                         '
  40              28                         (
  41              29                         )
  42              2A                         *
  43              2B                         +
  44              2C                         ,

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 1      

ASCII character set

Decimal code:   Hexadecimal code:          Character:
------------------------------------------------------------------
  45              2D                         -  46              2E                         .
  47              2F                         /
  48              30                         0
  49              31                         1
  50              32                         2
  51              33                         3
  52              34                         4
  53              35                         5
  54              36                         6
  55              37                         7
  56              38                         8
  57              39                         9
  58              3A                         :
  59              3B                         ;
  60              3C                         <
  61              3D                         =
  62              3E                         >
  63              3F                         ?
  64              40                         @
  65              41                         A
  66              42                         B
  67              43                         C
  68              44                         D
  69              45                         E
  70              46                         F
  71              47                         G
  72              48                         H
  73              49                         I
  74              4A                         J
  75              4B                         K
  76              4C                         L
  77              4D                         M
  78              4E                         N
  79              4F                         O
  80              50                         P
  81              51                         Q
  82              52                         R
  83              53                         S
  84              54                         T
  85              55                         U
  86              56                         V
  87              57                         W
  88              58                         X
  89              59                         Y

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 1      

ASCII character set

Decimal code:   Hexadecimal code:          Character:
------------------------------------------------------------------
  90              5A                         Z
  91              5B                         [
  92              5C                         \
  93              5D                         ]
  94              5E                         ^
  95              5F                         _
  96              60                         `
  97              61                         a
  98              62                         b
  99              63                         c
 100              64                         d
 101              65                         e
 102              66                         f
 103              67                         g
 104              68                         h
 105              69                         i
 106              6A                         j
 107              6B                         k
 108              6C                         l
 109              6D                         m
 110              6E                         n
 111              6F                         o
 112              70                         p
 113              71                         q
 114              72                         r
 115              73                         s
 116              74                         t
 117              75                         u
 118              76                         v
 119              77                         w
 120              78                         x
 121              79                         y
 122              7A                         z
 123              7B                         {
 124              7C                         |
 125              7D                         }
 126              7E                         ~
 127              7F                         ∆
 128              80                         Ç
 129              81                         ü
 130              82                         é
 131              83                         â
 132              84                         ä
 133              85                         à
 134              86                         å

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 1      

ASCII character set

Decimal code:   Hexadecimal code:          Character:
------------------------------------------------------------------
 135              87                         ç
 136              88                         ê
 137              89                         ë
 138              8A                         è
 139              8B                         ï
 140              8C                         î
 141              8D                         ì
 142              8E                         Ä
 143              8F                         Å
 144              90                         É
 145              91                         æ
 146              92                         Æ
 147              93                         ô
 148              94                         ö
 149              95                         ò
 150              96                         û
 151              97                         ù
 152              98                         ÿ
 153              99                         Ö
 154              9A                         Ü
 155              9B                         ¢
 156              9C                         £
 157              9D                         ¥
 158              9E                         ß
 159              9F                         ƒ
 160              A0                         á
 161              A1                         í
 162              A2                         ó
 163              A3                         ú
 164              A4                         ñ
 165              A5                         Ñ
 166              A6                         
 167              A7                         º
 168              A8                         ¿
 169              A9                         
 170              AA                         ¬
 171              AB                         F(1,2)
 172              AC                         F(1,4)
 173              AD                         ¡
 174              AE                         «
 175              AF                         »
 176              B0                         ã
 177              B1                         õ
 178              B2                         Ø
 179              B3                         ø

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 1      

ASCII character set

Decimal code:   Hexadecimal code:          Character:
------------------------------------------------------------------
 180              B4                         œ
 181              B5                         Œ
 182              B6                         À
 183              B7                         Ã
 184              B8                         Õ
 185              B9                         ¨
 186              BA                         `
 187              BB                         †
 188              BC                         ¶
 189              BD                         ©
 190              BE                         ®
 191              BF                         ™
 192              C0                         ij
 193              C1                         IJ
 194              C2                         
 195              C3                         
 196              C4                         
 197              C5                         
 198              C6                         
 199              C7                         
 200              C8                         
 201              C9                         
 202              CA                         
 203              CB                         
 204              CC                         
 205              CD                         
 206              CE                         
 207              CF                         
 208              D0                         
 209              D1                         
 210              D2                         
 211              D3                         
 212              D4                         
 213              D5                         
 214              D6                         
 215              D7                         
 216              D8                         
 217              D9                         
 218              DA                         
 219              DB                         
 220              DC                         
 221              DD                         §
 222              DE                         ^
 223              DF                         ∞
 224              E0                         

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 1      

ASCII character set

Decimal code:   Hexadecimal code:          Character:
------------------------------------------------------------------
 225              E1                         ß
 226              E2                         
 227              E3                         π
 228              E4                         ∑
 229              E5                         
 230              E6                         µ
 231              E7                         
 232              E8                         
 233              E9                         
 234              EA                         Ω
 235              EB                         ∂
 236              EC                         
 237              ED                         
 238              EE                         
 239              EF                         
 240              F0                         
 241              F1                         ±
 242              F2                         ≥
 243              F3                         ≤
 244              F4                         
 245              F5                         
 246              F6                         
 247              F7                         ≈
 248              F8                         °
 249              F9                         •
 250              FA                         •
 251              FB                         √
 252              FC                         
 253              FD                         
 254              FE                         
 255              FF                         

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 2      

Inp(2) Chart

Decimal value:  Key combination(s):
------------------------------------------------------------------
  00              
  01              CTRL-A
  02              CTRL-B
  03              CTRL-C
                  CTRL-#
  04              CTRL-D
  05              CTRL-E
  06              CTRL-F
  07              CTRL-G
  08              CTRL-H
                  BACKSPACE
                  CTRL-(     (on numeric keypad)
  09              CTRL-I
                  TAB
                  CTRL-)     (on numeric keypad)
  10              CTRL-J
                  CTRL-*     (on numeric keypad)
                  CTRL-RETURN
  11              CTRL-K
                  CTRL-+     (on numeric keypad)
  12              CTRL-L
  13              CTRL-M
                  RETURN
                  ENTER
  14              CTRL-N
  15              CTRL-O
                  CTRL-/     (on numeric keypad)
  16              CTRL-P
                  CTRL-0
  17              CTRL-Q
                  CTRL-1
  18              CTRL-R
  19              CTRL-S
                  CTRL-3
  20              CTRL-T
                  CTRL-4
  21              CTRL-U
                  CTRL-5
  22              CTRL-V
  23              CTRL-W
                  CTRL-7
  24              CTRL-X
                  CTRL-8
  25              CTRL-Y
                  CTRL-9

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 2      

Inp(2) Chart

Decimal value:  Key combination(s):
------------------------------------------------------------------
  26              CTRL-Z
  27              ESCAPE
  28
  29              CTRL-=
  30              CTRL-6
  31              CTRL--                  CTRL-DELETE
  32              SPACE BAR
  33              !
  34              "
  35              #
  36              $
  37              %
  38              &
  39              '
  40              (
  41              )
  42              *
  43              +
  44              ,
  45              -  46              .
  47              /
  48              0
                  SHIFT-INSERT
  49              1
  50              2
                  SHIFT-ARROW DOWN
  51              3
  52              4
                  SHIFT-ARROW LEFT
  53              5
  54              6
                  SHIFT-ARROW RIGHT
  55              7
                  SHIFT-CLR/HOME
  56              8
                  SHIFT-ARROW UP
  57              9
  58              :
  59              ;
  60              <
  61              =
  62              >
  63              ?

