THE ONLY RESOURCE FOR ATARI 8 00

FEBRUARY/MARCH 1990

VOLUME 8, NUMBER 8

U.S.A. $9.95 CANADA S14.95

The ATARI Resource

ATARI RECORDER

Deluxe Audio Sampler

From Creator of Antic Music Processor

Customize Your Joysticks

Secrets of PaperClip Word Processor

4

EASY TO TYPE PROGRAMS INSIDE

statistics Whiz 35tnm Slide Labeler Pull-Down Menu Maker Caverns of Minotaur

02

0 74A70"19722" 5

American Techna- Vision

For Orders Only - 1-800-551-9995 CA. Orders / Info. - 415-352-3787

1050 MECHANISM

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$4750

VISICALC

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951

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contains one each of the 4; M ^95l

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M6'

800 4 PIECE BOARD SET

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800/400 MODULES

NEW PARTS COMPLETE WFTVI ICS CX853 16K RAM Module $9.50

800/400 CPU wittl GTIA . $8.75

800 10K "B" OS MODULE $8.75

800 POWER BOARD $14.50

400 POWER BOARD .... $9.50

INTEGRATED CIRCUITS

1050 ICS U7 - 6532 »4.60 UB - 6810 $4.50 U9 - 6507 $4.50 U10 ROM $19.50 U13 2793 $19.50 U5 LM2917$8.50 5713 $5.25 2793 FDC $19.50

1050 Track Zero Sensor Assy. $8.50

850 NTERFACE 12 Piece Chip set. Includes all plug in IC's except ROM. Replacement fixes vast majority of 850 failures $19.50

C0 14795.

$4.50

C0 14805.

$4.50

C0 12296.

.$4.50

C0 10746.

.$4.50

C0 14377.

$4.50

CO60472.

.$4.50

6532

$4.60

C012399B

$4.50

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$4.50

00145996

$4.50

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.$4.50

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.$4.50

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.$8.60

CO60302

$9.50

0021697

$15.00

006 1991

$16.00

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$20.00

C025953

$9.96

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130XE/65XE $35.00

800 $40.00

800X1 $29.50

400 $12.50

COMPUTER BOOKS

ATARI PLAYGROUND WORKBOOK t5.95 HACKERBOOK TRICKS* TIPS, . , S5.00

INSIDE ATARI BASIC $5,00

ATARI BASIC REF, MANUAL 15,00

HOW TO ATARI 6502 PROGRAM , J5.00

PROGRAMMERS REF. GUIDE t1*,95

ASSEMBLY LANGUAGE GUIDE . , $21,95

XE USERS HANDBOOK 121,95

XL USERS HANDBOOK $21,95

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YOUR ATARI COMPUTER $17,95

SAMS SERVICE MANUAL FOR THE 8O0,60OXL.13OXE,105O OR 400, , $24.95 EA 520ST SAMS SERVICE MANUAL , , $37,50

PR: CONNECTION

SERIAL/ PARALLEL INTERFACE FOR CONNECTING MODEMS AND PRINTERS $62.00

MISCELLANEOUS

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13 Pin Serial I/O Cable $4.50

Special - 3 I/O Cables for $10.00

ACE Joystick $7.95

U.S. [>)ubler $2750

400 Board Set (W/OKybd) $22.95 Paddle Controllers (Pair) . . . $9.95 Rev. "C" Basic ROM IC . ., $15,00 R»nbo XL w/o RAM IC's $2750 850 or PR Modem Cable . . $14.50 850 or PR Printer Cable . . . $14.50

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I GHOSTBUSTERS Dltk $9.95

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1 RACING DESTRUCTION SET . . $9.95

