ST NEWS

Volume One, Issue Six, Published on Saturday, November 15th, 1986

ST NEWS is an independent publication of the Public Relation service of the ACC™. The information contained in this bulletin is believed to be free of inaccuracies. ST NEWS is  published at irregular intervals by the ACC™.

THIS TIME IN ST NEWS:

ST SOFTWARE NEWS                                                 4
 The software market offered some nice new stuff since we released  ST NEWS Volume 1 Issue 5. Here, you can read all about it; Star  Glider, ST Karate, World Games, Fireblaster, War Zone, Space  Station, Protector....
GFA BASIC TIPS & TRICKS                                         10
 Now, we'll have a look at some more GfA Basic commands: SETTIME,  SPRITE, GET/PUT and more...
DID YOU KNOW THAT....                                           13
 In ST NEWS Volume 1, Issue 5,  we published quite a lot of  stunning facts, etc. This column is also present this time...
SOUND DIGITIZER SERVICE                                         18
 This time, we proudly offer our first hardware project: An 8 bit  sound digitizer for the ST, enabling you to digitize 40 seconds  of music or speech if you have a megabyte computer...
CONNECTING A NORMAL B/W MONITOR TO THE ST WITHOUT MODULATOR     20
 Our hardware  expert, Jos, finally wrote an article about this  stunning fact...
HINTS & TIPS FOR PLAYING BRATACCAS                              21
 Psygnosis launched this game a long time ago, but who knows what  to do? This article explains some of it...
GEM VDI CALLS PART III                                          23
 Herman explains further on how to program the Graphics Environment  Manager from ST Basic...
USER GROUP UPDATE                                               33
 An update on usergroups in The  Netherlands and elsewhere in the  world...
STARFIEND                                                       37
 A novelette by L.S. Murray...
QUESTIONS AND ANSWERS                                           41
PART ONE OF THE MC68000 MACHINE LANGUAGE COURSE                 45
 Mark van de Boer  already wrote something about interrupts last  time: Now he starts this new and exciting course...
A DAY IN AMSTERDAM: VISITING THE EFFICIENCY BEURS AND COMMEDIA  47
 I had a  hard day in Amsterdam recently. Read all about his  thrilling experiences in this story...
THE MIRAGE                                                      49
 Wicher Gispen tells you all about the Mirage sampling keyboard...
TWO CHESS PROGRAMS COMPARED: XCHESS AND PSION CHESS             51
 At  about the same  time, two chess programs that work  on both  color- and monochrome monitors were  launched. Here, we try to  compare them as  objective as possible, although that's very  difficult...
ACC HISCORES                                                    53
 Try to break the hiscores listed in this article. And you'll have  to believe us: They're real (so no fake)....
MICHTRON SOFTWARE - OLD BUT GOOD!                               54
 Michtron  is currently launching some terrific software through  Microdeal, in England. A look at old and new releases here...
SOLID STATE RAM DISK FOR THE ST                                 59
 What about a permanent RAM disk at the expansion port? Read all  about it here...
SIMPLE DRAW                                                     63
 Pim Coenradie wrote this terrific drawing program for monochrome  monitors, that offers real professional touches...
ESOTERIC ST COLUMN: HEBREW ON THE ST                            64
 Whatever made Atari decide to include the Hebrew characters in  the ST system font, we will never know. But Rufus writes about it
 here...
ESOTERIC ST COLUMN: NUMEROLOGICAL COMPUTATIONS                  66
 Only God (and Rufus C. Camphausen) know what this is about. But  you can be one of the few, too, if you go on to this article...
WRITING YOUR OWN ADVENTURES                                     71
 Stefan Posthuma (who remembers him from the 64? He wrote "Hades"  and "Scuttle") explains the basics of adventure programming...
SCROLL MESSAGE EDITOR                                           80
 A very nice program, written in GfA Basic, that enables you to  create  scrolling procedures, that can be MERGEd into your own  programs...
REVIEW: STRIP POKER, A SIZZLING GAME OF CHANCE                  81
 In spite of many troubles we had to go trough to get this program  reviewed, we can now finally present it to you...
THE ACC'S READER'S SERVICE                                      83
 Read here what you can and cannot do with ST NEWS and the ACC™...
THE MAC CARTRIDGE                                               88
 Although  it almost went wrong (the original article was deleted  and  we forgot to recover it), we hereby proudly present the  article about the MacCartridge...
FINAL HINTS & TIPS TO "THE PAWN" PART II                        90
 Rob de  Swaan brings this series to an exciting close in this  issue of ST NEWS; next time, we'll publish the SOLUTION...
REVIEW: EXTENSOR                                                92
 In Germany, a  very nice program has been launched last month.  Read all about this program and its habits in this article...
NEOCHROME USER MANUAL                                           94
 We  got quite some requests of people who didn't know how  Neochrome works, so here we include the manual...
OUR ITALIAN DISTRIBUTOR                                         99
 Now, we have  our own sole Italian distributor installed for  Southern Europe...
COMING SOON IN ST NEWS...                                      100
HOW TO ORDER BACK ISSUES OF ST NEWS                            102
ST NEWS COLOFON/THANKS TO                                      105
  
Editorial remarks: We regret to say that an error has occured in the IRQ listing from the previous issue of ST NEWS. Hereby, we have included a debugged listing on disk, as well as a bonus listing (including a compiled version) called "DEMO". We sincerely apologize for our mistake; we will try not to let something like this happen again.

Something you might notice in this issue, is that we have practically gotten rid of all synonyms/artistic names. This is just a step towards total equalation to other, 'regular', magazines...

ST SOFTWARE NEWS by Richard Karsmakers

Whereas I told you that it had been quite a dull time for software during the publication of ST NEWS Volume 1 Issue 5, this month is quite to the contrary: Loads and loads of new software seemed to drop down from the sky! While reading this article, you must not get angry if you think we mention a program too briefly (e.g. without explaining anything), since we saw some of the programs at a friend of ours - we have not actually had the possibility to test all these programs at home ourselves.

At first, there's "K-Minstrel" from Kuma computers, England. This is a music program, very much alike Activision's "The Music Studio". But it has one advantage: It works on monochrome monitors as well. The whole is very well set-up, but (just like Activision) Kuma didn't succeed in creating a program that really uses the ST's sound chip to its full extend. When I was listening to some of the musical pieces (all clasical, unfortunately) I hoped that someone might start to program the YM-2149 really well after this. There now are several musical packages on the market for the ST, of which neither is very good. Yes, "The Music Studio" makes good use of MIDI, but that hasn't got much to do with sound capabilities of the ST, has it? Not everyone owns a MIDI interfaced synthesizer. Something I missed in "K-Minstrel" was the ability to create wave-forms the way it is done in Activision's program, which I think is the best. Instead, you'll simply have to specify the values for ADSR, etc. Not very handy. But "K-Minstrel" has another advantage: It seems to SAVE music data to disk for direct use in e.g. the SOUND command of Basic.
But these few advantages do not weigh up against the rather straight set-up (without many luxuaries). "The Music Studio" is surely better. But let's hope that Island Logic's music program, "The Music System" (that is also said to use MIDI) will leave them both behind, in order to be a music program that's truly terrific and that enables the user to program the soundchip totally.

Recently, we got a demo from a game called "Karate Kid part II". I know, it's no game, but it needs reviewing for sure. The graphics are truly magnificent, also because the programmers seem to have used colour mixing (two pixels with different colors next to each other seem to form an intermediate colour). The demo starts up after a bit of loading with the front picture: An 'en-profile' look of the Karate Kid and his master. Very well done, by the way. By pressing function keys F1-F5 you can select different pictures to look at, of which F5 and F2 are masterpieces of artwork. After pressing F5, it is possible to press F6 so you'll get a little man on the screen that you can move back and forth with the joystick. When you press fire, the function keys regain control and you'll be able to switch pictures again.
If the actual program is as good as the demo, a lot may be expected from it!

We knew it wouldn't take long before a truly terrific game program would appear on the ST, a program that pushes the ST to at least a few of its limits. Now it's there (we already announced it about one month ago): ST Karate. The game contains
digitized speech  (or rather:  scream) effects, nice music, astonishing graphics, very smooth character movement and real challenge. It is published by Paradox, of whom we shall preview another four games furtheron.
From the option screen you can select a one-or two player mode, and even a demo mode. Further, you can select the music to be on or off, as well as various other, less important options.
When the actual game starts, you get a beautiful picture on the screen of a heavy statue of Bouddha. Two men, dressed in karate clothes, occupy the screen. When you play with one player, you're the one with the blue suit. The game plays a bit like "Exploding Fist" on the Commodore 64 (also announced on the ST by the publisher, Melbourne House), but some joystick movements result in other actions. But the target is all the same: Demolish your opponent!
The first levels are quite simple. Although you do loose a bit of strength, your opponent usually hits the dirt before you do.  The first major hazard is a level in which you have to destroy some vases. Your strength drops down rapidly and it is the target to destroy each one of them within the time limit. If you don't, you'll loose one life.
The first level after the first vases, you must fight two opponents at one time. Recently, I went up to level 16 (!). The levels are equipped with beautiful pictures of a ship and the inside of a Pagoda (the one you saw earlier, after the Bouddha statue and before the first vases). Somewhere between those levels
you get a 'vase' level again. This time, they jump in every directtion. It is much harder to get through this one!
"ST Karate" is one of those games that is really worth buying. It it really very good (by the way, I forgot to tell you: If a MIDI synthesizer is attached, music will sound through that as well) and is very nice to play. The graphics are, as I already mentioned, excellent!

Another game that's even more worth buying is a game called "Star Glider". I know, Rainbird already announced this one half a year ago, but now it's finally there! And not one word of all the things that we've heard about was exaggerated! The graphics are not only very nice to look at, but throughout the game the player is met by objects (varying from opening-and-closing pyramids to Neutron rockets and actual walking objects (Stompers and Walkers they're called) to Space mines. All 3D AVG action (AVG stands for Amazing Vector Graphics).

The game starts up with a very well drawn title screen of the Starglider, the craft in which you will have to destroy in the playing of the game. In fact, you're not alone in your ship: You are accompanied by Katra and Agro (the ever complaining robot). And you're Jaysan. The aircraft that you use to fight the Starglider One is called AGAV (which stands for Airborne Ground Attack Vehicle). It is armed with lasers and missiles. You get one missile every time you dock. When you fire a missile, "Missile Launched" will be spoken by the computer (yes, "Starglider" contains digitized speech - Oh, I forgot to tell, the title screen is actually also accompanied by digitized music of about 20 seconds in length). But the computer has other sentences in its vocabulary, too, like "Damage Alert" (when you are heavily damaged by the evil Egrons - the enemies, as you might guess), "Energy Low" (if the ship's energy supply runs out) and "Docking Complete" (when you've entered a docking terminal and made a succesful docking).
The game is operated by the mouse, but it takes quite some time before you get used to the fact that the plane goes down if you move the mouse up (pilot control, that's called). It also makes use of some keys: F (fire, this can also be achieved by pressing the left mouse button), Q (quit sound), S (turn sound on), SPACE (increase thrust), "/" (decrease thrust), "." (fly up fast) and L (launch missile). A pause function can also be achieved by pressing the key labeled BACKSPACE.
"Starglider" took the people at Rainbird (the company that also published "The Pawn", and that will shortly publish "Guild of Thieves") one year to develop. It can be clearly seen. "Starglider" is a must for each dedicated arcade action simulation freaks (especially because of the terribly smooth and fast graphic action). Nice note for Amiga-haters: The Amiga version will appear not earlier than Christmas this year and will be exactly the same. A Commodore 64 will also be made, but you can rest assure that this will only be either a demo or a rather very bad conversion of the game...

Paradox software has also quite suddenly launched more games for the ST series: Protector, Space Station, Warzone and Fireblaster. All games include quite nice music (I think the programmers are beginning to know how to program the YM-2149 chip now), that starts while the game is loading and that continues throughout the
rest of the game. Protector is a rather dull game, I think. You might remember us announcing it in the previous issue of ST NEWS, as being a very nice game. Well, it isn't that nice. It's a kind of "Defender"-like game, just "Delta Patrol" with a jet instead of a chopper. I might do the game a bit of injustice now, but at first sight the game seems to be rather disappointing, surely after the nice rumours that came with its arrival. But then, I haven't seen much of it, and I only played it for a little while. The music still stays excellent, but the graphics could have been better. Especially the jet is a bit 'busy'.

"Space Station" is much better. You are a person that walks through a large complex of halls, where you have to find gems, floppy disks, and other rarities. The music is very good as well, but the sound FX are a bit irritating after a while (especially the sound when you hit something you shouldn't hit, like a bird or a robot). Ofcourse, the game is completed with elevators, teleporter possibilities and lots more. It must take quite a while before you have seen all the rooms.

When I had a look at "Warzone", the first thing that struck me was that the music was a bit simular to one of the two games I already mentioned from Paradox. But that's no wonder: The music programmer of all games is the same (the same one that made the music from "ST Karate"). In "Warzone", you have to guide a tank through enemy territory, where you must watch out not to hit any helicopters, enemy vehicles and lots more. You must practice a lot with this game, since you have to select ways in which you go, which can later on prove to be traps!

"Fireblaster" looks much like "X-Tron" from RDS software. It is also an invader-like game, with a multitude of different opponenents that move differently as well. It is easier to play than "X-Tron", also because you can have more than three bullets in the air at once. The sound effects are quite nice  (they drive my parrots mad, that's for sure!), and I find the game even more amusing to play than "X-Tron" (but that might also be because I cannot play "X-Tron" at all - I am one of those poor bastards that only have a single sided disk drive and an unexpanded ST - but donations are always welcome: Giro 5060326, Richard Karsmakers, Helmond, The Netherlands).
Although not as good as "ST Karate" and "Starglider" (but then, these are no match at all!), these games can be worth buying if you are a dedicated arcade freak. But never (I said NEVER) buy "Protector", since you would definately regret the fact that you bought it withing five minutes after you start it up! And one thing disappointed me in all four games: The hi score entries are done in quite a childish way, with huge ugly letters that flash in
several colors, with the same piece of music in all games! Not my piece of cake. I suppose I could say that "Warzone" is the best, "Space Station" second-best, "Fireblaster" third-best, and "Protector" the worst...

Another program that should be mentioned in this article is the "Leaderboard Tournament Disk #1". It is just an adapted version of the original "Leaderboard" Pro Golf Simulator I talked about in ST NEWS Volume 1 Issue 4. But let's not break this program to pieces, because it isn't bad at all! Just because I used the word 'just', doesn't mean that the program is bad; although followers-up are usually not as good - people who have seen "The Sting II" (the movie, not a game or so, so quietly read on) or "Jaws II" will know what I mean - it is possible to create a sequel that's even better. Stefan Posthuma told me that the film "Aliens" was very good (and that's the sequel to "Alien"). And the same thing can also count for software. One might even say in this case that one has better not bought the original "Leaderboard" at all! This tournament disk is very much better, with the same possibilities but much better courses (more difficult, needless to say). I suggest you sell "Leaderboard" immediately, before everyone has read this article, and go to the shop for the tournament disk!

Another program to be launched recently is "Crystal Castles", programmed by Andromeda and marketed by Atari (just like good old "Millipede" and "Battle Zone" - and it also works on both color-and monochrome monitors). It is a converted version from the original arcade game (which was already converted about two years or so ago on the Commodore 64). The ST version is much better (how could it be worse?), and includes scrolling, nice character movement and very good sound effects. Since we knew to play the game very well on the 64, we are hereby able to give you a few tips: If you want to skip a few levels, just go to the left hind corner of the first level and jump (by pressing fire). Your score will be significantly increased and you will jump onto a level called "Hidden Ramp". Here's another tip for that "Hidden Ramp" level: Wear the 'hat' and jump at the bottom of the hidden ramp. Again, your score will be increased and you will jump to another level. This way, I succeeded to get a score of 359296 in just a few minutes while previewing this game. Later, I found out that you can jump to level 5 (if forgot what its name is) by entering the tunnel in level 1 and jumping (this tunnel is not always there). You can also skip a few levels by jumping at the left top of "Crossroads".
In fact, "Crystal Castles" is more fun to play than even "Star Glider", although the latter game is programmed with a lot more tricks and effort. But then, I am an arcade freak...

Withing a week after we had heard that Epyx had "World Games" coming on the ST, we were able to have a look at it! I had seen this game already before, on the Commodore 64 at a local computer club. At first sight, the game looked quite impressive (even on
that 'simple' Commodore 64!). But - of course - the ST version turned out to be better than the one we had seen on the 64.
The player is met by a nice picture (in color, so the game will work only on color monitors...), together with a quite nice piece of music and a turning globe.
Once the player has gone through that, he can select one of the following events:

     Weight Lifting      This discipline is seperated into two
                         parts: Snatch and Clean & Jerk
     Cliff Diving        Very funny, especially when you jump
                         faulty: Have a look at the pelican!
     Barrel Jumping      You'll have to jump over various numbers
                         of barrels, on skates...
     Bullriding          I haven't yet succeeded to stay on the
                         bull for more than 13 seconds...
     Log rolling        Try to be smarted than your opponent!                          Don't fall in the water!
     Slalom Skiing       This doesn't need explanation
     Caber Toss          This game it frequently done in the
                         Scottish Highlands. I just had to think
                         of Geoff Capes when I played it!
     Sumo Wrestling      Impressive wrestling game, with those
                         fat Japanese halfnaked men...

All in all, "World Games" is about as good as "Winter Games". Epyx changed a bit of the music and the individual events are quite good. And there's humour, too: When the weight lifter lifts a bit too much and a bit too long, for example, his head turns red. And if you wait a bit longer, the floor might give up on him! And there's a lot more!

That's it for this time's ST NEWS. Although some more programs have been seen recently (like "Leather Goddesses of Phobos" - an Infocom text adventure), it would go to far to chat about them here. It is our purpose to keep ST NEWS a bit smaller this time, because we have had complaints about the size - especially from people with a regular ST with TOS on disk. As you read this, it might turn out that we haven't succeeded in achieving this goal...

Game ratings:

Name:               Sound/Graphics/Playability/Hookability/Overall

ST Karate             8       9         8           8        8.5
Star Glider           9       9         8           7        9.0
Protector             8       6         7           5        7.0
Space Station         8       7         8           7        8.0
Leaderb.Tourn.#1      5       7         8           7        7.5
Crystal Castles       8       8.5       9           9        8.5
World Games           8       9         8           9        8.5
Fireblaster           8       7.5       7.5         8        7.5
War Zone              8       8         8           8        8.0

GFA BASIC TIPS & TRICKS by Richard Karsmakers

Most people already know about the new GfA Basic that's been finished recently: Version 2.0. It contains over 30 extra commands, which will be discussed in a seperate article in the next issue of ST NEWS. To obtain the newest version, you'll have to do the following (in Germany): 1) Send the original GfA Basic (old version) to: GfA Systemtechnik GmbH, Heerdter Sandberg 30, D-4000 Düsseldorf 11 (telephone 0211/588011) 2) Enclose your registration card (if you haven's sent it to them already) 3) Enclose an envelope for the way back (C-5 size, with air bubbles, with DM 2,50 stamps on it) 4) Enclose DM 20,- cash (this is to cover for all kinds of costs, including the 36 pages manual extra).

I promised to have a chat about SETTIME, SPRITE, UPPER$, PSAVE and GET/PUT this time, so I'll start right away.

The SETTIME command has the following syntax:

               SETTIME timestring,datastring

This command is really very simple to use. You'll just have to make sure that all data is entered with two digits. So the first of Januari 1987 would be "01.01.1987". The time is also given in two digits each, with which you have to watch out for PM or AM times. So 9 o' clock in the morning would be "09:00:00", "09:00" or "0900", whereas the '09' should be replaced by '21' if you mean
9 o' clock in the evening. Note: when you enter the time, the ':' and even the seconds can be left away, whereas the date has to be entered with '.' as seperation. When you enter a faulty date or time, they aren't changed.
Now, let's go on to the SPRITE command (for which I bet you've been waiting all the time!). In the previous issue of ST NEWS we published a program called "Pattern Editor", from which you might have guessed a bit about the SPRITE command already. The format is as follows:
                    SPRITE A$[,x,y]

'A$' can be another string expression if you want to, of course. If you enter SPRITE A$, the sprite will be removed from the screen, whereas entering e.g. SPRITE A$,100,100 will put your sprite on x-and y-position 100 and 100. The action point of the sprite will then be located at those exact coördinates.
The 'A$' is built up like this:

     A$=MKI$(x-coördinate of the action point)
       +MKI$(y-coördinate of the action point)
       +MKI$(0)   If this value is 0, the sprite will be displayed
                  normally, if it is 1 it will be displayed XORed
       +MKI$(mask color)   this will be 0 most of the time
       +MKI$(sprite color) this will be 1 most of the time
       +PAT$ (this is the bit pattern of the mask and the sprite)

The complete 'A$' can be made with the help of the Pattern Editor we published in the previous issue of ST NEWS.
Now, let's go on with the UPPER$ function. Actually, this function will not be used very often by most programmers, but it can be very useful in certain routines.
The format is:
                  UPPER$(string)

This function converts all the alpha-characters of a string to capitals, including occasional 'umlauts' (in German). All non-alpha-characters will be left unchanged.
Examples:  "abcde" will be turned into "ABCDE"
           "4574hf" will be turned into "4574HF"

Two other GfA Basic commands, GET and PUT will be talked about at once. These can be very useful in drawing programs, as they can 'cut' pieces from screen memory and put them somewhere else in screen memory (as you will be able to read in the next issue of ST NEWS, these commands will also be added in a special version - to move pieces of normal memory quickly - in the new version of GfA Basic). Their formats are:
                    GET x0,y0,x1,y1,A$
                    PUT x0,y0,A$[,mode]
With the GET command, x0 and y0 comprise the upper lefthand coördinates of the box that has to be put into A$ (here, again, A$ can be any other string expression), whereas x1 and y1 are the coördinates of the lower righthand point of the box to be stored. Once A$ is GET, you can later use the PUT command to put A$ back on the screen again, on any spot you wish, where x0 and y0 are the coördinates of the upper lefthand point where the box will be put. Of course, the other coördinates will not have to be specified, since the size of the box was already defined using GET. The PUT command also enables the user to specify an optional parameter ('mode'). This parameter determines the mode in which the box is put on screen. The values can range from 0 to 15:
(S is the string, I is the image that was there before)

     0    Erase
     1    S and I
     2    S and (not I)
     3    S (overwrite)
     4    (not S) and I
     5    I (do nothing)
     6    S xor I
     7    S or I
     8    not (S or I)
     9    not (S xor I)
    10    not I (invert)
    11    S or (not I)
    12    not S (reverse overwrite)
    13    (not S) or I
    14    not (S and I)
    15    1

Next time, I'll talk about the new GfA Basic commands in GfA Basic V2.0, but here's already a sneak preview:

The run-only interpreter of the new version has been changed as well. It is now possible to execute the run-only interpreter, after which it will immediately load the actual GfA Basic program. This way, you could call the Run-only interpreter "YOURFILE.PRG", and the GfA Basic file "YOURFILE.RSC". This tends to look very professional!
Make sure to have a backup of the run-only interpreter before you enter this small program:

OPEN "U",#1,"YOURFILE.PRG"
SEEK #1,30
PRINT #1,CHR$(0);"YOURFILE.RSC"
CLOSE #1

That's all. Thanks to Pim Coenradie (who received the new user manual before I did) for telling me this; he also used it in his program "Simple Draw".

