Section 2 - Commodore Computers

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RETURN RETURN 6000 REM REM WRITE WRITE AA REPORT REPORT 6010 6010 PRINT PRINT "","HEAT "{CLEAR}","HEAT LOSS LOSS EVALU EVALU ATION" ATION" PRINT :PRINT :PRINT :TQ=O :TQ=O 6O20 6020 PRINT PRINT"" ITEM"," ITEM"," AREA" AREA"," R-VALUE" R-VALUE" 6030 6030 PRINT LOSS" ,,"HEAT "HEAT LOSS" PRINT ," ," SQ.FT.",," SQ.FT.",," BTU/HR":PRIN BTU/HR":PRIN 6040 6040 PRINT

PRINT

6000

4020

4010 4020

PRINT "FIR SPACES}FIR OR OR PINE PINE SHE SHE PRINT ATHING == 1.92" 1.92" ATHIN6 PRINT " I THEN HI=0.61:H0=0-61:IF

5310 5310

LT LT

4030

0 PRINT PRINT

o

35 40 354 0

3 550 3550 3560

3560

3570 3570 35 80

3580

3590

3570

3600 3600 3610 3610 4(10(1 4000 4O1O

4O3O

L L 4040 4040 4050 4050 4060 4060 4070 4080 4 080

4O7O

409 0 4090 4100 4100 4110 41 10 4120 4120

4130 4140 4150 4160 4160 4170 4170 4180 5000 5010 5010 5020 4130

5030

"{CLEAR}{DOWN}WHAT "(CLEAR}WHAT

CEILING CEILING

PRINT PRINT

"OF "OF

IS IS

TOTA TOTA

T T

6050 6060 6060 6O7O 6070 6080 6080 6090 6090 6050

HOUSE"; HOUSE";

5040 PRINT "HOW MANY ITEMS OF INSULAT ION FLOOR", IDN IN FLOOR"; INPUT FI:IF P K> I THEN 5110 5050 INPUT FI : IF PK>1 "TYPE OF FOUNDATION" 5060 PRINT "TYPE "{3 SPACESJI. OPEN CRAWLSP "(3 SPACES}1. 5070 PRINT PRINT ACE" 5080 PRINT "{3 SPACES}2. ENCLOSED CRA SPACESJ2. W LSPACE OR BASEMENT" WLSPACE 5090 PRINT "( 3 SPACES}3. CONCRETE S LA "(3 SPACES>3. SLA B" 5100 INPUT TF 5110 R (I) =HO+FI *3. l+RF R(I)=H0 + FI*3. 1+RF (TF) +HI 5120 Q (1) =A (I) (DT-TC I THEN 55310 3 10 PRINT " CDOWN2 LOCATION 5250 PR INT "{DOWN}LOCA TI ON OF HEAT DU CTS: " 5260 PRINT "(4 SPACES}I. ATTIC OR CRA " ,R < I > , Q < I >

AREA" AREATHE THE

FOR 1=1 1=1 TO TO 55 FOR A(I)=INT(A(I)*100+0.5)/100 A< I >=INT (A( I ) HOO+0, 5>/100

6140

6320

6320

6330 6330 7000 7000 7010 7O12 7012 7014 7O3O 7030

7040 7050 7060 7070 7080 7090 7100 7100 71 10 7110

II

PRINT PRINT

INFILTRATION INFILTRATION

LOSS LOSS

"INFILTRATION", . INT i (IN ( 1 > "INFILTRATION""INT«IN(I)

+IN (2)) 12+0. 5) +IN(2))/2+0.5) TQ=TQ+(IN(l)+IN(2))/2 TQ-TQ+(IN(I)+IN(2))/2 REM

CALCULATE

DUCT DUCT

LOSS LOSS

X=TQ/TOTAL PRINT "{DOWN } TOTAL $* COST OF YOU R IMPROVEMENTS";:INPUT CI PB=INT(CI/MS*1000)/1000 PB= I NTCCI / MSlI 0 00) / 1000 AND PAYBACK REM REPORT SAVINGS ANO " {CLEAR}", PRINT "{CLEAR } " , "ANALYSIS OF IMP ROVEMENTS" PRINT :PRINT .,"ENERGY NEEDED" NEEDEDPRINT ,,"ENERGY PRINT El : PR I NT "ORIGINAL HOUSE " , El;" ";F Ut US IMPROVED HOUSE HDUSE " ;F PRINT "IMPROVED ",E2;" ";F U* U$

7520 PRINT 7530 7540 7550 7560 75.70 7570 75 BO 7580

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" C 9 R}": R> " , , "{9 ?

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7640 7640

RETURN RETURN 8 0 0 0 REM REM DRAW DRAW HOUSE HOU S E 8010 8010 PRINT PRINT :PRINT :PRINT :PRINT :PRINT :PRINT : PR INT 8000

8020 8020

POKE PO KE

85,B 85 , 8:

7

;" C5 {S

803 0 8030

POK E POKE

8 5, 8: 85,8

?

I 1l 0 " { H3 H }{ O

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" { V}{ I }{ O} ( I}{O}{I}

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* fLOPPY DISC DISC CONTROLLERS CONTROLLERS *FLOPPY

* BAUD 8AUD RATE RATE GENERATORS GENERATORS •

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2) IF (X>2) should use th e proceeds from these sa les to develthe sales devel SCREEN COLOR BLUE op a IrIt e turtle graphics package for the VIC. true JUMP DONE rely needed. It is so sorely LABEL FALSE LABEl [See 1IIa/11Ifnelll rer 's si nl elllell l , p. p..112.] n2. ] manufacturer's statement, SCREEN COLOR RED LABEL LABEl DONE

If the value greater va lue of X X is grea ter than 2, then the com commands immediately following the IF command comma nd will be executed. If it is false, fal se, execution branches to the guess that the reason reaso n th e next next label. II would guess this was done done was to make sure that each each program line did only on ly one thing. The IF command then th en starts command . II sta rts to look like the Logo TEST TEST command. would have been bee n happier if HES had used TEST, TEST, IFT IFf and IFF, IFF, as does TI Tl Logo. Logo. The The present present con construction stru ction is is quite q uite convoluted convolu ted and cumbersome, cumbersome, in in

my my opinion. Op1l11 0 n. While While no no fault of of HES, HES, the th e aspect ratio ra tio of of the the display correspondis play screen screen makes any any accurate accura te correspon dence between betwee n aa procedure procedure and aa drawn figure figure

hard to Suppose, for example, that that aa child child to detect. Suppose, draws draws aa square sq ua re on on aa sheet sheet of of paper paper and then then trans translates this square square to to the the procedure: procedure: lates this LABEL LABEL SQUARE SQUARE

RIGHT 10 RI GHT10 DOWN DOWN 10 10 LEFT LEFT 10 10 UP 10 UP10

ROUTINE ROUTINE END END

When When this this procedure procedure isis executed, executed, aa wide w id e rectangle recta ngle will will be be drawn drawn on on the the screen. screen. The The proce procedure du re should shollid give give aa square, square, but but the the aspect aspect ratio ra tio of of 110 110

COMPUTE! COMPUTt!

January, JanuofY.1983 W83

Microworlds For Atari PILOT rece ntly heard hea rd from Martin Suey, an elementary II recently school teacher teache r in Tu lare, California Ca liforni a who has been school Tulare, grap hi cs in his hi s use of of Atari's Ata ri's turtle graphics making good use read ing abou th e second grade classroom. After reading aboutt the creation of of microworlds microworld s -- user-controlled use r-controll ed envi envicreation w hi ch one can ca n change at will -- he de deronme nts which ronments cid ed to see if if he he could implement impl ement such an envi envicided with Atari Atari PILOT. PILOT. His His program, program, Day Dny and nlJ(i ro nment with ronment NiglIt, is is designed designed for primary-aged prima ry-aged children. childre n . The The Night,

computer displays d isplays aa scene sce ne showing show ing aa house house with computer mova bl e pet pet (dog or or cat) cat) that can ca n be be made to to a movable walk in front of of or or behind the house. hou se. Pressing the button on on the th e joystick joys tick changes cha nges the the scene scene slowly slowly button from day day to night nig ht (or (or from night night to day). from Of technical technica l interest in terest to to those those of o f you who who use use Of Martin's program program uses uses player player this language, language, Martin's this graphics, priority priority data data registers, regis te rs, and and color color regis regisgraphics, ters. The The program program isis controlled contro lled with with aa joystick joystick in in ters. port #1. #1. Holding Holding the th e joystick joys tick to to the the left left or or right ri ght port moves the the player playe r in in the th e indicated indica ted direction directi on (with (w ith moves wraparound). wraparound). Pushing the the joystick joys tick up up moves moves the the player player Pushing "behind" the the playfield play fie ld image im age (behind (beh in d the th e house, house, "behind" and pulling pu llin g the th e joystick joys tick down down moves moves for example), exa mple), and for the player pl ayer to to the the front front of of the th e image. image. Pressing Pressing the the the button causes ca uses the the scene scene to to change change from fro m day day to to button

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COM Pun! COMPUTE!

115

THE WORLD INSIDE THE COMPUTER

A New, Improved Computer Friend For Your Apple Fred D'ignozlo, AssoCiote Editor D'lgnazio, Associate

This column catches me in the midst of a m Chapel move fro from Chapel Hill, North Carolina, to Roanoke, Roa noke, Virginia. Most of my dozen com pu ters are still in computers Cha pel Hill being Chapel looked after by a L-~------- trus ted babysitter. trusted My roof leaks, my sh ower floods fl oods th e bathroom shower the flfloor, oor, my sstudy tud y is buried buri ed in boxes, aand nd Catie and me ddown ow n w ith ea fec tions . Eric just ca came with earr in infections. [n addition add iti on to their sore ea rs, Catie and Eric In ears, are going through something you might call "com"com puter-s tarva tion shock," ey think they are still puter-starvation shock." Th They y, aand nd they brag about it a multi-computer famil family, to aallll their fri ends. They ga th er a horde of neighfriends. gather neigh ith the promise of a ddozen ozen beeping, borhood kids w with flflashing ashing com puters. They climb the stairs, peek computers. into my study, aand nd w ha t ddo o they see? One lone what compu ter. A rather sa d-looking machine, vintage computer. sad-looking oesn' t make pictures, 1977. It doesn' doesn'tt talk, d doesn't does n' t play music. mu sic. What a le tdown I doesn't letdown!