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 2      

Inp(2) Chart

Decimal value:  Key combination(s):
------------------------------------------------------------------
  64              @
  65              SHIFT-A
  66              SHIFT-B
  67              SHIFT-C
  68              SHIFT-D
  69              SHIFT-E
  70              SHIFT-F
  71              SHIFT-G
  72              SHIFT-H
  73              SHIFT-I
  74              SHIFT-J
  75              SHIFT-K
  76              SHIFT-L
  77              SHIFT-M
  78              SHIFT-N
  79              SHIFT-O
  80              SHIFT-P
  81              SHIFT-Q
  82              SHIFT-R
  83              SHIFT-S
  84              SHIFT-T
  85              SHIFT-U
  86              SHIFT-V
  87              SHIFT-W
  88              SHIFT-X
  89              SHIFT-Y
  90              SHIFT-Z
  91              [
  92              \
  93              ]
  94              ^
  95              _
  96              `
  97              A
  98              B
  99              C
 100              D
 101              E
 102              F
 103              G
 104              H
 105              I
 106              J
 107              K
 108              L

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 2      

Inp(2) Chart

Decimal value:  Key combination(s):
------------------------------------------------------------------
 109              M
 110              N
 111              O
 112              P
 113              Q
 114              R
 115              S
 116              T
 117              U
 118              V
 119              W
 120              X
 121              Y
 122              Z
 123              {
 124              |
 125              }
 126              ~
 127              DELETE
 128              ALT-9
 129              ALT-0
 130              ALT-- 131              ALT-=
                  CTRL-2
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144              ALT-Q
 145              ALT-W
 146              ALT-E
 147              ALT-R
 148              ALT-T
 149              ALT-Y
 150              ALT-U
 151              ALT-I
 152              ALT-O

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 2      

Inp(2) Chart

Decimal value:  Key combination(s):
------------------------------------------------------------------
 153              ALT-P
 154
 155
 156              £
 157
 158              ALT-A
 159              ALT-S
 160              ALT-D
 161              ALT-F
 162              ALT-G
 163              ALT-H
 164              ALT-J
 165              ALT-K
 166              ALT-L
 167
 168
 169
 170
 171
 172              ALT-Z
 173              ALT-X
 174              ALT-C
 175              ALT-V
 176              ALT-B
 177              ALT-N
 178              ALT-M
 179
 180
 181
 182
 183
 184
 185
 186
 187              F1
 188              F2
 189              F3
 190              F4
 191              F5
 192              F6
 193              F7
 194              F8
 195              F9
 196              F10
 197

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 2      

Inp(2) Chart

Decimal value:  Key combination(s):
------------------------------------------------------------------
 198
 199              CLR/HOME
 200              ARROW UP
 201              
 202              
 203              ARROW RIGHT
 204
 205              ARROW LEFT
 206
 207
 208              ARROW DOWN
 209              
 210              INSERT
 211
 212              SHIFT-F1
 213              SHIFT-F2
 214              SHIFT-F3
 215              SHIFT-F4
 216              SHIFT-F5
 217              SHIFT-F6
 218              SHIFT-F7
 219              SHIFT-F8
 220              SHIFT-F9
 221              SHIFT-F10
 222
 223
 224
 225              UNDO
 226              HELP
 227
 228
 230
 231
 232
 233
 234
 235
 236
 237
 238              CTLR-2     (on numeric keypad)
 239              
 240
 241
 242
 243              CTRL-ARROW LEFT

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 2      

Inp(2) Chart

Decimal value:  Key combination(s):
------------------------------------------------------------------
 244              CTRL-ARROW RIGHT
 245
 246
 247              CTRL-CLR/HOME
 248              ALT-1
 249              ALT-2
 250              ALT-3
 251              ALT-4
 252              ALT-5
 253              ALT-6
 254              ALT-7
 255              ALT-8

     

 

 

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 3      

Atari ST Memory Map

Hexadecimal address:        Remark:
------------------------------------------------------------------
 000000                      ROM - RESET: Supervisor Stack Pointer
 000004                      ROM - RESET: Program Counter
 000008                      RAM - 0 Kbyte RAM
 080000
                             512 Kbyte RAM
 100000
                             512 Kbyte RAM (with ST+)
 
                             Maximum RAM
 400000
                             Here are dragons: no PEEKs or POKEs!
 FA0000
                             320 Kbyte ROM
 FC0000                      ROM - RESET: Supervisor Stack Pointer
 FC0004                      ROM - RESET: Program Counter
 FC0008                      192 Kbyte ROM
 FF0000
                             Here are dragons: no PEEKs or POKEs!
 FF8000
                             Configuration Registers
 FF8200
                             Display Registers
 FF8400                      
                             Reserved
 FF8600
                             DMA/Disk Registers
 FF8800                      
                             Sound Registers
 FFFA00
                             MC 68xxx Registers
 FFFC00                      
                             MC 68xx Registers
 FFFFFF

                             

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 4      

List of MC 68000 Opcodes

Name:                         Mnemonic:                 X N Z V C
------------------------------------------------------------------
 Add Decimal with Extend       ABCD                     * u * u *
 Add Binary                    ADD                      * * * * *
 Add Binary                    ADDA                     - - - - -  Add Binary                    ADDI                     * * * * *
 Add Binary                    ADDQ                     * * * * *
 Add Binary                    ADDX                     * * * * *
 Logical And                   AND                      - * * 0 0
 Logical And                   ANDI                     - * * 0 0
 Arithmetic Shift Left         ASL                      * * * * *
 Arithmetic Shift Right        ASR                      * * * * *
 Branch Conditionally          Bcc*                     - - - - - Bit Test and Change           BCHG                     - - * - - Bit Test and Clear            BCLR                     - - * - - Bit Test and Set              BSET                     - - * - - Branch to Subroutine          BSR                      - - - - - Bit Test                      BTST                     - - * - - Check Register against
          Boundaries           CHK                      - * u u u
 Clear Operand                 CLR                      - 0 1 0 0
 Compare                       CMP                      - * * * *
 Compare                       CMPA                     - * * * *
 Compare                       CMPI                     - * * * *
 Compare                       CMPM                     - * * * *
 Test Condition, Decrement and
          Branch               DBcc                     - - - - - Divide Signed                 DIVS                     - * * * 0
 Divide Unsigned               DIVU                     - * * * 0
 Exclusive Or                  EOR                      - * * 0 0
 Exclusive Or                  EORI                     - * * 0 0
 Exchange Registers            EXG                      - - - - - Sign Extend                   EXT                      - * * 0 0
 Jump                          JMP                      - - - - - Jump to Subroutine            JSR                      - - - - - Load Effective Address        LEA                      - - - - - Link Stack                    LINK                     - - - - - Logical Shift Left            LSL                      * * * 0 *
 Logical Shift Right           LSR                      * * * 0 *
 Move                          MOVE                     - * * 0 0
 Move                          MOVE from SR             - - - - - Move                          Move to CC               * * * * *
 Move                          MOVE to SR               * * * * *
 Move                          MOVE USP                 - - - - - Move                          MOVEA                    - - - - - Move                          MOVEQ                    - * * 0 0
 Move Multiple Registers       MOVEM                    - - - - - 
THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 4      