'Till next time! Then, I will not only have an in-deep look at the new GfA Basic, but I will also publish a program in which it is possible to have >16 colors on your screen at once!

DID YOU KNOW THAT.... by Richard Karsmakers

...we had a very large "did you know that..." column last time?
...it will probably be quite impossible to achieve this a second    time?
...I will have a go at it, however?
...a game called "Star Trek" is said to be finished on the ST?
...I saw a screenshot of it on television recently, on "Computer    Corner" in Germany?
...Metacomco is writing a new Basic, much like ST Basic but    better,  that will  be  spread through the PD and that will  be
   sold together with all new STs instead of ST Basic?
...this can only be an improvement?
...this Basic is said to be fully compatible?
..."Starglider" is finally launched on the ST?
...you can read a sneak (p)review of it at the beginning of this    bulletin?
...Gamestar is writing some sports games for the ST?
...a few titles are "GBA Championship Basketball" and    "Championship Golf" (yes, another golf program)?
...Infocom has launched some new text adventures?
...these are called "Moonmist" and "Leather Goddesses of Phobos"?
...the graphic co-processor is now sold in Britain?
...it would cost about 600 Dutch guilders?
...the package cover of the Commodore 64 version of "Mission    Elevator" is drawn with "Degas" on an ST?
...it is expected that this game will soon be launched on the ST?
...a fabulous new chip has been announced for the ST series?
...it is called "Shifter II"?
...it has 1024x1024 pixels in monochrome mode?
...it also has 640x400 pixels with 16 colors (and NOT with those    'flashy' Amiga (uugh, uggh) effects)?
...it even has 256 colors (yes, this is no misprint whatsoever) in
   640x240 pixels?
...it lets the user choose from a 4096 colors color-palette?
...other people say it's just a color-upgrade  (100% compatible    with the current shifter) with normal resolutions?
...this is the best thing we've ever heard about any support-chips    since the AMY, anyway?
...the ST will be mega times better than the (uugh ugh) with these
   chips supporting the 68000?
...many new programs are launched or will be launched shortly?
...one of those is an excellent 3D chess program called "Psion    Chess"?
..."Deluxe Paint" (who doesn't remember the notorious "Tuth" on    the Amiga) will also be rewritten on the ST?
..."Thai Boxing" will be launched as well?
...it is said to sell already at £20?
...Epyx has published "World Games" (the follower-up to "Winter    Games", already launched on the Commodore 64)?
...they will launch "Super Cycle" and "Championship Wrestling" as    well - on very short terms?
...I've already heard that "Championship Wrestling" is sold at    £24.99 in England?
...a new fashion wave has struck the ST?
...this wave consists of programs written in GfA Basic?
...one of them is "MonoSTar", of which you will find a full review
   in an upcoming issue of ST NEWS?
...another one is "ColorSTar", which should be launched as you    read this (on November 15th)?
...this program offers the user 50 color palettes, color animation
   in 10000 steps and the mixing of colors?
...the ST will thus be able to display 16 colors from a palette of
   16450 (!) colors?
...this program will have been launched a bit earlier in Germany,    namely on November 1st?
...another one of those program is "Graph Pro", which offers very    nice pop-up menus?
...both "MonoSTar" and "Graphpro" only work in monochrome mode?
...another Monochrome drawing program to be launched recently    (also written in GfA Basic) is Data Becker's "GfA Painter"?
...the average ST user will soon be swimming in monochrome drawing
   programs?
...some other GfA Basic program will be launched, too?
...two of these are "GfA Vector" (a 3D animation program) and "GfA
   Draft" (a CAD program)?
...they are both due for release by the end of November?
...the long awaited for GfA Basic compiler is set for December    15th?
...we hope it will turn out to be as good as the language itself?
...the price of the compiler will be somewhere around 180 Dutch    guilders (DM 169,- in Germany)?
...Data Becker's "GfA Painter" has been taken back from stock?
...the book and the program diskette contained programs that were    full of bugs?
...the debugged versions will be ready by the time this issue is    launched?
...another fashion wave has struck the ST?
...I am this time speaking of books?
...I mean books about disk drives this time?
...one of those is Data Becker's "Atari ST Floppy und Harddisk",    with a price of DM 59,- for 400 pages?
...it can be ordered through Data Becker, Merowingerstr. 30, 4000    Düsseldorf 1, West Germany?
...you'll have to add DM 5,- for post & package?
...it is written by Braun, Dittrich and Schramm?
..., if my guess is alright, Schramm must be Karsten Schramm, the    disk  drive specialist that used to write excellent books for    Markt & Technik?
...another floppy book is "Atari ST Das Floppy Arbeitbuch", by    Frank Aumann, Peter Maier and Ralf Stöpper?
...it comes from Sybex Verlag GmbH, Vogelsanger Weg 111, 4000    Düsseldorf 30 (ISBN 3-88745-642-4, DM 69,- for 168 pages with    "Power-Disk")?
...I hope to publish a review of the first of these two in the    next issue of ST NEWS?
...Rushware GmbH of Germany is publishing some ST software now?

...a few titles are: "Extensor" (a real time 3D simulation) and    "Hollywood Poker"(a kind of "Strippoker" with digitized girls)?
...the ACC™ is now offering a 8-bit sound digitizer?
...it samples at 32 KHz, good for 45 seconds of HiFi quality    digitized music on an ST with one megabyte of RAM?
...it costs 100 Dutch guilders as a kit, and ready assembled 150    Dutch guilders?
...you should refer to our article about the Sound Digitizer,    elsewhere in this issue, to read more about it?
...we will try to offer TOS ROMs as well, very soon?
...the price would be somewhere around 100 Dutch guilders, all in?
...we are now trying to find out if it's allowed or not?
...we might even offer a second TOS, which loads and saves faster?
...it is just the same TOS with TWO changed bytes?
...the youngest chess world champion, Garry Kasparow, has bought    an ST?
...he is writing a large chess database on it, with many openings,    attacks, schemes, etc.?
...I ran into some nice phone numbers recently?
...they have nothing to do with the ST?
...they still are very nice to know?
...they are: Ronald Reagan (09-1-202-4561414),  Garbatsjov  (09-7-   95-2959051), Pope  John Paul II (09-39-6-6982) and Queen    Elisabeth II of England (09-44-1-9304832)?
...you shouldn't tell Mr. Gorbatsjov about our little "Russians"    joke in Synth Sample II?
...we don't want to get the KGB involved in ST NEWS?
...Cumana isn't only selling ST disk drives at the moment?
...they now also offer an Amiga-like mouse?
...I am working on a book called "De ST Floppy Reference Guide" at    the moment?
...,in spite of the title, it will be written in Dutch?
...I hereby call upon you to tell me what you would like to see in    a book like that?
...the book will cover everything that has to do with disk drives,
   from working  with data files on disk to difficult disk    manipulations and file-structures of all kinds of files?
...it should be ready in about half a year?
...we got our first foreign (that is, outside of Holland) reply to    ST NEWS on October 27th (Frank's birthday)?
...it was from a computer freak from Italy?
...he now is our sole Italian distributor?
...you can read more about that at the end if this issue?
...we have recently launched a large ST NEWS promotion offence?
...we sent articles and letters to over 50 user groups in Holland    and West Germany?
...we hope this will double our number of readers?
...we have read that Rainbird will launch a text/graphic    adventure?
...it will be called "Silicon Dreams"?
...it will contains about 600 pictures?
...it is located in the universe?

...Frank Ostrowski, the author of GfA Basic, will soon write a    book about GfA Basic himself?
...it is due for launch in Januari 1987?
...Astona Engineering has recently launched an update of their    database program?
...it is "Astodat II" version 1.5?
...we have seen it working on the usermeeting in Eindhoven, of    November 1st?
...it now also has text size and text style options?
...you should contact Léon Obers of the business program workgroup
   of that club if you want more information?
...you can also contact Astona Engineering?
...their address is: Astona Engineering, Antwoordnummer 741, 2980     AC, Ridderkerk (stamp not nessecary)?
...their phone number is (Holland) 01804-18919
...a lot of people in our neigbourhood are now thinking about    buying the ST?
...there must be about five of them?
...ST NEWS now has a so-called PE status (that means Presse    English) at Tommy Software?
...that means that we receive news about their newest launches    immediately after they have happened (or even before that)?
...they now have a new product called "BinLook ST"?
...it is a graphics program that allows the making of birthday    cards, and lots more?
...the program includes a medium-high resolution converter with    documented Pascal source as well?
...the program can be ordered for DM 68,- at: Tommy Software,    Mainzer Landstraße 147, 6000 Frankfurt/M. 1, West Germany?
...their phone number is (Germany) 069/736917?
...Jos (our hardware man) recently blew his 68000 sky-high?
...he we trying to get 5V from the DMA bus and accidentally hit    the RESET pin?
...he will get 5V (for the sound digitizer) from the expansion    port next time?
...a CD ROM has been announced for under $500?
...some stunning prices are now reached at AST in England?
...thet sell a 4 Meg 1040 STF with color monitor + monochrome    monitor + Winchester drive + built-in disk drive  (1 Meg) for    £2700?
...that is less than 9000 Dutch guilders?
...they also sell a 2 Meg 520 STM + color monitor + two double    sided disk drives for £1149?
...they sell the STM (2 Meg) seperately for £730?
...they sell the 1040 STF (4 Meg) seperately for £1440?
...I've also read that the 520 STM (together with 10 disks and a    single sided disk drive) is sold at £445 somewhere?
...a new Basic has been launched (already a little while ago)?
...it is called "Fast Basic"?
...it still is slower in all benchmarks than GfA Basic?
...it is sold on cartridge?
...the AMY is being worked on again by a third-party manufacturer?
...the announced Atari TT will be just a co-processor that is    simply attached to the regular ST?
...it will, amongst more, significantly increase the processing    speed?
...the much heard of Unix system for the ST will also be a co-   processor?
...it will be an expansion, ready to be built into any 1040 STF?
...nothing is said about the good old 520 ST?
...it is said to be available early 1987 for £800?
...an 68030 co-processor has been announced for the ST?
...it is an 68020 running at 20 Mhz with a integrated mathmetics    processor and a Memory Management Unit?
...this will be the last 68xxx processor, since Motorola has    announced the 78xxx series for next year?
...a very good billiard program is announced by English Software?
...it is called "Q-Ball" and will sell at £19.95?
..."Alternate Reality" (which we announced in our previous issue    of ST NEWS is now sold at £24.99?
..."Spitfire '40" of Mirrorsoft will be ready in December?
..."Strike Force Harrier" will be launched as you read this (in    November)?
...a 6502-emulator is planned for the ST?
...it will imitate the machine language as well?
...it will by 100% software?
...G-DATA is not launching "G-MULTI" anymore?
...this is, amongst other reasons, caused by the fact that one of    the two groups working on it gave up everything?
...multi-tasking freaks will thus have to be satisfied with "K-   Switch"?
..."Gauntlet" is announced at £29.99?
..."Space Pilot" is announced at £20?
..."Mercenary" is announced at £24.95?
...we all hope these games will arrive as well?
...we seriously doubt that, since Commodore 64 owners are also    waiting for a certain program ("Streethawk") since Summer 1985?
...Frank recently read an ST advertisement, in which U.S. Gold    offered  "Tapper", "Spy Hunter", "Zaxxon"  and "Buck Rogers"    for.....£9.99?
...we fear that this was a fault in press, meant for 8-bit Atari    computers?
...it will take quite a while before games like that will appear    at prices like that?!
...over 150.000 STs have been sold all over the world now?
...60.000 of these have been sold in the U.S.A., and 25.000 in    West Germany?
...this is quite a lot, since the ST was only sold at 10.000 world    wide in April of this year?
...Hybrid Arts, the makers of "DX Droid", have now made a device    called "ADAP Sound Rack"?
...it is a rack-mounted 16 bit sampler for the ST (which is better    than the old Fairlight)?
...it samples at 44.1 KHz, with stereo, graphic editing, etc.?
...it is sold from $1995 upwards?
...it will only work with the ST?
...Hybrid Arts' address is: Hybrid Arts, Inc. 11920 W.Olympic    Blvd., Los Angeles, CA 90064, U.S.A.?

SOUND DIGITIZER SERVICE by The ACC™

This time we publish our first hardware offering to all frustrated hardware freaks: A real sound digitizer with real software that allows you to record, sample and playback digitized sound effects.

At the moment, we're working on a more user-friendly (GfA Basic) piece of software, that will replace the original program from the Happy Computer magazine (that works through the K-Seka assembler). When that's finished, an update version of the software can be ordered.

Now, what are the specifications? At first, you need to know how many bits are sampled at once: These are 8-bits. It is possible to sample 45 seconds with HiFi (in case you don't know: That's High Fidelity) if you happen to have a megabyte ST. If you have more memory, you will be able to sample more; when you have less you will of course be able to sample less.
The sample rate is 32 KHz (to compare: A Compact Disc player samples at 40 KHz and reproduces sound at only 20 KHz. The nearly DM 600 Print & Technik sound digitizer samples at a maximum of about 70 Hz - 8 seconds of music can then be digitized).
Once the sounds are digitized, they can be contrived through the built-in YM-2149 sound chip - no hardware is required anymore once the sounds are digitized!

We are momentarily working on a GfA Basic program that uses the original K-Seka program, but that will allow flexible options. For example, it is possible to record only a part of memory, leaving the rest of memory for other recording steps. Using this method, you can actually cut the best pieces of a musical composition together to one piece of music. Theere will also be a simple playback option, with which you can specify how many times you want the digitized music to be heard. And reverse playback will also be possible!
The most advanced mixing and editing facilities will also be included: We are currently developing a 'programming language' parser in GfA Basic that will allow you to play parts of a digitized piece of music (normal or reverse), play these parts several times, etc. But this will be a somewhat difficult task, so we're not sure about including this fascility yet (we might provide the user with another method to mix sound). When we find out more about programming in GfA Basic, we might even add a "Fairlight"-like scope, that allows you to zoom in on certain pieces of the composition, so you can edit them. Anyway, even the most basic version will be great in performance!

And now the most important thing: The price. A kit can be ordered through our correspondence address for 100 Dutch guilders, whereas a complete (ready made) sound digitizer may be ordered through our correspondence address for 150 Dutch guilders. And if you just enquire for information, please allow a few days and don't forget to add enough stamps for the way back (or International Reply Coupons if you live outside Holland).
This is the price table for the ACC™ 8-bit sound digitizer, together with software (the K-Seka source):

Kit:   Holland            100 guilders
       Germany            95 DM
       England            £ 30
       U.S.A.             $ 40
       Belgium            Bfr 1900
Ready: Holland            150 guilders
       Germany            140 DM
       England            £ 45
       U.S.A.             $ 60
       Belgium            Bfr 2800

When the GfA Basic version of the software is ready, people who have bought the digitizer through us will get it free of costs. If they didn't buy it though us, they will have to pay an amount that's not yet specified (we think it will be somewhere around 25 guilders, excluding disk).

Since there is huge waiting list for the digitizer already, and since the hardware has to be modified and improved, it might take quite a while before your digitizer is ready. So it might be handy to wait a while before ordering! We hope to finish the whole project before next year, after which Jos will boost up production and sell them "en-masse"...

CONNECTING A B/W MONITOR TO AN ST WITHOUT A MODULATOR
by Jos Schilders

Everybody who owns an Atari ST with a monochrome monitor has come across this problem: programs written for a color monitor won't work on the SM124 monochrome monitor. So if you want to play some games or watch the amazing Synth Sample II™ or III™, you'll have to buy a RGB-Color monitor... ...Unless you have a simple monochrome monitor stashed away somewere, 'cause with a simple adaptor made of four (4) resistors (Total costs ±3 Guilders, or 15 Guilders if you use a 'real' video plug), you can transform the RGB-signal into a perfect BAS-Signal.

Atari ST Videoplug (as seen from backside of the computer)

                           1 2                           3 4 
                           5 
                            6

-Connect the 47Ω resistor to pin 1 (Pin 2 in Atari manual)
-Connect the 330Ω resistors to pins 3,4 and 5 (Pin 6,7, and 10 in  Atari manual)
-Cut the shielded wire in half (We do want sound, don't we?)
-Strip all four ends of the wires
-twist the shielding of the two wires together
-connect this to pin 6 (13 in the atari manual) -twist the four ends of the resistors together
-connect the middle wire to this hutjemutje
-connect the other wire to pin 2 (pin 1 in atari manual)

Now connect the wire which is connected to pin 2 to the audio input, and the other wire to the video input

Boot your system, and you'll notice you're in low-res (If you see nothing at all, make sure all connections are well).

Have fun watching Synth Sample II™
(And all other color-rubbish of course)

P.S. On this disk is also a DEGAS-file with a well-documented       schedule (for monochrome only).

HINTS & TIPS FOR PLAYING BRATACCAS by Richard Karsmakers

THE STORY SO FAR

You are now Kyne. Kyne is our hero.
Kyne is a fugitive, a man with a price on his head. Framed for a deed he did not commit; that dreadful felony genetic fraud - "The Crime Against Humanity". He is now hunted by authority and underworld alike.
Kyne was a government scientist, a genetic engineer. A brilliant and creative worker, he developed a process for the creation of a superbeing. Naively, Kyne hoped his creation would be put to work for the benefit of mankind but predictably it was not to be so. The government in their infinite wisdom had decided that a race of killing machines, an army of domination and death, was an apt use for such technology.
Faced with such a prospect, Kyne stopped work and refusing to reveal details of his research went into hiding, choosing to forsake his career rather than work on a project so repugnant to his morals.
The government issued a warrant for Kyne's arrest claiming that he was plotting to sell these genetic techniques to the underworld, thus making him guilty of crimes against the human race. Instructing security forces throughout the Earth system, to find him at all costs, the government declared him dangerous - wanted dead or alive.
Meanwhile the underworld's interest was aroused. As a fugitive he might be persuaded to work for them; his skills had many diabolical uses and if he did not submit, they could always sell his corpse to the authorities. And so the forces of lawlesness joined in the search.
Kyne, forced to flee from Earth, now knew that he must clear his name and expose the government - the alternative was to face a life of hiding, living with the fear of death or imprisonment. He knew that somewhere evidence must exist and all of his searches led to one place, a small mining asteroid in the outer Solar System....Brataccas!!!
You are Kyne, but can you survive the Brataccas experience....

(This text ©1985 by Psygnosis™ Ltd.)

Thus begins the manual of one of the older, but still very fascinating games on the ST: Brataccas. The aim of the game is very simple: Gain all the evidence that's located on that mining asteroid somewhere in the outer Solar System. During your quest, you will meet several people. There's commander Stopp, moving around in a custom built 'hoverdish'. There is Kol Worpt (he is one of the people that definately cannot help you). There's Lash, Kol Worpt's hired assassin (he can be identiefied by his green skin and reptilian appearance). Lash is very difficult to kill, so fighting him is quite pointless.
All over Brataccas you will find things like Electro Bombs (dropping these before a Guard Droid will disable it), Money Bags and scrolls of paper. These scrolls of paper are the evidence.
Someone has told me that all these scrolls must be gained and brought to the room called "Arrivals". Once you've done that, you will be able to use the teleport located there, and the game will be finished.
Since I haven't finished the game myself, and my only intention was to give you a few hints, I now say goodbye (also because it's getting quite late as I write this article). I hope you will be able to finish it now...

GEM VDI CALLS PART III by Herman de Vrees

COLOR-DEFINITIONS:

Those of us, who were rich enough to buy a color-monitor, know that there is no way to set the color-definitions easy.
You can set the colors by the 'Control'-accessory, but you can not save your setting. In the next routine, you can define all colors. These colors are made by mixing the three ground-colors 'red', 'green' and 'blue'.
Every ground-color has seven different color-density.
The syntax is:

     COLORNUMBER = ...
     RED         = 1 .. 7      GREEN       = 1 .. 7      BLUE        = 1 .. 7      gosub COLORSET 
'Colornumber' determines, which color gets defined and is the same as the color in the command 'COLOR', so it can be called by this command.
It is possible to define a color-palette and save it as a BASIC-program.
You can make the color with the next program.