Thanks, Chuck! It' s times lilike ke these when you readers come in It's ha nd y. Tha nks to one rea der -- Chuck John ston of handy. Thanks reader Johnston ttan Beach, California -- [I can still provide Manha Manhattan Fred O' lgllflzio is D'Igrutzio is a a computer el1tlIusiasf enthusiast and allthor author of several

books all fo r young yOll llg people. He He is presently presellily workillg on cOlllp"lers computers for working all projects: he is writillg on two major projects: writing a series of books 011 on how to crenf e graphks-and-sound graphics-alld-solmd adventure games. He is also to create workillg lid-adven t ure series for working 011 on n a computer mystery-a mystery-and-adventure yOllllg young people. Ihe falher Iwo yOllllg As the father of two i/oung childrell children,, Fred has becollle become cOlleet/ led w ith ill trorlucillg the compufer concerned with introducing computer to children as a a wOllderfll1 001 mlher Ihall as aa forbidding forbiddi llg eleclrollic wonderful 1 tool rather than electronic device. device. His CO/ill/III column appears 1Il0nlhly monthly in COMPUTE!. 116

COMPUlt! COMPUTE

Jol'luolY. January. 1983

you w ith a useful usefu l column thi with thiss month month.. Chu ck recently sent me a program he wrote Chuck that modi fies my "Talking "Ta lking Hea d" program progra m for the modifies Head" Apple. [n on, Chuck's program p rogram is a subIn my opini opinion, sub e origina rsion . It's It' s stantial stantial improvement on th the originall ve version. exactly the kind of fee dback I'd lilike ke to ge m feedback gett fro from my rea ders, Tha nks, Chu ck! readers. Thanks, Chuck! Below is Chuck's letter lette r aand nd his program: progra m: ill regard to YO ll r collllll nwhich /I alll am writing in your column which appears ill the Septelllber COMPUTE! Magazine. Magazille. I found fall lid in September isslle issue of ofCOMPUTE! YOllr tillg, but the cha/lges sugges t your article article interes interesting, changes 'lOll you suggest for the the Apple II were, ill in Illy my opinioll opinion,, illadeqllate. inadequate. The Apple is incapable of printing aa reverse slash (as is this ancient typewriter) typewriter),, so the head shape YOll you des igned does not work. Also, Also, 'lOll sllggest deleting the designed you suggest

SOli lid subroutine, sllbrolltille, but it makes Illakes the program progralll much Ill uch more Illore sound in teresting. I have revised 'lour progrtllll 10 ll all interesting. your program to rll run on the Illight like to see it. it . I also failed fa iled Apple and thought 'lOll you might to see 10 understand why 'lou didn't draw the Ilead usillg to you head using graph ics; as 'lOll graphics; you cal'l can see, the reslllting resulting allimatioll animation is 1l11ICil much Illore more effective, effective. IIlcluded also is aa sound soulld driver program progmm for tile Included the sillce, as we kl1OW, Apple is only Apple in lille line 20, since, know, tile the Apple capable of rlldilllentary Apptesoft. It rudimentary buzzes and clicks ill in Applesoft. is POKEd illtO Illemonj at $0300 alld into memory and the POKEs in the sO lllld subroutines subroll tilles are as follows: POKE 768 ,x (where sound 768,x 11II Illber betweell sets tI,e ile frequCllcy. x is a a number between 1 1 alld and 255) sets the tO tone frequency. POKE ,y (y also betweCll sets the tone POKE 769 769,y between l1 and 255) sets durn tioll . III progm m Cllclosed sallie values duration. In the program enclosed II used the same as the origillOl progralll; whether li lids the same sallie is original program; -whether it SO sounds un likely, but with sOllie adjust lllellt it could cOllie unlikely, 'with some adjustment come close. Well progralll Olld Ilk you for fo r Well,, I hope 'lOll you like tile the program and tho thank YO llr time. your time. Chu ck John ston Chuck Johnston 10 20

***

PDKE SOUND DRIVER INTO MEMORY REM **» POKE FOR FDR I = 770 TO 795, 795: READ M, M: POKE I,M, I,M: NEXT

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40 40

GR GR

50 50

FOR PP == FOR

IN IN 18,22 18,22 AT AT 32: 32:

HOME HOME TO 800: 800 : 11 TO

5040 5040

NEXT NEXT

REM ***DIMENSION ••• DIMENSION VARIABLES VARIABLES REM

100 100

120 120

::

N == N

1: 1:

REM ^MESSAGE 'MESSAGE POINTER POINTER REM

HLIN HLIN

37 37

***

5050 5050

COLOR= COLOR=

5200 5200

REM REM

••• CLOSE MOUTH MOUTH ♦♦♦CLOSE

1: 1:

HLIN HLIN

19,21 19,21

5220 5220

POKE POKE

1B52,177 1852,177

5230 5230

RETURN RETURN

500 500 510 510

REM REM *** FRIEND FRIEND MASTER MASTER GOSUB 1010: 1010: REM REM *FRIEND .FRIEND WAKE WAKE UP UP GOSUB

520 520

GOSUB

Gosue 2010: 2010: REM REM

*FRIEND

'FRIEND TALK TALK

530 530

GOSUB 3210: 3210: GOSUB

REM REM

.STORE CHILD'S CHILD'S NAME NAME *STORE

540 540

GOSUB 2010: 2010: GOSUB

REM REM

♦FRIEND .FRIEND TALK TALK

5250 5250

REM ♦♦♦ ••• OPEN OPEN MOUTH MOUTH REM

550 550

PRINT PRINT

5260 52bO

POKE POKE

::

PRINT PRINT

::

PRINT PRINT

::

PRINT PRINT

::

PRINT PRINT

1000 1000

REM *** ••• FRIEND FRIEND WAKE WAKE UP UP REM

1010 1010

GOSUB 5010: 5010: GOSUB

REM REM

1020 1020

Gosue 5410: 5410: GOSUB

REM REM

1035 1035 1040 1040

FOR P = 11 TO BOO: 800: NEXT FOR GOSUB 4000: 4000: REM REM »WAKE .WAKE UP UP BELL BELL GOSUB

1050 1050

GOSUB 5460: 54bO: GOSUB

1060 lObO

FOR PP == FOR

1070 1070

GOSUB 5320: 5320: GOSUB

1080 1080

FOR PP FOR

1085 MM =1085

= =

O. 0:

.DRAW FACE FACE *DRAW .DRAW SLEEPING SLEEPING EYES EVES *DRAW

REM REM

.DRAW OPEN OPEN EYES EYES ♦DRAW

11

REM REM

TO TO

100: 100

Bosue 5460: 5460: REM REM

GOSUB

1100 1100

FOR PP = FDR

1110 1110

RETURN RETURN

2000 2000

REM

••• ***

2005 2005

REM REM

• * N N

NEXT NEXT .WINK EYE EYE *WINK

4B20: GOSUB 4820i

10 90 1090

200b NN =2006

5280 5300 5300 5320 5320 5330 5330 5340 5340 5400 5400 5410 5410 5420 5420 5450 5450 5460 54bO 5470 5470 5500 5500 5510 551 0 5550 5550 5600 5bOO 5610 5bl0 5280

END END

TO 600: bOO: 11 TO

NEXT NEXT

REM REM

.WINK NOISE NOISE ♦WINK

.DRAW OPEN OPEN EYES EYES

*DRAW

TO 800: BOO: 11 TO

NEXT NEXT

FRIEND TALK FRIEND SELECT MESSAGE MESSAGE SELECT

+ 1: 1: REM REM

.. SET SET POINTER POINTER TO TO NEXT NEXT MM *

ESSAGE 201 0 2010

READ SNUM: READ ES ES

IN

REM REM

• ♦

SNUM = SNUM

NO. NO.

OF MESSAG MESSAG OF

SET SET

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tter which la ngua ge is being taught, in No ma matter language introducing programming programmjng to stud ents we ge nerstudents gener s, co ntrol sstruc trucally use a few simple command commands, control tion , conditionals, branching and tures for itera iteration, modules, aand nd only the th e simplest (if aany) ny) data stru cstruc tures. ese are th e elements we would ex pect to tures. Th These the expect make up a simplified language. The th ird activity of programming progra mmin g is testing third and debugging. Begilmers n suffer a great deal Beginners ofte often of fru stra tion in finding aand nd correcting errors. frustration errors. Some programming progra mming la nguages facilita te debu glanguages facilitate debug tching sy ntax eerrors rrors as ging by such things as ca catching syntax the program is entered and all ow ing the program allowing n be analyzed to be run one step a att a time so it ca can carefully. Languages La nguages ddesigned esigned to introduce pro progra mming should conta in ssuch uch ddebugging ebugging aaids. id s. gramming contain KidstLiff and Karci Karel the provid e ssimple imple Kidstuff the Robot provide tudents ca n lea rn programming progra mming languages so sstudents can learn fundam e ntals with a minim al amount of frustra frustrafundamentals minimal n help sstudents tud ents master tion and delay. They ca can recommend ed principles of program progra m design while recommended painma king th e coding and debugging stages as pain making the less as possible.

There aare re also two control control elemen ts ssimilar imilar to elements GOTO branches bra nches and FOR/NEXT loo ps in BASIC, loops as well as two simple va riabl es, X variables, X and Y. lets you ""teach" teach" the co mIn addition, Kidstuff lets com mpl e, you ca n tell puter new commands. Fo Forr exa example, can the computer how to dra w a squ are ooff size 5: draw square TOSQUARE BL IbeginaloopI [begin a loop] OFS fdrawforwardS teps l DF5 [draw forward 5 sstepsl TR [turn right 90 degre e,sl degrees] RL 4 (repeat e' loop 4 times RL4 [repeat th the timesl)