I ONE ON ONE BASKETBALI $9.95

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I CON'PUTATION Dllk $5.00

I MASTER CHESS Disk $5.00

I FAMILY FINANCE Dilk by Atari. $8.50

I FORT APOCALYPSE DIak $7.50

I NINJA Di* $7.50

I ELECtRA-GUDE Diak $750

I MIND MAZES (EducallonaD $7.50

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I FINANCIAL COOKBOOK $995

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I SONG WRITER $9.95

I CHESSMASTER 2000 $12,50

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I HOTELALIEN $12.50

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I ALI-AHTS Diak $12.50

I MOUSE OUeST Dilk (64K) $12,50

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I THE SCANALYZER $29,95

1 Advancad Protaetion Tachniquaa $24.95

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I YOUR ATARI COMES AUVE . . . $23.95 I SPARTAD03 CONST. SET , , , , $27,50

I SPART ADOS Tool-Kit $27,50

1 UK DATA PERFECT DMibaM . . , $CALL

SSI QUALITY SIMULATIONS

I SSI Rabal Charga at Chickamauga $14,95

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DATASOFT DISKS

I VIDEO TITLE SHOP 3 DISK BONUS PACK I Contalna VTS + 2 Compaikin Diaka $14.95 I ALTERNATE REAUTY (The City) $12,50 I ALTERNATE REAUTY ThaDungacn $12,50

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I TOMAHAWK Haiicoplar Gane 64K $12,50 I THEATER EUROPE War Gams., $12,50

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I MERCENARY Diak $12.50

I MERCENARY 2ND CrTY DISK , , $12.50

I THE QOONIES Diak $12.50

I CONAN Diak $12.50

I NEVER ENDING STORY (64K) . . $12.50 I 221-B BAKER STREET (64K) ,,, $12,50 I 221-B BAKER ST. Caaa Ubrary 1 $9.95 I 221-B BAKER ST, Caaa Library 2 $9.95 I Napolaan In Ftjaala (Borodino 1312) $12.50 IbISMARCK $12.50 .

AMERICAN TECHNA-VISION

I Mail Order: 15338 Inverness St., San Leandro, Ca. 94579 Sales Office: 2098 Pike Ave., San Leandro, Ca. 94577

I Terms: NO MINIMUM ORDER. We accept money orders, personal cfiecks or C.O.D.S. VISA, Master/Card okay. Credit cards restricted to orders over $18.50. No

I personal checks on C.O.D. - Shipping: $4.00 shipping and harxJiing on orders under $150.00. Add $2.75 for COD. orders. In Canada total $6.00 for shipping and handling. Foreign shipping extra. Calif, residents include 7 1/4% sales tax. All

I products new and guaranteed. All sales final..

Pricac aubject b chvtgo wtiait notica. Sand S/^E tor ^ae price let, Ateri la a rag. trademark of Atoi Corp,

^*^ ^^ The ATARI Resource

^-T^ V

FEATURES

FEBRUARY/MARCH 1990 VOLUME 8, NUMBER 8

Antic Sampling Processor Page 11

18 MUTANT JOYSTICKS by Kevin Steele

Customized game controllers you can build

23 STATWHIZ by Bernard Sparks, III

Analyzing numerical data with your Atari

. Type-In Software 40

26 SECRETS OF PAPERCLIP 2.1 by Craig Zawada

Get the most IVoni this popular word processor

29 PULL-DOWN MENUS by Marc Abramowitz

l.earn to program this popular technicjue Type-In Software 43 I

DEPARTMENTS

Caverns of the Minotaur Page 31

SUPER DISK BONUS

1 1 ANTIC SAMPLING PROCESSOR by Steven Lashower

New breakthrotigh from the author of Antic JMusic Processor

FHA'lliRK API^LICATION

I .■■'■ __. 15 PHOTO LABEUV\AKER by Gary Coppola / "•-.. Print tiny labels just right For your 35mm slides

. Type-In Software 35

/ isi-.