The subroutine is:
           62700 COLORSET:
62702 ' -----> RED ; GREEN ; BLUE 
62704 '        COLORNUMBER
62706 poke contrl, 14
62708 poke intin, colornumber
62710 poke intin + 2, red  * 140
62712 poke intin + 4, green * 140
62714 poke intin + 6, blue * 140
62716 vdisys
62718 return
62720 ' --------------------------------------------------
The program is:

5   ' merge "COLORSET.bas"
6   ' merge "RECTANGLE.bas"
9   '
10  fullw 2: clearw 2
20  start:
30  for RED   = 1 to 7
40  for GREEN = 1 to 7
50  for BLUE  = 1 to 7
60  x = x + 1 : if x = 8 then x = 1
70  colornumber = x + 1
80  gosub COLORSET
90  color 1, colornumber, 1
100 xpos1 = 60 : xpos2 = 250
110 ypos1 = -20 + colornumber * 15
120 ypos2 = ypos1 + 13 : gosub rectangle
130 next : next : next
140 out 2, 7 : goto start
150 end

POLYMARKCOLORS:

The colors for VDI- and AES-routines can be defined by the command 'COLOR'. The 'polymark'-command is an exception on this rule. This command needs an own routine. You can choose from the
defined color-palette by:

     MARKCOLOR = ..      gosub POLYMARKCOLOR 

The subroutine is:
 62750 POLYMARKCOLOR:
62752 ' -----> MARKCOLOR
62754 poke contrl, 20
62756 poke intin, markcolor
62758 vdisys
62760 return

The program is:

5   ' merge "POLYMARKCOLOR.bas"
6   ' merge "POLYMARK.bas"
9   '
10  clearw 2: fullw 2
20  for MARKCOLOR = 1 to 15
30  gosub POLYMARKCOLOR
40  xpos = 10 + markcolor * 15
50  ypos = 50
60  gosub POLYMARK
70  next: waiting = inp(2): end

AES-ROUTINES:

CALLING OF A AES-ROUTINE:

The AES (Application Environment System) takes care of:
  - Calling and controlling desk-accessory
  - Control and management of memory and calculation-time
  - Producing and calling options in the desk-top-menus
  - Windows
  - Mouse-routines
  - Icons (Diskstations and wastebasket)

The AES is a part of the computersystem and is therefore always available. To us, its very large library of routines are the most important part of the AES. We can call the AES-routines on the same way as the VDI-routines. Between BASIC and the AES we need an interface, called 'GEMSYS'.
We need also several special addresses:

     CONTROL     Contains the length of the next fields      GLOBAL      Contains several systemdata      GINTIN      Input-field for data                  (co-ordinates of a window) 
     GINTOUT     Output of data                  (position of the mouse)      ADDRIN      Pointer on an address (input)      ADDROUT     Pointer on an address (output) 
We have to declare these variables each time we use the AES-routines. We can do this with the next program.
        62900 INIT:
62902 aes# = gb
62904 control = peek(aes#)
62906 global  = peek(aes# + 4)
62908 gintin  = peek(aes# + 8)
62910 gintout = peek(aes# + 12)
62912 addrin  = peek(aes# + 16)
62914 addrout = peek(aes# + 20)
62916 return
62918 ' --------------------------------------------------
WINDOWS:

Most of the AES-routines are used for building and controlling windows. Some of them are already in ST-BASIC ('OPENW', 'CLOSEW' and 'CLEARW'). Some of the AES-routines are very interesting to use in your programs. These routines are called directly by way of the BASIC-AES-Interface, called 'GEMSYS'.
An example of this is the routine to define for yourself the size and the position of the window. The routine needs the next information: coordinates of the left-top-corner, the wanted size and the number of the window.
The syntax is:  (widthe = width, I could not use WIDTH)    
     XPOS   =  .....  :  YPOS = .....
     WIDTH =  .....  :  HEIGHT = .....
     WINDOWNUMBER = 1 .. 4      gosub SETWIND 

The windownumbers are not the same as in ST-BASIC, they have the next values:
     EDIT     1      LIST     2      OUTPUT   3      COMMAND  4 

The routine is:

62000 SETWIND:
62002 ' -----> XPOS   ; YPOS ; WIDTHE
62004 ' -----> HEIGHT ; WINDOWNUMBER
62006 poke gintin    , windownumber
62008 poke gintin + 2, 5
62010 poke gintin + 4, xpos
62012 poke gintin + 6, ypos
62014 poke gintin + 8, widthe  
62016 poke gintin + 10, height
62018 gemsys 105
62020 return
62022 ' --------------------------------------------------
The program is:

5   ' merge "INTIN.bas"
6   ' merge "SETWIND.bas"
9   '
10  gosub INIT
15  for WINDOWNUMBER = 1 to 4
20  xpos = -50 + 100 * windownumber
30  ypos =  10 +  20 * windownumber
40  widthe =  30 +  50 * windownumber
50  height = 200
60  gosub SETWIND
70  next : end

USING THE FULL SCREEN :

All output-commands are executed in the output-window. Therefore you can see always the border of the output-window. In many programs it would be nice to make that border invisible. With your Atari almost everything is possible, even this. An easy way to do this, is to define the size of the output-window a little bit greater then the screen with the previous routine. Now the borders of the window are forced from of the screen.
The syntax is:

     gosub INIT      gosub FULLWINDOW 

Particularly for a 'hardcopy' of the screen this routine is very useful: no more borders.
The subroutine gives you the possibility to define your own settings: no borders or just a fine line as border when you want a frame on your printer.
The routine is:
  62050 FULLWIND:
62052 '
62054 poke gintin    , 3        :' OUTPUT-window
62056 poke gintin + 2, 5        :' with/ without border
62058 poke gintin + 4, 0        :'  0  : (  -1) ; x1
62060 poke gintin + 6, 1        :'  1  : (   0) ; y1
62062 poke gintin + 8, 658      :' 658 : ( 660) ; x2
62064 poke gintin + 10,417      :' 417 : ( 419) ; y2
62066 gemsys 105
62068 return
62070 ' --------------------------------------------------
The BASIC-commands 'FULLW, CLEARW, OPENW' give no problems with the full screen, only with 'CLOSEW' it is advisable to put the window back to its original size by the command 'FULLW 2'.
At the same time we have to realize that the relation between GEM-coordinates and BASIC-coordinates changes with a full screen. In all previous routines we adjusted all GEM-outputcommands to the BASIC-outputcommands: X-direction 1 pixel and  Y-direction 38 pixels. Using the full screen the deviation in the Y-direction is just 19 pixels and the X-coordinates are equal. You have take this in account when you are using these routines with a full screen.

WIPE THE DESK-TOP:

After using the previous routine the desktop-line remains. This line is not accessible by normal BASIC-commands. For those of us who wants no desk-top-line on the printer, you have to use the next routine. This routine draws a white rectangle over the desk-top-line by using the VDI-routine 'RECTANGLE'.

When you used this routine, you lost the desktop-line. You get it back by 'restart' of the BASIC or by the routine 'TEXTOUTPUT' (described in part I). This routine has access to the full screen, like all GEM-routines. Therefore you can generate your own desktop-line.

The routines are:

62080 CLEARDESK:
62082 ' merge "RECTANGLE.bas"
62084 color 1,0,1 :
62086 xpos1 = -1 : xpos2 = 638 : ypos1 = -40 : ypos2 = -20
62088 gosub rectangle: color 1,1,1
62090 return
62092 ' --------------------------------------------------

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
64024 ' --------------------------------------------------
MOVING BOXES :

The AES has routines, which can give you the impression that a rectangle moves from one point to an other or that a rectangle grows from one point to its full size. These routines are used for building windows (for example to show a directory or to show a message).
We can use these routines in ST-BASIC to make our programs better.
There are three different routines in AES:
 - movements of a rectangle that grows (GROW_BOX)  - movements of a rectangle that shrinks (SHRINX_BOX)  - movements of a rectangle of the same size (MOVE_BOX) 

GROWBOX :
  
This routine shows a rectangle that starts from one point, goes to an other point, growing to its full size.
The routine needs as parameters:
 - left-top-coordinates of the start-rectangle
 - the growing
 - the value of the end-rectangle
The rectangle starts its movements from the position (XPOS1;YPOS1) with the starting-size (WIDTH1;HEIGHT1) to its  destination. There he grows to its end-size (WIDTH2;HEIGHT2).
The routine gives only the movement. The arising rectangle has to be drawn by an other routine, like 'RECTANGLE'.
The syntax of 'GROWBOX' is:

     XOLD = ....      : YOLD = ....
     XNEW = ....      : YNEW = ....
     WIDTH1 = ....    : HEIGHT1 = ....
     WIDTH2 = ....    : HEIGHT2 = ....
     gosub GROWBOX 

With this routine and the next you can make very beautiful graphic effects, like growing boxes with information or with options. To prevent that the background-information gets lost, you have to use the XOR-option of the routine 'TEXTFORM' (see part I).

SHRINXBOX :

This routine is the opposite of the GROWBOX-routine. You can use this routine for closing windows or options.
If the parameters don't change, the syntax is:

     gosub SHRINXBOX 

Otherwise you have to define the eight parameters again (see GROWBOX).

The routines for 'GROWBOX' and 'SHRINXBOX' are:
62100 SHRINXBOX:  
62102 ' ----->  XOLD ; YOLD ; WIDTH1 ; HEIGHT1
62104 ' ----->  XNEW ; YNEW ; WIDTH2 ; HEIGHT2
62106 shrinx% = 1
62108 '
62110 GROWBOX:
62112 ' ----->  SEE SHRINXBOX  
62114 '
62116 poke contrl + 2, 8
62118 poke contrl + 4, 1
62120 poke gintin     , xold
62122 poke gintin + 2 , yold
62124 poke gintin + 4 , width1
62126 poke gintin + 6 , height1
62128 poke gintin + 8 , xnew  + 1
62130 poke gintin + 10, ynew  + 38
62132 poke gintin + 12, width2
62134 poke gintin + 14, height2
62136 gemsys 73 + shrinx%
62138 shrinx% = 0
62140 return
62142 ' --------------------------------------------------
An example is:

5   ' merge "INIT.bas"
6   ' merge "GROWBOX.bas"
7   ' merge "RECTANGLE.bas"
9   '
10  gosub INIT
20  fullw 2 : clearw 2
30  xold =   0 : yold = 300 : width1 =  40 : height1 =  40
40  xnew = 400 : ynew = 100 : width2 = 100 : height2 = 200
50  start:
60  xpos1 = xnew: ypos1 = ynew : xpos2 = xnew + width2
70  ypos2 = ynew + height2
80  color 1,1,0,0,0
90  gosub GROWBOX : gosub RECTANGLE
100 for a = 0 to 1000 : next
110 color 1,0
120 gosub RECTANGLE : gosub SHRINXBOX
130 for a = 0 to 1000 : next
140 goto start

MOVEBOX :

The last routine of this group is 'MOVEBOX'. It moves a rectangle from one point to another. The box keeps the same size. As in the previous routines the routine only takes care of the movement. The rectangle has to be drawn by another routine.
The syntax is:

     XOLD = ....   : YOLD = ....
     XNEW = ....   : YNEW = ....
     WIDTHE = .... : HEIGHT = ....
     gosub MOVEBOX  
The routine is:

62150 MOVEBOX:
62152 ' -----> WIDTHE ; HEIGHT ; XOLD ; YOLD
62154 ' -----> XNEW  ; YNEW  
62156 poke contrl + 2, 6
62158 poke contrl + 4, 1
62160 poke gintin    , widthe
62162 poke gintin + 2, height
62164 poke gintin + 4, xold + 1
62166 poke gintin + 6, yold + 38
62168 poke gintin + 8, xnew + 1
62170 poke gintin + 10,ynew + 38
62172 gemsys 72
62174 return
62176 ' --------------------------------------------------
An example is:

5   ' merge "INIT.bas"
6   ' merge "MOVEBOX.bas"
7   ' merge "RECTANGLE.bas"
9   '
10  gosub INIT
20  fullw 2 : clearw 2
30  xold =  50 : yold =  50 : width = 50 : height = 100
40  xnew = 500 : ynew = 100
50  start :
60  gosub MOVEBOX
70  color 1,1,1,0,0
80  xpos1 = xnew : ypos1 = ynew : xpos2 = xnew + width
90  ypos2 = ynew + height : gosub RECTANGLE
100 swap xold , xnew : swap yold , ynew
110 for a = 0 to 1000 : next
120 color 1,0,0 : gosub RECTANGLE
130 goto start
140 end

Preview from GEM-VDI CALLS PART IV:
 - Clipping
 - Define your own fill-pattern
 - Variable size of text
 - More mouse-routines

As usual you will find the used routines in the directory of this ST NEWS, which is called "GEMVDI.BAS".

USER GROUP UPDATE by Richard Karsmakers

We started this update-service in the previous issue of ST NEWS. It will be present in every issue of ST NEWS onward. Also, addresses of bulletin boards all over the world are welcome from now on. If you know a user group that supports the ST, and that's not yet included in our update, please contact us so we can include it after all. Due to space problems, we have had to get rid of all the specific data of usergroups. Just write to them (or phone them) for more information!

Vereniging ST gebruikers Zuidnederland
Pastoor de Kroonstraat 20
5211 SP Den Bosch
The Netherlands
Tel. 073-14122

Stichting Huiscomputer Nederland (SHN)
Fazantlaan 61-63
6641 BX Beuningen
The Netherlands

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

ST Club Eindhoven
T.a.v. Hubert van Mil
Postbus 1424
5602 BK Eindhoven
The Netherlands
Tel. 040-429632

Micro Computer Gebruikers Vereniging Triorex
Aalbersestraat 28
5707 JH Helmond
The Netherlands

Stichting Atari Gebruikers (SAG)
Postbus 180
4130 ED Vianen
The Netherlands
Tel. 070-524326

ST gebruikers
Groeze 8
6581 TL Malden
The Netherlands

Atari Club Groningen
Postbus 9164
9703 LD Groningen
The Netherlands
Gebruikersclub AGNON
Dorpstraat 35
7776 BM Slagharen
The Netherlands

Haarlemse Microcomputer Club
Postbus 164
2000 AD Haarlem
The Netherlands

Atari ST Computerclub Nederland
Postbus 5011
2000 CA Haarlem
The Netherlands

ST Anwender Club (STAC)
Postfach 1225
6090 Rüsselsheim
West Germany
Tel. 06142-71914

Atari Club Freiburg (West Germany)
Tel. 0761-583737

Atari ST Club Oberbayern
Pbox 1315
8110 Murnau

Atari ST Club Rosenheim
Tel. 08031-68025

Atari ST Anwender Club Berlin
Tel. 030-6844632

DELMONICO
Niklas Nebel
Schlosstr. 100
2000 Hamburg 70
West Germany

ST Club Aurich
Erik Dreesen
Hafenstr. 6
2960 Aurich
West Germany

ST User Club Ostfriesland (STUCO)
Detlef Koppelkamm
Duesterweg 30
2951 Nortmoor
West Germany

Atari ST Anwender Club Hannover
Horst Kraus
Trockener Kamp 29
3200 Hildesheim
West Germany

Computer Interessen Gemeinschaft Atari ST Anwendergruppe
(CIG ASTAG)
Postfach 1409
3450 Holzminden 1
West Germany

Bund der Atari ST Anwender (BASTA)
Postfach 1545
4030 Ratingen 1
West Germany

Verein der Atari PC Anwender e.V. (VDA)
Straßburger Str. 5
4030 Ratingen 1
West Germany
Tel. 02102/13032

ST User Dortmund (STUDO)
J. Finkemeier
Kreuzstr. 65
West Germany
4600 Dortmund 1

Microtec
Carl-Severing-Str. 190
4800 Bielefeld 14
West Germany
Tel. 0521/4599-150

CCC-SVHI-Minden
4970 Bad Oeynhausen
West Germany
Tel. 0571/75377

ST Club Oberberg
Thomas Höser
Siefenerstr. 10
5276 Wiehl
West Germany
Tel. 02262/93885

RHEINMAIN-CLUB-ATARI
Eckard Linner
Am Mittelpfad 33
6097 Trebur 2
West Germany
Tel. 06145/2143 (from 16.00 hours)

CCC
W. Hoffmann
Altdörferstr. 23
6113 Babenhausen
West Germany
Tel. 06073/62315

Interessengruppe für Bild-und Schriftübertragung
Karl-Heinz Geiß
DG5FW
Waldstr. 9
West Germany
6220 Geisenheim

Atari ST Userclub Hochtaunus
Rainer Becker, Achim Schneider
Friedrichstr. 88
6242 Kronberg
West Germany

ATARI Computer Club Fulda
Rüdiger Weis
Antsanvia 5
6419 Eiterfeld
West Germany
Tel. 06676/1212

ST User Rhein Main (STURM)
Jürgen Wirth
Weinstr. 17
6500 Mainz
West Germany
Tel. 06131/220372

Atari ST Computer Club Schweiz (ACCS)
Postfach 11
3605 Thun
Switzerland

Bulletin boards in The Netherlands:
 SAG                          03473-76815
 BBS Veldhoven                040-531453
 Garfield                     020-129906
 Spacecenter                  013-686293
 Waterland                    02990-40202
 Falco ST (19-07 hours)       03435-734775
 BBS Haarlem (19-08 hours)    023-359969
 WEABBS                       02279-2444
 Future ST                    020-979405

STARFIEND by L.S. Murray

This time, we proudly publish another novelette, taken from a computer magazine from May 1984. ©1984 by Business Press International, Ltd.

 Each time as he fired, an enemy died. His face wore an impassive blankness as his fingers, barely moving, operated the controls of his machine, but his eyes were filled with resolve and dedication. He knew that the end was near but his gaze did not wander from the screen to the protentous fuel gauge for an instant. That would mean missing a target, wasting a round. He never wasted a round. To shoot was to destroy.
 The fuel ran out. The shrill sounds of the warning filled his ears as the controls froze. His last missile smashed into the target ships, blowing them into incandescent fragments. For a while the screen was clear, then two enemy ships popped out of hyperspace ahead of him. One flashed across his field of vision; Starfiend's finger touches his fire button automatically and the ship ceased to exist. Meanwhile, the other accelerated along a wide curve, clear of his field of fire. It was going to ram him. They wanted him that badly.
 The screen blazed blue-white, and the echoes of the explosion chased each other up and down the arcade. Starfiend gurgled in delight and, in answer to the machine's prompt, entered his name. It appeared, in coruscating letters,  at the top of the screen while below it the machine proceeded with the important business of enticing the next client.
 As Starfiend turned to leave, he bumped into the man who had been watching him over his shoulder. Starfiend had not seen him arrive but such had been his concentration that this did not surprise him. "Sorry," he mumbled cursing his tongue, which seemed like a roll of carpet and which made his life a misery. He knew that the man would not understand him.
 "That's alright, son," replied the man. Starfiend gasped inwardly at his error. Normally, if strangers bothered at all they could only understand him with persistence and repetition. The man continued, "I've been watching you, and I'm very impressed. You must have put in a lot of practice." He paused, inviting a reply.
 Starfiend wriggled in inner conflict. Experience told him to escape, before the innocent conversation became an embarrasing trap for them both, but curiosity and excruciating loneliness urged him to stay. "No," he ventured, the word rolling off his tongue like a sticky clay ball. The stranger raised his eyebrows in interested astonishment. Emboldened, Starfiend continue: "They moved this machine in on Monday. That was the fifth time I've played it."
 The stranger nodded. He had understood. He scrutinised the machine's score chart. The top five entries were Starfiend's. and his lowest score was twice that beneath it. "They'll never grow rich with people like you about," he quipped, then added less gently, "Shouldn't you be at school?"

 Horror and suspicion flooded Starfiend's mind. Was the stranger a school inspector; a truant hunter? Brazenly, he responded, "Yes. Right now, I should be attending a music lesson. The music teacher likes choral work. Not much point me being here, is there?" The last sentence was spoken in a bitter tone.
 The stranger looked thoughtful. "You don't like school?"
 "I would if it liked me."
 "Have you considered a special school?"
 "I have; but my parents think that I'm better off with 'normal' boys."
 "So you come here to avoid school?"
 "No!" Starfiend was adamant. "School's unpleasant; and there I'm average to poor. But here, I'm king. The arcade owner never turns the machines off, so my name's on top of all their lists. I don't want them to know who Starfiend is. I know, and that's all I need."
 The stranger nodded, as if he had heard something he already knew. "Are you going back to school now?" he asked. Starfiend nodded. The stranger continued, "May I walk with you?"

 They left the arcade and made their way down the High Street, a canyon of corrugated iron and plywood made both colourful and seedy by a profusion of posters advertising gigs and wrestling matches. For a while they strolled, silent amid the noise and fumes, then the stranger remarked, "Have you ever wondered how those machines work, Starfiend?"
 "Microprocessors," replied the boy, instantly realising that the word was a meaningless reflex action. "No, I guess not. I asked my physics teacher once, but all I got was a load of chat about energy gaps and conduction bands."
 "I'm surprised you remember those terms."
 "Once I learn to say something, I don't forget it."
 The stranger flushed. "I'm sorry."
 "It's alright, I didn't mean it like that." Actually, he had, but Starfiend felt ashamed of his petulance. New friends were not to be treated so badly. "Tell me," he asked, "how do microprocessors work?"
 "I don't know, I'm not a scientist, I'm a soldier. No, the reason I brought the subject up was to point out a curious anomaly. Does it not seem strange to you that developments in electronics over the past few years far outstrip those made in other fields?"
 "Do they?" said Starfiend. As if cued, wo sports cars leapt away from the nearby traffic lights, their exhausts bellowing and tyres squealing. They raced neck and neck up the hill and were lost to sight.
 "Take those cars," said the stranger. "They have components made of advanced steel alloys, and electronically controlled engines, yet they are based on principles known to the Romans; hot gases expand. But they are grossly inefficient. Don't you think that in 2,000 years something more elegant could have been contrived?"
 "Like what?"

 "I told you, I am not a scientist. But where I come from, we have engines as far in advance of those cars as they are in advance of Newcomen's. That, and a thousand other wonders, such as my presence here."
 "Where do you come from?" Starfiend felt cautious. He was not afraid; if the stranger intended him harm, he could have done so already. Perhaps he was insane. Yes, that was it.
 "I will tell you in a minute. First, though, let me ask you this: how is it, do you think, that I am able to understand you so easily?"
 "I don't know."
 "Perhaps this will make it clear."
 For a second Starfiend wondered what he meant. Then it dawned on him; the stranger had not moved his lips. He had not spoken the last sentence.

 "Telepathy," thought Starfiend aloud. His immediate reaction was one of relief. He had been subconsciously puzzled by the ease with which he and his friend could communicate and, above all, he knew that he could rest his aching tongue. Suspicion came next: "How much can you see?"
 "Only what you want me to. Others I know can see more, but they don't look without reason."
 "What's it like?"
 "Seeing. Hearing. Touching. But there are drawbacks. Consider those cars we saw. If I tried to drive one through your traffic, I would be dead before the day was out. My reactions are four time slower than your people consider normal - 12 times slower than your own."
 Starfiend was pleased by the indirect compliment. He noticed on reflection that the stranger's gait was rather ponderous.
 The stranger continued, "So we read minds. Those who are born without the ability can be cured. The reaction speed we can do nothing about."
 "Please tell me where you're from," begged Starfiend.
 "Try a guess."
 "I suppose the chances of a race from another planet looking exactly like us are negligible. I doubt that a country of telepaths could remain undiscovered. That only leaves one possibility."
 "You're right. I'm from your future. Your scientists know that time travel is possible, but they shrink from the consequences..."
 "Which are?" Starfiend had already discovered that interruptions were much easier in telepathic conversation, in fact almost unavoidable.
 "Effect without cause. Call it backwaters in time, if you like. It's no more difficult a concept than Einsteinian relativity would have been to a contemporary of Galileo."
 "But what about all the objections? Like killing your own father before you were conceived?"