O nce this is entered UA RE can be used just just Once entered,, SQ SQUARE ny of the built-in commands. This capability, like a any similar to th e use of procedures p roced ures in Logo, encourthe encour ages modular programming. progra mming. facilita te ddeeKidstuff has severa severall features to facilitate bugging. Firs t, syntax errors are ca ught as the bugging. First, caught endly, clea mesp rogram is entered, and fri program friendly, clearr error mes sages are given ch easier for children to given.. It's mu much dea ith aann error message which says "OOPS! deall w with "OOPS! RSTAN D" or TH E COMPUTER DOESN'T UNDE THE UNDERSTAND" "OO PS, LI NE NUMBER NUMB ER ERROR" ERRO R" than messages "OOPS, LINE SYNTAX ERRO R" or "E RROR 11 2" such as ""SYNTAX ERROR" "ERROR 112" Kidstuff lan guages. found in other languages. Kids/Llff, by Th omas R. Smith, is suitable for chilKidstuff, Thomas chil Also, Kidstuff Kids lLIff has a WALK option which tells dren as young as firs nd grad es . It is al so firstt or seco second grades. also ow th e instructions in the the compute computerr to foll follow the appropria te as aann easy introduction to program programappropriate en wa lking, the comprogram one at a time time.. Wh When walking, com Kids tuff o perates on PET ming for older children children.. Kidstuff'operates ays an instruction, ins tru ction, follows it, aand nd th en puter displ displays then ters, aand nd a version fo re 64 comcompu computers, forr Commodo Commodore com wa its for e SPACE befo re waits the child to press th the BAR before pute rs is being ddeveloped. evelo ped. puters going on to the nex tru ction. Thi nextt ins instruction. Thiss option, sim simiind s of th e Kidstuff language let Th e comma The commands the la r to TRACE or STEP ooptions p tions in so me ve rs ions of some versions te pictures on the lar children write programs to crea create lu able for helpi ng chiloth er la nguages, other languages, is very va valuable helping chil compu ter screen and play music. mu sic. The language computer dren analyze their progra ms and find bu gs. programs bugs. and s itself is a mix of turtle graphics-like comm commands Thi e language la nguage (I escribed all of Thiss simpl simple (I have d described (e .g., DF for dra w forward (e.g., draw forward,, TR for turn right), n introdu ce children to most ait) ca can introduce of the fund funda es like those in Logo, branches bra nches aand nd loo ps modul modules loops nce pts of p rogrammin g . The onl y main mental mental co concepts programming. only IC, a comma nd to use aany ny simila similarr to those of BAS BASIC, command concep issing is tha the re are no co ndi tiona l conceptt m missing thatt there conditional of the PET gra phics symbols, a music command graphics command,, command s. (IF-THEN) commands. and special feat ures to aid debugging. debuggin g. special features Kids/lIff is not a powerful powe rful language. It is ve ry Kidstuff very This sound sh-mash, ·but bee n soundss like a mi mish-mash, but it has been in the numbe va riabl es, loops, a nd limited numberr of variables, and to a coherent teaching tool. A particu particublended in into ma nd s possible. Howeve r, these limits new com commands However, larly good feature of the Kidstuff Kids tuff-package package is the is tract from its intended purpose. O nce do not d distract purpose. Once ma nu al, w hich contains 13 tu torial lessons, demmanual, which tutorial dem find the limits of Kidstllff co nstraining, children Kidstuff constraining, tion programs, program s, and suggested projects. p rojects. The onstra onstration ey are ready to go on to learn lea rn BASIC BAS IC or Logo they Logo.. Kids /Llff language and ma nual make it possible possibl e for fo r th Kidsiufffonguage manual mas tered Kidst llff first, th ey will find it Having mastered Kidstuff first, they aallll teachers to introdu ce programming to th eir introduce their eas ie r lea rn other la nguages. easier to learn languages. stud ents. Th e manual manua l ca n be aann ex tre mely valustudents. The can extremely valu fo r teachers who are not th emselves able aid for themselves kn ow ledgeable about programming. knowledgeable Karel The Robot The comm and s of the Kidstuff Kids/Llff language aare: re: commands rd E. Pattis, Pa ttis, is designed Karel lite the Robot, by Richa Richard OF fo rward DF -- draw forward fo r high hig h school ents. It teaches for school and college stud students. JF -- jump forwa rd w ith out ddrawing raw ing forward without tructured prog rammin g aand nd can rve co ncep ts of s concepts of structured programming can se serve TR -- turn right 90 degrees scal, a lan la nas an excellent bridge to learning Pa Pascal, TL -- turn tu rn le ft 90 ddegrees egrees left eges aand nd univer uni verguage now taught in many coll colleges P -- selec raw ing (a ny letter, selectt a symbol symbol for d drawing (any sities aand nd becoming increasingly popular po pular in high number, or PET ggraphics raphics sy mbol ca n be used) schools. There is a book abo symbol can ut Karel the tlte Robot's about playaa note of a speciti ed pitch aand nd B# -- play specified language and a "simulato r" fo r App le mpu ters "simulator" for Apple II co computers dura tion duration that lets you explore th nguage . thee la language. 122 122

COMPUTE!

JcnJary.1983 January. 1983

Kareltlze Robot's world world consists consists of of aa grid g rid of of Karel the Robot's and avenues, avenu es, walls walls which which block block Karel's Karel's streets and streets pa ths, and and beepers beepers which which Karel Karel can ca n pick pick up, up, carry, ca rry, paths, and place p lace on on street street corners. corners. Karel, Karel, like like all all well-be well-beand haved robots, robots, obeys obeys simple simple commands. command s. These These haved

Course Course disks, disks, which which contain contain solutions solutions to to all all the problems in in the the Karel Karel book, book, are are available available for for the problems $150. The Karel Karel the the Robot Robot book, book, published publi shed by by John John $150. The Wiley Wil ey and and Sons, Sons, isis also also available available separately. se parately.

are:

Kidstuff Kidstuff ThOll/as R. R. Smith SlIIith Thomas

are:

MOVE -- go go forward forward 11 block block MOVE TURNLEFf -- pivot pivot 90 90 degrees d egrees to to the the left left TURNLEFT PICKBEEPER -- pick pick up up aa beeper beeper PICKBEEPER PUTBEEPER -- put put aa beeper beeper on on aa corner corne r PUTBEEPER TURNOFF - end the the program p rogra m TURNOFF-end

addition, Karel's Karel's language language contains contains control control In addition, In elements for for repeating repeating instructions in structi.ons (the (the Pascal Pascal elements ITERATE-TIMES and a nd WHILE-DO WHILE-DO commands), commands), ITERATE-TIMES (IF-THEN-ELSE), and and grouping gro upin g conditional tests tests (IF-THEN-ELSE), conditional (BEG IN/END). It also also lets instructions into blocks (BEGIN/END). instructions you define define new new instructions. in structions. These are a re some so me of

mos t important important elements elements of of Pascal, Pascal, and Karel's Karel's the most langua ge also uses uses Pascal-like Pasca l-like syntax. sy ntax. language Karellize Robot book book contains co ntains six s ix chapters cha pte rs The Karel the Robot w hich present prese nt Karel's Karel' s world and language langua ge with with which problems, and exa mple programs, suggested problems, example va luable information informa tion about good programming valuable Th e book is very well done don e and can ca n be be practices. The th e simulator. However, However, the used without the ad ds a great deal. dea l. simulator adds simu lator has a number of excellent The Karel simulator features . After you enter your program, prog ram , itit is features. a nd useful diagnostic checked for syntax errors, and The re is even eve n a sspelling pelling check messages are given. There routine - for exa mpl e, if you type "MIVE" " MIVE" the example, computer will display a message saying "I " I ASAS SUME YOU MEAN MEA N MOVE" MOVE".. Once your program rrect, yo u can create th e world is syntactically co correct, you the nt Karel Ka rel to run yo ur program. progra m. in which you wa want your Kare l a sstarting tarting location and You assign Karel specify the loca tions of walls aand nd beepers. You locations then have ma ny options as to how to run the pro promany gram n select high, medium gram.. For example, you ca can medium,, or low sspeed, peed, and yo u can have Karel you Karel leave a trai traill as he moves. Karel's world is stark, with Karel Karel looking like an arrow head on the scree n . But arrowhead screen. cl ea rly shows how your watchi ng Karel move watching clearly program operates. A ""monitor monitor mode" opti on is an ex tremely option extremely va luable learning aid valuable aid.. In this mode, you can concon trol exactly how Kare Karell proceeds through your program. You can tell Karel how many ssteps teps to oes so and then pau ses for your next execute; he ddoes pauses command ny point you can tell Ka rel to run command.. At a any Karel the program in reverse, di splay each command as display as it is executed, run the program until reaching aa specified ptions w hich specified command, command, and and use other o options which make it easy easy to analyze and and debug debug programs. Kare/tlze Karel the Robol Robot is aa well-designed, gentle gentle inin trodu ction to troduction to programming, as as well well as as aa solid solid stepping-stone ted in lea rning stepping-stone for for people interes interested learning Pascal. Pascal.

Karel Karel The The Robot Robot

Cybert nmics CyiJerfrollics

P.O. P.O. Box345 Box 345

999 999 Mount MOlll/t Kemble Kelllble Ave. Ave.

Dedhalll, MA MA 02026 02026 Dedimm,

Morristown, Mo rristowlI, NJ N f 07960 07960

$59.95 cassette cassette S59.95

$85 S85

$69.95 disk disk (including (il/eludillg backup) backup) $69.95

MEMOREX

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(2 15) 822·0700 8 2 2-0 700 (215)

January, 1983 1QB3 COMPtIltI COMPUTE! 123 123 Jonuory.

Micros With The Handicapped Susan Semancik Semancik & &C C. Marshall Marshall C Curtis Susan urtis

Developing A Communications Program of CO columns handi This is Part 3 of a series of /I1I1I1I S to help the halldicommunicate. Apple, capped colIl/lIlIl/ica te. The "program progrnlll is for the App/e, PET, and VIC. PET, ol/d

requires the foll owin g cha nges . following changes. 10 TEXT: HOM E: REM CLEA RT EXT SCREE N HOME: CLEAR TEXT SCREEN P=S(C) 7S 75P = S(C) + TP 95 IFBR=OTHE NTP=TP 95IFBR = 0THENTP = TP + W:IFTP)39 W:1F TP>39 THEN TP=O:REM TP = 0:REM UPDATE TAB IF LINE ENDS WITH NOLF 300 VTAB 2: INPUT"ROW #, COLUMN ##?? " ;RN,CN UT ON 2ND LINE ;RN,CN:: REM INP INPUT 310 VTAB 1: PRINT M$(RN,CN): MS(RN,CN): REM DES IRED DESIRED P LIN E MENU ENTRY PRINTED ON TO TOP LINE

shows The following ooutline utline sho ws the progress we've made so far in deve developing non lop ing a.a program to help no nverbal, com mve rbal , motor impaired individuals in their co munication needs: needs : I.

Introduction April Introductio n (COMPUTE!, (COMPUTE!, Ap ril 1982)

II. Men Menu u setup (COMPUTE!, June 1982) III. III . Selection process process A. Menu selectio selection n

1. Menu sstorage torage a. Subscripted variables variab les b. b . DATA lists li sts c. Screen values va lu es d. d . Peripheral Periphe ral devices devices e. e. Memory Memo ry blocks 2. 2. Multiple Mu ltiple menus me nu s a. Access b. b . Display Display Selection Of Menu Menu Example Exa mple 99 uses uses subscripted su bscripted variables variables and a nd adds adds lines lines to the the programs programs of of Example Example 88 (June, (june, 1982) 1982) in order o rder to to display display aa chosen chosen entry entry of of the the menu menu at the the top top of of the the screen. screen. The The user user indicates indicates an an entry entry by by giving giving its its menu me nu row row number number and and column co lumn number number (menu row numbers numbers start s ta rt at at one one and a nd increase increase (m enu row from from top to p to to bottom, botto m, and and menu menu column column numbers numbers start a t one one and and increase increase from from left left to to right). ri g ht). start at In In general, general, the the following following changes cha nges to to Example Exa mple 88 will will produce produce Example Example 9: 9: change change lines lines 5, 5, 25, 25, 70, 70, and a nd 130: 130: and and add add lines lines 300, 300, 310, 310, and a nd 360. 360. Also, Also, the the menu menu is is changed changed so so itit will will fit fit on o n all all three three com computers. puters. Example Example 99 will will work wo~k on o n the the VIC VIC ifif W W is is changed changed to to 22 22 in in line line 20. 20. The The Apple Apple computer computer 12J 124 COMPUTE! COMPUTE! January, JOl"lJOry.1983 W83