GAiVlE OF Till' MONTH

31 CAVERNS OF THE MINOTAUR by Rufus Reynolds

Collect treasure and escape the dreaded man-hull. Type-In SofittJare 391

SOFTWARE LIBRARY 4 Easy-to-Type 8-Bit Listings

34 TYPO II, SPECIAL ATARI CHARACTERS

7 I/O BOARD, MASTHEAD 10 NEW PRODUCTS 44 TECH TIPS

45 CLASSIFIED ADS 45 ADVERTISERS INDEX

Mutant Joysticks Page 18

Febniary-Myrcli 1990, Volume H. NunibtT 7. Antic Ur- Ai:iri liL-souirc (ISSN 07-4S-2527) is pLiblishi.-d bi-iiionlhly tjy Antic Publisliing, Inc. Editorial offices are located at 544 Second Street. San Francisco, CA 94107. Third Class postage paid al Columbia, MO. Substriplions: (six i.ssucs willi tlisk) S.i-i in M.S. {S3(i.30 for California re,sident.s). All Foreign S48, Ail subscribers must send full payment, in U.S funds only. Po.stmaster; Plea.sc senti adtliess changes in Antic Magazine. P.O. Box 3J^"S. F.scondido, CA 92025. Suh.scriplion Cuslomer Service: Antic Magazine, P.O. Box 3805, Fscondido, CA 92025, or phone (619) 4H5-7754. ."Mo pari nl" ihis publicalion may be (V]in)(.iuceLl, .stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechaniail, phott)Copying, recording, or otherwise, without the jirior written penni>,siiin ol' ihe ]iLiblisher, I iowever. original purcha.sers may make di.sk backup copies for their own personal u-se. Antic is an independent periodical not affiliated in any way with the Atari Corporation. All references to Aiari products are iratlemarked by ihe Atari Corpf)raiion and should be so noted. Antic is a trademark of Aniic Publishing, inc. Copyright 1990 by Antic Publishing. Inc. .Ml right.s rcservetl. Primed in liSA.

ANmC. THF ATAKI HFSOLIRCF

ATARI WRITER 80 ATARI \EP m

•SOCOUJMNnrMTlNG

EDTTABI^ PRINTER DRIVER

30,000 WORD DICTIONARY 'MAIL MERGE •ONSKDISKIHTE

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And Many other FcatuiesI

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COMPLETE Wm I:

•2 PEN SETS

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® $14.95

EXTRA PEN SETS

COLOR $3.98 BLACK $.89

1025

DOT MATRIX

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$69

800

COMPUTER 48K MEMORY

up

$49

miVES FOR

%mmifm

COMPLETE WITH:

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r

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ATARI SX212 MODEM $79.95

SUPRA 2400 MODEM $149.95

DOS 2.5 W/ MANUAL $4.95

600XL (NO Tiansfortnei) $19.95

400,800,850,1200X1, Ttansfhrner $14.95 XL/XE Transfomner $24.95

THE NEWSROOM Desktop Publidier By SmiNGBQ^RD ►O-' J-v/

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QIX $4.95

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EX (no box) $4.95 MISSILE COMMAND (no bo;0 M.95

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ATARI MEGAFILE 30 $529

AWESOME 60+ (60Meg 28ms) $799

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Carrier Command $19.95

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MAC ROMS 128K $129.95

HARDWARE ITEMS

JRI GENLOCK SYSTEM ST/IME MODULE Battery Backed up Ctock Migraph Hand Scanner

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SAN JOSE COMPUTER

THE ATARI STORE

640 BLOSSOM HILL RD, SAN JOSE, CA 95123 STORE (408) 224-8575 FAX (408) 224-8574

FAX US YOUR mmm

lOR FASTER SERVICE PLEASE INCLUDE:

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BILL TO ADDRESS

SHIP TO ADDRESS

PHONE tt

rrEMffi) YOU WISH TO PUROIASE

VISA / MASTERCARD ORDERS ONLY

CARD ADC«ESS MUST MATai BILL TO ADDRESS

SIIIPPINC,- ADD$5 00P0RPREBMDORDERS,OR$1000r'GRCX)DORDrRS.AlRANDINTrJlNATIONAL SHIPPING EXTRA. NO COO FOR IT>rrERNATIONAL ORDERS, THATS rT.