 The stranger laughed. "You might cause yourself to cease to exist. Or not. Or you might not be able to kill your father, no matter how hard you try. In any case, don't let it bother you. Time travel is possible. The space-time continuum can be changed, but it is elastic, and changes tend to smooth themselves out eventually."

 Questions whirled in Starfiend's barin. The stranger answered them. "Yes, we still have weapons, and wars to be fought with them, although not amongst are own kind. Far, far in the future. No, we don't use our control of time against our foes, since to do so might provoke retaliation that could destroy everything. Everything! Neither do we or the enemy allow artificial minds to fight for us."
 He saddened, and answered Starfiend's last question. "Yes, we are loosing. That is why I'm here."
 "Your telepathy is useless in war, and your slow reaction speed leaves you at a disadvantage. Why don't you send computers to fight your battles for you?"
 "Because that would start  an uncontrollable race which would lead to sentient machines - sentient creatures - being created to destroy each other. Neither us nor the enemy are that dishonourable."
 "Then change your reactions."
 "We cannot. We no longer have the necessary gene pool. I have come to get those genes."
 Starfiend knew that he should wake out of what seemed to be a dream, or be terrified, but neither happened. Instead, he quivered with excitement. "And the arcade games? Microelectronics?"
 "Screening machines. Presents from us to you, given through the minds of your engineers. I know you want to come, Starfiend."
 "My family..." hedged the boy.
 "I can make it as if you have never existed. There will have been a minor disturbance outside your house the night you would have been conceived. You will become a backwater in time."
 "Truly?"
 "We cannot lie with our thoughts, my friend."
 "Alright." Instantly, Starfiend felt a wrench within his stomach. A car move 10 metres forward instantaneously; a piece of paper at their feet vanished. Throughout the world, similar trivial changes took place. Starfiend's parents had a new son who was normal in every respect, and they were happy.
 "Ready?" said the stranger. Starfiend nodded. They turned into the vandalised doorway of a shop, where a dazzling bluey purple ball appeared at stomach height. It delated into an ellipse as large as a man. Through it, Starfiend saw his first glimpse of the land where he would be a hero.
 The time traveller grasped his wrist firmly but gently. "You can still go back," he said. Starfiend shook his head vigorously. "Mind the edges, then," said the time traveller.
 They stepped trough.

Next time, a novelette called "STY-X Software"....

QUESTIONS & ANSWERS by The ACC™

This month we publish yet more questions and answers, hoping to help everyone on the ST....

Dear ACC, I am having trouble installing a printer on 1st Word Plus. I take care that only one .CFG file is outside the printer installation folder, and I call it NL_10.CFG. Yet, the program still comes with the message "Can't find or open a valid printer configuration file". What do I do wrong?
                              Jos van Erp

Dear Jos, 1st Word Plus only recognises a valid printer configuration file if it's called "PRINTER.CFG". So if you rename the file "NL_10.CFG" to that, you shouldn't be having trouble anymore.
                              Richard Karsmakers & Adrie v/d                               Weijden 
I am looking for a very cheap sound digitizer. Where can I get one and what must I do to obtain it?
                              A sound freak

Well, sound freak, you're lucky that we are quite a bunch of soundfreaks ourselves! As you will be able to read elsewhere in this issue, we're publishing a sound digitizer together with software ourselves. For prices, etc., please refer to that article.
                              Richard Karsmakers & Jos Schilders  I have heard rumours of the fact that "Starglider" has been finished, and I've also heard good news about Epyx' "World Games". Are these true?
                              Robert van Lierop

Your sources are definately right, Robert! You can even read a full preview of Starglider in this issue (right at the beginning) and Epyx isn't only launching "World Games", but "Supercycle" and "Championship Wrestling" as well!                               Richard Karsmakers  
I am still looking for an ST User in the neighbourhood of Muiden! Why hasn't anyone written in?
                              Piet Doormalen

I am very interested artificial speech (possibly through a sound digitizer). Are you interested as well? Please write to me:
                              Rob Kieft
                              Wilhelminaplein 10
                              6026 BS Maarheeze
                              The Netherlands
                              Tel. 04959-1977

Since I have recently bought a Commodore 64 again, I am now looking for a way to transfer C-64 color pictures to the ST (for example the pictures of "Green Beret", "Yie-Ar Kung Fu", "Metal Bar I" and "Metal Bar II". Please contact me through the correspondence address; we might be able to write a C-64 sample program for the ST!!!!
                              Richard Karsmakers

Question:
How do I assemble a source file with the AS68 assembler to  an executable program file? When must I use a linker?
                              Richard Karsmakers

Answer:
To create a .PRG file:
as68 -l -u %1.s
link68 [u] %1.68k=apstart,%1,vdibind,aesbind,osbind,libf
rm %1.o
relmod %1.68k %1.prg
rm %1.68k
wait

To create a .TOS file:
as68 -l -u %1.s
link68 [u] %1.68k=gems,gemstart,%1,osbind,gemlib,libf
rm %1.o
relmod %1.68k %1.tos
rm %1.68k
wait

These two command-sequences are also supplied on the ST NEWS disk; they can be activated using BATCH.TTP from the Atari Developer's Package. The file to create a .TOS file is called LINKTOS.BAT. Suppose your source file is called GENIUS.S.

Now, you do the following:
Double-click: BATCH.TTP
Now enter, followed by [RETURN]: LINKTOS GENIUS
After the execution of all commands in LINKTOS.BAT, another file will have appeared on the disk: GENIUS.TOS. You can simply execute this file from the desktop.

It's the same story when you want to make a .PRG file, but now you'll have to use LINKAPP instead of LINKTOS.

Explanation of the commands inside the batch-file:

as68 -l -u %1.s
as68: The name of the assembler
-l:	This is an option that specifies AS68 to use long addresses 	only. This must ALWAYS be used on the ST!
-u: An option to  specify that AS68 must not generate error     messages  for undefined labels. This is very handy when you     use labels  that are situated in the libraries (which are     listed on the line with LINK68 on it).
%1:	Herefore, the name of the first word that was typed after 	LINKTOS must be specified. %1 means parameter 1, %1 parameter
    2, etc.
.s: These two characters are automatically placed after parameter     one. The result of %1.s is in this case: GENIUS.S

link68 [u] %1.68k=gems,gemstart,%1,osbind,gemlib,libf
link68: The name of the linker
[u]: Between the symbols [ and ] you can give certain options to      the linker. The u-option takes care that the linker       generates  a list of all undefined symbols. Whenever this       option isn't  specified, the linker always stops at the       first undefined symbol (=label). MAKE SURE THAT THE FIRST       INSTRUCTION TO  BE EXECUTED ALWAYS HAS THE LABEL _MAIN!       Gemstart uses this label to jump into the user program.
%1.68k:	This file will be produced as a result of link68
gems,gemstart,%1,osbind,gemlib,libf:
  These are a number of libraries in which a great deal of ready-  to-use functions (subroutines) are located. You can have a look   with AS68 which are available.

relmod %1.68k %1.prg:
  During this step, %1.68k will be converted to a relocatable    file. In this case, it will be called GENIUS.TOS

wait:
  Wait a while so that error messages may be read.

Remarks:
1. For further options of link68 abnd as68, please refer to the     GEMDOS manual (that 280700 byte textfile, you know?)
2.  It is possible to significantly shorten the time nessecary for linking. It is then useful (and sometimes nessecary) to do some thing manually. For example: The clearing of the rest of memory after starting up the program (not nessecary). Self intialising the stackpointer and declare stackspace (nessecary). Self giving the instruction to terminate process (nessecary).

When you choose for the possibility of remark 2, your .BAT file must look las follows:
as68 -l %1.s
link68 [u] %1.68k=%1.o
relmod %1.68k %1.prg
wait

Sample program in assembler belonging to remark 2:

* Memory that's not used, will not be cleared
.text
begin:
move.l   a7,a5      * save old stackpointer
movea.l  #stack,a7   * initialise stackpointer
* now the actual program
clr.w    -(sp)      * code for Pterm0() or Process terminate
trap     #1         * terminate
.bss
.ds.l   100         * 100 longwords for the stack
stack:
* so this is the end of the source

The file APSTART.S  contains the assembler source of the standard starting up-and closing down procedures.
                              Mark van de Boer

68000 MACHINE LANGUAGE COURSE PART I by Mark van de Boer

As the title already says this is the first part of an 68000 assembly language programming course. This course is intended for people who  already have a little experience with programming in assembly language on microprocessors like the 6502 (6510 is in fact the same) and the 68xx (like 6800, 6801, 6805, 6809) series. In this course these two microprocessor-families will be referenced by their most famous members, the 6502 and the 6809. At this time it is not exactly known how many articles this course will have. I think it will be about six articles long.
Now I will describe some features of the 68000. The 68000 is a sixteen-bit microprocessor. This means that an opcode is always sixteen bits (On the 6502 and 6809 an opcode is 8 bits, therefore they are called 8-bit microprocessors). The databus of the 68000 is 16 bits wide, this means that 16 bits can be transferred at once by the 68000 (The 6502 and 6809 both have a databus that is eight bits wide, so they can transfer 8 bits at once).
Another important feature of the 68000 is its impressive set of registers. First there are the eight data registers, numbered D0-D7. They are 32 bits wide and can be used for operations on 8-bit, 16-bit and 32-bit quantities. Data registers can be compared with the A-register (Accumulator) on the 6502 and 6809, their function same, but the use of the data registers is much more convenient. Second, there are the eight address registers, numbered from A0-A7. They are 32 bits wide as well and their only use is in addressing memory. However, the upper 8 bits are ignored by the 68000 since its address bus is 'only' 24 bits wide, meaning that the 68000 can address up to 16 megabytes of memory. Register A7 has a special function; it is called the system stackpointer. This means that if you execute a JSR instruction, some data will be saved on the address contained in this register. By the way, you can use every address register very easily as a stackpointer. The third class consists of one register, the PC (program counter). This register always contains
the address of the instruction to be executed next. Of course,
the upper eight bits of the PC are also ignored. The fourth class
consists of one 16 bit register, the status register, called SR.
This register is built up like this:

-------------------------------------------------------------| T |   | S |   | I0| I1| I2|   |   |   | X | N | Z | V | C |
-------------------------------------------------------------    system-byte             |          user-byte

The upper 8 bits are called the system byte. This byte contains information that is important to the system. Normally you can not change this byte if you run an application. Bit 15 is called the trace-bit. If this bit is set, every time after executing an instruction the 68000 will generate an exception (This is called an interrupt on the 6502 and 6809). This is especially useful when debugging programs. Bit 13 is called the supervisor bit. When this bit is set the 68000 is in supervisor mode; when this bit is cleared, however, the 68000 is in user mode. When executing in supervisor mode, the 68000 can execute the so called privileged instructions, which are not available in user mode. For example, it is illegal trying to change the upper 8 bits of the SR when in user mode. Bits 8, 9 and 10 are called the interrupt mask. In total they can contain eight different values ranging from zero to seven. For instance, if bits 8 and 10 are set and bit 9 is cleared, the value of the interrupt mask is 5. This means that only interrupts with a level of 5 and higher are recognized by the
68000 and interrupts with a level lower than 5 are ignored. Interrupts of level 7 can be considered as non maskable interrupts
(compare this to the NMI on the 6502 and 6809). The lower 8 bits
are called the conditioncode register, CCR (this can be compared to the CC of the 6502 and 6809). The CCR contains 5 bits,
which contain useful data. Bit 0 is the carry-flag (C), bit 1 is the overflow-flag (V), bit 2 is the zero-flag (Z), bit 3 is the negative-flag (N). The meanings of these bits are exactly the same as on the 6502 and 6809. Then there is bit 4 which is called the extend-flag (X). It is nearly exactly the same as the carry-flag, but is not affected by every instruction that affects the carry-flag. This feature of the extend-flag is especially useful
when using multiple precision arithmetic, e.g. adding 64-bit numbers.
Another feature of the 68000 is its ability to access three data formats: byte (8 bits), word (16 bits) and longword (32 bits). You can indicate this with a suffix in the mnemonic field. The suffixes are .b for byte, .w for word and .l for longword. E.g. asr.b d0  ,   asr.w   d0    , asr.l   d0. These instructions shift data register d0 one place to the right.
I think this is enough new stuff for today. Next time I will explain the addressing modes of the 68000. If you have any comments or questions on this article, please write to the correspondence address and I'll take your notes into account.

A good Motorola MC 68000 book is:
The Motorola 68000 programming guide, which unfortunately is not available in the stores.
Further there are a number of books on the 68000. I would like to mention the book written by Lance Leventhal & Gerry Kane, which I think gives good value for its money. Another good book is Steve Williams' "Programming the 68000".

A DAY IN AMSTERDAM: A VISIT TO THE EFFICIENCY BEURS AND COMMEDIA
by Richard Karsmakers

It was on October 15th that a shop in Haarlem (Elres Audio Visual Center), for whom I was writing some demos at the moment, offered me the possibility to go to this year's efficiency beurs, in the RAI in Amsterdam. They paid (ofcourse). I had to try to get a scart cable from the Atari Benelux stand, since the people in Vianen (that's where Atari is normally stationed) weren't quite active at the moment. Everything was concentrated on the RAI.

After a short trip by train and tram (Jesus! The Amsterdam trams are simply horrid!) I arrived at the RAI. I knew it was big, but I had never been there before and it seemed even bigger to me when I had a glance over the enormous halls. My amazement nearly meant my death, since another tram was rushing toward me when I was gazing around. I noticed it in time and saved my life (and ST NEWS, by the way).
After entering the halls, I really didn't quite know what to do. The whole complex was too big, really. I went to the info desk (no, freak, no DESKINFO!), and asked a nice middle aged lady where I might find the Atari stand. It turned out to be a stand 127, which was easy to find.
On my way to stand 127, I looked around and saw hundreds of PC's from as many different companies. Some companies had produced very impressive stands, complete with show-business elements: The Canon stand, for example, was manned by a magician and his heavily painted female assistant. They showed a laser color copier. Truly impressive, but I didn't forget my destination: Atari.
A very good-looking girl called Cora of Atari Benelux told me that there were no scart cables at their stand either, except for those hooked up to the machines (on one of those, a man was demonstrating a very nice program called "Film Director" from Andromeda Software, which looked very nicely). Next to the information desk (the one behind which Cora and another girl of Atari were seated) were some people of Data Becker (!) demonstrating their software packages. The voice of one of the people sounded very familiar to me, although I had only heard him through the phone.... A asked Cora whether Mr. Kilwinger (the head of the Software Support department of Atari Benelux) was present. She went upstairs and fetched him after a while of waiting. What a shame: When Mr. Kilwinger came down, Cora kept herself out of sight. But I went down to business immediately. I asked if he already had a copy of ST NEWS Volume 1 Issue 5 in his posession, which he answered affirmative. But he had heard from it already, from someone in Eindhoven. He agreed to put it in Atari Benelux's Public Domain, together with Issues 3 and 4. And he would spread it amongst the employess of Atari Benelux as well. We hope this will mean the final break-through of ST NEWS!

After talking a bit about the MacCartridge (which he had actually seen working perfectly) and about Mr. Kilwinger writing articles for ST NEWS, I left to bring a visit to Commedia (the company that lets us review new software). On my way out, I passed the stand of Team Xerox, where one of my favourite TV presentors was stealing the show: Leonie Sazias! Of course, Linda de Mol is better, but I had never seen Leonie in the flesh before.
I had not thought it would be that difficult to get at Commedia's.
When I did, my feet were killing me. At first sight, Commedia didn't strike me as the prototype of a computer shop, but more as a hobby room in a 'normal' house. But the shelves (with new software on them) were nicely filled. Commedia supplied me with "Strippoker" (of which you'll find a review elsewhere in this issue), "Deep Space" and "Arena" (these games were reviewed in the
previous issue of ST NEWS, remember?).
A rough ride back to Central Station (naughty me: I didn't pay for the ticket - but the driver had his door locked so I couldn't even if I had wanted to) brought this day to an end. Missing a massive (and very sturdily built) wall by an inch (because I just HAD to look at some gorgeous girls that walked by), I heard a bearded street musician playing "Let it be". I knew: My legs were telling me the same.

I arrived just in time to catch the train. That night, I was sure I would undress both Suzi and Melissa of "Strippoker"......

THE MIRAGE by Wicher Gispen

The MIRAGE is an eight-voice polyphonic digital  sampling keyboard instrument. For those who just want to turn off their computer please wait and I'll explain.
Eight-voice polyphonic means that you can play and hear eight different notes together at one time . Digital sampling means that
the MIRAGE imitates a sound you gave him: this can be an instrument, an orchestra, a car or even your own voice!

The last piece (about the sampling) is very important,this is what
makes the MIRAGE so different. When you already have played an electronic instrument you might have noticed that all sounds were very unnatural: a piano sounded like a deepspace harp and a violin
like a claxon. The reason is that most electronic instruments use programmable oscillators for their sounds. The better the oscillators the better the sound the more expensive the instrument.
With unreal sounds there are no problems you can make the most fantastic sounds by programming the oscillators. But when you want
to play a true sound like a piano with your synthesizer there are some difficulties. A harmonic spectrum has a very difficult sound envelope (it dies away).
With a  synthesizer you can program what you want but you'll never have that special  sound unless your synth has very good preset ROM-voices (not a deepspaceharp). A MIRAGE can play real piano! Its samplers ability imitates the sound envelope of the piano. But
not only of a piano but of everything you want; even Reagan...

For those who want to hear details here are the technical data:

- MIDI
- BUILT IN DISK DRIVE 3.5 "
- on board sequencer 300 events
- 128 kB RAM - max. 16 diff. samples( keyboard splits)
- touch sensitive
- dynamic 6dB/bit (max. 95 dB)
- sample rate max 50 kHz (with external filter)
- sample time from 1.2 s to 10 s.(samplerate depended)
- resolution 8 bit / 16 bit (trick)
- pitch/mod wheel
- 8 voices
- each voice has:   - 2 digital oscillators
                    - LFO (low frequency oscillator)
                    - MIXER
                    - DCA (digital controlled amplifier)
                    - VCF (voltage controlled filter)
                    - 2 EG's (envelope generators)

A friend of mine, Martin Beek, who already has 3 MIRAGES, is busy working on a VES (Visual Editing System) for the MIRAGE on an Atari ST! The name of the program is MITES. It will soon be available.

This program allows you to change wavesamples with the ST and make waveforms visible. Also, you can produce wavesamples and alter them with the help of the ST.

The prize of the MIRAGE from the company ENSONIQ is about 5000  Dutch guilders.

Dealer for South-Holland is J&S, Emmasingel, Eindhoven

Dealer for Europe: ENSONIQ EUROPE PVBA,
                   Ave Stalingrad 65
                   1000 Bruxelles
                   Belgique

Accesoires:  external filter (with extra AD converter)
             sequencer expander ( max. 1400 events)

Recommended is the STEINBERG MIDI Recorder which will allow you  to play more then 200000 events (!).

I can understand that you still have a lot of questions; maybe I can write another article for ST NEWS in which I'll explain the physical side of Sampling and looping. 'Till then!

TWO CHESS PROGRAMS COMPARED: XCHESS AND PSION CHESS
By Richard Karsmakers and Frank Lemmen

We already told you we had plans to review "XChess" in this issue of ST NEWS. Well, we now present to you not only "XChess", but another very nice - if not very much better - chess program called "Psion Chess". In this article, we will try to compare these two programs as objective as possible, after which we will give our opinion about either of the programs.

XCHESS

When we had a glance at this program at last September's usergathering in Utrecht, the first impression was very good. The advertisments also made the program look very impressive. Recently, a friend of ours sent us his original of "XChess", for us to review (Pharma Data Systems, the company that represents XFun, wasn't interested in our offer to review the program - they never answered our letter - so we had to ask the game from someone else). The second and further impression were obviously not as good as those of that usergathering and the advertisements! The program isn't bad at all, and a nice piece of programming, but a lot of options that we later found in "Psion Chess" turned out to be distinctly missing from "XChess!". The program works on both color-and monochrome monitors and starts up with a nice picture in either mode. After that, the chess board is set up and the player can start to play. A few option of "XChess": Invert Board (so you can look at the board from the other side), Set up, Show Game, Next Move, Print Screen, Game Strategics, Castling (this options allows you to set the value of the king and more. This seems to be the only more or less useful option that seems to be lacking from "Psion Chess") and Time Editing (it is possible to stop the clock, for example, so you can drink a cup of coffee or go to the loo).
The distribution network of "XChess" is very largely set-up (as you will see in the upcoming data of the program). "XChess" altogether is a very nice chess program, but only if you haven't seen any other chess programs. Although the PD offering "Krabat" is 'only' 2D, it's almost as good, and Psion's chess version os better. But you will be able to read all about that furtheron...

Name:                    XChess
Program by:              Bert v/d Liet
User Interface by:       Wouter Mulckhuyse
Graphic Design by:       Karin van Bodegraven
Price (in Germany):      DM 129,-Distributor (Holland):   Pharma Data Systems
Can also be bough at:    XFun, P.O.Box 744, 4116 ZJ, Buren (GL),
                         The Netherlands, Tel. 03447-2362
Distributor (Germany):   Computer Technik Kiekbusch GmbH
                         Am Seeufer 11+22, 5412 Ransbach
                         Tel. 02623/1618

Distributor (Switzerl.): HILCU International
                         Badhausstr. 1, CH-3063 Iccigen
                         Tel. 03158-6656
Distributor (Austria):   Ueberreuter Media
                         Alserstr. 24, A-1091 Wien
                         Tel. 0222-4815380
Graphics:                6.5
Sound:                   None
Value for money:         6.5

PSION CHESS

Psion, together with Richard Lang, definately did a better job than the people at XFun. "Psion Chess" leaves the player with a much better overal impression, and is just a  bit better than "XChess". For example, "Psion Chess" offers extended help functions, 2D/3D board options, hints-, take back- and change sides-options and lots more. You can also select one of 50 Master plays to replay, for which you then have options like Help, Start, Automatic, Stop, Forward, Back and Exit. Features include an option to enable/disable resign (to enable or disable to computer from giving up if a seemingly hopeless position has occured), Sound of/onn (I didn't hear any sound at all, but that might have been because I was listening to Jean Michel Jarre's "Magnetic Fields" on CD at the moment) and more. And you can also select to hide or show the move record or hide/move the analysis. You can not only play against a human opponent, but one can also play against the ST, or let two STs play against eachother (that is, with one computer of course).
"Psion Chess" is much better, even without nice graphics as front page, etc. The man who sent us his original forgot to mention the price, as well as the addresses from which it can be obtained. If he reads this, we hope he will tell us all this after all. We have already sent his original back.
Steven Thorne told me that Psion Chess has been included in their software offerings recently. So if you contact them, you might get to know more. Their telephone number is 020-380103, and their address is Eerste Looiers Dwarsstraat 12, Amsterdam, The Netherlands.