List of MC 68000 Opcodes

Name:                         Mnemonic:                 X N Z V C
------------------------------------------------------------------
 Move Peripheral Data          MOVEP                    - - - - - Multiply Signed               MULS                     - * * 0 0
 Multiply Usigned              MULU                     - * * 0 0
 Negate Decimal with Extend    NBCD                     * u * u *
 Negate Binary                 NEG                      * * * * *
 Negate Binary                 NEGX                     * * * * *
 No Operation                  NOP                      - - - - - One's Complement              NOT                      - * * 0 0
 Logical Or                    OR                       - * * 0 0
 Logical Or                    ORI                      - * * 0 0
 Push Effective Address        PEA                      - - - - - Reset External Devices        RESET                    - - - - - Rotate Left                   ROL                      - * * 0 *
 Rotate Right                  ROR                      - * * 0 *
 Rotate Left with Extend       ROXL                     * * * 0 *
 Rotate Right with Extend      ROXR                     * * * 0 *
 Return from Exception         RTE                      * * * * *
 Return from Subroutine        RTS                      - - - - - Return and Restore            RTR                      * * * * *
 Substract Decimal with Extend SBCD                     * u * u *
 Set Conditionally             Scc                      - - - - - Stop                          STOP                     - - - - - Substract Binary              SUB                      * * * * *
 Substract Binary              SUBA                     - - - - -  Substract Binary              SUBI                     * * * * *
 Substract Binary              SUBQ                     * * * * *
 Substract Binary              SUBX                     * * * * *
 Swap Register Halves          SWAP                     - * * 0 0
 Test and Set Operand          TAS                      - * * 0 0
 Trap                          TRAP                     - - - - - Trap on Overflow              TRAPV                    - - - - - Test                          TST                      - * * 0 0
 Unlink                        UNLK                     - - - - -
 Conditional ('cc') commands: 'cc':   When (*=AND,/=OR):

 Always                        RA      Always
 Carry Clear                   CC      -C
 Carry Set                     CS      C
 Equal                         EQ      Z
 Greater or Equal              GE      N*V/-N*-V
 Greater Than                  GT      N*V*-Z/-N*-V*-Z
 Higher                        HI      -C*-Z
 Less or Equal                 LE      Z/N*-V/-N*V
 Lower or Same                 LS      C/Z

THE AMAZING CRACKING CONSPIRACY™ ST CHART BOOKLET    CHART 4      

List of MC 68000 Opcodes

 Conditional ('cc') commands: 'cc':   When (*=AND,/=OR):
------------------------------------------------------------------
 Less than                     LT      N*-V/-N*V
 Minus                         MI      N
 Not Equal                     NE      -Z
 Plus                          PL      -N
 Overflow Clear                VC      -V
 Overflow Set                  VS      V
(True                          BT      Always)
(True                          ST      Always)
(False                         BF      Never )
(False                         SF      Never )

Explanation of characters used in the "registers affected" column:

                        -              Unaffected
                        u              Undefined
                        0              Cleared
                        1              Set
                        *              Set according to Result

ALL ABOUT THE MIDI INTERFACE OF THE ATARI ST SERIES by Antiware

MIDI (Musical Instrument Digital Interface) has become  a standard
since several of the largest synthesizer manufacturers decided  to
use one system to exchange information between synthesizers (all kinds of synthesizers, and nowadays even guitars, bass guitars, mixing panels, lighting equipment, etc.).

The  MIDI  interface works just like the interface that's used  to   connect a modem to your computer (and some printers, too).

 MIDI IS A SERIAL INTERFACE

This interface,   known as the 'RS232 interface' works in a serial 
way.  That means that information is send down the line in one-by-one format;   just like many people entering a house with only one
door (they can't go in all at the same time).

The  people  that  decided  to  use  the one-by-one  format did so
because this system was cheap,   the technology was proven and  it
turned out to work very well. Another reason was that choosing the
parallel option (which can be compared with many doors) would mean
thicker cables,  expensive connectors and an interface that is not
yet as much in fashion as it is nowadays.

 BITS & BYTES

The data that is send by MIDI consists of small  packages of  bits
that form a number; this number tells the synth. what to do.

As you know, a BIT is nothing to get excited about (BInary digiT).
You can compare it to a switch; it's either ON (set to 1)  or it's
OFF (set to 0).

For the computer it makes sense, because he (it) can translate the
bits to numbers, and the numbers to instructions, and he can understand the instructions.

When a MIDI message is sent, first the start-bit is sent, then the
actual  data follows and finally a  stop-bit tells the synthesizer
or computer that the package has been delivered(10 bits in total).

The package itself consists of 8 bits and is also known as a BYTE.
A byte may hold any number in the range of 0 - 255.

 SPEED

The speed at which information is sent down  the cable is a  clean
31250 bits per second (31250 baud).
If you  want  to  produce this kind of  speed on your  keyboard or
synth,   you would have to  play the  'Minute Waltz'  of  Frederic
Chopin in one second (Please don't)!

So midi is fast.

But, the speed IS limited.
That  means  that  if  you've  recorded information  of  a hundred
synthesizers  and you  would play it back it  sounds  different on
each one. In fact, it's not possible to send that much information
with MIDI and still have the timing right.

 BUFFERING

For this  purpose  the computer and the synthesizer use  a buffer,
which is nothing more than a place to store the  information while
the waiting goes on.

In the case of a synthesizer, this buffer usually has room for 128
bytes. The computer has room for many times this amount.

When  the waiting is over, the computer/synthesizer will empty its
buffer as quickly as possible; that is at maximum speed.
The first byte that went in will be the first that goes out.
This kind of buffer is also known as a FIFO buffer (First In First
Out).

This whole proces of buffering may, under extreme conditions,   be 
somewhat 'messy', because when you had a delay of around 1/10th of
a second, you will definately notice the sudden burst of the emptying of the buffer.
But don't worry,this will hardly ever happen with the synthesizers
and with the computer it will probably never happen.

The reason why the effect is more noticeable with a synthesizer is
simply that the synth has to translate each message to a sound  or
change of pitch,etc. and at the same time has to keep track with all the incoming information.

So a synthesizer  will  almost always send and recieve at a  speed
that is much slower than the 31250 bits per second that  MIDI  can
actually do.

The  computer  can send at any speed,  up to the maximum,  without
having to make fuzz about sounds and change parameters while it is
sending/receiving.
It will need that extra when it,  for instance,  sends information
to more than one synthesizer at a time.

 WHAT ARE MIDI MESSAGES

The kind of stuff that a MIDI message consists of is again nothing
more than a series of numbers which are interpreted as commands by your synthesizer.

These commands are actually quite simple,    for instance when you
hit a key on the keyboard the numbers will be something like:

     BITS      NUMBER/BYTE

   10010000      144
   01000000       64
   01000000       64

   (are you puzzled?, read on)

The first byte that is send (128)  begins with a bit  that is  set 
(1). This means that the number will be interpreted as a COMMAND.
If  this  bit  would  be  a  0  (cleared),  the  number  would  be
interpreted as a value only.

Now,  something  that you need to  know is  that in  the case of a
command byte, (or status byte),it is split in two:

   1001 - 0000

The first four bits(also called a nibble) form the command and the
last  four  bits (again,   a nibble)  are  the  channel  that  the
information is sent to.
So:

   1001  means: A KEY IS BEING HIT: at channel 0000. ( channel 0 )

When the synth learns about this,  it ofcourse needs to know which
which note you happened to be playing.

This information is contained in the next byte:

   01000000    THE NOTE IS NUMBER 64

Note  64  will  usually  be  somewhere around the middle  C on the
keyboard.

The last byte (also 64)  tells the synth with which speed you  hit
the keyboard.
This  byte  will  have  no meaning if you have got a synth without touch-sensitivity; it will then just be ignored.

   A MIDI MESSAGE

     10010000    KEY ON,CHANNEL 0
     01000000    KEY   = C
     01000000    SPEED = 64

The C key has been hit on channel 0 with a speed of '64'.
You see, it's quite easy.

After you've hit  the key  you will probably  release it some time
later. Until that time you will hear the tone C.
The  release of the key is also put down into a series of numbers,
very similar to the former series:

     10000000    KEY OFF,CHANNEL 0
     01000000    KEY   = C
     00000000    SPEED = 0 ( ignored )

After this message, your synth will turn off the C and you'll hear
nothing but silence.

On the whole, hitting a key on a MIDI synthesizer will produce two
series of messages, called EVENTS.
(hit the key.... release it <-> NOTE ON...NOTE OFF event)

 WHAT ARE EVENTS

An event is a series of bytes that has a particular meaning to the
synthesizer.
Just like the NOTE events I mentioned,    there are events for the
use of the sustain pedal, modulation wheel, the selection of a new
sound, the pitch bender, etc.