,

Since most home co mputers use memo rycomputers memorywhe n yo u PRINT PRI NT cha racte rs oonn mapped video, when you characters the computer' computer'ss display screen, these characters are stored s tored as screen values va lu es in a block ooff memory. va lues within w ithin this block of Usually, changing the values mem ory will change the th e screen contents con tents faster fa ster memory PRI NT commands comm a nds will. w ill. tha n using PRINT than If you PRINT a menu me nu to the screen sc reen from fro m DATA don e in Example Exam ple 9, you actually statem ents, as is done statements, have the menu stored in memory memory twice: twice: once with within the th e program storage area a rea of memory, memory, and once o nce in the th e video-mapped area of memory. memory . If If you also save the menu me nu using usin g subscripted variables, then you've increased the th e memory areas to three, since it is now now also also stored stored in in the the variables-storage variabl es-sto rage area it of memory. memo ry. This This can can be be disastrous disastrou s ifif your yo ur com comof pute r has has only only aa small s mall amount amo unt of of memory m emo ry and/or andlor puter your program program or or menu menu is is large! la rge! your

Selection Entry Selection We can ca n eliminate eliminate subscripted subscripted variables variables by by using using We the RESTORE RESTORE statement stateme nt to to pick pick the the words words out out the from the the program's prog ram 's DATA DATA statements sta tements when w hen we we from need them. them . This This is is implemented impleme nted for the th e PET PET and need VIC computers computers in in Example Exa mple 10, 10, which which lists li sts the the VIC changes to to be be made made to to Example Exa mple 9. 9. Make Make the the same sa me changes changes to to the the Apple Apple version versio n of of Example Example 9, 9, along alo ng changes with the the following followin g change: change: with 350 READ READ MS: MS: VTAB VTAB 1: 1: PRINT PRINT M$: MS: REM REM DESIRED DES IR ED 350 PRINTED ON ON TOP TOP LINE LINE MENU ENTRY ENTRY PRINTED MENU

Thi s program program also also allows all ows an an entry en try to to be be This selected by by its its menu menu row row and and column column numbers numbers selected and displayed displayed at at the the top top of of the the screen. scree n . The The ad adand va ntage here here isis that tha t no no extra ex tra memory memory isis required req uired vantage to store s tore the the entries entries as as would wou ld be be needed needed by by using us ing to va riables. The disadva nta ge is that no no subscripted subscripted variables. The disadvantage is that ca n be read in the program oth er DATA sta tements other DATA statements can be read in the program without careful ca reful checking checking on on where w here the the RESTORE RESTO RE without and rereading have left the DATA pointers. and rereading have left the DATA pointers. Note that tha t previous previous non-menu non -men u DATA DATA entries en tries Note are bypassed bypassed in in line line 310 310 of of Example Exa mpl e 10. 10. If If there there are had been been any a ny non-menu non-men u DATA DATA entries entri es needed needed had menu selection, se lection, we we would wou ld have ha ve had had to to after the the menu after read through .through the the rest rest of of the th e menu men.u to to get ge t to to the the read ri ght DATA DATA statement statement after a fte r it. it. (Some (Some computers computers right don ' t have have this this problem, problem, since since their th eir extended ex tended don't BASIC allows allows restoration restoration to to aa particular parti cular DATA DATA BASIC statement.) statement.) alternati ve to the the use use of of the the RESTORE RESTO RE An alternative sta tement and its its possible possibl e DATA DATA pointer pointer problem problem statement pick the the selected menu me nu entries e ntri es from from the th e videois to pick is a rea of of memory. This This will, however, howeve r, mapped area ca use loss loss of of program mobility mobility between different cause home computers, since si nce this area a rea of memory is not home standard ized location. loca tion. This This can ca n be seen see n by a standardized exa mining the differences between betwee n the versions examining which uses the the PEEK PE EK statement stateme nt to of Example Exa mple 11, which of va lues of the selected entry, pick up the screen values POKE statement to display the entry and uses the POKE screen . In particular, particu lar, the VIC at the top of the screen. need s to add ad d the following follow in g lines, the last of which needs text to be visible is used to set the color register for text when POKEing the top line of the screen: screen: 130 SP;7680: p; SP+ (SR-l)'W: GOTO 300 SP = 7680: P= SP +(SR-1)*W: 312 Cl; CL = PEEK(646): PEEK{646): FOR II ;= 38400 TO 38422: POKE NEXTII I,Cl: NEXT I,CL:

The Appl e also needs need s to add the following lines, Apple the las lastt of which is used to help account for the non-linear mapping of th e screen: the 130 SP;1024: SP = 1024: GOTO 300 312 R; BR: REM R; R = SR+ SR + RN-l RN-1 +(RN-l)' +

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cassette was very very sim simple. casse tte was ple. 1. Open Open the the cassette cassette file file for for writing writing 1. 2. While While there there are are mo more birds to go go onto onto the the 2. re bird s to list 2.1 Input Input aa bird name 2.1 2.2 If the the name does does not have typos typos 2.2 2.2.1 Then Then write write the the name name on on the the tape 2.2.1 file file requestt re-entering re-entering that bird 2.2.2 Else reques name 3. Close the the fil file 3. e We'd to make cha changes We' d need to be able to nges in the list results were being tabulated as when the count result;; some unexpected birds and other other som e unex pected bird s would appear, and expected ones would not. expected o nes no t. form, however, rm, howeve r, this list For creating the field fo would be used directly. We wanted the complete form to fit o on form n one page for convenience in the field. By read reading whole ing the w hole list into aann array in memory, then printing the list in two columns, memo ry, rray and oone ne from one from the beginning of the aarray midpointt of the aarray, the midpoin rray, all the names fit oon n oone ne sheet. There was even space fo forr eig eight ht unexpected birds to be noted on th the form. e bottom of the fo rm . To divide up the tally space, a row of dashes was divide up the tally space, a row of dashes was printed in fro front nt of each bird name. The procedure was this: Initialize 1. Initia lize array space for names na mes 2. Initialize In itia li ze dash string to correct number of dashes 3. Open name file fi le 4. Read complete comple te list into array 5. Close name na me file 6. Specify format format to printer 7. While more copies of of the form are a re needed needed 7.1 For number of birds from one to 7. 1 birds o ne half of total 7.1.1 string; bird name 7.1.1 Print dash string; (counter); dash string; bird (counter); bird name na me (counter + halfnumber) (cou nter + ha lfnumber) 7.2 four lines lines of of pairs pairs of of double-dash double-d ash 7.2 Print four strings strings By By using using the the formatting formatting capability capability of the the CBM CBM printer, printer, itit was was easy easy to to line line up up the the strings s tnngs in "~ even even rows. This could have been done by padding have been done by paddmg the the rows. This name name strings strings with with blanks bl anks so so they they would would be be an an even even length, length, as as II did did later la ter in in this this project, project, doing doing the the report. repo rt.

Processing Processing The The Results Results After After the the day day of of the the count coun t we we were were ready ready to to tabu tabulate the data data that that had had been been collected. collected. The The primary primary la te the subtasks subtasks of of the the tabulation tabulation and and report report writing w riting pro pro-

cess cess were were these: these: 1. 1. Get Get the th e bird bird list list and and edit edit itit 130 130 COMPUTl! COMPUTE! .armory. Jonuory.1983 1983

2. n by party 2. Input the the numbers numbers of of species species see seen party 3. 3. Calculate Calculate the cross cross totals and and species species counts counts 4. 4. Print Print the the report 5. r future 5. Save Save the the data data fo for future use Each of ld be divided er. of these these wou would divided furth further. The s was stored The list of of names of of expected expected bird birds stored pe, but some of s had oon n a cassette cassette ta tape, of these these bird birds had no hil e a few nott been found found on the count day, day, w while few unexpected others did appea r. Using a simple appear. simple ed iting program, we read in the original list aand nd editing w rote out a new list of aallll the birds sig hted on wrote sighted that year's count. The procedure was this: 1. 1. Initialize an array for the names 2. Open the maste masterr list file 3. Read na mes into the array names 4. Close master list file 5. Open lilist st (lIe file for this yea yearr 6. While no rray nott at end of list in aarray 6.1 Print next name oonn lilist st for user 6.2 If a new name sshould hou ld be inserted before next name 6.2.1 6.2.1 Then accept input of name to be inserted Write new name to year fifile le nex t na me sho uld be kept 6.2.2 Else if next name should Then write w rite name to yea yearr file na me Move to next name 7. Close the fifile le with this th is year's list li st This procedure p rocedu re deletes birds not seen by simply skipping over them and not writing them on the current year list file. next step required req uired entering ente ring the data on The next of each bird bird by each party. The input input sig htings of sightings of the project project mechanism II chose for this portion of was the READ-DATA combination. With this program in method, the data is specified in the program statemen ts that look look like this: no n-executable statements non-executable 2001 DATA DATA 5,0,4,14,6,3,9 5,0,4,14,6,3,9 2001

executable statement statement (READ) (READ) They are read by an executable in the program. p rogra m. II think think of of this this method method elsewhere in elsewhere a ttaching aa data file onto o nto the end end of of the the program. program. as attaching When using using aa PET, PET, there there is is aa very good good reason reason When this: the PET PET screen screen editor. editor. for doing this: for The built-in built-in editor editor on Commodore computers computers The very fl exible a nd easy to use, no t only coris is very flexible and easy not only for cor but also also for for duplicating duplicating lines lines or or recting typos, typos, but recting parts of of lines. lines. II find find that that entering entering aa lot lot of of numerical nu~ e rical parts data is hard to do accurately, even when usmg aa data is hard to accurately, even when using number pad. pad. If If such such data data is is being being input input interac interacnumber tively, the the user user must must be be asked asked to to confirm confirm each each tively, correctness, making data entry very item for item for correctness, making data very boring. boring. . the screen screen editor, edito r, however, however, makes makes itIt Using the Using painless to to get get aa complete complete set set of of correct correct relatively painless relatively

d ata via via DATA DATA lines lines within within the the program. program . data For this this project, p roject, we we needed needed the the number number of of For of each each species sp ecies seen by by each each party. party . II used birds of

Bird Bird Count Count Results Results HUMBER SEEN BEEN BV BV PARTY PARTY NUMBER

one DATA DATA statement statement for for aa set set of of three three birds, birds, with with one line numbers numbers of of the the statements sta tements keying keying back back to to the line fro m the cassette cassette file fil e with with the the the names na mes from combine the

COMMON COf'W'tON LOON

LOON

-

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to

TOTAL TOTAL

2 2

3

4

5

6

0

3

0



0

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the birds bird s on on the the list. II then then ran ran the the program p rogra m to to the

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ARCTI C LOON LOON ARCTIC

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1. Open Ope n name name file file 1.

RED- THROATED LOON LOON RED-THROATED

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2. Initialize Initialize array for for names names 2.