ACC HISCORES by Frank Lemmen and Richard Karsmakers

Lately we have been in one of those moods in which you think everything you do is important and everything you do should be written down. But if it is important or not, you may find this article useful to compare your own results with ours. We're only human, and we haven't faked any scores. So just try to improve them!

XTron V1.0                    15805     level 15
XTron V2.0                    16220     level 11
Silent Service                64750     Lieutenant
The Pawn                      310
Sundog                        Fase 3
ST Karate                     133200    Level 16
Star Glider                   3095
Winter Games, Hot Dog         10
Winter Games, Biathlon        1:43
Winter Games, Bobsled         21.51
Winter Games, Speed Skating   0:28
Winter Games, Figure Skating  5,3
Winter Games, Ski Jump        205
Time Bandits                  583480    Read more about this in
                                        our article about Michtron
Mudpies                       151600
Joust                         79900     Thanks to Edward (Eddy)
Arena, Long Jump              7.42
Arena, 100 Metres             10:03
Arena, Javelin                70.21
Arena, Pole Vault             4.01
Arena, Shot Put               14.09
Arena, High Jump              1.89
Crystal Castles               459793
Warzone                       2170
Fireblaster                   9262      Thanks to Gerard!
Protector                     38221
Major Motion                  69487
Space Station                 10680
World Games, Weigth Lifting   225
World Games, Cliff Diving     88
World Games, Bull Riding      69
World Games, Barrel Jumping   16
World Games, Log Rolling      155       (Thanks to THH!)
World Games, Slalom Skiing    2:28:53
World Games, Caber Toss       25'09''
World Games, Sumo Wrestling   45
Pinball Factory, Wildfire     28514

MICHTRON SOFTWARE - OLD BUT GOOD! 
by Frank Lemmen and Richard Karsmakers

Michtron software has been supporting the Atari ST series right from the very beginning, and we feel nobody has given their programs a good review yet. Although it is not our purpose to do so, we hereby hope to bring you into the world of Michtron & Microdeal software, by letting you know something about their large scala of software offerings.

TIME BANDIT

We start right away with the very best arcade game they have published on the ST until now: Time Bandit. It is a shoot-em-up game with several adventure-like elements. But most people don't arrive at these adventure-like elements, since they mainly come once you're advancing terribly in a certain level (or timegate, as the authors prefer to call it).
There's quite a nice story attached to Time Bandit: Since we wanted to offer our readers the best there is, we wanted to finish the game, thus being able to publish the solution. But since it is an arcade game, in which the rating depends on the player's skill, we later realized this was impossible. But after an evening of 'hacking' we have succeeded in de-protecting the program, so we could make a so-called trainer version. In this version, it had to be possible to walk against an 'evil object' without losing a life. We succeeded after having done some more hours of examining, and we started to play this trainer version on Friday, October 24th at 18.45 hours. When we stopped (that was on 23.15 hours, that same evening), we had gained some quite useful tips for our readers (and some busted trigger-fingers, too). This is how we achieved to get our highscore of 583480 points. Our real hiscore had been somewhere around 80000 points. We succeeded in completing the following levels: Shadowland (our trainer didn't allow us to catch any shadows, though), Gridville, The Guardian (very annoying level in which you have to walk very much at the end), Castle Greymoon (with quite a nice story with it), Arena, Bomb Factory and Omega Complex. The next day, we finished Ghost Town, in which you have to bury corpses and avoid dead gosts of outlaws. So all this nonsence about walking over your own grave (in the grave yard of Ghost Town) should be forgotten. The dead outlaws give you a nine-character code, that you have to use to get over the quicksand in level 4D.
In Castle Greymoon, you (the innocent player) get involved in a complete Dallas-and-Dynasty-like intrigue: The country was ruled ina right way by King Quark of Greymoon and Kelveshaan. But the Evil Sorceress betrayed them and locked up poor Kelveshaan. Later on, this Evil woman pinches one of the keys you need to finish a level, that you'll have to get in the Fourth Tower, for which you'll have to defy the Magic Labyrinth. Once you've gone though that (oh, it's so nasty!), you find the key and....a treasure chest. In that chest you find four decaying items, of which you'll have to pick one. But which one? You have to get the key 4 times (from level 4A to 4D) there, so you have time enough to find out - if you make it those other times.
But we wouldn't be the ACC™ if we hadn't written down some of our experiences there, for you to read.
Well, these four items are: Black Ashes, Blue Crystals, Green Paper and Iron Pellets. When you fetch them, you'll get the following remarks respectively: "Poison!" (you loose 7 lives), "You get a small diamond in your hand", "The note unfolds to a paper worth 2500 Cubits!" and "You feel strong - almost invulnerable!". See you'll have to decide for yourself which you get. If you get there. And don't take the ashes!
Another hazardous thing that happened took place when we were conquering the level called Arena. You have to enter into the Lair of the Mighty Marg Worm. Once you've vanquished that monster, you will be able to leave the Lair. Not any sooner. And the lair has a very nice surprise (in which you can get many points, but in which you will undoubtedly loose many lives if you don't make a trainer version).
Time Bandit is sold at a retail price of £29.95 in England.

MAJOR MOTION

The second-best game from this company is Major Motion, that's for sure. In this game, the objective is to get as far as possible onward the ever becoming more dangerous road. While you're doing that, you must launch missiles in order to destroy helicopters, you must annihilate cars by bumping them off the road and you must avoid oil stains and bomb holes in the road. While you're doing this, you'll have to fight powerful racing-cars (which come with two-at-a-time further on in the game), you must dodge the gunfire from the Mafia vehicle (as it is commonly called in the society of Major Motion addicts) and you must avoid hitting too many 'good' cars. If you destroy these (the ones that usually don't try to push YOU from the road), you get a missile after you that's indodgable (to say it in uncorrect English).
In the course of the game, you racing car even turns into a speedboat, and then you'll have to be very careful for concrete blocks in the water, mines and loony captains on your way!
The game is supported by nice musics, that vary all through the game. Especially the water-level music sounds very nice. But don't do anything you do in this game when you're taking driver's lessons (or when you're on the road at any time and when there are other people within 10 miles of you)! Not as good as Time Bandit, but altogether very entertaining. And we haven't met anyone who has been able to play it all the way!
It is a shame that it only works with the mouse. The retail price in England is £39.95.

MUDPIES

One of the very oldest games on the ST (together with Brataccas) is definately this game called Mudpies. The object of the game is to throw Pies of Mud to clowns, that also throw these at you. Every time you hit one, you get points. At first, the game has to be gotten used to, since even the joystick movements are quite difficult to handle. But once, you're used to it, it is a very nice game to play.
The musical pieces are very nice to hear at the background, and they vary when you're playing. Mudpies isn't one of these games that you play, and play, and play, but it can be enjoyable to play it for a while. The price is according to the hookability: It is sold at a retail price of £19.95 in England. It can works with mouse, joystick or keys.

LANDS OF HAVOC

This must be the worst game ever to have been launched by these people. It actually is a quite lousy 8-bit conversion, that uses perhaps 4 or 5 colours at one time on the screen, and that is very dull to play. The plot might be somewhat thrilling, but the packaging of that plot is extremely lousy. Definately not worth buying! It's one of those games (like Super Huey, of which we published a review in the previous issue of ST NEWS) that hackers and crackers won't bother to touch. Even at a retail price of £19.95 in England, this really is a bad bargain. Don't buy it!

ANIMATOR

Now, we get to one of the non-entertaining programs of this company. Not directly entertaining, anyway. Animator is a program that makes it possible to create  animation over a Degas or Neochrome background. You simply draw that background (or you use an empty background, which can also be done) and after that you'll draw e.g. a walking man in every position on another picture. You just have to take care that the program 'knows' which parts are these frames. It is even possible to include several 32K pictures with frames.
After having defined an animation file, it is possible to turn these frames on and off on varioyus position in various orders, thus simulating animation. It looks very much like "Film Director" (which was to be seen at the Dutch Efficiency Beurs in Amsterdam, read more about that elsewhere in this issue of ST NEWS).
The program is a bit difficult to use, but the results can be impressive. One warning: Read the user manual before you do anything, and DON'T UNPROTECT THE DISK before you've made a backup! It is very possible that you loose the "WALKING.AN" file in the process, and that's very important to learn from!
For more information about The Animator, contact Commedia (Eerste Looiers Dwarsstraat 12, Amsterdam, Holland, Telphone 020-380103). They also sell it. It is definately worth buying for people that either like animation ar that want to use their ST for advertisement pursposes.

DISK UTILITIES

Michtron offers one of the very best disk utility programs in their software offerings: Michtron Disk Utilities. We've had a look at version 1.0, which is sold at a retail price of £39.95 in England. The program offers advanced file-and disk options, as well as attribute-handling, date-and time manipulating and more. We will publish an article on diskmonitors in an upcoming issue of ST NEWS, so we won't get into this any deeper. But if you were already thinking of buying it: Please do! You won't regret it!

M-DISK

What's there to say about yet another RAM-disk? It isn't removable, it offers less space for RAM-disk usage with the same memory capacity as that Kuma's K-RAM does, and it isn't resident. This is definately one of the most stupendous programs these people ever launched. Nowadays, people have the Public Domain Intersect RAM-Disk V3.0 (to be ordered through our PD service), which is removable, and people can also buy G-RAMDISK of G-DATA software, which isn't only removable but also resident. And that one includes an integrated spooler as well!
Even at a retail price of £12.95, M-DISK is a miss! In the field of utilities it is as useless as Lands of Havoc is lousy in the field of games.

PINBALL FACTORY

But let's talk about a really nice product of this company once again: Pinball Factory. This is one of the more recent launches made, and I must say it's a very good concept, very well worked out and very user-friendly.
As you might already have noticed, it's a pinball machine plus pinball game designer. So you cannot only play on a pinball machine, but you can also design your own! Once the pinball game machines are designed, the layout can be SAVEd to disk. Later on, they can of course be LOADed back into the computer.
The main screen offers several options at the starting of the program (or is it a game?): Edit game, play game, erase file, load game, save game and catalog (this can display the directory of either drive A,B or C - harddisk ?!). The first thing most people do is choose the Play option (a sample game - designed by the designer of Time Bandit, Hary Lafnear - is built in from the beginning). After that, they can play using the arrow down key to pull back the ball, space to release it and the left and right mouse buttons to hit the ball. F10 quits and moving the mouse causes the pinball machine to Tilt!
But the Edit Game option is much more interesting - here you are able to design your own boards using your own creativity and imagination. This option lets you enter into a submenu, which has as sub-options: Edit board, alter rules, edit logo and test game. 
The Alter Rules option lets you change the scores made by individual attributes, as well as the power with which balls are kicked back once they hit them. Further on, you can determine the number of balls each player gets (it's a game for 1-4 players) and the speed with which the balls move. You can also change the gravity, elasticity and you can turn dampers on/off.
The Edit Board option looks a bit like a regular drawing program, but it lets you place predefined objects - the pinball machine attributes. Options in this sub-option are: Line, Frame, Circle, Disk, Ray, Box, Detail (zoom) and Fill. The Fill option lets you use 23 predefined fille patterns. And you can change all the colors that you use using the well known RGB setup.
The Edit Logo option lets you change the little picture at the right hand side of the screen; the pinball machine logo. This is a complete drawing program, with as options: Line, Ray, Frame, Rnd. Frame, Box, Rnd. Box, Circle, Disk, Detail, Fill, Bigtype, Smalltype, Airbrush and Shadow. Of course, both Airbrush and Shadow can be set and changed. The airbrush, by the way, is of the same type as the one found in "Degas" - so very good. Here, you can also use the 23 predefined fill-options.
The Test Game option doesn't need explanation, I suppose.
Michtron's Pinball Factory is a very good product indeed and, together with Time Bandit and - but a bit less - Major Motion, one of the best releases of this company. I definately hope that they will continue making these excellent programs on the ST!

SOLID STATE RAM DISK FOR THE ST by Paul Kolenbrander

Another item for those ST owners who also like to fiddle with hardware and those who wish that their favourite program would load in much faster than it now does. Well, you're troubles are over because now there is the ST-EPROM Bank that will allow you to use it either as an EPROM module that you can use to run your ST on a totally different O.S. like RTOS for example or you can also use it as an EPROM floppy allowing you to load your favourite program at a fraction of the time it normally takes to load it.

The board, plugs in the ROMslot at the left side of the ST. Well, if you were wondering what it was there for, now you know. It offers room for maximally four 28 pins EPROMs.  Your Atari offers the possibility to automatically start a program that is contained on the board. Of course there are some rules you will have to obey. The first of these  is that  all EPROMs need a program-header, from which the O.S. takes the appropriate commands.

------------------------------------------------------------------|     EPROM program header                                       |
------------------------------------------------------------------| ADDRESS    | CONTAINS    | EXPLANATION                         |
------------------------------------------------------------------  | FA 00 00   | FA52 235F   | The `Magic Longword`                |
| FA 00 04   | CA_NEXT     | Pointer to next program header      |
| FA 00 08   | CA_INIT     | Pointer to U.D. init. routine       |
| FA 00 0C   | CA_RUN      | Pointer to program start address    |
| FA 00 10   | CA_TIME     | Program creation time               |
| FA 00 12   | CA_DATE     | Program creation date               |
| FA 00 14   | CA_SIZE     | Program size                        |
| FA 00 18   | CA_NAME     | Program name (XXXXXXXX.XXX00)       |
------------------------------------------------------------------
And now for a more detailed description of the above addresses and their contents:

$FA 00 00
After a Reset the ST checks for the `magic longword` that should be present in the modulememory  in address $FA0000. This longword identifies the module, the same way as the serial number in the boot sector of a diskette identifies that particular diskette. When the ST is booting there are several points where the module can be activated. This is determined by the value in the magic longword. The first point is right after the processor-reset, the longword should than have the value $FA52235F. The processor then continues at the next address of the EPROM ($FA0004).  The processor-register A6 is handed a return address in case the initialisation of the ST is to be continued later. A warning if you want to try this. Your program has to take on the entire initialisation of the ST, which takes very specialised knowledge of the hardware. This might prove difficult because in the case of the Video-Controller, which is a custom chip, made especially for Atari, no technical data has been published about its workings. To quote a popular and in this case very appropriate saying; `Danger, here be dragons`. It might be better, at least for now, to let TOS do a part of the work and activate the module at a later time in the initialisation. In this case the value of the longword should be $ABCDEF42.

$FA 00 00
This address contains a pointer to the address of more program headers, if any. In case there are no more program headers, this address should contain the value $00000000.

$FA 00 08
Points to the beginning of a user-defined initialisation routine that is to be activated at every system start. The top eight bits (24 to 31) determine which parts of the ST systeminitialisation have to be executed. Ther are a number of options which are listed below. The relevant bit(s) should be set.
- BIT 24: Program-start before interrupt-vectors, screen-memory             etc. are initialised.
- BIT 25:  Program-start after hardware initialisation, but before            GEMDOS is initialised.
- BIT 26:  Unused.
- BIT 27:  Program-start immediately before systemdisk loading.
- BIT 28:  Unused.
- BIT 29:  Program is part of the Desktop.
- BIT 30:  Program runs under TOS and not GEM.
- BIT 31:  Same as for Bit 30 but with TTP option.
When the address contains the value $00000000  no initialisation will take place.

$FA 00 0C
Points to the address where the program starts.

$FA 00 10 / $FA 00 12
Contain creation time and date of the program but have no further meaning.

$FA 00 14
Contains the size of the program and is only important when the program should run under GEMDOS.

$FA 00 18
Contains the name of the program in the standard file format of the ST, so a name of maximally eight positions, followed by a three character suffix, optionally  preceded by a period. The last two positions should contain $00.

The board offers a maximum memory capacity of 128K (When 27256 EPROMs are used). Selection of the memorychips  is done by ROM-slect 3 and 4 which both address a 64KByte block. Chips 1 and 2 have the adresses ranging from $FA0000 to $FAFFFF and are adressed by ROM-select 4. Whereas chips 3 and 4 are selected by ROM-select 3 and their addresses range from FB0000 to FBFFFF. It is of course possible to use smaller EPROM`s than the 32K 27256, like 27128 and 2764. Jumpers J1 to J4 have to be set for each type of EPROM according to the following diagram.

Jumper 1 / 3      (27256)

Jumper 2 / 4      (27128/2764)

Jumper 5 allows, trough breaking ROM-select 4, to leave the module in the ST, with the ST ignoring it while booting. This because both the CHIP-select lines are pulled up to log.1 by resistor R1 which prevents the ST from reading the `magic longword`. It is advisable to use a switch for this jumper, to minimize wear and tear on the ROM-slot.   
If you want to use the EPROM-bank as an EPROM floppy you will need some programs, the source of which was published in the September 1986 issue of the German computer magazine C`t. They can also be ordered trough their PD service. The diskette then contains apart from these programs, also a Hard Disk compatible RAM-disk program and a program that allows you to save a screen image to disk. They also supply the circuit boards for the EPROM-bank.

For a schematic diagram  of the EPROM-Board, see the file EPROM.PI3 which contains the schematics in DEGAS format.

The schematics and description of this EPROM-bank were originally published in the Januari 1986 issue of the German computer magazine C`t. This article is mainly based on  the facts contained in that article and in no way is intended to infringe on any copyrights. Also no responsability is accepted by the writer of this article or the publisher of ST NEWS for damages to your ST resulting from incorrectnesses in this article or the accompanying schematics.  We have, however, been very careful in writing and checking this article and schematics.

Ready made EPROM-banks can be ordered from the following adresses:

STOCKEM Computertechnik
Berghausen 13a
D-5778 MESCHEDE
West Germany
Tel: 0291 / 1221

MARFLOW Computing
Vahrenwalder Str. 7
D-3000 HANNOVER 1
West Germany
Tel: 0511 / 3563-280

Dipl. Ing. Eberhard Meyer
Computer & Elektronik
Keplerstr. 6
D-3000 HANNOVER 1
Tel: 0511 / 3504-500

Programs and circuit board:

Verlag Heinz Heise GmbH
Postfach 610407
D-3000 HANNOVER 61
West Germany

SIMPLE DRAW BY PIM COENRADIE by Richard Karsmakers

It is already some time ago that Pim Coenradie, a good friend of mine, started writing a drawing program for monochrome monitors, called "Simple Draw". That was even before the time of "MonoSTar", "Graphpro" and all those other monochrome drawing programs written in GfA Basic. And as it is: "Simple Draw" is also written in...GfA Basic!
Pim used to be very active on the good old Commodore 64, to which he has very fond memories (as well as yours truly). He wrote some small Basic programs in Simon's Basic or normal Basic; small databases, function-plot programs, small utilities, etc. But when he bought the fantastic ST, he was quite annoyed about the ST Basic that he got with it. It was very clumsy to work with and it seemed very slow. He experimented a bit with Modula-2 and C, but he thought that that was to clumsy as well.
When he got GfA Basic he immediately got over-brave and told himself "I am going to write a drawing program!". So he did, and he has recently finished version 2.3 (but he and his father think the program will never quite be ready!). In the last week of October, Pim succeeded in selling his program to the PD service of the HMC & National ST Club. His father called my on Thursday evening telling me that we weren't allowed to publish "Simple Draw" in our PD, or I had to get it first through the PD service that they sold it to (and I already had the program one week or so!). Because of this strange happening, we haven't been able to include this PD program in our offerings (I wouldn't want to loose a contact because of such stupid things). "Simple Draw" is still filled with small and nasty bugs at the moment, but we will of course receive an update soon, which we hope to publish in our PD after all. I rather thought it wouldn't be any problem, also because I had helped Pim out with several GfA Basic problems. But all went wrong.
So, if you want to have a look at this nice program (which, although there are still some minor bugs in it, is a very nice piece of programming), you'll have to order it through the PD they sold it to. I think that costs about 20 or 25 Dutch guilders (!).

I hope all this non-sence will come to a stop soon, and that we will be able to offer an update soon - free!
For more information, contact Pim:

Pim Coenradie
Putterweg 5
8191 AZ Wapenveld
The Netherlands
Tel : 05206-78258

ESOTERIC ST COLUMN: HEBREW ON THE ST by Rufus C. Camphausen

   Whatever it was that made the people at Atari decide to include the complete Hebrew alphabeth among the 256 characters of their and our machine, I do not know but they are most certainly here and we are 'stuck' with them! Its unlikely that we'll ever find out whether the company was catering for the large Jewish population of the United States, preparing a market in Israel or whether Mr. Atari himself is a secret practitioner of Qabbalah or Gematria (search for these two terms; they are explained elsewhere in this issue!).
However, being somewhat of a Qabbalist myself I liked it very much and it even helped me decide buying this particular machine, since Hebrew is not only the Sacred language of the Bible but of all Qabbalistic philosophy, science and computations.
   Though most ST-owners may rarely or never use these CHR$ from CODE 194 - 220, I think that the curious - and there must be a fair share of those among ST-owners - may like to know something about these CHR$ and the following may serve as an introduction to those strange looking (hiero)glyphs and the HEBREW.LST for GfA-Basic owners will even shed more light on the matter when you MERGE and use it. The listing also shows how one creates a particular HELP function for use in a program.
   The Hebrew alphabeth consists of 22 letters whose names remind us strongly of Greek:
            ALEPH  is the greek  ALPHA
            BAYTH     =          BETA
            GHIMMEL   =          GAMMA
            DALETH    =          DELTA etc.