Not  all events use the same amount  of bytes, but most events are
three bytes in length.

So this was the first piece of work from me; I hope you've learned
from it.

PS My synthesizer type is a CASIO CZ230S,
   so if you have any kind of music in whatever program
   you can send it to me at our address with my name (Antiware)    on the top lefthand side of the envelope.

HINTS AND TIPS FOR PLAYING "SUNDOG" by Antiware and Cronos

The game is an interactive adventure, written by FTL. It is available for about £40,- in the UK or about ƒ50,- in Holland.

Imagine that your uncle dies and leaves you an old space freighter called the 'Sundog'. It's  not only that you hate being a space freighter captain, but your uncle also signed a contract obliging you to help building a colony for some religious sect. Shortly, here you have the ingredients for a mindbending, nerveboggling and moodspoiling space adventure.

Your first objective is to locate the colony. This is quite simple
because you are already on the surface of the planet where you can
find it: the planet Jondd, one of the 18 inhabited worlds of the Drahew region of the Jebal Imperial Protectorate. Next thing you must do is to find the colony Banville, by driving around the planet Jondd. The building of the colony is already in progress, but it is difficult to get all the cryogenetic preserved bodies of the religious people from all over the galaxy. It is also neccesary to get all the things Banville's Warehouse needs; you can do this by buying the goods elsewhere in the universe. The
more phases you complete, the larger the colony grows. You'll have to watch out for vicious pirates during interplanetary flights, especially if you happen to be carrying expensive supplies.
If your ship gets damaged during transit, you must repair the damage. Also you must refuel your ship after each flight.

To play "Sundog-The Frozen Legacy" succesfully, you are supposed to do a lot of experimenting with the mouse keys. Remember: you actually 'drag' the character (or his car) around the screen with the mouse, and you can change modes using the mouse keys. Be nice to the other people at the planet, and watch out for muggers (especially when you're carrying a lot of cash). Also, you'll have to park your car on the right places - if you don't, you'll find a Robolock on your car's door, which will only vanish if you pay a fine at the bank.

"Sundog-The Frozen Legacy" is a very nice game, especially if you don't like those blast-em-up games. It requires some thought and tact, as well as a substantial amount of strategy. It would take too much space to explain all the aspects of the game (warping, teleporting, conversing with people at the bar, buying/selling, travelling from city to city, etc.). That's why we'll call it a day for now. We hope you will now have a lot more fun playing the game. In the next issue of ST NEWS, we will write down some hints & tips for "Winter Games" of Epyx. Till then!

SOFTWARE MEGA REVIEW - FLOYD by Cronos

For quite some while, many people have been searching desperately for a machine language monitor that can both assemble and disassemble. They found SID. It wasn't good anough and it couldn't even assemble. They found KISSED. Too difficult. They found FLOYD - and it was a direct hit!

Floyd is a program written by Jürgen Jeismann from Germany, Crispinstr. 4, 4600 Dortmund 50. In Germany, the program costs somewhat less then DM 100,-. It is based, so I've heard, on the "ZOOM" monitors back on the Commodore 64. Here's a glance on what can be done with Floyd:

The screen editor has the following possibilities:

     CURSOR DOWN
     CURSOR UP
     CURSOR RIGHT
     CURSOR LEFT
     HOME               Puts the cursor on the 'home' position
     UNDO               Puts the cursor on the left bottom line
     SHIFTHOME          Empties the screen and goes 'home'
     INSERT             Puts line one character to the right
     DELETE             Pulls line left
     HELP               Shows commands
     ENTER              Puts cursor on the left of next line
     RETURN             Performs a command
     ESCAPE             Shows status line
     TABULATOR          Puts cursor 3 spaces to the right
     BACKSPACE          Destroys character in front of cursor
     MOUSE LEFT         Scrolls according to the cursor position
     MOUSE RIGHT        Catalogs current drive

Use of keys with the help of ALTERNATE:

     ALT 1              Write hex number of buffer start
     ALT 2              Write hex number of monitor end
     ALT A              Catalog drive A
     ALT B              Catalog drive B
     ALT C              Switch screen format
     ALT D              Empties rest of line
     ALT G              Read string until next space
     ALT L              Put cursor on left line position
     ALT M              Read hex number from cursor position
     ALT P              Write the hex number just read
     ALT R              Put cursor on right line position
     ALT S              Erase screen from cursor position onward
     ALT T              Write string just read

Use of the function keys:

     F1                 Pull line to cursor
     F2                 Show memory organisation
     F3                 Catalog current drive
     F4                 View ASCII through all cursor keys
     F5                 ASCII hardcopy
     F6                 M loadstart (Address from Lo-command)
     F7                 Read current line and mark it in                         the line buffer
     F8                 Write line from line buffer
     F9                 Copy current line in second screen
     F10                Switch screen

List of commands in Floyd:

     A  from (to)          ASCII-dump
     Bx Address number     Set breakpoint (for x = 0-9)
     C  from to AB         Compare
     D(o) from (to)        Disassemble (o for opcode)
     Ex (from)(to)(y)(z)   Edit-byte (for x = 1-8)(x = Number of
                           bytes)
        y = Absolute offset to start address z = number of repeats
        scrolling and defining only works with (y) but never with
        (z)
     F  from to with       Fill
     G(o) PC               Go (o = Keep track with breakpoints)
     H from to wherefore   Hunt (Either hex or /string/ with or
                           without "*")
     J  Address            Jsr
     Le /NAME/             Load for execution
     Lo (ab) /NAME/        Load (only current drive)
     Ls /NAME/             Load and start
     M  from (to)          Memory
     N  (track) (virgin)   Format track
     Px                    Printer for x = o->on x->exit
     Q  from to            Show file just loaded as text
     R  (track)(sector)    Read sector
     S  b,w,l set or read b,w,l   address, address
     Sa (startaddress)(endaddress)(/name/)    Save
     Si 0 or 1             Determine floppy side
     Sp 0 bis dez. 39      Sectors per track
     T  from to whereto    Transfer
     Tr (quantity)         Trace from PC 'quantity' invisible
                           commands
     W  (track)(sector)    Write sector
     X                     Exit
     Z  Source Target Track   Copies an entire track
     ?  Hex - to Decimal conversion with + - * / | ^ &
     @  DOS $ (/NAME/)  N (/NAME/)  S /NAME/  R /OLDNAME=NEWNAME/
        @Bxy (Backup without formatting x=source y=target)
     >  Hex dump with scroll and input
     <  ASCII dump with scroll and input (watch out!)
     [  Bit-dump with scroll and input
     ,  Disassemble with scroll    Input only direct in the opcode
        Hereby at least the first hex number is expected beginning
        with a character from a-f
     #  View and input registers

You can clearly see that Floyd is one of the better monitors (with even an integrated disk monitor) around. For those of you who want to start doing things in assembler, this program is extremely handy. Write to Jürgen Jeismann for more info.

GEM-VDI CALLS PART I by Manus

While others are exploring GFA BASIC, I am going to tell you all about GEM VDI calls as used in good old ST BASIC.
By the way, sorry for my clumsy English, but it is about 16 years ago, that I had my last lesson in English.
Yes, it is possible to use GEM-routines in your Basic to draw rectangles, to put your text in different modes and so on.
To do this, we use special addresses in which we poke the necessary values.
The meaning of these addresses are:

INPUT: 
CONTRL           Instruction-number.
CONTRL + 2       Number of input-coordinates of a PTSIN-field.
CONTRL + 6       Number of input-data in a INTIN-field.
INTIN            Input-field (like color, textform and so on).
PTSIN            Input-field of two together belonging data.
                   (like the coordinates of a rectangle)

OUTPUT: CONTRL + 4       Number of output-coordinates.
CONTRL + 8       Number of output-data.
INTOUT           Output-field (like present textform).
PTSOUT           Output-field of two together belonging data.