PREBVYMENT- USE VISA, MASTFERCARD^ MONEY ORDER, CASHIER'S CHECK OR PERSONAL OTECK. PERSONAL OIECK MUST CLEAR PRIOR TO SHIPMENT. C.O.D.: CASH, CASHIER'S CHECK OR Ma ONLY

WARRANTY 90 DAY WARRANTY ON ALL ITEMS. TAX: CAUPORNIA RESIDElfTS ADD 7% SALES TAX

Prices subject to change without notice.

Bland andA>r product names are trademarks or registered trademaiks of their respective holders.

Ad produced on an ATARI STT using CAIAMUS and printed on an ATARI SLMg04 PostScript cani|iab°ble laser printec

A COMPUTER SOFTWARE SERVICES P.O. BOX 17660, ROCHESTER, N.Y. 14617 y^jyS^pp PHONE (716)586-5545

DEALER/DISTRIBUTOR/USER GROUP Discount available caii for info. PHONE orders MASTER CARD, VISA MAIL Money Orders, Checks

•SHIPPING! Add $5 for Shipping/Handling/lnsuronce within the U.S.A, UPS BLUE LABLE (2nd DAY AIR) avoilobie for $3 extra per shipment

CALL TODAY! (716) 586-5545 9 cm - 5pm (EST) WEEKDAYS

A

ATARI"

BRAND NEW ITEMS

$19995 The "BLACK BOX"!© $19995

The Black Box is a device for your XL or 130XE computer that adds tremendous power to your 8-bit Atari. It has two buttons, two switches, and a set of dip switches visible from the outside. It plugs directly into the back of the 600XL, 800XL, and 130XE computers. Custom cases may be on optional expense. The Black Box performs three main tasks: interface to a SASI/SCS! bus device (hard disks), Parallel printer port, and a RS232 port. A fourth option, available soon, will be a floppy disk port, especially useful to XF-551 owners. The SASI/SCSI port provides the necessary signals for hooking up most common hard disks. You may partition your hard disk into as many drives as you wish; up to 9 con be accessed at at time. By pressing one of the buttons on the Black Box. you will enter the configuration menu, where you con re-assign drive numbers, etc. When you exit, you will be right back in the program you were running when the switch was pressed. Each hard disk can be write-protected. The Porollel Printer port will allow you to hook up any printer thot uses the slandard Centronics Interface. As an option, you con use the computer's extra memory as o printer buffer, or order the Black Box with 64K of on-boord RAM. You may assign printer number and line-feed options within the menu (for use with multiple printers). Another amazing feature of the Black Box is the built-in screen dump. By pressing a button (on the box), the contents of your screen will be dumped to your printer (you can define text or graphics modes with a switch)! The RS232 port supplies the full RS232 spec signals for connection to a modem, or another machine (for null-modeming). The handler for the Black Box' s modem port is built in and takes up NO memory! The port handles rotes up to TRUE 19.2K BAUD! A future upgrade for the Black Box is a fioppy disk interface board. This will allow the addition of up to four 5,25' or 3.5" mixtures of floppy drives to be used with the system. The drives will act like standard singie/enhanced/double density disk drives, but MUCH faster! All drives will be Super Archiver compatible, and support up to 2 sides of 80 tracks. Along with this hardware upgrade will come software capable of reading, writing, and formatting disks in IBM's MS-DOS format and the Atari ST format, and allow you to transfer files between those disk formats and the Atari's format, in addition . a machine language monitor has been added to allow memory disassembly, memory/register changes, and more, The Price of the Black Box is S199.95 for the basic unit and $249.95 with 64K of RAM (for printer spooler) plus S8 for S/H/l, An optional custom BLACK BOX case is available for $39,95 extra.