LOON SP. SP . LOON

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on the the sightings. sightings. data on

4. Close Close name nam e file file 4. results file fil e on cassette ca ssette 5. Open results 5. Fo r birds birds from from 11 to end e nd of of list lis t in in array a rray do do 6. For set of of data da ta from from the sequential sequen tial 6.1 Read Read a set 6.1 DATA statements sta te me nts DATA next name from the array array 6.2 Get the next 6.2 plus the data to the 6.3 Write the name na me plus 6.3 file results file results file fil e 7. Close results now you have noticed that that II write inter interBy now teps of my my processing out to cassette mediate s steps fil es frequently. This is not because beca use II enjoy enj oy waiting wa iting files fo r the tape read and writes. w rites. It is my insurance insura nce for aga ins t radical loss. loss. II am a m cautious enough about against my machine and the perfection of my programs prog ra ms wa nt to ge that II never want gett too far away from my last Additiona lly, by dividing di viding the total tota l project p roject platea u . Additionally, plateau. into chunks, chun ks, each of the parts did not come up aga ins t the size limitation of 8K memory, while w hile a against project undoubtedly p rogram to ddoo the complete project program would have. Creating The Report

The next sstep tep was to actually process the data. data . This cycle, II read each line of data da ta including the name from the cassette file and processed the numbers in it. the n packed it into a sstring tring variable va riable it. I then aand nd put it tempora rily in a n array. It was necessa ry temporarily an necessary beca use th e memory is into do this in sections because the in sufficient to hold the complete set of da ta in the data array array.. This was sstill tit! quite con ve nient, though, thou gh, be beconvenient, that 25 lines of da ta, plus a headca use we found cause data, head ing, fit nicely on a page for the re port. We pro proreport. cessed it in units of this size, eending nding up with a report with five pages of results (see the chart). After each se sett of 25 was processed, we printed ed numbe the need needed numberr of copies of that page of the t. The las report, th en proceeded to the nex then next. lastt page was somewhat di ffe rent beca use of the totals, but different because the gen eral process was this: general this: 1. O pen input file Open 2. Initialize a) a string array of 25 elements b) an eight-element array to read the da ta data into (seen)

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US 11:5

TOTAL. TOTAL INDltJlDUALS INDIVIDUALS SEEN3EEN- 11944

Jafiuaiy 1983 JonucJfy.1983

COMPUTE! COMPUTI!

131 131

c) aan n eight-elemen rray to co unt species eight-elementt aarray count seen by party (count) trings 3. Create the heading sstrings 4. For the first hundred birds (four se ts) do sets) 4.1 For 25 data lines do 4.1 (name 4.1.1 Read a data line (na me and eight numbe rs into see n (party)) numbers seen 4.1.2 For each of the eight parties 4.1.2. 1 If bird seen by the party (not 0) 4.1.2.1 Then increment co unt (part) by 11 count 4.1.3 4. 1. 3 Sum numbers seen across the eight parties pa rties 4.1.4 Make strings of th e numbers seen the aand nd the total total 4. 1. 5 Bui ld a string of the na me, numbe 4.1.5 Build name, numberr sstrings, trings, total sstring tring 4.1.6 the 4.1 .6 Place this output sstring tring in th e string aarray rray late grand total of num num4.1. 7 Accumu 4.1.7 Accumulate n . bers see seen 4.2 copies 4. 2 For the number of co pies of the report needed 4.2.1 Print heading 4.2.2 Print th e se the sett of 25 output lines 4.3 Write the set of 25 output lines to a file Th e process was repeated repea ted in a simila The similarr manner for the la st page. Here He re th ere were fewer data lines, last there and at the th e bottom of that page, the total number seen the totall e grand tota of sspecies pecies see n by each party pa rty and th ls and of species see n were printed. printed . of individua individuals seen output When building the ou tput string, the th e name nam e nd number strings were padded with blanks, aand ffecti vely formatting fo rmatting the printed output. BAS IC's eeffectively BASIC'S functionss make thi thiss quite si simple, sstring tring function mple, and storing in one string array again aga in saves space in memory. memory. Using these th ese programs, we have been able to get reports out to participants within a week of pl eased with the quality the count. We have been pleased a nd aattractiveness ttractive ness of the reports, re ports, as well as ap preand appre ciating pe rso nal computer to make cia ting the use of our personal aanother no ther hobby, hobby, birding, birding, even even more more enjoyable. enj oya bl e . © PSST...HEY, PSST ... HEY, SOFTWARE PIRATE! PIRATE!

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P/ M 800 P/M 800 gives gives you you complete complete control control of of all all graphic graphic functions: functions: ' 55 players, les, resoplayers, colors, colors, missi missiles, reso lJi-+' ......,;a. :zs«" lution, priority settings, etc . I lution, priority settings, etc. You You cre~ cre ate ate and and save saveplayers players and and missiles missiles as as strings strings that thatcan canbe beincorporated incorporatedinto intoyour yourown ownbasicJbasic assembler lowing smooth ' assembler programs programs al allowing smooths arcade type action . Complete with a arcade type action. Complete with s r AVAILABLE AT AT SELECT SELECT COMPUTER COMPUTER STORES STORES •• AVAILABLE .' users users tutorial tutorial that thattakes takesyou you step stepby by ' MAILORDERS: ORDERS:Send Sendcheck checkor ormoney moneyorder order plus plus$2.50 $2.50 shipping shipping • MAIL step , exploring step, exploring the the fantastic fantastic graphi graphic.!. andhandling. handling. N. N.Y. Residents add add771/4°/o salestax. tax. ... and Y. Residents %% sales capabilities capabilities of ofthe theATARI ATARI 400/800 400/B00-r• TELEPHONE ORDERS: [5161 549-9141 • TELEPHONE ORDERS: [516J 549-9141 computer. computer. 32K 32KDisk Disk.. $39.95 $39.95 _T ,

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PROTECTOR PROTECTOR

II

By Mike Mike Potter Potter from from Synapse Synapse By You must must transport transport all all your your people people from from the the city city You under attack attack by by Fraxuiian Fraxullan Sllmehordes. SlirnehoI'des. You You must must under lift 1111 them them one one by by one one tint flra' to to the the City Clly o( 01 Hope Hope on on the the

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Fascinating "lIl e." ItII Fascinating program ptogram based based on on the the game game of 01"Life." uses—and extends-the "rules " rul es of of the the universe" unlyerse" uses-and extends—the

from from "Life" " 1I1e" (included (Included In In the the package). package). Both Both players players start start with wllh 99 99 seed seed cells cells which which they they try try to to "plant" " planl" In In the shapes on on the the playfleld. playlleld. Tha The com c0mthe most most effective ellectlye shapes puter puter keeps keeps continuous continuous count count of 01the the cells cells as as shapes shapes grow ot shrink shrink according according to to the the rules. rules. Vivid Vivid color color grow or and and sound sound effects. elleclS. 22 Joysticks Joysticks required. required.

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From Avalon Avalon HIM Hili From

exCiting strategy strategy simulation simula ti on in In which which 1-4 1-04 players players Exciting

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By Schwab Schwab from from On-Line On-Une By Play an an exciting exciting game game of of golf gorf without without getting geltlng up up at at Play

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Vietnam computer controls .rmy; the the .somputer conlrols the the Viet VIet Cong Gong VIetnam army;

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hearts hearts and and minds minds of 01 the the people, people, and and destroy destroy the the VC VC units Challenging operational units In In your your province? province? Challenging operational level combat game game with with hi res res graphics. graphics. level combat

fa irway or ot aa close-up close-up of 01 the the green green for lor teeing teeing off 011 and and fairway putting. 1-4 1-4 players. players. Requires Requires joystick. Joystick. putting.

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From Avalon Ayalon Hili From HIM It's 2582, and you're Joe Joe Justin on the Galactic Fed Federation Starshlp SORCERESS. SORCERESS. Can you clear youryour self of the unjust charge of mutiny? And what part will be played by the 10Y8ly lovely Selena SakarOY'? Sakarov?

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THE THE INSTITUTE INSTITUTE

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By Jyym Pearson from Med Systems" Systems •• By from Mad FJVe games In in 0091 one! You You begin begin In in an an Inslltutlon, Institution, aJ'ld and FIN games successfully negollate negotiate not Just just the Institute must succosslully itself, but lour four other dream adventures as well. 0bOb itself, jects In In each each dream dream help help solve solve problems problems In in the the next. next. Jects Concentrate, or or you you may may tNtWH' never escape escape tile the nightmare nightmare 01 of the Inslltute! Institute!

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STARCROSS

From Infocom

Tell your ship's computer your course coord inates, coordinates, t ing adventure and strap In lot for your exci exciting adventure Into Into space space In search of the the legendary black black holes. holes. Board the lact ship; explore lie drlfllng drifting artl artifact Its many many rooms rooms and ringed corridors. corridors. Encounter allen alien beings beings like the the ringed large large spider spider who who bubbles with with conversation, conversation, and enJoys enjoys gadgets. gadgets. Some, Some, howe'tl!lf, however, are are not so SO frlendlyl friendly!

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YOUR YOUR ATARI ATARI COMPUTER COMPUTER

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System Sys tem (FMS), (FM S), commonly commonly known known as as Atari Atari DOS DOS 2.DS. 2.05.

By Poole, Poole, McNiff McNiff && Cook Coo« from fl om Osborne/McGraw-Hill Osbome/ McGraw·HHI By

Comprehensive, all-in-one alHn-()ne guide guide for for Atari Ala ri 40CV800 400I800 Comprehensive,

vanced programmer. progra mmer. Complete Complete operating operati ng instruc Instruc, vanced

glossary of 01 BASIC BASIC statements statement s handy alphabetical alphabet ical glossary handy and functions; lunctlons; advanced advanced BASIC; BASIC; computer computer graphics; graphics; and

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COMPUTE!'S COMPUTE'S SECOND BOOK OFATARI OF ATARI

From Compute! Compule! Books Books From collect ion of 01n*v«r-b*for« published published An.1I An all now collection articl es on on the the Alari Al arl for lor beginner beginner to to advanced advanced users. users, articles Topics include: Include: Utilities. Utilities, Programming, Programming, Graphics, Graphics, Topics Applical lons and Beyond BASIC, Applications and Beyond BASIC.

n••

n...'·...'o,.

Splral·bound.512.95 Spiral-bound, $12.95

how to 10 create creale your your own. own, You'll YOU'll discover discover the the special special how Atari capabilities capabilit ies 01 keyboard, graphics, of the keyboard, graphics, sound provides an an entertaining entertaining way to to and COlor. and color. The book provides learn more general programming, programming, too. too. iearn more about about general Part Learning Through Through Games. Games. Part Part II: for Part I:I: Learning II: Games Games for the Atari. Atarl. Part Ill: Alarl Special. Speci al. Plus Plus seven seven III: The Atari appendices. appendices.

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MASTER MEMORY MAP

From From Santa Santa Cruz Cruz Software Software Atarl , this II If you are serious about programming the Atari, ant booklet booklet could could become become one one of of your your most most Import important tools. A A highly detailed map of the Al arl 's memory, trie Alari's memory, it details sands of details thou thousands of locations locations and and roullnes. routines. Using Using Ihls this booklet booklet makes makes easier easier the the use use 01 of display display list, list, player/missile, Mlscel· playertmissile, and and interrupt interrupt graphiCS. graphics. The The ""Miscel laneous NOles" ion contains a wealth wealth 01 Notes" sect section of knowl· knowl edge plorations 01 edge picked picked up up by by Santa Santa Cruz Cruz In in Iheir Iheir ex explorations of the Atart. Also es on the Atari. Also included included are are nOl notes on the the new new GTIA GTIA graphics graphics chip. chip.