IMPORTANT:
These addresses are 16-bits. This means that a cell CONTRL+1 does not exist.
If you have changed the length of a bit by POKE, you will have to set this back by "DEF SEG=0", before you can call the GEM-routines.
Through the statements GEMSYS and VDISYS we can call these AES- and the VDI-routines.

The GEM-SUBROUTINES have the following syntax:

* The first line contains the name of the subroutine.
* Then the variable that you have to use.
* And then the values you can use.

The variables and subroutines used are the names of the chapters and forms to make things clear to you. You are free to use other names for the variables and the subroutines, but remember: don't use the same name for two different things.
You can MERGE the subroutine you want to use or you can make one big file with all subroutines.

TEXTMODE :
 The Atari ST has different kinds of textforms like double strike, italics, underlined and so on.
This is done by switching byte 0 to 4 of the variable called TEXTKIND:

       BIT:   VALUE:   TEXTMODE:
        0       1       Double strike
        1       2       Light
        2       4       Italics
        3       8       Underlined
        4      16       Hollow

The syntax is:
                  TEXTKIND = ......   (maximum is 32,normal is 0)
                  gosub TEXTMODE
The subroutine is:

65000 TEXTMODE:
65002 ' ----->      TEXTKIND
65004 '             0 = normal     1 = double strike  2 = light
65006 '             4 = italics    8 = underlined    16 = hollow
65008 '              or combinations
65010 '
65012 poke contrl    , 106
65014 poke contrl + 2, 0
65016 poke contrl + 6, 1
65018 poke intin, TEXTKIND
65020 vdisys
65022 return

Try this:

5   ' merge "TEXTMODE.bas"
9   ' 10  fullw 2: clearw 2
20  data 1,2,4,8,16,3,5,9,10,0
30  for a = 1 to 10
40  read TEXTKIND
50  gosub TEXTMODE
60  gotoxy 14, a + 4: print "ATARI ST"
70  next a
80  waiting = inp(2)
90  end

TEXTSIZE : 

You can also change the size of the text. This means however, that you  can not use the PRINT-statement anymore. You have to use the routine "TEXTOUTPUT". (see next routine)
The syntax is:
                     SIZE = ......
                     gosub TEXTSIZE

The subroutine is:

65030 TEXTSIZE:
65032 ' -----> SIZE:
65034 '        < 9 = very small            9 = small
65036 '    10 - 15 = normal          16 - 17 = big
65038 '    18 - 19 = very big
65040 '
65042 poke contrl    , 107
65044 poke contrl + 2, 0
65046 poke contrl + 6, 1
65048 poke intin, SIZE
65050 vdisys
65052 return

Try this once:

5   ' merge "TEXTSIZE.bas"
6   ' merge "TEXTOUTPUT.bas"
7   '
10  fullw 2: clearw 2
20  data 8,9,10,16,18,20
30  for a = 1 to 6
40  read SIZE
50  gosub TEXTSIZE
60  xpos = 220: ypos = 80 + a * 30: TEXT$ = "ST NEWS"
70  gosub TEXTOUTPUT
80  next a
90  SIZE =15: gosub TEXTSIZE
100 waiting = inp(2)
110 end

TEXTOUTPUT : 
These routine gives a string on scale on the monitor. The coordinates of the beginning are XPOS and YPOS. These begin-coordinates are free to use.
The syntax is:
                   XPOS = ......
                   YPOS = ......
                   TEXT$= "............"
                   gosub TEXTOUTPUT

The subroutine is:

65060 TEXTOUTPUT:
65062 ' ----->   TEXT$ ; XPOS ; YPOS
65064 '         text on scale
65066 for i = 0 to len(TEXT$) - 1
65068 poke intin + i * 2, asc(mid$(TEXT$, i + 1, 1))
65070 next i
65072 poke intin + i * 2, 0
65074 poke contrl    , 8
65076 poke contrl + 2, 1
65078 poke contrl + 6, len(TEXT$) + 1
65080 poke ptsin    , XPOS + 1
65082 poke ptsin + 2, YPOS + 38
65084 vdisys
65086 return

TEXT ANGLE :

An other option is to show the text in a different angle. Unfortunate this is only possible in steps of 90 degrees.

The syntax is:
               ANGLE = ......   (=  0 ; 900 ; 1800 ; 2700 )                gosub TEXTANGLE
 The subroutine is:

65100 TEXTANGLE:
65102 ' ----->  ANGLE (= 0 ; 900 ; 1800 ; 2700 )
65104 '
65106 poke contrl    ,13
65108 poke contrl + 2,0
65110 poke contrl + 6,1
65112 poke intin, ANGLE
65114 vdisys
65116 return

Try this:

5   ' merge "TEXTANGLE.bas"
6   ' merge "TEXTOUTPUT.bas"
9   '
10  fullw 2: clearw 2
20  for ANGLE = 2700 to 0 step -900
30  gosub TEXTANGLE
40  XPOS = 300: YPOS = 150: TEXT$ = " ---> ATARI ST"
50  gosub TEXTOUTPUT
60  next
70  waiting = inp(2)
80  end

TEXTFORM :

This function defines the form of the text; must the text overwrite the background or must a result to be shown after a logical operation.
There are 4 forms of output on the screen:

           FORM:      MEANING:
          ------      -----------------            1         Overwrite
            2         Mix
            3         XOR-operation
            4         Mix and Reverse

The syntax is:
               FORM = ..... (1 to 4)
               gosub TEXTFORM

Form 1 is the normal form. The text overwrites the background.
In form 2 the output is mixed with the existing background. This is very useful for graphics, because normally there is a little white square behind a sign.
With form 3 there is an Exclusive OR-operation. This means that a screenpoint is only set when one of the two bits has the value 1. The screenpoint is blank when both bits have the value 0 or 1.
In form 4 the output is the same as in form 2, except for an additional inversion.

The subroutine is:

65130 TEXTFORM:
65132 ' -----> FORM ( 1 = 4 )
65134 '
65138 poke contrl    ,32
65140 poke contrl + 2,0
65142 poke contrl + 6,1
65144 poke intin, FORM
65146 vdisys
65148 return

An example is:

5   ' merge "TEXTFORM.bas"
9   '
10  fullw 2: clearw 2
20  linef 100, 100, 400, 100
30  linef 100, 100, 100, 300
40  linef 100, 300, 400, 300
50  linef 200, 100, 200, 300
60  linef 400, 100, 400, 300
70  linef 300, 100, 300, 300
80  color 1, 1, 1, 2, 2: fill 110, 110
90  color 1, 1, 1, 6, 2: fill 210, 110
100 color 1, 1, 1, 8, 2: fill 310, 110
110 for FORM = 4 to 1 step -1
120 gosub TEXTFORM
130 gotoxy 9, 6 + FORM * 2
140 print chr$(14) chr$(15);
150 print " S T - C O M P U T E R  ";
160 print chr$(14) chr$(15)
170 next
180 waiting = inp(2)
190 end

GRAPHIC :

In the VDI almost any thinkable graphic functions are stored, that can draw geometric figures, like:

- circle                         - part of a circle
- rectangle                      - rectangle with round corners
- ellipse                        - part of an ellipse
- line                           - filled parts

Some of these functions are available directly in Basic, others are only available through GEM-calls.
The most useful routines are described in the following part.

RECTANGLE :

Unfortunately, there is no instruction in Basic to draw rectangles.
With a VDI-routine we can draw a rectangle and even fill it with a chosen screen, faster then the FILL-instruction in Basic.
The routine needs only the two coordinates of the opposite angles, the sequence is not important.
The syntax is:
             XPOS1 = .....  : YPOS1 = .....
             XPOS2 = .....  : YPOS2 = .....
             gosub RECTANGLE

This routine (like all other GEM-routines) needs a full opened OUTPUT-field, because the output of a VDI-instruction is done directly on the output-field, that is present at that time.
We have to recalculate the coordinates, because the beginning of the coordinates in Basic is different then in a output-field.
The deviation is in the X-direction 1 pixel and in the Y-direction 38 pixels. The adjustment is done in lines 64012/64018.