This device brings the power and flexibility of larger systems to your 8-bit. The Multiplexer is a device (actually a collection of modules) that allow up to 8 Ataris to read and write to the same drive (typically a hard disk), printer, and talk to each other. One ■master" computer (any 8-bit) is equipped with the master Multiplexer interface. Then up to 8 ""slave" computers can hook up to the master, each having their own slave interface. The "common" peripherals (things that are to be shared) ore connected to the master computer. On each slave, all disk and printer I/O is routed through the master, so no drives are needed on them. The master computer can be configured in any manner you wish - you can for example have certain peripherals "iocal" to the slave, or routed to a different number on the moster. Under development is a BBS system that will make full use of this device, allow ing up to 8 lines/users to be using the system at the some time! A mutiuser chat mode is a feature of this program, however, you do not NEED this program to run a BBS with the Multiplexer (but be warned that not all BBS programs will run concurrently). All slaves are independent, and do not need to have the same program running on them. This system is excellent for BBS SysOps, because you can be using your hard dlsk(s) while still running your BBS uninterrupted! Another example is in a classroom situation, or anywhere a disk needs to be shared by different people. This is on EXCELLENT programming/debugging tool as welll The Multiplexer price is $199.95 for a moster and two slave units (plus $5 S/H/l). Additional slave units are $69.95 each.

$2995 "XFSSl ENHANCER!""© $2995

The XF551 Atari drive is a fine product with one major flow, ..It writes to side TWO of your floppy disks BACKWARDS. This causes read/write incompatibility problems with all other single sides drives mode for Atari such as indus, Trak, Rano, Percom, Astra. Atari 1050. Atari 810, etc. Add the XF551 ENHANCER to the new XF551 drive and your problems are over! This device will restore 100% compatibility while retaining original design qualities of Atari's super new drive. The XFSSl ENHANCER is a MUST for all XF551 Owners, installotion is simple. Only $29,95 plus $4 S/H/l,

S9995 The "POWER PLUS"!© fiS?K $99^5

(for800XL'S and 130XE'sonly) C.S.S. has mode the "Power Plus"! memory upgrades available on an "unadvertised" basis to our regular patrons. These upgrades hove become so popular we ore now making them available to everyone! For those of you unfamiliar with"Power Plus'! upgrade, it is the most COMPATABLE upgrade available for the 800XL or 130 XE. All other upgrade kits have some degree of INCOMPATABIUTY with certain software programs, C.S.S. studied this problem and developed the POWER PLUS upgrade which, to the best of our knowledge, oppears to be 100% compatible. To upgrade a 130XE to 320K is only S99.95. To upgrade an 800XL to 320K is only S149.95 (circuitry from a 130XE is actually transplanted into the 800XL), Add $5 for S/H/l. CS.S, will install these upgrades for only S20 if you wish.

[

NEW! OUR 24 HP. BBS! [(716)247-71571

For product information, WEEKLY SPECIALS, informative discussions on new products, theories, products you'd like to see developed, end used items for sale or trade, CALL (716) 247-7157 24 hrs. This BBS also features multi-user "CHAT" capabilities thanks to our new 'MULTIPLEXER"! which allows multiple user and BBS boards to be linked so several callers can share boards or talk to each other simultaneousiyi CALL (716) 247-7157 for BBS only. For VOICE orders or repairs, please call our normal Hot Une number (716) 586-5545.