Besides these 22 letters they know 5 special cases which are used only at the end of a word. If we'd know such practice in our own languages it would mean somehow that we'd write a certaiN worD witH a capitaL letteR aT thE enD, but with a slight change in looks.  So there are for example  two letters like our "Z", namely   (tzaddi) and  (TZADDI), depending on whether it appears IN a word or at its end.
   Another speciality of Hebrew is the fact that it does NOT know any written "numbers" such as our 1,2,3 etc. Each of the 27 letters (22+5) has a 'built-in' numerical value. They range from 1 to 9, from 10 to 90 and from 100 to 900 and almost all other numbers are represented by combinations of those.
   The following .LST-listing - when incorporated in your program according to the instruction or by using your intelligence - will show the 27 letters, their hebrew names (almost phonetic), the ATARI codes  and the corresponding numerical and numerological values. Take a good look, it looks quite good!

   #########################  HEBREW.LST  ########################
	Include first the following lines into your INIT(ialize) 	routine:

            Dim Heb$(27)
            Restore Hebdata
            For I=1 To 27
              Read Heb$(I)
            Next I

   The next logical step is to have in one of your pull-down 	menu's the option " HEBREW" (watch out with the empty space!) 	and then in your "menuloop" or similar PROCEDURE the following:

            If Mu$(Menu(0))=" HEBREW"
              Gosub Hebrew
            Endif

	The actual procedure then - which prints out all 27 letters of 	the Hebrew alphabeth - looks like this:

            Procedure Hebrew
              Cls
              Rr=40
              Dd=39
              For X=194 To 220
                Deftext 1,2,0,32
                Text Rr,Dd+4,Chr$(X)
                Deftext 1,0,0,4
                Text Rr+18,Dd,Str$(X)
                Gosub Norm
                Text Rr+40,Dd,Heb$(X-193)
                Add Dd,40
                If Dd>360 Then
                  Dd=39
                  Add Rr,200
                Endif
              Next X
            Return

	Finally we need somewhere in the program the following DATA-	statements, preceeded by the LABEL "Hebdata:"

Hebdata:
Data aleph  001,bayth  002,ghimel 003,daleth 004,hay    005
Data vav    006,zayin  007,chayth 008,tayth  009,yud    010
Data kaph   020,lammed 030,mem    040,nun    050,sammek 060
Data ayin   070,pay    080,tzaddi 090,qoph   100,raysh  200
Data shin   300,tav    400,KAPH   500,NUN    700,MEM    600
Data PAY    800,TZADDI 900

ESOTERIC ST COLUMN: NUMEROLOGICAL COMPUTATIONS
by Rufus C. Camphausen

   This time the whirring new column of ST NEWS features a public domain (pre)release of a unique NUMEROLOGY program. If (by any  random-number-chance) some reader may scoff at the notion of numerology, they are certainly welcomed to miss out on an interesting adventure and leave the good things to others alone.
   Certainly, what is usually known as numerology in European languages is not very convincing since it would classify ALL words and names into only 9 categories by reducing numbers over and over again to the values 1 'til 9.    Qabbalistic (Hebrew) GEMATRIA (Science of numbers) and Pythagorean (Greek) numerology were one step further since they used different values for each letter of their alphabeths and were as such able to generate a quite unlimited number of values for different words (letter-combinations). With the help of my ST I've now developed a combination called MICRO-NUMEROLOGY  and the GfA-BASIC program in this volue of ST NEWS will show what can be done with it and which results it achieves.
   The system shows that related terms (very often) are computed to the very same numerical value - as in the following examples -and my nose smells - in cases like this - something that can't be explained by random chance and so motivates further research... may be some of you get interested, too.

   Here then some examples which you can test for yourself:

1<10<37   =   PARADISE = LIBERTY = GROWTH = ECOLOGY = VITALITY
1<10<46   =   NATIONALISM = ARROGANCE = ALIENATION = SACRIFICE
3<12<48   =   BRAIN/MIND = SELF-AWARENESS = MOTIVATION = DISCOVERY
7>16      =   HATE = HEAT = ALLAH
8<44      =   FOREPLAY = HAPPINESS = OBLIVION = POLARITY
9>27      =   ORACLE = WITCH = CANNABIS
              and then there's this special cosmic joke, too:
8>35      =   FELLATIO
8<53      =   CUNNILINGUS

   And the program is there to do the calculations and - of course - to show how you can use your marvellous ST and a good programming-language as GfA-Basic to make the computer do exactly what you want, even if there is no software on the market which caters to your personal needs. Try it out, run it and take a look at the programming. (I wrote this one after having GfA since a week or two and there may be other ways to do it, yet it works and an ST - don't forget - has plenty of memory!)

   Here then the listing NUMROLOG.LST which on disk also exists as                          NUMROLOG.BAS
to be run with GfA-Basic.....
' ################################################################
' ## CANOPUS SOFTWARE presents:  NUMEROLOGICAL COMPUTATIONS [0.33]
' ################################################################
' ##                 ©1986 by Rufus C.Camphausen                ##
' ##              Kramatweg 15  1095 JP Amsterdam/NL            ##
' ################################################################
IF XBIOS(4)<>2 THEN
 ALERT 3,"This program is designed for HighRes only!",1,"SORRY!",b
 STOP
ENDIF
GOSUB born_wild
MENU mu$()
OPENW 0
GOSUB title
GOSUB screen
ON MENU  GOSUB menuloop
DO
  ON MENU
LOOP
' ######################################## MAIN PROGRAM PROCEDURES
PROCEDURE do_it_now
  IF teach THEN
    teach=0
    GOSUB wipe
  ENDIF
  IF start THEN
    GOSUB table
  ENDIF
  GOSUB tell_me
  DEFTEXT 1,1,0,13
  PRINT AT(r,d);SPC(52)
  PRINT AT(40-LEN(name$)/2,d);name$
  DEFTEXT 1,2,0,13
  PRINT AT(18,d-1);"    The following combination of letters    "
  PRINT AT(18,d+1);"        has the numerological value"
  DEFTEXT 1,0,0,13
  GOSUB decode_name
  DEFTEXT 1,1,0,13
  PRINT AT(40-LEN(valnum$)/2,d+2);valnum$
RETURN
PROCEDURE tell_me
  DEFMOUSE 4
  r=14
  d=14
  DEFTEXT 1,0,0,13
  PRINT AT(21,d-1);"Type NAME(s) or WORD(s); then RETURN "
  FOR x=d TO d+2
    PRINT AT(r,x);SPC(52)
  NEXT x
  PRINT AT(r,d);
  LINE INPUT "";n$
  LET name$=UPPER$(n$)
  DEFMOUSE 3
RETURN
PROCEDURE decode_name
  code=0
  numsum=0
  valnum$=""
  FOR c=1 TO LEN(name$)
    test$=MID$(name$,c,1)
    code=ASC(test$)
    IF code>82 AND code<90 THEN
      SUB code,9
    ENDIF
    IF code>73 AND code<90 THEN
      SUB code,9
    ENDIF
    IF code<65 OR code>90 THEN
      code=64
    ENDIF
    numsum=numsum+(code-64)
  NEXT c
  number$=STR$(numsum)
  valnum$=valnum$+number$
  GOSUB decode_number
RETURN
PROCEDURE decode_number
  denum=0
  WHILE LEN(number$)>1
    FOR c=1 TO LEN(number$)
      denum=denum+VAL(MID$(number$,c,1))
    NEXT c
    valnum$=STR$(denum)+"<"+valnum$
    number$=STR$(denum)
    GOSUB decode_number
  WEND
RETURN
' ################################## GENERAL ASSISTANCE PROCEDURES
PROCEDURE title
  DEFFILL 1,2,4
  PBOX 0,0,639,399
  DEFFILL 1,1
  PBOX 92,4,548,48
  DEFFILL 1,0
  PBOX 96,8,544,52
  DEFTEXT 1,0,0,4
  TEXT 200,16,"CANOPUS SOFTWARE ®©©    the ESOTERIC ST"
  DEFTEXT 1,2,0,32
  TEXT 104,46,"NUMERO-LOGICAL COMPUTATIONS"
  DEFTEXT 1,0,0,13
RETURN

PROCEDURE screen
  BOX 93,71,547,273
  BOX 94,72,546,272
  BOX 95,73,545,271
  DEFFILL 1,0
  PBOX 96,74,544,270
  IF start THEN
    GOSUB teach
  ELSE
    GOSUB table
  ENDIF
RETURN
PROCEDURE table
  start=0
  rs=48
  ds=7
  DEFTEXT 1,0,0,4
  TEXT 108,84,"The table shows internationally used values for 
                                           Latin-based languages"
  DEFTEXT 1,1,0,13
  PRINT AT(rs,ds);"1 2 3 4 5 6 7 8 9"
  DEFTEXT 1,2,0,13
  PRINT AT(rs,ds+1);"A B C D E F G H I"
  PRINT AT(rs,ds+2);"J K L M N O P Q R"
  PRINT AT(rs,ds+3);"S T U V W X Y Z"
  BOX 366,90,522,172
  BOX 368,92,520,170
  DEFTEXT 1,0,0,13
RETURN
PROCEDURE wipe
  start=1
  DEFFILL 1,0
  PBOX 96,74,544,270
RETURN

PROCEDURE teach
  teach=1
  DEFTEXT 1,0,0,13
  PRINT AT(14,6);"This is a new type of numerology combining Qabbalistic"
  PRINT AT(14,7);"Wisdom with Western letters and numbers ( and with ST-"
  PRINT AT(14,8);"speed ) and I've named it - for more than one reason -"
  PRINT AT(14,10);"Once you select INPUT from the FUNCTIONS you can find"
  PRINT AT(14,11);"that it generates interesting results such as these:"
  DEFTEXT 1,1,0,13
  PRINT AT(14,9);"                   MICRO NUMEROLOGY"
  PRINT AT(14,12);"value 1>10     for terms as  ADAM, EVA, SATAN and DNA"
  PRINT AT(14,13);"value 2>11>38  for EMOTIONS, DELIGHT, HEALING, ENERGY"
  PRINT AT(14,14);"      6>42     for KNOWLEDGE,  ASTROLOGY, OUTER SPACE"
  PRINT AT(14,15);"      2>11>56  INTERACTION, PENETRATION,  DEFLORATION"
  DEFTEXT 1,0,0,13
  PRINT AT(14,16);"      [And don't forget to decode your name, too!]®©©"
RETURN

PROCEDURE born_wild
  DEFLIST 0
  DEFMOUSE 3
  RESTORE
  start=1
  DIM mu$(36)
  FOR i=o TO 36
    READ mu$(i)
    EXIT IF mu$(i)="Black Hole"
  NEXT i
  mu$(i)=""
  mu$(i+1)=""
  DIM can$(4)
  can$(0)=" Canopus∞ Esoteric Research:|"
  can$(1)=" NUMERO-LOGICAL COMPUTATIONS|"
  can$(2)=" a public domain offering by|"
  can$(3)=" Rufus ®©© Camphausen; ©1986"
  inform$=can$(0)+can$(1)+can$(2)+can$(3)
RETURN
' ########################### PROCEDURES FOR GEM-DROP-DOWN MENU'S
PROCEDURE menuloop
  IF mu$(MENU(0))="  Information"
    GOSUB inform
  ENDIF
  IF mu$(MENU(0))=" EDITOR <<<<<"
    EDIT
  ENDIF
  IF mu$(MENU(0))=" Single Input"
    GOSUB do_it_now
  ENDIF
  IF mu$(MENU(0))=" Tutorial"
    GOSUB wipe
    GOSUB teach
  ENDIF
  IF mu$(MENU(0))=" QUIT !"
    SYSTEM
  ENDIF
RETURN
PROCEDURE inform
  ALERT 0,inform$,1,"RETURN",bull
RETURN
' ########################################################## DATA
DATA DESK,  Information,-----------------, , , , , , ,""
DATA Functions, EDITOR <<<<<, Single Input, Tutorial, QUIT !,""
DATA Black Hole
' ########################################################### END
'    Communications (disks +/or letters) to Rufus Camphausen
'       Kramatweg 15, 1095 JP, Amsterdam, The Netherlands.                 

WRITING YOUR OWN ADVENTURES by Stefan Posthuma

The adventure is one of the most addictive forms of computergames. Every computer owner must have heard of them sometimes. Which ST-owner doesn't know 'The Pawn'?
Adventures are so attractive because they are a test of the players' skill and creativity. The only thing that limits the capability of an adventure is the imagination of the author. Of course it is great fun to write your own adventure, because you really can let go your imagination and create some juicy location-descriptions and some tricky puzzles.
If you might think it's terribly difficult to write an adventure, you're wrong. Everybody with a decent knowledge of BASIC can do the job. An highly-structured programming language is preferable to write adventures, and there is a BASIC for the ST that is really great: GfA-BASIC, so all examples in this article have been written in it.
If you want to write an adventure, the first thing you have to do is  to think of a 'script'.  What is the final goal,  and in what can the player achieve this goal?
Dream up puzzles and exotic locations; let your imagination free!
The second step is the creation of a map with all the locations and the way they are connected. You can do this by taking a piece of graph-paper and draw the locations as squares, connected with lines. In this case you can use six directions, north, south, west, east, up and down. (if you want to make things more complex, you can also use directions like north-west, south-east etc.)  Number each location and give it a short description like 'small room' or 'cave'. Then make a table of all the objects used, and in which locations they are found. If there is a puzzle in a certain location, state it clearly in a list of puzzles.
After this essential part, you can start the actual programming. The best way to do this is to write a very structured program, with a routine for everything, like a routine for location-desriptions, one for command-recognition (the parser), and one for each verb you use. The basic structure for an adventure is this:

GOSUB INIT Q=0;quit flag
WHILE Q=0
  MOVE=0
  GOSUB LOCATIONS
  WHILE MOVE=0
    GOSUB COMMAND
    GOSUB ACTION
  WEND
WEND

In the routine INIT, you define all variables and objects used throughout the program. There is one variable that is very important: the location-number. We'll call that one 'L'. So if the story starts in location number one, make L one in this routine.
Also, you have to define all objects. The best way to do this is, is to store them in an array. Let's say you have three objects in your adventure, a hammer, a pair of scissors and a golden key. At the start of the story, the hammer is in location 1, the scissors are in location 4 and you carry the key. In this case you'll get something like this:

DATA "",HAMMER,1,PAIR OF,SCISSORS,4,GOLDEN,KEY,0
O=3   :number of objects
DIM O$(O,1),O(O) FOR T=1 TO O
  READ O$(T,0),O$(T,1),O(T)
NEXT T

Maybe you noticed already,  the number belonging to the object is the location in which it can be found, and if the number is zero, the player carries it. I divided the object names in two, so you can refer to the golden key, just by using the word 'KEY'

The next routine, LOCATIONS simply prints the description of the location and the objects that can be found in it.
The first thing you have to do is to see if it is not 'too dark to see'. So if locations 10 to 20 are set underground and you need a lamp to be able to see anything, you'll get this:

PROCEDURE LOCATIONS
  DARK=0
  No=0 	;no movement possible in any direction (I used 'No' 	because 'N' is used somewhere else)
  S=0
  W=0
  E=0
  U=0
  D=0   DR=0 ;no door too
  IF L>=10 AND L<=20 AND LAMP=0
    PRINT "It's too dark, You can't see a thing!"
    DARK=1
  ENDIF
  ON L GOSUB L1,L2,L3,L4,L5 ect....
  IF DARK=0
    PRINT
    GOSUB OBJECTS
  ENDIF
RETURN

The variable 'LAMP' is a flag which is set to one if you have a lit lamp, else it is set to zero. The variable DARK is for future use to see if it is dark. (In which case you can do nothing but move to another location.)
The routines L1, L2, L3 ect. contain the location descriptions and the movement-variables.
For example if location 1 is a room, to the north lies location 5 and to the west location 3:

PROCEDURE L1
 PRINT "You are in a dimly lit room. Everything is covered in a thick layer of dust. A fat brown rat scurries away at the sound of your footsteps and a shutter schrieks in the wind..... There is a door to the north and a dark, uninviting corridor to the west."
  N=5	;north lies location 5
  W=3     ;and west location 3
RETURN The variables N,S,W,E,U and D indicate the possible exits to various locations, if a variable is zero, no exit in that direction. Remember, if a location is dark, first check if you can see anything (DARK=1)

The routine 'OBJECTS' prints a list of all objects present. It could go like this:

PROCEDURE OBJECTS
  FOR T=1 TO O
    IF O(T)=L
      PRINT "There is a ";O$(T,0);" ";O$(T,1);" here."
    ENDIF
  NEXT T
RETURN

 The next routine, the one that asks for a command and evaluates it, can be quite complex and is called a parser. If you have ever played 'the pawn' or and Infocom adventure you will know that these parsers accept commands like 'Open the brown bag then take the bottle from the bag. Open the bottle and drink the water.'
In our adventure, we'll stick to the basic form, a verb-noun parser. Here you can enter commands like 'GO NORTH' or 'TAKE KEY'. Here is the example:

PROCEDURE COMMAND
  REPEAT
    LINE INPUT C$
    PRINT
    IF C$=""
      PRINT "HUH?"
      PRINT
    ENDIF
  UNTIL C$<>""
  C$=UPPER$(C$)
  Sp=INSTR(C$," ") ;find a space between verb and noun.
  IF Sp=0
    GOSUB SINGLE    ;you entered a single command
  ELSE
    V$=LEFT$(C$,Sp-1) ;store the verb in V$
    N$=RIGHT$(C$,LEN(C$)-Sp) ;store the noun in N$
    GOSUB INTERPRET
  ENDIF
RETURN

The procedure 'SINGLE' is just a long list of IF....ENDIF statements e.g.:

PROCEDURE SINGLE
  FLAG=0
  IF C$="QUIT" OR C$="STOP" OR C$="END"
    GOSUB QUIT
    FLAG=1
  ENDIF
  IF C$="INVENTORY" OR C$="INV" OR C$="I"
    GOSUB INV
    FLAG=1
  ENDIF
  IF C$="LOOK" OR C$="L"
    GOSUB LOCATIONS
    FLAG=1
  ENDIF
  and so on.....
  IF FLAG=0
    PRINT "I'm not sure I can follow you.."
  ENDIF
RETURN

I'll also give you the procedure INV. This routine prints a list of all ojects you carry.

PROCEDURE INV
  PRINT "You are carrying:"
  FLAG=0
  FOR T=1 TO O
    IF O(T)=0
      PRINT "A ";O$(T,0);" ";O$(T,1)
      FLAG=1
    ENDIF
  NEXT T
  IF FLAG=0
    PRINT "Absolutely nothing!"
  ENDIF
RETURN

The procedure 'INTERPRET' is a little more complex. First, you have to check if the noun exists and if it is present if it is an object. After that, you have to check the verb, and handle accordingly. Just like you made a list of objects, you also have to make a list of verbs and recognised words. (In DATA-statements; label them clearly)

PROCEDURE INTERPRET
  RESTORE WORDS	;I used the label 'WORDS'
  FLAG=0
  X=0	;counter
  N=0	;noun number
  O1=0    ;object chosen flag
  DO
    READ W$
    INC X
    EXIT IF W$="endwords"	;use 'endwords' as last word in the 	list
    IF N$=W$
      FLAG=1	;word recognised
      N=X      ;noun number
    ENDIF
  LOOP
  IF FLAG=0	;not a word
    FOR T=1 TO O
      IF N$=O$(T,1) OR N$=O$(T,0)+" "+O$(T,1)
        FLAG=1
        O1=1	;object chosen
        N=T      ;object number
      ENDIF
    NEXT T
  ENDIF
  IF FLAG=0	;unknown word
    PRINT "I'm sorry, but the word ";N$;" is not in my            vocabulary"
  ELSE      IF O1=1   ;check if the object is present
      IF O(N)<>0 AND O(N)<>L
        PRINT "I can't see any ";N$
        N=0
      ENDIF
    ENDIF
  ENDIF
  RESTORE VERBS	;I used the label 'VERBS'
  FLAG=0
  X=0
  DO
    READ W$
    INC X
    EXIT IF W$="endverbs"	;use 'endverbs' as last verb
    IF W$=V$
      FLAG=1	;verb recognised
      V=X         ;verbnumber
    ENDIF
  LOOP
  IF FLAG=0
    PRINT "I don't know how to ";V$
  ELSE
    IF N<>0   	;verb and noun recognised
      IF V<>6 AND V<>7 AND DARK=1 	;is it dark and you   do not 	move?

        PRINT "It is really hard to ";V$;" something in the dark."             ELSE
        ON V GOSUB GET,GET,DROP,EXAM,EXAM,GO,GO,EAT
      ENDIF
    ENDIF
  ENDIF
RETURN In this case, your verb list would be this:

VERBS:
DATA GET,TAKE,DROP,EXAMINE,STUDY,GO,WALK,EAT
DATA endwords

The verbs 'GET and TAKE', 'EXAMINE and STUDY', 'GO and WALK' refer to the same procedure because they are synonyms. Handling verbs:

PROCEDURE GET	;'N' is holds object number chosen.
  IF O1=0	;Is it an object?
    PRINT "You can't take that!"
  ELSE
    IF O(N)=0
      PRINT "You already have it!"
    ELSE
      IF I=5	;'I' counts the number of object you have
        PRINT "You are carrying too much!"       ELSE
        PRINT "OK!"
        O(N)=0	;You now carry the object
        INC I
      ENDIF
    ENDIF
  ENDIF
RETURN

PROCEDURE DROP
  IF O1=0	;is it an object?
    PRINT "You're talking complete nonsense here."
  ELSE
    IF O(N)<>0
      PRINT "You don't have it!"
    ELSE
      PRINT "Dropped."
      O(N)=L	;put in location number 'L' (The current location)
      DEC I    ;you carry one object less.
    ENDIF
  ENDIF
RETURN    The procedure 'EXAM' can be very large, since the player must be able to examine a lot of things. The best way to do it is like this: first, check in N$ is an object. (O1 contains 1). If it's not, jump to a different subroutine for every location. In these subroutines, check N$ for things you can examine and print the description. (A long IF.....ENDIF list.) Check the sample program if you don't understand this.
The procedure 'GO' is quite simple. For example, if the player wants to GO NORTH, check if N equals zero. In that case, no movement north is possible. In the other case, make 'L' the same as 'N' and the player has moved to a new location. The sample contains only movement NORTH and UP, but the procedure is the same for the other directions.