The subroutine is:

64000 RECTANGLE:
64002 ' -----> XPOS1 ; YPOS1 ; XPOS2 ; YPOS2
64004 poke contrl    ,11
64006 poke contrl + 2,2
64008 poke contrl + 6,0
64010 poke contrl + 10,1
64012 poke ptsin    ,XPOS1 + 1
64014 poke ptsin + 2,YPOS1 + 38
64016 poke ptsin + 4,XPOS2 + 1
64018 poke ptsin + 6,YPOS2 + 38
64020 vdisys
64022 return

An example:

5   ' merge "RECTANGLE.bas"
9   '
10  fullw 2: clearw 2
20  color 1, 1, 1, 9, 2
30  XPOS1 = 100 : YPOS1 = 100 : XPOS2 = 300 : YPOS2 = 300
40  gosub RECTANGLE
50  color 1, 1, 1, 9, 3
60  XPOS1 = 150 : YPOS1 = 150 : XPOS2 = 230 : YPOS2 = 260
70  gosub RECTANGLE
80  waiting = inp(2)
90  end

RECTANGLE WITH ROUND ANGLES :

This routine draws also a rectangle, but now with round angles. Like the previous routine we have to give the coordinates of two opposite angles. There are two possibilities:
to draw the rectangle and to draw and fill the rectangle.

The syntax is:  XPOS1 = ..... : YPOS1 = .....
                XPOS2 = ..... : YPOS2 = .....
                FILLING = .....
                gosub RECTANGLEROUND

The variable FILLING means:  FILLING = 0  only the rectangle
                             FILLING <>0  filled rectangle
The color of the filling has to be declared first with the COLOR-instruction. The subroutine is:

64030 RECTANGLEROUND:
64032 ' ----->  XPOS1 ; YPOS1 ; XPOS2 ; YPOS2
64034 '         FILLING  0 or <>0
64036 poke contrl    ,11
64038 poke contrl + 2,2
64040 poke contrl + 6,0
64042 if FILLING=0 then poke contrl+10,8 else poke contrl+10,9
64044 poke ptsin    ,XPOS1 + 1
64046 poke ptsin + 2,YPOS1 + 38
64048 poke ptsin + 4,XPOS1 + 1
64050 poke ptsin + 6,XPOS2 + 38
64052 vdisys
64054 return

An example:

5   ' merge "RECTANGLE.bas"
6   ' merge "RECTANGLEROUND.bas"
9   '
10  color 1, 1, 1, 5, 2
15  fullw 2: clearw 2
20  XPOS1 = 100 : YPOS1 = 100 : XPOS2 = 300 : YPOS2 = 300
30  gosub RECTANGLE
40  XPOS1 = 200 : YPOS1 =  80 : XPOS2 = 400 : YPOS2 = 200
50  FILLING = 1
60  color 1, 1, 1, 22, 2
70  gosub RECTANGLEROUND
80  waiting = inp(2)
90  end

  LINES :

An other possibility of GEM-VDI is to change lines. We can change the next things:
     - thickness of the line
     - pattern
     - form on the beginning and the end of the line.
You can use this routines also for ellipse and rectangle.
 LINE-THICKNESS :

With this routine you can define the thickness of the lines, which have to be drawn on the screen.

The syntax is:
             THICK = .....
             gosub LINETHICKNESS

To return to the standard thickness: call the routine with the variable THICK = 1.
The routine is:

64220 LINETHICKNESS:
64222 ' ----> THICK
64224 poke contrl    ,16
64226 poke contrl + 2,1
64228 poke contrl + 6,0
64230 poke ptsin    ,THICK
64232 poke ptsin + 2,0
64234 vdisys
64236 return

Try this:

5   ' merge "LINETHICKNESS.bas"
9   '
10  fullw 2: clearw 2
20  for THICK = 37 to 1 step -4
30  gosub LINETHICKNESS
40  x = 20 + THICK * 15
50  linef x, 100, x, 300
60  next
70  waiting = inp(2)
80  end

LINE-PATTERN :

With this routine you can define in which form the line has to be drawn, with points or with dashes.
There are available : 6 line-patterns and 1 free to define.
The pre-defined patterns and their values are:

  VALUE   BIT-PATTERN (16 Bits):
  -----   ----------------------    1     1111111111111111
    2     1111111111110000
    3     1111000011100000
    4     1111111000111000
    5     1111111100000000
    6     1111000110011000
    7      free to define

The syntax is:
             PATTERN = .....
             gosub LINEPATTERN

To return to the standard value, call the routine with the variable PATTERN = 1.
The routine is:

64240 LINEPATTERN:
64242 ' ----->  PATTERN
64244 '         1 - 7
64246 poke contrl    ,15
64248 poke contrl + 2,0
64250 poke contrl + 6,1
64252 poke intin, PATTERN
64254 vdisys
64256 return

As usual, an example:

5   ' merge "LINEPATTERN.bas"
9   '
10  fullw 2: clearw 2
20  for PATTERN = 1 to 7
30  gosub LINEPATTERN
40  y = 60 + 20 * PATTERN
50  linef 50, y, 550, y
52  z = 20 + 70 * PATTERN
55  circle z, 250, 30
60  next
70  waiting = inp(2)
80  end

LINE-ENDS :

Normally all lines are angular at the beginning and at the end, but with the next subroutine you can change this in two other forms. You can define as well the form of the beginning of the line as the form at the end.
The values are:
  - round forms       2
  - arrow             1
  - angular           0

The syntax is:
              BEGINFORM = .....
              ENDFORM   = .....
              gosub LINESEND

The subroutine is:

64200 LINESEND:
64201 ' ----->   BEGINFORM  ; ENDFORM
64202 poke contrl    ,108
64204 poke contrl + 2,1
64206 poke contrl + 6,0
64208 poke intin    ,BEGINFORM
64210 poke intin + 2,ENDFORM
64212 vdisys
64214 return

An example is:

5   ' merge "LINETHICKNESS.bas"
6   ' merge "LINESEND.bas"
9   '
10  fullw 2: clearw 2
20  BEGINFORM = 2 : ENDFORM = 1: gosub LINESEND
30  for THICK = 21 to 1 step -4
40  gosub LINETHICKNESS
50  y = 20 + THICK * 12
60  linef 400,y ,100 , y
70  next
80  waiting = inp(2)
90  end

 The next example shows you what you can do with these routines.
I hope that these routines are useful for your programming in Basic and perhaps next time more routines in ST NEWS.

4   ' merge "RECTANGLEROUND.bas"
5   ' merge "LINETHICKNESS.bas"
6   ' merge "LINESENDS.bas"
7   ' merge "LINEPATTERN.bas"
8   ' merge "TEXTFORM.bas"
9   '
100 ' measuring a rectangle
110 fullw 2: clearw 2
120 thick = 3: gosub LINETHICKNESS
130 xpos1 = 100 : ypos1 = 200 : xpos2 = 300 : ypos2 = 240
140 gosub RECTANGLEROUND
150 thick = 1: gosub LINETHICKNESS
160 pattern = 4: gosub LINEPATTERN
170 linef  80, 220, 320, 220
180 pattern = 1: gosub LINEPATTERN
190 linef 100, 230, 100, 280
200 linef 300, 230, 300, 280
210 linef 295, 240, 340, 240
220 linef 295, 200, 340, 200
230 endform = 1 : beginform = 1: gosub LINESEND
240 linef 330, 200, 330, 240
250 linef 100, 270, 300, 270
255 endform = 0 : beginform = 0: gosub LINESEND
260 textkind = 4 :gosub TEXTMODE
270 gotoxy 11, 16: print "200 mm"
280 gotoxy 20, 12: print "40 mm"
290 textkind = 0: gosub TEXTMODE
300 waiting = inp(2)
310 end

This program is also added on the ST NEWS disk as ST BASIC program.