BESTSELLERS

$6995 The "SUPER ARCHIVER""!© $6995

The new SUPER ARCHIVER, obsoleles all copying devices currentiy avaiiabie for ttie ATAR1 1050! it eliminates tiie need for Patches, PDB files. Computer Hardware, etc. Copies are exact duplicates of originals and will run on any drive; wittiout exaggeration, tlie SUPER ARCHIVER is the most powerful PROGRAMMING/COPYING device available for the 1050! Installation consists of a plug-in chip and 6 simple solder connections. Software included. Features are:

ARCHIVEWHAPPY ARCHIVER

COMPATIBLE

BUILT-IN EDITOH-reads. writes, displays up lo 35 sectors/track snort

BUILT-IN CUSTOM FORMATTER up to 40 sectors/track

. BUILT-IN DISASSEMBLER

BUILT-IN MAPPER-up to 42 sectors/track

DISPLAYS/COPIES Double Density HEADERS

AUTOMATIC FORMAT LENGTH CORRECTION

SIMPLE INSTALLATION

TRUE DOUBLE DENSITY

ULTRA-SPEED read/write

FULLY AUTOMATIC COPYING SUPPORTS EXTRA MEMORY

SECTOR or TRACK TRACING ' AUTOMATIC DIAGNOSTICS

DISPLAYS HIDDEN PROTECTION

ADJUSTABLBCUSTOM SKEWING

AUTOMATIC SPEED COMPENSATION

AUTOMATIC/PROGRAMMABLE

PHANTOM SECTOR MAKER

The SUPER ARCHIVER Is so POWERFUL that only programs we know that can't becopied are the newer ELECTRONIC ARTS and SYNFILE/SYNCALC {34 FULLseclors/track). if you want it ALL.. .buy the "BIT-WRITER"! also... then you'll be able to copy even these programsi Only $69.95 plus $5 S/H/l.

$19995 The "MULTIPLEXER"!® $19995 ^^^5

JUST RELEASED The "SUPER ARCHIVER I

(for ATARI 1050 drives)

$9995

NOW! COPIES all ENHANCEI3 DENSITY programs plus retains all of the features of our World Famous SUPER AHCHIVER! (see above). Allows you to COPY or CREATE single or ENHANCED density protection schemes (including PHANTOM SECTORS!). Completely automatic; compatible with the BIT-WRITER 1; the ULTIMATE BACKUP/PROGRAMMING device! Only $99.95 plus $4 S/H/l. NOTICE! If you already own a SUPER ARCHIVER!, you can upgrade to a SUPER ARCHIVER II for only $29.95 plus $5 S/H/l (disk only-no additional hardware required).

$6995 The "ULTRA SPEED PLUS"!© $6995

imagine a universal XL/XE Operating System so easy to use that anyone can operate it instantly, yet so versatile and powerful that every Hacker, Programmer and Ramdisk owner will wonder how they ever got along without it! Ultra Speed Plus puis unbelievable speed and convenience at your fingertips. Use ANY DOS to place an ULTRA SPEED formal on your disks, boot any drive (1-9) upon power-up, fomiat your RAMDISK in Double Density, activate a built- in 400/800 OS for software compatibility, plus dozens of other features too numerous to mention! Beiow are jusl a FEW features you'i! find in the amazing OS:

ULTRA SPEED SIO for

most modified drives •ULTRA SPEED is loggleable

Boot directly from RAMDISK

Special timer circuits not required (or 1 or 2 Meg upgrades

Background colors adjusiable

Reverse use of

memory loss Built-in floppy/disk configuration editor (1-9)

Bull! in RAMDISK confiquralion edilorttS

RAMDISK exactly duplicates (loppy drive so sector copying and sector editing are now possible

•Built-in r^lNI Sector Copier

•Toggle SCREEN OFF for up to 40% increase of processing speed

Toggle internal BASIC

Ram resident disk loader program (MACH10 menu)

DOUBLE DENSITY RAMDISK capable

Entire MEMORY test that pinpoints defective RAM chip

Boot any drive (1-9) upon power-up or cold- start

Supports memory upgrades up lo TWO MEGABYTES

THREE Operaiing Systems in one (XL/XE, 400/800, ULTRA SPEED PLUS)