PROCEDURE GO
  N$=LEFT$(N$,1)
  IF N$="N"
    IF N=0       PRINT "You can't go that way!"
    ELSE
      L=N
      MOVE=1	;flag for main loop.
    ENDIF
  ENDIF
  IF N$="U"
    IF U=0
      PRINT "You can't fly!"
    ELSE
      L=U
      MOVE=1
    ENDIF
  ENDIF
  ect...
  IF N$<>"N" AND N$<>"S" AND N$<>"W" AND N$<>"E" AND N$<>"U" AND N$<>"D"
    PRINT "You can't go there!"
  ENDIF
RETURN

Be sure to add the words 'NORTH', 'SOUTH', 'WEST' ect. to your wordlist.
The movement commands are used a lot, and it would be handy if the player could input 'N' instead of 'GO NORTH'. To do this, add this to the 'SINGLE' routine:

IF C$="N" OR C$="S" OR C$="W" OR C$="E" OR C$="U" OR C$="D"   N$=C$
  GOSUB GO
ENDIF

The procedure 'EAT' is one of the many. If you want to write a good adventure, inlcude a lot of verbs, and make a large vocabulary. The following procedure is merely an example, and can be totally different in your adventure.

PROCEDURE EAT
  IF O1=0 OR N<>3	;object numer 3 is a bread or something like 	that.
    PRINT "You have to be out of your mind!"
  ELSE

    PRINT "It tasted really good until you almost broke            your teeth on a file that was in it."
    O(4)=L	;object number four is the file      O(3)=-1    	;the bread 'disappears'
  ENDIF
RETURN

Handling doors:
Almost every adventure has at least one door. Doors are difficult things in an adventure program. You have to be able to open, close, lock, unlock, and examine them. Doors often form puzzles, because you need a certain key to open them or you have to break them, or simply knock on them.
I handle doors like this:
I store all information about them in an array; D. Initialise and fill this array in the procedure INIT. A door can have 3 modes:
 0 : open	 1 : closed
 2 : closed & locked
Let's say there is a door to the north, and if you go through the door, you enter lokation number 6. Instead of making N 6, make it -6. Then define another variable, called 'DR'. This one contains the number of the door present. In the procedure GO, check if a direction is negative, if it is, check if the door is open. I think it will become clear if you study the example program.

The procedure ACTION, is a procedure in which you count the number of moves made, check if the player is still healthy, check if the oil supply of the lamp isn't running out, check if that fire-breathing dragon didn't wake up to tear you to shreds, and lots more. It all depends on your story.

Advanced parsers

I am writing an adventure too, and I am trying to develop a good parser. This means that it has to recognise multiple commands in one line, and things like this: TAKE ALL BUT THE LAMP AND THE SWORD FROM THE LARGE BOX THEN KILL THE DWARF WITH THE KNIFE.
First, split up the multiple commands. They are separated by THEN or by full stops. Put them in an array and handle them one by one. Of course, eliminate all 'THE's because you don't need them. So reduce 'TAKE THE LAMP' to 'TAKE LAMP'. But there is more, things like 'TAKE ALL BUT... are very difficult, but somehow I managed to do it. Maybe if I feel like it, I'll write an article about it some time.

On the disk you will find a very small adventure game that brings all examples into practice. Of course this is not a full-grown adventure, I kept it very basic and simple, but it is just meant for you to figure out how an adventure program works. The object of the game: escape from the House!

Well, that concludes this article. I hope you are inspired enough to start writing. Of course, think carefully about it, and put it all on paper before you start programming. Also document your program properly; it's hard to read a very long program without any leads, even if it's your own.
If you have a problem, contact me through the correspondence address of ST NEWS. Don't forget to enclose two stamps: One for the editor to send it through to me and one for me so I can respond to your letter!

About the author:

Stefan Posthuma started programming computers back on the VIC 20 from Commodore, later on the Commodore 64. On the latter machine, he competed in the Micro Masters Holland competition with a game called "Hades". Later, he programmed "Scuttle" (with the music from Jean Michel Jarre) that was marketed by Aackosoft. He won the Micro Masters Holland and won a Philips YES PC. He felt he didn't have enough software, so he swapped the machine against a 260 ST. Now, he is proud to be in the ever increasing ST legions.

SCROLL MESSAGE EDITOR by Richard Karsmakers

It always is quite a race to finish the promised programs in time for the launch of ST NEWS, but once again it has turned out to be allright. This program was written on Sunday, November 9th, 1986 (the actual rough scrolling routine had been finished by Jos Schilders already about one or two months ago). The program is added on the ST NEWS disk as a .LST file for GfA Basic. It has to be loaded using the MERGE command of GfA Basic. After that, it can be SAVEd to another disk using a normal SAVE (after which it can be LOADed normally). The reason why I made a .LST file of it, was that we had big troubles with disk space on this time's ST NEWS disk (we didn't want to make it double sided, two single sided disks, or maxiformatted). A small user manual is included in the program (in the default scrolling message). This program is not copy-righted, nor are the 'message-files' that can be made of it (these are files that can be MERGEd into your own program and that contain a ready scrolling text - typed in by you. They simpply have to be GOSUBed by you, and all is allright). But if you decide to use this procedure in a (commercial) program of your own, I would very much like to see a "thanks to" in it. You can also just give any amount of money on my giro account number 5060326 (t.n.v. Richard Karsmakers, Helmond, The Netherlands) if you like the program!
The procedure that the 'message file' option creates, can very easily be adapted to your own needs (it can scroll a different line, for example). It can even be adapted to work on color monitors; if you want to use it in low resolution, for example. you'll simply have to devide all "PRINT AT" and "GET/PUT" parameters by two - the large ones, anyway).
Try to run the Scroll Message Editor in medium resolution and count the colours (there are eight!). I could also have used 16 colours, but that would make it all too messy. How many colours can maximally be used at once in medium resolution?....

REVIEW: STRIP POKER, A SIZZLING GAME OF CHANCE
by Richard Karsmakers

As you were able to read in an article earlier on in this issue, about me going to Amsterdam, I went to Commedia recently to fetch some essential nourishment for the computer-freak: New software. Commedia had already sold "Strippoker" from the big usergathering in Utrecht (in September) on, but they weren't able to supply us with the game any sooner. But it turned out that it was quite worth waiting for!

The purpose of the game is to play draw poker. Every time you win, you get more money. But when your money runs out, you have to sell a piece of clothing (like your pants or your top) in exchange for $100. Your opponent (female) will have to do the same. The target is to undress your opponent before she can undress you. It sounds simple, but I can assure you: It isn't!
I have succeeded in undressing Suzi (that's the most handsome girl, the one to the left), but I haven't quite managed to do so with Melissa, who seems to play much better. I have only seen her undies (which are quite nice, though). Douglas McFarland sure is one hell of an artist!

Now, here are some basic rules of draw poker. To write this down, I didn't only make use of the user manual that comes with the game, but also I made use of the December 1984 issue of the popular scientific magazine (in Holland) called "KIJK".

1. There are no jokers or wild cards
2. You can open the betting with any kind of hand
3. The value of the hands (from highest to lowest) are as follows:
   Royal Flush (A,H,V,B,T from one colour; chance is 1 in 649739)
   Straight Flush (five consequent cards of one kind; chance is
            1 in 72192)
   4 of a kind (4 the same cards from different colors, e.g. 4             tens; chance is 1 in 4164)
   Full House (three equals plus two equals; chance is 1 in 693)
   Flush (five cards of the same colour; chance is 1 in 508)
   Straight (five consequent cards; chance is 1 in 254)
   3 of a kind (3 the same cards from different colors, e.g. 3
            tens; chance is 1 in 46)
   2 pair (two times two equals; chance is 1 in 20)
   1 pair (two equals; chance is 1 in 1,4)
   High card

I used to know a failsafe way to undress any computerized poker player back on the Commodore 64, but I am afraid I have forgotten how to do that. But I will tell you in an upcoming issue of ST NEWS if I remember it!

"Strippoker" is a very nice game, graphically very entertaining, and not very easy to play. That assures you of many hours of enjoyment (or bad moods if you don't succeed in undressing any of the girls).
The Atari ST version was made by Todd Kepus and Arthur Walsh. The program is published by Artworx Software Company, Inc., 1844 Penfield Road, Penfield, New York 14526, U.S.A. and can be obtained through Commedia, Eerste Looiers Dwarsstraat 12, in Amsterdam (Holland). It sells there at 99 Dutch guilders.

We have heard some good news for Strippoker fanatics: Rushware GmbH is now publishing "Hollywood Poker" for the ST (and Amiga), with digitized girls. Nothing more is known about that one at the moment, but we hope to publish a full review of the program in the next issue of ST NEWS!
Undoubtedly, Artworx will also make conversion of their "Strippoker" version 2 and 3. I can vagualy remember one of the names of the two girls in version 2, which was Candy. The girls of "Strippoker II" are much more attractive. And then there's "Strippoker III", for the ladies amongst us. I cannot remember any of the male opponents' names, but I think this might take care that the ST becomes one of the few hobby computers that even women like working (and playing) on!

Game rating:

Title:              Strip Poker
Published by:       Artworx
Authors:            Todd Kepus and Arthur Walsh
Graphics:           8.5
Playability:        9
Hookability:        8.5
Sound:              None
Overall rating:     9
Remarks:            Although one could say that the girls look a                     bit too perfect, I hope Artworx will continue!

THE ACC™ READER'S SERVICE by Richard Karsmakers

In this article, you can read all you need to know with regard to our correspondence address and our reader's service, like sending in articles, subscribing, sending in remarks, etc.

Subscribing to ST NEWS

Since ST NEWS Volume 1 Issue 3 it is possible to get a subscription to ST NEWS. That way, you'll be sure to get it within half a week after it's launched. All you have to do is send a single sided formatted disk to ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands, together with a note on which you ask for the issue that you want to have (in this case, that would be issue 7). If you subscribe after Januari 1st, 1987, you will have to put the volume number in that note as well, because it's also possible to order back-issues of ST NEWS and that might get a bit confusing. Don't forget to enclose enough stamps for the way back, or enough International Reply Coupons if you live outside Holland. And don't close your envelope too tightly, since we'll have to use it for the way back as well.

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

We try to make our offerings as good as they can possibly be, but therefore we need to know what YOU think is good and bad. If you think we do anything wrong (or if we do anything JUST the way you prefer it), please let us know by sending us a letter. We like to read the letters (both the ones with critics and the ones with compliments) so we are able to tune our products so most of you like it. Please also mention WHY you think we do anything wrong! If you want us to answer, please enclose sufficient stamps or, if you live outside Holland, enough International Reply Coupons.

Graphix and Music for Synth Sample III

We are still working very hard so we will be able to launch Synth Sample III before Christmas of this year. During the last weeks, we have received some stunning artwork, as well as some nice musical compositions. We hereby wish to express our sincere thanks to these people!
But we never have enough, one might say, so you may still send in pictures (preferably low resolution, but medium resolution is also allowed) as well as musical pieces.
We have very good news: Our hardware man (DSP) is currently hooking up a Commodore 64 to his ST, so he will be able to create Commodore 64 pictures on his ST! We herewith hope to get some flashy 64 demo pictures (like "Metal Bar I" and "Metal Bar II", which offer Iron Maiden covers, drawn by Matt - not Math, our adventure expert) into Synth Sample III (or maybe even Synth Sample IV).

But we're still looking for any Iron Maiden cover, for a picture of James Bond through the focus with blood dripping down the screen and a picture of the Beverly Hills Cop sitting on the hood of his Mercedes.
If you think you might have something worthwile yourself, a nice picture (no ripped pictures or un-life-like ones!) or a nice piece of music (preferably Synthesizer-music, like J.M. Jarre or Vangelis), please send it to us on a single sided disk, together with a note on which you have written down your name and address. Don't forget to enclose enough stamps so we can send it all back to you. If you live outside of Holland, please enclose enough International Reply Coupons instead of stamps!

Sending in articles for use in ST NEWS.

Many people have sent in articles during the last few weeks, for use in ST NEWS. We hereby like to thank them, for they made it easier for us to publish this issue (as well as the previous one) of ST NEWS. They have brought in articles that cover subjects that we don't know much about, like "Writing adventures on the ST", "Hebrew on the ST", "Astrology Programs", "Numerological Computations", "The solution to The Pawn", "Machine Launguage Course" and much, much more. You might also have noticed that the "Did you know that..." column has grown much bigger; this is also caused by the many people that write down interesting facts & rumours and send them through to us.
Here are some things that you must have a look at when you're writing an article for us:
1. The numbers of characters per line must be 70
2. The number of actual written lines per page must be 54
3. "Justify" and  "Word Wrap" have to be turned on, as well as "WP    Mode"
4. You must not use any (conditional or whatever) pagebreaks!!
5. You must write in correct English
6. You musn't use sub/superscript, and other fonts sort too often!
7. If you offer  listings/pictures on disk, you must mention them    in your article
8. Added pictures must be in Degas format on monochrome only!
9. Added  listings must be ready to run in any ST-or GfA Basic or    from TOS. A source listing of any C-, Assembler-, Etc,-file may
   be added on disk as well
10. Whenever you mention ST NEWS,  write it down bold and in     capitals
And you mustn't forget to include enough stamps so we can send your stuff back, or enough International Reply Coupons so we can also send it back if you live outside Holland.
You must understand that we are not able to pay our authors anything, since we do not have any income (this bulletin is spread through the Public Domain or Freeware and may be copied freely).

Dealer Enquiries

* Synth Samples
Since our Synth Sample tend to be quite nice to look at and listen to, they might help selling computers in any computershop. We have already adapted some dia-shows for several computershops in Holland, and we will be able to do the same for others as well. Most of the time, an adapted Synth Sample will be a regular version, with one picture replaced by the Shop's Logo. Please contact us through our correspondence address: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Don't forget to add a stamp or an International Reply Coupon!
* Commercial Programs
Since the strongest point of ST NEWS are the many reviews of very current software launches, we are just THE medium to send programs to for reviewing. We already are busy reviewing for Commedia (Rastermouse), G-Data and some other firms. We are also working on deals with Starsoft, Boston Computer, Rushware, Soft ST, Tommy Software and lots of other software companies, mainly in Holland, England, the U.S.A. and Germany. And we are also going to review books in our bulleting (which has a big disadvantage, and that is that one of us must have bought it first). We are now not only looking for people who want to have us review their software offerings, but also for a philantropic humanoid that lets us buy books for reviewing in ST NEWS. Please contact us at: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Please don't forget to enclose enough stamps or International Reply Coupons. If you forget that, we will send the program back without any stamps on it, or.....
* Public Domain programs
Since we also have a PD library, we are looking for people who want us to review/spread PD software. If we think the program is either very good or very useful, we will spread it in our offerings (whereas we don't spread Commercial Programs, of course). If the program is exceptionally good, and not too large (like this time's "Simple Draw"), we will spread it together with ST NEWS, complete with a documented listing and an article about it.
Here, you will also have to supply us with enough stamps so we can send the stuff back to you, or an International Reply Coupon. If you forget that, we will just send it back without any stamps on it...

Public Domain Service

Since issue 3 was launched, this has been our fastest growing service. Nowadays, we get loads of requests every day of people all over the country for PD software. This time, our list has grown a bit larger, again. Our service still is the cheapest PD service around: You just send enough disks to: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands, together with sufficient stamps or International Reply Coupons (the latter if you live outside Holland). This is our current list of PD offerings:

 * DrieDim V2.1 (kind of CAD program)
 * Krabat Schach V1.0b (a German chess program, for monochrome and
    color)
 * Tempelmann Monitor V1.3  (a machine code monitor on ALT-HELP,     for monochrome only)
 * Synth Sample I (a monochrome music show)
 * Synth Sample II (a color music and graphics show)
 * Randomize Picture Show I (color graphics show)
 * Synth Sample III (still to be finished, but it can already be
    ordered through us! Color only)
 * F.A.S.T.E.R. I (Canadian magazine on disk)
 * F.A.S.T.E.R. II (Canadian magazine on disk)
 * F.A.S.T.E.R. III (Canadian magazine on disk)
 * Bouncing ball demo  (just like the Amiga, but better. Color     only)
 * Activision and Audio Light ST Demo (very nice music and graphic
    demo, color only)
 * ST Grafics ("STAD" demo. Monochrome only)
 * DLX Piano V1.0
 * Gobang V3.1 (five on a row, Monochrome)
 * Bananas (adults and monochrome only)
 * GfA run-only interpreter (for running GfA Basic programs)
 * 512 colors at once (color only demo by Wilfred Kilwinger)
 * Hexa-colors (color demo)
 * Breakout (game as desk accesorys)
 * Fast Format (18 sec single sided, 35 sec double sided, acc.)
 * Intersect RAMdisk V3.0 (removable RAMdisk)
 * Neochrome V0.6a (color only)
 * Change Format (to chance 1st word WP files to ASCII files)
 * ST Splitter (to split/join a large file in seperate files)
 * ST Squeez package (cruncher + de-cruncher, documented)
 * Fuji-Boink (excellent ST art bouncing Atari sign demo, color)
 * Popcorn (lots of bouncing stuff demo, color only)
 * Vector Demo (flashing vector graphics demo, monochrome only)
 * MOBZ Disk Utility (Disk Utility as diskmonitor)
 * MOBZ Keys (Key definition Utility)
 * Real Time Animation (this program must be ordered together
    with Degas Printer!)
 * Degas Printer (this programs must be ordered together with
    Real Time Animation!)
 * Reset Proof RAMDisk (including source and documentation)
 * ARC V5.1 (File Archive Utility)

Questions & Answers

Since we get more readers by the day,  ST NEWS offers a great service to get rid of all your problems: The Questions & Answers column. Here, you can ask whatever you want to know, and the readers will answer it for you (or maybe we will be able to answer the question(s) ourselves). Just send in a letter containing your question to: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Through this address you can also answer questions other have asked in previous issues of ST NEWS.

Synth Sample II contest

People seem to have a lack of trust in us: Nearly nobody has sent in an entry to our Synth Sample II competition! Come on, people, and try to win! The more people send in, the higher the price will be. Remember the questions?

1.   How many eyes can be seen in one complete round of Synth
       Sample II?
2.   Which make is the cassette in the casssette deck from?
3.   Finish this slogan: "I always enjoy listening to ACC's Synth
       Samples, because......."

Members of The ACC™ cannot compete withing this competition. Please send your answers, together with a note of five guilders, to ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Don't forget to write down your name and address clearly. The closing data of the contest will be December 1st, so you'll have to be quick! The winner will be announced in the next issue of ST NEWS!

User groups

We are already publishing our "User group Update" column for a little while, now, and we're still in short of addresses. If you happen to know a user club, please send its address to us, together with the essential things to know (e.g. "When and where do they meet?!"). If you know more about a club that we've already published the address from, you can also send it in to: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands.
We will be happy to publish the addresses of all user clubs that support the ST series, especially those that aren't located in Holland and West Germany.

Our address:

ST NEWS
Fuutstraat 2
5702 LN  Helmond
The Netherlands

We hope you'll enjoy our services...

THE MAC CARTRIDGE by Paul Kolenbrander

The latest news from the West Coast Computer Faire, which was held in San Francisco, was the introduction by Mr. David Small of Data Pacific Inc., of a little piece of epoxy with some blobs of silicium on it. Nothing very spectacular you'd say. Well, this little piece of epoxy and silicium represents nothing less than sheer ingeniuity and brillance. For ST owners, that is. Allright, allright, the fanfare is over, it's the MacCartridge!!! this standard ST ROM cartridge contains two EPROM`s with the MAC operating system and one EPROM containing 24K of code, softwiring the MAC O.S. in to the ST Hardware.  The MacCartridge requires no hardware modifications to your ST, the link is solely laid by the 24K of 'softwiring' code, which is about 7000 lines of assembly code. Not bad, eh? This cartridge allows you to run unmodified MAC software, and amongst the Mac programs actually seen running on an ST, were MacPaint and MacWrite. But the kicker of it all is that the ST in conjunction with the MacCartridge is 20% faster, in ALL operations, than a MAC.

The greatest news of it all is that this opens up the door a vast wealth of professional software packages, and so will make buying an ST even more attractive, thus boosting sales. This will of course entice more software houses to produces quality programs for the ST, which will also make buying an ST more attractive. And so the ST is fast rising to the same place that C-64`s and Spectrums had in the old days of 8-bit computing.

There are however two major problems, but knowing ST-owners, they won`t be beyond solving. The first is the fact that although the ST can run the MAC software, it cannot read the MAC's disk format.
This means that a Mac and an ST have to be connected via an RS232 link and that the software has to be ported over from the Mac to the ST, after which it can be archived on the ST disk format. The second, more serious problem is that the MacCartridge uses the original MAC O.S. and the big question at the moment is: will Apple license the MAC O.S. to Data Pacific? 
And this isn't all, the English firm Robtek has also released a MAC Emulator, on a ROM-cartridge also. But instead of on EPROM Robtek's emulator contains the softwiring code on a diskette, which also contains a program to adapt the MAC disk format to the ST. The cartidge also contains a real time clock. Almost all Macintosh programs should be running on the Emulator, according to Robtek, who also say that the MAC programs can fully use the higher resolution the ST offers and partially will run faster than the original-programs.

The Robtek Emulator will sell for £150.- in England. Without MAC O.S. that is, these you will have to get for yourself. How, where and when isn't specified. At the time this article was written no prices or availability dates were available for the MacCartridge.

Elsewhere in this issue of ST NEWS you will find an article about how to build yourself an EPROM-board, which is what both Robtek and Data Pacific use to put on the Macintosh O.S. ROMs on.  So if you're interested you can try to build your own MAC-emulator.

FINAL HINTS & TIPS FOR "THE PAWN" by Rob de Swaan

This 'manual' may only be reproduced by any means AFTER permission of the author.

In the previous isue of ST NEWS we had finished at the lava river in the Cave. I presume you got the blue key and you've done something with it.

Now, go back to the Cave and search the alchemists. Once you've granted their demands, you're free to do there what you want to do. Find the tomes and the aerosoul (it might be impossible to read the tomes, but try casting a spell...). Grab the aerosoul (watch it: It's Aerosoul).

Have you taken the aerosoul? Good. Now you can go to the rope bridge through the lab. Walk over it (you are fortunate it just manages to hold your weight) and SAVE GAME NOW!!!!

You can enter two directions here. Just go northeast; don't go northwest (there happens to be a fearful dragon that kills you immediately when you go there)!