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By Castlewitz and Chisausky

quickl y, this this book book is is ideal. ideal. ItIt describes describeS general generat 6502 6502 quickly, programmi ng methods, meth ods, provides provides code code lor for more more than Ihan programming

40 subroutines subroutines to 10 help hetp you you improve improve your your program program· 40 ming skills, skills. debug debug or or revise revise an an existing exi sting program; program; add add ming and addressing addressing modes. modes. instructions and instructions

Fill y VisiCalc uding: Fifty VisiCalc models models for for home home and and oltice, office, Incl including: investmen ts, inventory. ts, payroll, investments, inventory, sales sales tOlecas forecasts, payroll, pef· per sonal net worth, home budget planning, family sonal net worth, home budget planning, family in· in surance /'l model stings, surance needs. needs. Each Each comes comes wil with model lilistings, sample nd nanatlve. sample printed printed reports reports a and narrative.

TTw The comprehensive comprehensive manual manual on on the Ihe disk disk File File Manager Manager

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the plus aa lull lull description desc ription of: 01: the the external external the system, system, plus

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.itt~n

DERE DE RE ATARI

ATARI

SOUND AND GRAPHICS

.. . •

.~ ". -



A

G"'

From From APX APX

~-.'

Translated Translated from fron1 Latin, Latin, Ihe the title tille of 01 this this book book Is Is "All " Ali

About About Atari" Atarl" and and itII means means what what itIt says! says! Used Used in In combination with Atari's AIarl's Technical Technical Reference Re ference comblnallon with

By Moce, Moore, Lower Lower and and Albrecnl Albrecht from from John John Wiley Wiley By

Manual, advanced programmers programmers will will be be able able to to learn learn Manual, advanced

This sell-paced, sell·paced, self-teaching sell·teaching guide guide will will have have you you This

to to exploit exploit the the many many hardware hardware and operating operating system syst em features features that that make make the the Atari Atari 400/800 400I800 so 50 tremendous tremendous, ly Iy versatile. versatile. Includes Incl udes aa useful uselul discussion discussion of 01 the the new

compose and and play play melodies, melodies. draw draw cartoons, cartoons. create create compose Each section section teaches teaches sound effects eUeclS and and games. games. Each sound BASIC, the t he most commonly used something new in BASIC, comput er language. language. computer

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An Introduction to Computer Graphics for Kids ot All Ages (or Kids of

00 00 □D

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ihc r.llJJI rsmt 1110

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COMPUTERS FOR KIDS

Atari Atari Edition Edition By Sally Larsen from Creative BASIC programming manuat manual wrillen written lfor kids. or kIds, The BASIC Irom fl flowcharts to color graphiC graphics, including Ihe the from owchart s 10 S, Including sure-to-please Ele s ure- t~p lea se program, ""Scare Scare Mom with an Elephant." instructions and sketches plus phanl ." Detailed Instluctlons of statements and commands. commands. With lesson glossary 01 teachers. plans and ttips ips for parents and teachers. Softcover, $4.95

Assrmbll'r Assembler

By Don & & Kun Inman from Reston

- .:=-=~-

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110m from Osborne/McGraw Osborne/McGraw Hill Hill

ATARI ATARI DOS DOS

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VISICALC HOME AND OFFICE COMPANION By CaslleoYilz and Chisausky

By Leventhal Leventha l and and Saville Saville Irom Irom Osborne/McGraw-Hill OsborneiMcGra w·HIII By

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GAMES & RECREAnONS RECREATIONS

Softcover, 514.95 $14.95

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Wh ile the At arl Assembler Cartridge comes with While Atari w;lh an operati ng manual. ow operating manual, It it assumes that you you already kn know nguage. IIII you're assembly assembly la language. you're new new to the Atari or its its 6502 processor, this bOOk is a must. The Inmans processor, this book must. guide guide you you through through Ihe the rudlment$ rudiments of of this this lascina\ing fascinating type type 01 of programming programming In in clear, clear, easy easy steps. steps. fflCludes Includes lull lull listing listing and and description description of ol 6502 6502 mnemonics mnemonics and addressing addressing modes. modes. Recommended Recommended lor for use In in con· con Junction junction wllh with AS$embler Assembler Cartridge. Cartridge.

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STIMULATING 5nMULAnNG SIMULATIONS, SIMULAnONS, Atari Version Version,, 2nd Edition

By C.w. C.W. Engel Engel Irom from Hayden By handbook 01 of 12 simulation simulation games games includIng including Art Art A handbOOk Auction. Slarshi Starship Alpha.. Monster Monster Chase and and Devll's Devil's Auction. p Alpha Dungeon -— each each complele complete WIth with Ii$ling, listing, sample sample run. run. Dungeon instructions and and proglam program documenl documentation, including ation. inc luding instructions flowchart and and Idea ideas variations. flowchart s l(or or variations. Softcover, $5,95 $5.95

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L_

Computer Computer

listing for the thecore coreof ofth the AUTORUN.SYS propro listi ng for e AUTORUN.SYS gram. What What this this ma machine language program program does, does, gram. chine language inaa nutshell, nutshell, isis to to te temporarily takeover over th the mporarily take e tatask sk in ofssupplying screen editordata data by bysubstitutin substituting upplying scree n editor g aa of new de device handler table and and "get "getcharacter" character" new vice ha ndler table routine for for the the defa default ones pprovided by the the routine ult ones rovided by operating system. At system system sta start-up while the rt-up whi le th e operati ng sys tem . At AUTORUN.SYS program is is active, active, itit intercepts intercepts AUTORU .5YS program all the the keyboa keyboard requests aand feeds out, out, rd eentry ntry requests nd feeds all one characte character at aa tim time, the comma commands which you one r at e, the nd s whi ch yo u have entered. entered. When When itit has has se sent out the the last last cha char have nt out racter of of th the lastt comm command in the the lilist, re'-installs acter e las and in st, itit re-installs the default default screen screen editor editor ha handler table, and and the the ndler table, the system takes takes over over fro from there. system m there. Returning to to the the section section of of the the BASIC BASIC propro Returning gram w which creates the the AUTORUN.SYS AUTORUN.SYS fil file, you gram hi ch creates e, you will find th that consists primarily primarily of of three three loops. loops. wi ll find at itit consists Loop one one (lines (lines 490 490 th through 510) PUTs PUTs th the core Loop rough 510) e core and its its associated associated six six byte header header in into program and to the file as as READ READ from from the the DATA DATA statements statements in in th e file lines 430 430 through through 480. 480. lines 500 of Automate, two numnum Note that in liline ne 500 bers are are changed changed from from the the va values in the the bers lues sshown hown in DATA before putting them in into the DA TA sstatements tatements before putting them to the AUTORUN.SYS The first first is is aa byte byte in in the the le. The AUTORU N .SYS fifile. AUTORUN.SYS fil file header which gives gives the the end end e hea der which AUTORUN.5YS of the the program when loa loaded in mem memory. This is is of program when ded in ory. This the sum sum of of th thee co core and the the the re program progra m length length and number of bytes in the command list. number of bytes in th e command list. Automate Automate also a alters of the also lte rs the the value va lu e of th e immediate imm ed iate aargument rgum ent of the of the CPY CPY instruction in struction in in line line 370 370 of of Program Progra m 2. 2. This set equal equa l to to the the total total number numbe r of o f char charTh is byte byte is is set acters acters (including (incl uding EOL's) EOL's) in in the the command comma nd list. lis t. Loop Loop two two (lines (lines 530 530 through through 550) 550) PUTs PUTs in in the th e com command mand list li st which which resides resid es in in BS. B$. Finally, Fina lly, loop loo p three three (lines (lines 580 580 through throug h 590) 590) adds add s aa twelve twelve byte byte post postscript fi le which which provides provides the the system system with with script to to the the file the a nd run run locations loca tion s for for the th e th e initialization initialization and routine. routine.

1120 20 ?? "" ' Command 17O POKE POKE 766,1:?: 766 1 ; ? *»";

;A$:POKE . 00 ;A*:POKE 766 766, 180? s th a t co rre ct (YIN) 180 ? :7 :? "I "Is that cor -rect iY/N> ?? ";:8 ; : S ET #2,X: ? ::R* R$=CHR$(X) = CHRS(X)

19 0 IF DR -"y " THEN 190 IF R$-"Y" R*="Y OR R$ R«=' 'y" THEN 220 220 200 - "N" OR - " 'n" n " THEN 50 200 IF IF R$ R*="N' OR R$ R*=' THEN 1150 2210 1 0 GOTO 70 GOTO 1170

220 L ~LE N (A$ )+ I - M AX 220 X= X=L+LEN(AS)+1-MAX 230 230 IF IF X(=O X 29): 29): RETURN RETURN

100 ZZ == ZZ ++ 11 -100

(Z > (Z

110 REM REM *** *** ZERO ZERO PAGE PAGE CHANGE CHANGE *** *** 110 FOR II 120 FOR 120

= 00 TO TO X: X: =

IF C(I) C( I) IF

+ 1,0(1)

NEXT:: 130 NEXT 130

A(Z) == A{Z)

THEN THEN

POKE POKE AA

RETURN RELOCATE REL OCATE *** *** IF A{Z) A(Z) > TE TE THEN THEN RETURN RE TURN 150 IF 150 PE EK (A (A ++ 1) 1) ++ T3: T3: IF IF II >> 255 255 THEN THEN II "160 II == PEEK 160 = II -- N:T4 N: T4 == T4 T4 ++ 11 = 2) ++ TT 170 POKE POKE AA ++ 1,1: 1 , 1: POKE POKE AA ++ 2, 2 , PEEK PEEK (A (1\ + + 2) 170 140 140

***

RETURN

REM REM ***

4: 4:

RETURN RETURN

***

***

180 REM REM *** CHANGE CHANGE ABSOLUTE ABSOLUTE ADDR ACDR *** 180 FOR II == 00 TO TO X: X: IF IF CU) C(I) == A(Z) A(Z) THEN THEN KK == 190 FOR 190 NT NT

I N) N) /

(0(1) (D(I)

TS == VAL VAL (H$) (HS) 580 580 TS 590 REM *** *** CALCULATE CALCULATE OFFSET OFFSET *** *** 590 REM 600 TE == TS TS ++ EE -- S:I S :I == ABS ABS (TS (TS -600 TE 605 605

IF IF T3 T3

625 625

- 1: 1: POKE POKE K, K, PEEK PEEK NEXT NEXT :: GOTO GOTO 650 650

630 KK == TS: TS: 630 650 650 660 660

NEXT

NEXT NEXT

::

***

RETURN RETURN

*.*

REM *** PRINT PRINT DATA DATA TABLES TABLES *** REM PRINT "DATA TABLE: TABLE : ";: IF IF HH THEN D0 = PRINT GOSUB 220: 220: GOSUB

710 710

Tl : Tl:

"-

720

PRINT "S"HS"-";:D=T2 "S"HS" -" , : 0=T2 PRINT

22 0: PRINT PRINT H$: HS: RETURN 265 GOSUB 220: 270 PRINT PRINT Tl"-"T2: Tl" - "T2: RETURN RETURN 270 REM REM ***

290

FOR AA == FOR

H0 300 310

REM FOR

320

NEXT:: NEXT

***

A)