$3995 The "RICHMANS"!® $3995

80 Colum Word Processor

Easy to use, very poweriul, and NO ADDITIONAL HARDWARE

required! Works with TV or Monitor! This "DISK ONLY" 80 Column Word- Processor is simple lo use while offering numerous features such as:

Completely Menu driven

Self contained DOS

Complete Text formatting

Built-in Printer Drivers

Page numbering

Justify and Endiill

High speed Cursor

Spell Checker

80 COLUMNS ON THE SCREEN!

One expert has compared 40 domestic and foreign word- processors and concluded that the RICHMANS 80 Column Word-Processor Is the best! Only $39.95 plus $5 S/H/t. (64K required).

Insert and Delete Search Mode

View oniy mode

Memory Statistics

Alternate Output

Change screen Colors, borders, luminesce

Mouse compatible

XEP-80 Compatible

COMPUTER SOFTWARE SERVICES

P.O. Box 17660

Rochester, N,Y. 14617

$7995 The "BIT-WRITER"!©

The Super Archiver "BIT-WRITER"! is capabie of duplicating even the "uncopyable" EA and SYN series which employ 34 FULL seclors/lrack. The "BIT-WRITER"! is capable of reproducing these and FUTURE protection schemes of non-physicaliy damaged disks. Simple installation... PLUG-IN circuit board and 4 simple solder connections. The "SUPER ARCHIVER" with the "BIT-WRITER"! is the ultimate PROGRAMMING/COPYING device for Atari 1050"s. EXACT DUPLICATES of originals are made! Copies run an ANY drive. Musi be used with Super Archiver. Only $79.95 pius $5 S/H/i.

S3995 The "QUINTOPUS'I® S39»5

The "QUINTOPUS"! is an inexpensive device that provides a tremendous amount of convenience while eliminating the problems associated with the endless "daisy-chaining" of peripherals (eg: drives, interfaces, printers, modems, cassettes, etc.). The "QUINTOPUS"! is an I/O port expander that converts a single I/O output/input into five additional outputs/inputs. Instead of daisy-chaining ail your peripherals (which often times results in passing a signal through 30 feet or more of cable!), Ihe "QUINTOPUS"! allows eacti device to be connected directly to the computers through only three or four feet of cable. This is particularly useful when attempting to use ULTRASPEED or WARPSPEED data transfer rates. The "QUINTOPUS"! also provides the "extra" 1/0 ports often needed lo connect devices not having daisy- chaining capabiiities. Cable resistance and compacitance are greatly reduced thereby significantly improving the opportunity of accurate

data transfers! needed.

Only $39.95 plus $5 S/H/l. SIO cable is $5 extra if

$5995 The "QUINTOPUS"!® $5995

(with SWITCHABLE PORTS!)

This Deluxe version of the "QUINTOPUS!" has all of the atiove features with the additional benefits of two SWITCHABLE PORTS! This means you can connect two computers to one printer or two printers to one computer: you can switch in a computer/printer combination and while you're printing out a long document, switch in a second computer to access a modem, disk drive, cassette deck, etc! Switch multiple combinations of peripherals or computers without Ihe hassle or re- arranging I/O cables.. .simply flip a switch! Only $59.95 plus $5 S/H/l. SIO cable is $5 extra if needed.

HARD DRIVE SPECIALS

COMPLETE Hard Drive Systems from C.S.S. include the BLACK BOX, power supply, logic board, controller, DOS, cables and assorted

software! All systems are wired, preformatled and have sample programs on them. Simply take il out of the box, plug it in and BOOT. ...no hassles! We currently slock 5 MEG lo 80 MEG systems ranging from $495 to $895. Sizes range from 3 1/2 inch, 5 1/4 inch, to 6 inch industrial quality. Call!

Controllers avaiiabie separately from Xebec, Adaptec, Seagate, Konan, and Western Digital. Call for pricing.