Have you reached the Wall paper room? OK. Just tie the rope to the hook, cut the wall  with your spiky boots and enter the following command: "Climb down rope". Once you're down: "Drop rope" and continue your quest.

The doors to hell only open when you've knocked the door 6 or 7 times (here, you can use the 'again' command). The porter will only let you through in exchange for some boose!

Now, find Jerry Lee Lewis sitting behind his piano. He also wants to have something to drink, 'cause it's awfully hot down there. Herefore, you just get some points, nothing more.

Now, you should have arrived at the Crystal Room. Because your light reflects everywhere, you will be  thrown out all the time (people in Hell don't like flashy lights). Just put the white in the pouch. If you have no pouch, you have one more solution: In  the Icy Tower, you could have found a prism. Just cut the white with prism and everything will be alright (as you might remember from your physics lessons - maybe quite a while ago - a prism can cut white light).

The hellish demons just give you one chance to pass them. You are lucky: They are too busy eating some corpses. And they're not liable to stop for quite a while, since some hooks on the wall are occupied by bleeding corpses as well. But, since you have only got one chance, you must leave the fridge for what it is and go on.

Now you get by the picture that you might have seen in some computer magazines (The 64'er already published a screenshot of it in their Januari 1985 issue!): The devil sitting on his throne. The devil can help you to get rid of your wristband. Just ask him about the wristband or about life. After you've received something from the devil, you leave through the same way, get the rope and climb the rope up.

Once you're back at the rope bridge, you must SAVE your game again. Drop the adventurer here and go northwest.
Now, the most difficult part of the adventure has come. The dragon. He's sitting on a huge pile of jewels, that he has to guard. He also happens to be a kind of porter for someone we have seen before and that we will see again in a minute.....if you suceed in getting past the dragon. The dragon is quite shortsighted and has to be helped a bit. If you have a look at the picture of the room, you'll see a few hobbits in the shadow. You must help the dragon to see them. Just point the shadows to the dragon.
The dragon will now look at the spot where the hobbits are. But remember: He's shortsighted. Just shine the white at the shadows. The dragon will start eating (Editorial remark: I suppose Tolkien hasn't written the script for this adenture!) and you can go ahead.

In Kronos' room you - again - get only one chance. Just do what you have to do and take everything you can possibly get. Don't forget to  wear his clothes! Now, you'll look just like him so you will be able the pass the dragon again without being eaten by him.

Go the the devil the same way you have done previously and look: You've lost the wristband.

In the cave 'behind' the rope bridge (in fact, it's the one on the side of the rope bridge that you have started the adventure from) there's one more room with a cream door. You couldn't get in there before, because you were still wearing the wristband. Now, enter it and you'll get a listing called DEBUGBITS.

When you now have a look at the beginning of the command line, you'll see the '>' sign there. If you type in 'debug', it will change into a ']' sign and you will be in cheat mode from now on. You will now be able to walk through the whole adventure  without dying. And without earning any pionts, of course.

I hope these hints & tips proved useful. Greetings from Rob de Swaan!

(Editorial remark: In the next issue of ST NEWS, due for release at the end of December or the beginning of the new year, we'll publish the solution with which you get 310 out of 350 points, and through which you will be able to see all the pictures!)

REVIEW: EXTENSOR by Richard Karsmakers

Rushware recently supplied us with a version of a program called "Extensor", a real time 3D simulation. Please note: I didn't add "working", since the program tends to crash very often (at least, my version does so).

"Extensor" really seems to be an excellent game, that unfortunately only works on monochrome monitors. I had read the user manual, which said that the user was warned that certain versions of TOS were incompatible with the game. I booted up the disk, loaded the program and saw a picture of "Golden Games". Not bad, but also nothing to get stirred up about. But the music was something different: I didn't believe my ears when I heard Commodore 64-like music on our simple music chip! And it turned out to be not the only tune included iin the game.....
The programmer, Holger Gehrmann, certainly did his best here. It's no wonder, since he used to program things like SOPROL (Sound Programming Language) back on the 64. The music, thus, was a big plus of the game. I even didn't mind it working only on monochrome monitors!
The target of the game is really quite simple: You must enclose so-called Videodromes, that build walls behind them. And that's not the worst: You also build a wall yourself behind you! Of course, you are not allowed to crash in such a wall. With one Videodrome to enclose, I got a score from 75. Not bad for a beginner, eh?
The game (as I already hinted) has one very big disadvantage: It crashes all the time! I even used my old TOS version (0.13) and tried the game out, but it also seems not to work with that one!? I know it is possible that certain programs do not work perfectly with a certain TOS version, but I think it's really a bit too much if the program turns out not to work properly with TOS in ROM (version 0.19) not RAM-TOS (version 0.13)!
Why did Holger write the first game with superb music, but forgot to check it on more STs? It doesn't work with mine, anyway, nor does it work with Frank's ST properly. It's such a shame, because the graphics are not bad at all, and the music is the best I have ever heard on the ST uptil now!

But it might be possible that "Extensor" rusn perfectly on your system, so you still ought to try it out. If it works well, you have a very nice game added to your software library!
For information, please contact one of the following addresses:

Golden Games (Publisher)
Eckhard & Gehrmann GbR
Heinrichstraße 25
3000 Hannover 1
West Germany
Tel. 0511/344771

Mikrohändler GmbH (Distributor)
Robert-Koch Straße 1
4050 Mönchengladbach 1
West Germany
Tel. 02161/60041-43

or:

Rushware Microhandelsgesellschaft mbH
An der Gümpgesbrücke 24
4044 Kaarst 2
West Germany
Tel. 02101/6004-0

Game Rating:

Name:                    Extensor
Design, Animation and
 Music (!) by:           Holger Gehrmann
Executive Producer:      Dieter Eckhardt
Produced by:             Dieter Eckhardt and Holger Gehrmann
Sound:                   9.9 (!)
Graphics:                8
Playability:             7.5 (provided it doesn't crash...)
During Attractiveness:   7.5
Overall Rating:          8.5 (provided it doesn;t crash...)
Remarks:                 An excellent game with superb music, but
                          unfortunately highly incompatible with
                          our operating systems; I hope it works
                          with yours...

NEOCHROME USER MANUAL by Richard Karsmakers

Lots of people have requested us to publish a user manual of the popular Neochrome drawing program, that any buyer of an ST with color monitor is supposed to get free. It has turned out that many people didn't get Neochrome at all, and that they later copied it from a friend of theirs or so. But even less people own a user manual. That's why we hereby publish the user manual of Neochrome version 0.5, together with some extensions for version 0.6a. We close this article with a review of Neochrome V1.0...
The original Neochrome version 0.5 manual is a copyright of the Atari Corporation, ©1985. All rights reserved (strange?! The program is PD but the user manuals seems not to be PD?).

Introduction

Neochrome is a painting program for the low resolution mode of the Atari ST personal computer system. Neochrome uses many of the features of the ST's GEM system. With Neochrome you can create colorful full-screen pictures and save them to disk for use in other programs or with the Neochrome slide show program (SLIDENEO.PRG).

Terms Used

When we use the word SELECT, click the left mouse button once while pointing at a specified object on the screen. RIGHT SELECT indicates that you should click the right button once. DRAG indicates that you hold down the left button and slide the mouse, while RIGHT DRAG is the same function with the right button.
DOUBLE-CLICK indicates that you must click the left button twice rapidly.

To Install

Place the Neochrome disk in the drive and click on the drive icon to get the directory to appear. Select the NEO.PRG icon to highlight it, then move the pointer up to the options menu. Select INSTALL APPLICATION. With the keyboard, type NEO, then move the pointer to OK and click once (do not hit the RETURN key, which will cancel the installation). Now Neochrome is installed so you can work with your previously created pictures easily. Finally, save the desktop to your TOS disk so that you needn't reinstall Neochrome in future sessions.

To Start

Just double-click on NEO.PRG. After a few seconds the screen background will turn black and the Neochrome screen appears. Now you can start a new drawing.

To start with a previously saved screen, double-click on the name of that picture instead of Neochrome. If you get a dialogue box with the choices SHOW, PRINT, CANCEL" that means that Neochrome needs to be installed - use the instructions above to install Neochrome, then double-click on the picture name.

The Neochrome Menu

The lower half of the screen contains the Neochrome menu, a collection of icons that represent the functions available. The top edge of the menu area shows the 16 colors in the color palette. The left side of the menu contains the tools, shown in a 3 by 5 grid. The middle of the menu area scrolls through all the ST's colors and magnifies the drawing area. The right side of the menu area shows options depending on the tool that is currently selected. Above the options area are the color mixer and the UNDO box.

Full Screen and Half Screen Display

Neochrome pictures occupy a full screen. To see the entire screen, move the pointer to the left of the icon area onto the "FULL SCREEN" box and click once. To return to the hal screen/menu display. move the pointer until it is on any corner of the display and click again. The ESC key on the keyboard also switches between the two displays.

Scrolling Vertically

When in the half screen display, you can scroll the visible area of the picture up and down. The GRABBER (row 1 column 2) performs this function. First select the grabber, then drag the image up and down.

The Color Palette

You can choose any combination of the ST's 512 colors to fill the 16 color palette. First choose which palette color to change by selecting it. A small triangle appears below the color to indicate that the palette position is now selected. This color is used for any drawing operation until yous select a different palette color.
Some of the palette positions are used by Neochrome for specific functions. The leftmost position is the background color of the screen and border. The rightmost platte color is used for the cursor. Note: This means that the cursor may not be visible if it is located over an area containing the rightmost palette color. One way to change a palette color is to pick one from the color map window. You can view all the ST's 512 colors by scrolling through them - just right drag the color map from side to side. Select the individual color you want. The color now appears in the mizer area (upper right side of the menu area). If that is the desired color, double-click and that color fills the selected palette position.

The other way to change the color in the palette is to use the mixer. Move the pointer up to the three digits, which represent the red, green and blue values respectiveley for the color (the same values you would see on the CONTROL PANEL desk accesory). With the pointer positioned over one of the digits, clicking the left button makes the digit increase and clicking the right button makes it decrease. The color sample appears in the small window to the right of the digits. When the color reaches the desired shade, double-click the left button on the color sample to get that color into the palette.

Undo

The UNDO box on the screen (or the UNDO key on the keyboard) will erase the last drawing operation performed. If you make a mistake, yuse UNDO. If you didn't mean to UNDO the operation, hit UNDO once more to "undo" the UNDO!

The tools

First choose a color from the palette by selecting it - a triangle appears below it.
PENCIL (row 1 column 5): Select the pencil, then drag to draw or right drag to erase pixel by pixel (actually this draws in the background color). For better accuracy, you can watch the magnify window at the center of the menu area, which appears whenever the pointer is in the image area.
ERASER (row 3 column 4): Select the eraser, then drag to erase broad areas of the picture. Double-click on the eraser tool to erase the entire visible screen of the picture.
LINE DRAW (row 2 column 1): Select the line draw tool, then drag to see the line and let go of the button to leave the line in position (or click the right button to abort the line). Right drag to create a 'ramp line' made up of the colors between the color ramp pointers (notches on the palette). To move these pointers, right drag them from side to side.
AREA FILL (row 2 column 2): Select this tool to fill an area with a solid color. The bottom "droplet" from the icon shows which pixel is used for the fill operation. - the magnifier is helpful for better accuracy in filling an area.. Be sure that the area to be filled is completely enclosed or the color will "leak out" into other areas of your drawing - use UNDO if this happens and use the pencil to touch up your borders.
PAINT BRUSH (row 2 column 5): Select this to paint using various sizes and shapes of brushes. The brushes are selected in the OPTIONS area. Drawing with a paint brush is similar to the PENCIL tool.
SPRAY CAN (row 3 column 5): Select this for an airbrush effect. Select the nozzle from the OPTIONS area. There are four "speeds" for a paint spray. Left drag for a raster rate and right drag for a slower rate, with both rates increased when using the full-screen display.

TEXT (row 1 column 4): Select TEXT then select a starting position on the screen. You will see a flashing text cursor. Typing on the keyboard now puts text on the screen. You can move the pointer at any time to the options area and change the type size, style and alignment on the screen. You can also change the color of the text while creating it. Hit backspace to correct mistakes. You can click on the "system" collection in the options area to type with the upper half of the sysrtem character set, and again on "system" to return to the normal character set.

Copying Parts of the Image

COPY BOX (row 1 column 3) lets you move rectangular parts of the imaga or copy them to other parts, or even copy them into other pictures. Select COPY BOX, then drag to surround an area of the imaga. Release the left button, then drag with the cursor is within the box or cancel the box by clicking outside it.
The right side of the options area shows two icons, the lower for "transparent" copy and the upper for "opaque" copy. The difference is that the transparent mode does not copy any pixels in the background color, letting underlying pixels show through, while the opaque mode moves every pixel in the rectangle including background spaces.
The left side of the options area shows CUT, COPY, PASTE and CLEAR. "Cut" removes the surrounded area and puts it into a special unseen buffer. "Copy" puts the surrounded area into a buffer without removing it from the screen. "Paste" retrieves the area from the buffer. "Clear" removes the contents of the copy box. Once you've placed an imaga in the buffer, you can retrieve and paste it at any later time, even after a new picture has been loaded from the disk, as long as you have not exited the program. You can drag the copy box to the desired location and then "stamp" it with the right button. If you don't want to remove the area from its original location, click the right button before moving the mouse.

Saving, Quitting, and Loading

DISKETTE (row 3 column 1): The diskette is used to exit back to the desktop, save thje current imaga to disk, or load a new image. To exit or save the picture, select it and a dialog box appears to allow you to save, exit the p[rogram or cancel the dialog box without taking any action.
Right select gives you a menu of all the NEO files in the current directory. You can use this menu to load a different picture, replacing the current one. The contents of the buffer (see "copy box" above) remain intact.

Color Palette Animation

Neochrome can perform special effects by shifting the colors in the palette. The slide show demo on the Neochrome master disk animates several of the images like the waterfall using this technique.
Choose the range of colors on the palette to be shifted by moving the notched pointers on the palette using the right drag, as desribed in the "ramp line" function above. The arrows on either side of the color mixing area control this. Slect the arrow for one shift in that direction, or right select it for a continuous color palette shift. When in continuous shifting, left button clicks speed up the shift and right button clicks slow it down. To stop continuous shifting, select the right select on the opposite arrow.
The SLIDENEO.PRG gives you a slide show which can also animate your colors. To use this feature, you must have activated the color scroll at least once before saving the picture. To program the duration that a picture is presented in the slide show, first set the desired speed, direction and range of color scrolling. Then stop the scrolling by clicking on the opposite arrow. each time scrolling is stopped, the time since it was started is remembered by the Neochrome program, and this amount of time is used for the representation.

Future Versions

Neochrome is a product still under development. Features included in version 0.5 are complete, but Atari will continue refining this product and adding many new features during the next few months. Enjoy this "preview" version for now, and watch for the final version.

Credits:

Neochrome designed and programmed by Dave Staugas
Pictures drawn by Jerome Domurat

In an upcoming issue of ST NEWS we will publish the extensions for this user manual so it will also cover version 0.6a, as well as a review with small user guide for version 1.0. 'Till then!

OUR ITALIAN DISTRIBUTOR

On Franks' birthday (October 27th), we were contacted by a guy from Italy. He wanted is to send all issues of ST NEWS to him.
So we did.
On November 12th we got an answer from him, in which he also proposed to become our sole Italian distributor; someone where people can order ST NEWS and PD programs on the same conditions that we use (for free). We have thus installed him as our sole Italian distributor: He is authorized to spread ST NEWS and all our PD offering. So if it's cheaper to send to him than to us, please send to him (that also enlightens the job for us).
Don't forget to enclose sufficient stamps for the postage back (or International Reply Coupons if you live outside Italy).

His address is:

Gerardo Greco
Via Roma, 75
I-80055 Portici-NA
ITALY

SOON COMING IN ST NEWS...

Part II of our Machine Language course

Another Esoteric ST column

More GfA Basic Tips & Tricks

Software News

Reviews of new software: The Last Disk Utility
                         Copystar V1.8
                         Flightsimulator II (the real one)
                         Musix32
                         Neochrome V1.0
                         Disk Royal
                         ColorSTar
                         Degas Elite
                         MIDI Play
                         GfA Basic Compiler
                         MonoSTar
                         GfA Basic V2.0
                         GfA Vector
                         GfA Draft
                         Graph Pro
                         Hollywood Poker (?)
                         and more...

The solution to "The Pawn"

ST Basic Disk I/O

Questions & Answers

Stereo sound on the ST for about 1 Dutch guilder (!)

More about the ACC™'s Reader's Service (and the PD library)

The NEC multisync monitor: Color & Monochrome in one!

User manual to our PD Piano program

Part Two of RTOS and PEARL (which was promised for this issue, but we failed to accomplish it...)

Did you know that....?

Neochrome extended manual

Listings: Disk Sorter ST
          Fast Loader
          Hiscore Terminal ST

Rhotron Bus System for the Atari ST

GEM VDI Calls Part IV

Hints & Tips for playing "Deep Space"

The Music Corner

ST Basic Bugs

Book reviews: "Atari ST Floppy und Harddisk"
              "Atari ST Intern"
              "Atari ST Peeks und Pokes"
              "Professional GEM"

Review of ST computer magazines              
Something about Fairlight computers

The solution to "King's Quest"

User group update

Interview with Hans Nijsen from The Tango Studios

A complete list of MC68000 opcodes

Index to ST NEWS Volume 1 (Issues 1-6)

and much more...

HOW TO ORDER BACK ISSUES OF ST NEWS

If you are thinking about ordering back issues of ST NEWS, we hereby supply you with a list of contents of each individual issue that has been launched up till now and that can still be obtained through our reader's service.
Note to issue 1 and 2: These will be spread until Januari 1st, 1987. After that, these issues will be excluded from our offerings because they tend to hurt our image too much!

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, August 9th, 1986
Size: 39817 bytes on 12 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, August 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 Volume 1 Issue 4

Published on Monday, September 8th, 1986
Size: 152458 bytes on 88 pages
Additions: Two listing on disk: CONVERT .BAS  2868 bytes
                                VDI_CALL.BAS  3769 bytes

 ST Software News
 ICG's Randomize Picture Show
 GfA Tips & Tricks
 Hi to....
 Low to High Converter
 The Amazing Cracking Conspiracy™ reader's service
 GEMDOS Functions
 Useful Addresses
 The Tempelmann Monitor
 A Computer Story
 Questions & Answers
 Did you know that....
 Future releases of the Amazing Cracking Conspiracy™
 The Amazing Cracking Conspiracy™ built-in ST Chart Booklet
 All about the ST's MIDI Interface
 Hints & Tips for playing Sundog
 Software mega review: Floyd
 GEM VDI Calls Part I
 The Solution to Zork II

ST NEWS Volume 1 Issue 5

Published on Sunday, October 5th, 1986
Size: 214510 bytes on 117 pages
Additions: Listing on Disk: ULT_EXAM.BAS 11378 bytes
                            PATTERN .BAS  7304 bytes
                            IRQ     .C    1419 bytes
                            GEMVDI_2.BAS  5681 bytes
           Diverse on Disk: FILL    .LST   481 bytes
                            MOUSE   .LST   967 bytes
                            SPRITE  .LST   931 bytes
                            READ_ME .TXT  1824 bytes

 ST Software News
 GfA Basic Tips & Tricks
 Report on the Annual Usergathering at Utrecht on September 20th,    1986
 All about XBIOS Functions
 Hints & Tips for Winter Games
 The Ultimate Examining Utility V2.8
 The Music Corner
 Pattern Editor
 Something about Interrupts
 The Disc
 Are you a good ST owner?
 User group Update
 Software mega-review: New Psygnosis Games
 Cleaning your Mouse
 Questions & Answers
 RTOS, A Multitasking OS for the ST
 The ST I/O Port
 Did you know that....
 Final Hints & Tips to "The Pawn" Part I
 Useful PEEKs and POKEs
 GEM VDI Calls Part II
 More about the ACC™ reader's service
 (P)review: Some Astronomy Programs
 Super Huey Review

ST NEWS COLOFON

ST NEWS is a disk-magazine written for and written by ST users, which is published at irregular intervals by the Public Relations Service of The ACC™.

Editorial-and correspondence 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:
Frank Lemmen; special subjects: MIDI and Music
              Regular Column: The Music Corner
Richard Karsmakers; special subjects: GfA Basic, Software reviews
                    Regular Columns: Did you know that....
                                     ST Software News
                                     Questions & Answers
                                     GfA Basic Tips & Tricks
Jos Schilders; special subjects: Hardware
               Regular Columns: None (yet)

The following people helped with the creation of this issue of ST NEWS:
Frank Lemmen (ACC)
Jos Schilders (ACC)
Richard Karsmakers (ACC)
Math Claessens
Rob de Swaan
Ed van der Rest (Elres Audio Visual Centre)
Stephen Thorne (Commedia)
Paul Kolenbrander
Rufus Camphausen
Adri (Cafka)
Marko Software
Robert van Cruchten
Mark van de Boer
Wilfred Kilwinger (Atari Benelux)
Kees Puytel
Wicher Gispen
Toon Hermsen
Data Becker (Germany) GmbH
Gerardo Greco (Italy)
Tom den Duijf (Stichting ST)
Hans de Lange
Hans van der Linden
Thomas Maier (Tommy Software)
Jürgen Goeldner (Rushware)
Lucas van den Berg
Stefan Posthuma
Theo van Beeck
Hubert van Mil (ST Club Eindhoven)
Hans Nijsen (Tango Studios)
Herman de Vrees
Steve van der Horst
Engel Geukens (Computer Club Veldhoven)
Marcel van Valen (Stichting ST)
Jonathan Ellis (Psygnosis)
Robert Heessels
Klaus Schultheis (Heim Verlag)
Léon Obers
Richard van Helden
Eerk Hofmeester
Adrie v.d. Weijden
Gerard Faber
Markus Herfort
Pim Coenradie

All texts in this issue of ST NEWS are free of copyright unless stated otherwise, but it isn't allowed to publish them in any other magazine in any  other  language without prior written permission of the author(s) and the editor. Requests concerning duplication or translation of the texts or programs contained in this or other issues of ST NEWS can be send to: ST NEWS, Fuutstraat 2, 5702 LN, Helmond, The Netherlands. Don't forget to enclose sufficient stamps (or, if you live outside Holland, International Reply Coupons) if you want us to answer to your request.
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