THE SOLUTION TO ZORK II by Math C.

GET THE SWORD AND THE LAMP/S/S/S/SW TO THE SHALLOW FORD/TURN ON LAMP/S/SE TO THE NORTH END OF GARDEN/ENTER GAZEBO AND GET ALL FROM THE TABLE/EXIT GAZEBO/N/NE/FILL TEAPOT WITH WATER/S/SW/SW/KEEP MOVING AROUND UNTIL YOU GET TO THE RIDDLE ROOM/THAT ROOM IS ACTUALLY SE OF THE CAROUSEL ROOM BUT YOU AREN'T LIKELY TO GET THERE BY TYPING SE,AT LEAST NOT FOR A WHILE.
SO EVERY TIME YOU MOVE,AND FIND YOURSELF SOMEWHERE ELSE BESIDES THE RIDDLE ROOM,YOU WILL HAVE TO RETURN TO THE CAROUSEL ROOM AND TRY AGAIN.ALSO BEFORE YOU START MOVING AROUND,DROP EVERYTHING BUT THE TEAPOT AND THE LAMP.HERE ARE THE DIRECTIONS FROM THE VARIOUS OTHER ROOMS TO THE CAROUSEL ROOM:
MARBLE HALL-S
PATH STREAM-SW
TOPIARY-W
MENHIR ROOM-N
COBWEBBY CORRIDOR-NE
COOL ROOM-SE
O.K YOU FINALY FOUND THE RIDDLE ROOM.SAY"A WELL"/E/E/ENTER BUCKET/POUR WATER INTO THE BUCKET/GET OUT OF THE BUCKET/E/GET ALL CAKES EXEPT THE ORANGE ONE/EAT GREEN CAKE/E/TROW RED CAKE INTO THE POOL OF TEARS/GET CANDIES/W/EAT BLUE CAKE/
NW/TELL ROBOT TO GO E/THEN GO E YOURSELF/TELL ROBOT PUSH TRIANGULAR/TELL ROBOT TO GO S/GO S YOURSELF/GET RED SPHERE/SAY ROBOT LIFT CAGE/
GET SPHERE/
N/W/SE/KEEP TRYING SE SO LONG THAT YOU ARE BACK IN THE TEA ROOM/ENTER BUCKET/GET WATER/GET OUT/DROP TEAPOT/W/PICK UP THE NECKLACE/W/NW/OPEN BOX/DROP SPHERE,NECKLACE AND CANDY/GET SWORD,PLACE MAT,AND LETTEROPENER/N/PICK UP BRICK/N/UP/SLIDE MAT UNDER DOOR/MOVE LID/INSERT OPENER IN KEYHOLE/REMOVE OPENER/PULL MAT/GET KEY
UNLOCK DOOR/OPEN DOOR/N/DROP KEY AND OPENER/GET BLUE SPHERE/S/DOWN/W/N/HIT DRAGON WITH SWORD/S/HIT DRAGON WITH SWORD/S/HIT DRAGON WITH SWORD/W/
DROP SWORD/E/SE/SW/GET STRING/NE/GET NEWSPAPER/GET MATCHES/NW/W/W/S/
ENTER BASKET/OPEN RECEPTACLE AND PUT NEWSPAPER IN IT/LIGHT MATCH/LIGHT NEWSPAPER/WAIT UNTIL THE BALLON RISES/THEN "LAND"/TIE THE WIRE TO THE HOOK/GET OUT OF BASKET/
GET COIN/S/GET PURPLE BOOK/OPEN IT/GET STAMP/DROP BOOK/N/GO IN BASKET/UNTIE WIRE/"LAND"/TIE WIRE/GET OUT BASKET/S/PUT STRING IN BRICK/PUT BRICK IN THE HOLE IN THE BOX/LIGHT A MATCH/LIGHT STRING/N/S/GET CROWN/GET BACK TO THE BASKET IMMEDIATELY!!!/GET IN BASKET/UNTIE WIRE/CLOSE RECEPTACLE/WAIT UNTIL THE BALLOON LANDS AT THE VOLCANO BOTTEM/N/GET THE RUBY/E/E/SE/DROP ALL/GET LAMP/NW/N/N/W/W/NE/E/S/PICK UP PORTRAIT/N/
ENTER LIGHT/ENTER SOUTH WALL/ENTER LIGHT/GET BILLS/ENTER NORTHO WALL/DROP BILLS/DROP PORTRAIT/E/E/PICK UP THE GOODIES/ENTER LIGHT/S/E/N/SAY"HELLO PRINCESS"/WAIT UNTIL SHE LEAVES/FOLLOW HER UNTIL YOU ARE BOTH IN THE GAZEBO,THEN WAIT/THE UNICORN WILL APEAR/THEN THE PRINCESS GIVES YOU A KEY AND A ROSE/
DROP ROSE/EXIT THE GAZEBO/S/W/SW/DROP SOME OF THE TREASURES/NW/N/N/N/OPEN CHEST/GET STATUETTE/RETURN TO THE CAROUSEL ROOM/
S/D/TRY E/IF YOU CANT GO THAT WAY TRY W/YOU SHOULD FIND A CLUB/GET CLUB/SE/NE/NW/SW/THE DIAMONDS ON THE FLOOR SHOULD GET BRIGHTER WITH EACH MOVE YOU MAKE/IF THEY ARE NOT DOING THIS RESTORE THE GAME AND TRY AGAIN/THERE MUST BE SOME NOISE IN THE DISTANCE/N OR S THAT VARIES ALSO/IF YOU CANT GO S OR N TRY W OR E/THERE WILL BE A STAIRCASE /UP/N UNTIL YOU ARE BACK IN THE CAROUSEL ROOM/GET BLUE SPHERES/GET RED SPHERES/GET CANDY/SW/SW/GIVE CANDY TO LIZARD/UNLOCK DOOR/S/W/W/THROW CLUB INTO AQUARIUM/GET CLEARE SPHERE/E/PUT SPHERES ON THE STAND OF THE SAME COLOR/GET BLACK SPHERE/S/PUT SPHERE ON CIRCLE/GIVE ALL TREASURES TO DEMON/GIVE GOLD KEY TO DEMON/YOU MUST GO TO THE CAROUSEL ROOM TO GET ALL/WHEN YOU HAVE GIVEN ALL TO THE DEMON SAY TO THE DOMON"GIVE ME THE WAND"/N/E/N/N/NE/S/WAVE THE WAND AT THE MENHIR AND SAY"FLOAT"/SW/NES/DOWN/DOWN/PUT THE COLLAR ON CERBERUS/E/S/TURN ON LAMP/OPEN DOOR/S/    GAME OVER!!!NOW YOU MUST BEGIN ON ZORK III!!!