350 350

S S

TO

E E

***

*** SKIP DATA TABLES TABLES *** = 00 TO TO T: IF S(I) THEN I =

THEN

330 330 340 340

725 725

*** MAIN MAIN ROUTINE ROUTINE *** ---

280 280

A =• A

E( I ) E(I)

FOR I

= M M GOTO =

NEXT

***

+ +

730

> == S(I) S(I)

>

--*

50,120

450 460 470 480

GOTO 500 *** REM *** 3-BYTE --IF I < < 103 GOTO 500 IF C C > > 2 THEN A(Z)=PEEK (A {A + 1) + + PEEK (A -' + 2) * N: ON C2 Gosue , 190 C-2 GOSUB 150,40 150,40,190

490 500 510 520 530

A A

531 532

533 540 541 542 550 560 570

A

= = A A

750

FOR FOR II =

E E TO TO SS STEP STEP

(I) :K=K-I (I): K=K-1

+

= = KK +

FOR II FOR 1: 1:

NEXT

260 :Tl 260:T1

IF Tl = 00 THEN Tl = A = A 370 T2 == A: GOTO 510 3B0 380 REM *** *** 1-BYTE I - BYTE IGNORE *** 390 IF I < < 29 GOTO 510 400 REM *** *** *** 2-BYTE 2 -BYTE IGNORE --< 48 GOTO 500 410 IF I < 420 REM *** ZERO PAGE *** --430 IF I > 2 GOTO 470 > 102 OR C C > > 2 440 IF C 3 THEN A(Z) = PEEK (A + C < < 3 + 1) 1):: ON C C GO SUB

T4 T4

390 390

=

360 360

-

= 00 TO 150: 150: =

--REM *** PRINT DATA TABLES *** A -- 77 > T2 THEN IF Tl THEN GOSUB IF A

= AA

740

A > IF A

1:5(1) = 00 1:S(I) = M: IF PEEK (( READ M:

T4 T4 =

INT INT '-

= SS TO TO E: E: POKE POKE K, K, PEEK PEEK (I): (I) : = NEXT REM *** *** SWAP SWAP TS TS && S, S, TE TE && EE *** *** REM K == TS:TS TS:TS == S:S S:S = K;K K:K == TE:TE TE:TE == E:E E:E == KK K PRINT "LIST "LIST UP UP TO TO 11 11 KNOWN KNOWN DATA DATA TABLES TABLES IN IN 'PRINT THE THE PROGRAM. PROGRAM . TYPE TYPE 0,0 ~ , ~ WHEN WHEN DONE."iP DONE.":P RINT RINT PRINT "DATA "DATA TABLE TABLE "T" "T" START,END: START, END: ";: ";: INPU INPU PRINT T "";H$,ES ""; H$ , ES T IF IF HH THEN THEN GOSUB GOSUB 240:S(T) 240:S(T) == D:H$ O: HS == ES: E$: GOSU GOSU B B 240:E{T) 240:E(T) == D: 0: GOTO GOTO 690 690 S(T) S( T) == VAL VAL (H$):E(T) (HS) :E(T) == VAL VAL (E$) (E$) IF IF E(T) E(T) THEN THEN II == T3 T3 ++ T4 T4 ** N:S(T) N:S(T) == S{T) S(T) ++ I : E(T) == E(T) E(T) ++ I:T I:T = TT ++ 11 I:E(T) IF TT 22 THEN IF IF CC > 55 THEN THEN PRINT PRINT :: GO TO 290 290 TO PRINT :PRINT :PRINT "LIST "LIST UP TO TO 11 11 ADDRESSES ADDRESSES TO TO BB PRINT CHANGED . TYPE 0,0 ~ , 0 WHEN WHEN DONE.":PRINT E CHANGED. E PRINT PRINT "#"X". "'"X" . OLD,NEW ADDRESSES: ADDRESSES: ";: INPUT INPUT "";H$ , E$ "";HS,E$ IF IF HH THEN GOSUB 240:C(X) 240:C(X) == D:H? O:HS == E$: E$ : GOSU GOSu B 240:D(X) 240:0(X) == D: D: GOTO 740 B = VAL (H$):D(X) (HS):O(X) == VAL (E$) (ES) C(X) = IF C(X) C(X) == D(X) OR OR XX == 10 10 THEN PRINT PRINT:: GOTO 290 X I~ X == XX ++ 1: GOTO GOTO 720 K K

2, K D(I} -- NN ** K: K: POKE POKE AA ++ 2,K D(I) NEXT :: RETURN RETURN 670 670 210 REM 210 REM *** *** DEC-HEX DEC-H EX *** *** INT 'HS = "":F "·:F == 4096: 4096: FOR FOR JJ == HH TO TO 4:K 4:K = INT 220 H$ 675 675 (D (0 /I F):D F):O == D0 -- KK ** FF HS == HS HS ++ MIDS MIOS (G$,K (GS ,K ++ H,H):F H, H):F == FF /116 NE 16:: NE 225 H$ 225 680 XT :: RETURN RETURN 680 XT 690 230 REM REM *** *** HEX-DEC HEX-D EC *** *** 690 230 0:F == H: H: FOR FOR JJ == LEN LEN (H$) (HS) TO TO HH STEP STEP -- " 240 Do == 0:F 240 H:M == ASC AS C (( MIDS MIDS (H$rJ,H (HS , J , H )) )) -- 48 48 695 H:M 695 245 Do == D0 ++ FF ** (M-7 (M - 7 * (M> (M > 9)):F 9)): F == 16 16 * F: F: - 700 700 245 250 250 260 260

> > 0~ THEN THEN KK == TE: TE:

620 620

195 POKE POKE AA ++ 1, 1, 195 200 200

T3: T3:

S):T4 S) :T4 =

REM *** *** MOVE MOVE ROUTINE ROUTINE *** *** 610 610 REM

640 640 II

* NN

(I (I /I N):T3 N) :T3 == II -- T4 T4 * IF IF TS TS > 3 GOTO 660 INPUT "INP UT TARGET ADDRESS: "";H$: ,HS : PRINT : "INPUT UB 240: TS=D : GOT0600 IIF F H HEN GOS H T THEN GOSUB 240:TS=D:GOTO600 REM ***

Use the handy service cards reader seNice in the back of the magazine for information on products advertised in COMPUTE! January, 1983 COMPUTE! COMPUTI! Jonuory.1983

161

Supermon64 Jim Butterfield, AssoCiote Associate Editor

SIIpermoll64 Supermon64 is YOllr your gateway to machine lallgllage language

new space so that it will be able to hold a BASIC progra m . Type POKE 8192,0 and the space is program. ready. Next, we aare re going to move BASIC to th is this too! for major programming programmil/g tool for Commodore users. With new area. Type POKE 44,32 followed by NEW this adaptatioll for the 64, aa good book on 6502 prog progadaptation for one. At this point pOi nt we seem to and the deed is ddone. ramming, alld and patience, you can learn to write programs have a perfectl rammillg, patiellce, YOll y norma perfectly normall Commodore 64 machine. subroutines which are capable of nll1llillg running at extraextra or sllbrolltilles Everything will work as before k before.. But, if you as ask ordinary speeds. YOII You call can leal'll learn machille machine lallgllage language ordillary PRJ T FRE(O) you' ll find that your free sspace pace has PRINT you'll programming. programmillg. dropped to 32765 bytes. We have sectioned off SIIpenlloll64 Supermon64 itself is ill in machille machine lal/gllage, language, bllt but the space where we will plant pla nt Supermo n64. [YOII Supermon64. [You you call can type it ill in withollt without kllowing knowing what it mealls. means. YOll cal/ sallie teclllliqlle, can lise use this same technique, thell then type ill in Program 3 Usillg m 1), Using ti,e the Tilly Tiny Peeker/Poker (Progra (Program 1), or via the alld llm O ll YOllr Ed.) and nlll run the checks checksum on your program -- Ed,] bllilt-ill built-in mOllitor monitor of a a PET, type it ill in alld and SAVE it. TIle The a simple input program. program . Now we are ready for fora Progra m 3 fastest way to to check for errors is to type ill in Program Ente Enterr the following: all reglliar PET (or lise portiollillg teclllliqlles on a a regular use the portioning techniques described in the article to to make room for ti,e the checkslllll checksum describ~d ill Program 1. Tiny Tiny Peeker/Poker. Peeker/Poker. program same way YOll you made room for the Tilly Tiny progralll the Sallle Peeker) , Thell Pecker). Then load SIIpermoll64 Supermon64 illtO into the PET. It will 100 PRINT "TINY PEEKER/POKER" PEEKER/POKER " come ill in above YOll yourr BASIC. Then RUN the checkslllli checksum COllie 110 X$= " * ": INPUT X$:IF X$ : IF X$="*" THEN END X?="*":INPUT alld 120 GOSUB 500 and it will report the locatioll location of any errors. programming on ti,e the Commodore 64. Supermol/, Supermon, ill in programmillg all versions, has beel/ been popular several versiolls, papillar over the years as a

130 140 150 The easiest way to type in Supermon64 is by using 160 a monitor. Unfortunately, you won't have a mon mon- 170 Supermon64 un til Supenn on64 is typed in. in . This leads lea d s to a itor until 180 chicken-and-egg situation. nd-egg situ atio n. It's no good my chicken-a 190 suggesting that you should borrow a friend's friend' s 200 Supermon64 to type thi thiss in; if he's got it, it, you can ca n 210 21LEN (X$) GOTO 300 J>LEN(X$) TO 77 FOR 1=0 TO P=J : GOSUB 550 P=J:GOSUB C(I)=V C(l)=V E GOTO 280 IF E NEXT I T=0 =0 TO 77 FOR 1 1=0 POKE A+I,C(l) A+I , C(I) T=T+C ( r) T=T+C(I) NEXT I " ;T PRINT "CHECKSUM= "CHECKSUM=";T GOTO 110 MID$(X$ , l , J );"??" : GOTO 110 PRINT MID$(X?,l,j);"??":GOTO T=0 TO 77 FOR 1=0 TO V=PEEK (A+I) V=PEEK(A+I) T=T+V V=V/16 PRINT "" "; " PRINT J =l TO TO 22 FOR J=l V%=V V=(V- V% )*16 V=(V-V%)*16 IF V%>9 V%> 9 THEN THEN V%=V%+7 V%=V% +7 CHR$ (V% +4 8 ); PRINT CHR5(V%+48); NEXT JJ NEXT NEXT I NEXT " / "; T PRINT "/";T GOTO 110 11 0 GOTO P= l P=l A=V

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o o o

510 520 550 560 600 610 620 630 640 650 660 670 680 690 7 00 700 710 720 730 740 750 760 770 780 790 7 90 800 811J11J

L=4 GOTO 600 P=J L=2 E=0 V=0 FOR J=P TO LEN(X$) LE N( X$ ) X=ASC(MID$(X$,J» X=ASC(MID$(X$/J)) IF X=32 THEN NEXT JJ IF J>LEN(X$) GOTO 790 P=J FOR J=P TO LEN(X$) X=ASC(MID$(X$,J» X=ASC(MID$(X$,J)) IF X32 THEN NEXT J J IF J-PL J-POL GOTO 790 FOR K=P TO J-1 J-l X=A SC( ~lID$ (X$,K» X=ASC(MID$(X$,K)) IF X64 X>6 4 THEN X=X - 55 X=X-55 IF X15 GOTO GOTO 790 V=V*16+X NEXT K K RETURN E=-l RETURN

Thi progra m is a. ve ry tiny monitor. It will Thiss program a very allow you to enter informa ti on into memory, eight information tim e . To do this: wait for the questio n by tes at a time. bytes question monitor-forma t the address mark, and then type in monitor-format and contents: ? 0800 00 lA 1A 08 64 00 99 22 93

The program wiU re turn a checksum value va lu e to will return you, which w hich you can use to insure th at you have that mementered the information correctly. To view mem nly the address: e contents will be ty pe in oonly ory, type address: th the di splayed. displayed. Completing The Job

When you have ha ve fini shed entering aallll that data, finished you ca n make Supermon64 happen quite easily. can Three last POKE commmand nd a CLR: commmandss a and CLR: POK E 44,8 ,-p/ POKE 44,8 2^>

D DISASSEMBLER

F FILL MEMORY F H HU NT MEMORY HHUNTMEMORY DIS ASSEMB LER P PRINTING DISASSEMBLER T TRANSFER MEMORY

•• Simple assembler .A 2000 LOA 12 LDA #$ #$12 .A 2002 STA $8000,X .A 2005 (RETU RN ) (RETURN) mple the user use r started asse mIn the above exa example assem struction was loa da bly at 2000 hex. The first in instruction load regis ter with immediate 12 hex. In the second line register the uuser ser did not need to type the A and address. Th e simpl e assembl er prompts with the nex The simple assembler nextt adad dress e assemble dress.. To exit th the assemblerr type a return after the address prompt. prom p t. Syntax is the sa me as the same '"disassembler disa ssembler outpu t. output. •• Disassembler

.0 .D 2000 (S CREEN CLEARS) (SCREEN 2000 A9 12 LOA LDA #$12 2002 90 9D 00 80 STA $8000,X 2005 AA TAX 2006 AA TAX (Full page of in s tructions) instructions)

Disasse mbles 22 instructions sta rting at 2000 Disassembles starting hex. The three bytes following the address may nd be modified. Use the CRSR keys to move to a and modi fy the bytes. Hit return re turn aand nd the bytes in mem memmodify ory wi ll be changed. Supermon64 w ill then disaswill will disas semble tha pa ge aga in. thatt page again. •• Printing disassembler

.P 2000,2040 2000 A9 12 2002 90 9D 00 80 2005 AA

LOA 12 LDA #$ #$12 STA $8000,X TAX

203F A2 00

LOX LDX #$00

/s

POKE4~21

POKE 45,232

POK E 46,17 POKE CLR CLR

II]

-,"

"

You have Supermon64 Supermon64.. Save it with a conventional u do anything else. BASIC SAVE before yo_ you RU N it -- and learn lea rn how to use Now you may RUN it.

Supermon64 Summary Commodore Monitor Instructions: G GORUN GO RUN L LOAD FROM TAPE OR DISK L M MEMORY DISPLAY R REGISTER DISPLAY DISPLA Y S SA VE TO TAPE OR DISK SAVE X X EXIT TO BASIC

Supermon64 Additional Instructions: A SIMPLE ASSEMBLER 1 64 164

COMPUTII COMPUTE!

Jonuary.1983 January, 1983

To engage printer, set up beforehand: be forehand : OPEN 4,4:CMD4

•• Fill memory •.F F 1000 1100 FF Fill Fillss the memory from 1000 hex to 1100 hex w ith the byte FF hex. with Go run run •• Go .G

Go to the address in the PC register di splay display and begin RUN code. All the registers will be rere lues. placed with the displayed va values.

.G 1000

Programming The PET/CBM PET/CBM by by Raeto Ra eto Collin Collin West West

The book book described described by by Jim Jim Butterfield Butterfield as as The

"...unquestionably ..... unquestionably the the most most comprehensive comprehensive and and accurate accurate reference reference II have have seen seen to to date../7 date ••• " The The Reference Reference Encyclopedia Encyclopedia for for Commodore Commodore 2000,3000,4000, 2000,3000,4000. and and 8000 8000 series series computers computers and and peripherals. peripherals.

Here'sjust sample of of reviewer reviewer and and reader reader reaction: reaction: Here's just aa sample start at first... first... start this this review review at From reviewers: reviewers: From Educational Computing Computing Review Review by by Stephen Stephen Potts Pons Educational "Of all aJl the the books books II have have read read on on the the PET PET this this book book Programming Programming "Of

"This "This book book isis aa must must for for every every CBM/PET CBM/PET user." user."

From From readers: readers :

{he PET/CBM PET/CBM by by Raeto RCleto West West must must rank rank as as one one of of the the most most the "...a .....a book book the the average average to to advanced advanced user user cannot ca nnOl afford afford not not to to ■ comprehensive and and readable readable accounts accoums on on the the PET PET that that II have have ever ever possess..." comprehensive possess .....

see...

to see... had the {he pleasure pleasure to had

" Ifyou you wish wiSh to to get get more more from from your your PET PET than than arcade arcade games games "If

must for for your your and simple simple teaching teaching programs programs then then this this book book isis aa must and not matter maner whether whether you you run run on on BASIC BASIC 1,I, BASIC BASIC bookshel f. ItIt does does not bookshelf. 2. or or BASIC BASIC 4q since since all all routines routines are cue supplied supp lied with with addresses addresses and and 2,

changes to to make make them them run run on on any any machines machines wherever wherever possible... possible... changes

..... this book, book, with with its irs lucid lucid explanations explanations of o f the the PET, PET, its itS useful useful "...this hinrs. isis an an essential essential purchase." purchase." routines and and programming programming hints,

IPUG Magazine Review [British IBritish PET PET User User Group) Groupl by Ron Geere Geere "This publication publication represents represenrs over over aa year's year's intensive intensive research research ... ... and and "This

"My "My copy copy of ofyour your 'Programming 'Programming the the PET/CBM PET/CBM has has been been in in daily daily use for nearly nearly aa month month and and II am am finding finding itjt totally tota lly addictive, addictive. use for

suffering suffering severe severe withdrawal withdrawal symptoms symptoms whenever whenever II try try half halfheartedly to move move on on to to other other reading reading matter. maner. ItIt isis without withoUl doubt doubt heartedly to the the best best book book on on its its subject subject available available today..." today..... "I .. , have have recently recently acquired acquired aa copy copy of of your your book book Programming Programming the the PET/CBM PET/CBM and and must must congratulate congratulate you you on on its irs concept concept and and on on

packing packing in in so so much much detail. detail. It's It's so so very very much much better bener than than anything anything II have have had had up up to to now now that that it'll if II be be my my constant constant reference reference manual." manual."

of Programming Programming the the PET/CBM PET/CBM by by Raeto Raeto " I have have received received my my copy copy of valuable work of of reference. reference. A tremendous tremendous "I the resulting resulting product product is 3a valuable the and II have have recommended recommended itit to [0 several several of of my my students. studenrs. This This West and information has has been been packed packed in in this this 500 500 + page West amount of useful information

+

book is so so valuable valuable that that II cannot cannot now now afford afford to (Q be be without withoUl it." it." book is

work at which II was so over-awed that II did not know how to

Published Published exclusively exclusively in in North North America America by by COMPUTE! Books. Books. The The book book is is an an astonishing astonishing ful information. information. Contents include this this and much more reference manual of use useful more:: the book, book. sources 11 Introduction and overview: Plan of the of in formation. fearures CBM hardware. information, features and chronology of CBM hardware. 2 BASIC and how It works: Storage of BASIC and its variables; tokens. tokens, pointers. pointers, syntax; optimising BASIC. 3 Program and system design: Capabilities Capabilities o off the equ ipment; charrs. equipment; charts, algorithms. algorithms, space. space, liming. timing. 44 Effective programming In in BASIC: Seventeen examples. examples, including subroutines. subroutines, dates. dates, DATA DATA, INPUT. INPUT, rounding. rounding. 5 Alphabetic reference to BASIC keywords: Full ith methods for descriptions. descriptions, with examples. examples, of all keywords. keywords, w with adding additional commands not present in CBM CBM BASIC. BASIC, e.g. AUTO. DEL DEL, OLD. OLD, POP. POP. PRINT USING. USING, SORT. VARPTR. VARPTR. 6 Disk drives: Descriptions Descriptions of of operation and workings of disk drives. drives, with BASIC BASIC and machine-code machine-code examples; bugs. bugs. 7 AlphabetiC Alphabetic reference to disk BASIC commands: BASIC BASIC 4 disk commands commands with examples and notes. notes. 8 Oth-:r ' pherals and hardware: Tape storage and Other per. peripherals handlIng; handling; pnnters: printers; modem; modem; keyboard; keyboard; EPROMs: EPROMs; reset reset switches. 99 Graphics Graphics and and sound: sound: 'Tables Tables of CBM CBM characters; characters; CRT CRT chip;

animation, bar bar plors. plots, 80 by SO erc.; etc.; user-port sound. sound. animation. by 50 Introductory concepts: concepts; 10 The transition to machine-code: Inrroducrory

a BASIC monitor; use of MLM. MLM, Supermon. Supermon, Ex(ramon; Extramon; easy a examples. 11 More 6502 machine-code: 6502 hardware features; debugging. eighteen common problems in programming; debugging. 12 Alphabetic reference to 6502 opcodes: Examples. Examples, notes, and explana[ions explanations on each opcode from AOC ADC to TVA TYA. nores. IRQ, NMI. NMI, RESET; the Kernel Kernel;; 13 Using ROM routines: IRO. examples -- modifying LIST; ordinary and relocating loaders. 14 Effective 6502 programming: Assemblers; Assemblers; CHRGET CHRGET 14 PIAs, VIA VIA, IEEE; common mistakes. and wedges; PIAs. Memory 15 Index to BASIC ROMs and RAM: M emory map of RAM ROM, detailing and comparing BASICs BASICS I. 1. 2. and 4. and ROM. 16 Mathematical Mathematical programming: Precision; Precision; equations; equations; 16 machine-code. statistics; simulation; finance; calculus; machine-code. 17 Programming In business and education: Examples. Examples, 17 applications and pitfalls pitfalls in in business business and and education. applica(ions Appendices: 6502 6502 reference reference charts; charts; Supermon Supermon listings; listings; Appendices: glossary ASCII; glossary

Plus many many programs,diagrams programs,diagrams and charts. Paperback, Paperback, 504 504 pages. pages. ISBN ISBN 0 0 942386 942386 04 04 3. $24.95. $24-95, ···p~;;;e·;;~d Please send.·········;;p;ic-;;i~j~;p;;;;:.;.-.;;~;n:;···· copy Icopies} of Programming The To To Order Order

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