This was the solution to ZORK II. I hope it's well done, without mistakes. If you have a solution to any other adventures, please call 04494-52532! Who can give us some helplines to The Pawn?!?
                                                                                   GREETINGS TO ALL FRIENDS FROM MATH C. GELEEN

GREETINGS TO:

Our fellow-members of the Desaster Area in Germany and Holland, Softrunner, 666, Irata, Mister X, Probyte, Pater Becker, LEN, Skippy, Gamecard, The Invisible Two, Wolfhook, Garfield, Berlin Cracking Service, Bitstoppers, International Cracking Group, Frogware, Active Cracking Crew, Fabulous Breaking Group, The Mercenary Cracker, Flash Cracking Group, 1001, 3001, Crackman Crew, Radwar, Goonies Cracking Group, The Olympic Cracker, MAD, Dynamic Duo, Conan, ADJ, Dr. Freud, GHS, Mario, Newlook, The Institute, Universe, Henksoft, Koala, Wodan, Sodan, R2D2, Federation Against Copyright (ACE), Master Genius, Cronos' mum, Fantasoft, Florasoft, Luco, Tosoft, Space Bert, Bozzuul, Sprinter, ESP, Impeesa, Stichting Bescherming Software (translation: Foundation for the Protection of Software; mean guys!!), SCC, Anselm S., Serjosja V., Hubert van M., Hans N., Peter V., Section Eight, Fred, Gerard, Adri, Robert, Paul (all five of a certain notorious computer shop in Alkmaar, Beverwijk, Haarlem and Amsterdam), Ed van de R. and his wife, Theo van B., Peter V., Léon O., Math C., Eddy S., Luke C.,  Piet D.,   Rob G.,   Tom den D., Vincent van D., Engel G., Cyborg, Pippi (read why in  Synth Sample  II),  Jeff M.,  Rob H.,  Sven K.,  Peter M.,  Onno  V. (alias Mr. Protect, the "Micro Master"), Theo P., Wim H., Wil H., Hans K., Frans van K., Eddie B, Nite Nat, Jos P., Wilfred K., NIC, MIKEL, THG, OTD, Ron R., Arthur Dent, Delta Software Productions, Faber Software Productions, ABA (for still greeting us on the Commodore 64), Psy the hero, Matt, Demon, PFF, all the people that liked previous issues of ST NEWS, Mr. & Mrs. Mols, Manus, Alex S., Ome Toon,  The Great Hammond,  Jos C., Joost, Hans C., all the people at a certain software house in the Netherlands,
(but originally in Germany) that convinced me to quit copying software illegally, The Great Diabolo,  Snokie (also to his dad - Jan C.), Hamster (no Frank, not Pippi!), Softkill, RFJ, PET, Black Label, B.O.S.S., SDI Corp. (with their A.I.D.S. - An Intelligent Destruction System), Bruce Beefcake, Leaping Lanny Poppo, Lucious Johnny, Greg "The Hammer" Valentine, André the Giant, Magnificent Muraco, Moondog Spot, Ricky "The Dragon" Steamboat, Junk Yard Dog, Randy "The Macho Man" Savage, Richard van H., Honky Tonk Man, Mr. Wonderful, Polarsoft, ABC (Jesus H. f.cking Christ?!?), Wilhelmina K., Jacques Plafond, Willy van A., Ulf S. (for writing Krabat), Mark O. (for writing Gobang), the Allgäu Team (for Bananas), Luuk van B. and his father, Dr. Nobody, National Union of Crackers (NUC), Henk V., ICS, Meglos the Mercyless, Grazno Darkston, Killer Kev, Slippery Sam, Mollie, 108, 1001 Crew, Piefkee-Y-MGA-1, Jack V. and Tijger and Pixie (hi Manus!).

F.cking® greetings to: Destroyer, Cruncher, TWR, all the people who hated the sight of any ST NEWS or Synth Sample & the guy who blew the whistle on me so I was called by DB....... May they forever rot in the dark pits of hell!! Also greetings to the following user groups: HCC, SHN, VCGN, PBE, TRIOREX, FASTER, SAG, VSTGZ and BASTA; they make having a computer worthwile with the sharing of experience,  knowledge and PD programs.
We also wish to greet the people at the following software houses for writing good ST software: Epyx, Microprose, Data Becker, Michtron, Microdeal, Kuma, G-Data, RDS, SubLOGIC (although they haven't quite finished any project), Access, Batteries Included, Activision, Antic, Psygnosis, Bayview, Atarisoft, Hippo, GST, Metacomco, Electronic Arts, Lasersoft, Megamax, Mirrorsoft, Melbourne House (see the remark at "Electronic Arts"), Other Valley (for writing one of the very best monochrome games: Delta Patrol), Rainbird, SM Software (it must be the name...), BOS (for writing the most expensive programs around) and XLENT.
No greetings to the following software houses: Infocom (stupid adventures) & Tellarium (you should have used ST graphics  instead of Commodore 64 graphics!).

NEXT TIME IN ST NEWS....

In the next issue of ST NEWS, we will publish articles about the following subjects:

GfA BASIC Tips & Tricks

Report on the national ST usergathering at Utrecht on September 20th

All about XBIOS functions

Hints & Tips for Winter Games

Listings: The Ultimate Examining Utility
          Pattern Editor

GEM VDI calls part II

Are you a good ST owner?

Reviews of the newest software

Questions & Answers

Hi to....

Did you know that....

Useful Peeks & Pokes

More about the ACC's Reader's Service

And much, much more.....

BACK ISSUES OF ST NEWS BY THE AMAZING CRACKING CONSPIRACY™

If you are thinking about getting back-issues of ST NEWS, we hereby supply you with a list of contents of the issues of that you can still get.

ST NEWS volume 1 issue 1

Published on Saturday, July 26th, 1986
Size: 34896 bytes on 16 pages

 The Amazing Cracking Conspiracy™
 New software on the Atari ST
 The Amazing Cracking Conspiracy™ spreading service
 ST Tips & Tricks
 Little Computer People (House-on-a-Disk)
 New Amazing Cracking Conspiracy™ products
 Some Hints & Tips for "The Pawn"
 Stop press - did you know that....

ST NEWS volume 1 issue 2

Published on Saturday, July 9th, 1986
Size: 39817 bytes on 21 pages

 More news  about the Amazing Cracking Conspiracy™ spreading    service
 Synth Sample II
 All about system variables
 Did you know that....
 Illegal software - what is allowed and what isn't?
 Diskmanipulation on the Atari SF Disk Drives
 GFA Basic
 Winter Games
 Hackers'n'Crackers on the Atari ST

ST NEWS volume 1 issue 3

Published on Saturday, July 16th, 1986
Size: 56638 bytes on 26 pages

 Sound and Music Programming on the ST
 Synth Sample II contest
 All about the BIOS
 Questions & Answers
 The Solution to "Zork I" from Infocom
 Did you know that....
 News about The Amazing Cracking Conspiracy™
 Hints & Tips for (GFA) Basic
 More about Diskmanipulation on the Atari SF Floppy Disks
 Subscribe to ST NEWS!
 Our new Correspondence Address

ST NEWS COLOFON

ST NEWS is an independent bulletin written by and written for users of Atari ST computers.

Published by/Editorial address:
ST NEWS
Fuutstraat 2
5702 LN  Helmond
The Netherlands

Subscribing:
ST NEWS is published at irregular intervals. Read how you can subscribe to ST NEWS in the article about our Reader's Service

Editorial:
Cronos (editor & correspondent)
Antiware (correspondent)

Design, Layout & Corrections:
Cronos

ST NEWS thanks:
Math C.
DSP
Manus
Howard Chalkley
Phil Champ
Frank Oakes
Chris Scheybeler
Data Becker
Nat Lab. Geldrop
DJOH
Atari Benelux B.V.

The following people helped with this issue of ST NEWS:
Math C.
DSP
Manus
Robert van C.
Tom den D.
Antiware
Cronos
MCGV Triorex
Mark van de B.
Data Becker
Motorola
Nat Lab. Geldrop
Atari Benelux B.V.
and others...

Distribution:
The Amazing Cracking Conspiracy™

All the texts contained in this bulletin are free of copyright unless stated otherwise, but it's not allowed to publish them in other, regular magazines without prior written permission by the publisher. People who send in articles for ST NEWS will stay responsible for them, although the publisher keeps the right to modify the texts to suit specific needs or wishes. The publisher does not accept any responsibility for views expressed by the authors.

This bulletin and the programs belonging to it may be copied freely and to anyone who wants it. We would even like you to spread it with some effort; that way you will help us to keep this bulletin qualitively good and it's also for your own sake. Hereby we would like to express our gratitude to those of you who spread this bulletin, or have spread previous issues of ST NEWS.