SPECIAL-SPECIAL! 5 MEG REMOVABLE disk Hard Drive BRAND NEW only $495 complete! Hard Drive sold separately in limited quantities for only $99.95. Excellent lor backing up larger HD systems! (Original drive cost was $1 1 00!)

LIMITED SPECIALS

These specials are available on a first come first served basis. Pre- owned items are iri exceptionally clean condition and are in perfect operating order. All items are warrantied. Sorry ... no rainchecks. Order 5 or more items and we'ill pay the freight. These SPECIALS are for C.S.S. customers only - NO DEALER DISCOUNTS! Add S5 to order for S/H/l.

1. 130XEv^ith320K POWER PLUS upgrade and Ultra Speed Plus installed (with power supply and cable)

2. 1050 DISK DRIVES with SUPER ARCHIVER II and SILENCER installed (with

power supply dhd cable)

3. SUPER PILL (without case)

4. ULTRA IvlENU/DOS

5. DISKCRACKER (Newest version)

6. ELECTRONIC PHANTOM SECTOR MAKER DELUXE

7. IMPOSSIBLE for 800 or 800XL

8. KLONE II (Generic HAPPY Backup)

9. SILENCER

10. BLACK PATCH (MASTER)

NOi;MAII.Y

UMITtD SPECIAL

$ 250

$

80

$

22

$

30

$

19

$

50

$

19

$

60

$

35

$

150

$

69

$

too

$

75

$

30

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19

$

50

$

25

REPAIRS

For 24-48 hour repair service on Atari computers or drives, call our repair department at (716) 586-5545 day or night. All work is guaranteed, NO minimum estimate fees; if you have two or more items for repair and don't want to spend any money .... send them to us and we'll use the parts from both defective items to make one good working unit at NO CHARGE ... we'll keep the other defective item for parts!

PUBUSHER James Capparell

ASSOCIATE PUBUSHER John Taggort

EDITORIAL Nat Friedland

Hditor

Carolyn Cushmon

Associate Editor

Marta Deike

Editorial Coordinator

Aid Rimpikiinen, Bill Morquardt

Technical Assistants

ART

Jvlianne Ososke

Creative Services Director

Jim Worner

Art Director

Kristi Johnson Simkins

Associate Art Director

Amber Denker

Assistant Art Director

Wendy Johnson

Advertising Production Coordinator

Edward Coldwell

Cover Photography

CmCXIIATION

(415) 957-0886

Ira Epstein

Circulation Considtant

Kable News National Distrihntion

Ann Diinkip

Fulfillment Manager

Charlie Sullivan

Distribution Coordinator

ADVERTISING

(415) 957-0886 Michael Evans

Eastern Sales Representative

Denny Riley Western Sales Representative

ANTIC PUBUSHING, INC. James Capparell

President & Chairman of the Board

John Taggort

Vice President

Richard D. Copporello

Director

lee Isgur

Advisor to the Board

Mark Shir

Controller

GENERAL OFFICES

(415) 9570886

544 Second Street

San Francisco, CA 94107

CREDIT CARD SUBSCRIPTION & SALES

(800) 234-7001 Visa, MasterCard, or American Express

SUBSCRIPTION CUSTOMER SERVICE

(619) 485-7754

AnUc, P.O. Box 3805, Escondido CA 92025

I/O BOARD

BUDGETIZER BLUES

I have run into some problems with your Budgetizer program in the Octo- ber/November 1989 issue of Antic. I had no trouble getting started, adding categories and making changes, but now I can't run the program with the new BUDGET.DAT file from my disk. I keep getting a Disk Error #5. What's wrong?

Curt Gienger

Warner, SD

This was a tricky bug to reproduce, but as far as we can tell, the problem comes from entering a CATEGORY with- out any FIELDS (or deleting all the fields from a category without also removing the category). Once the error *5 mes- sage comes up, you should reboot and run the program again. Check all your categories to make sure they all have at least one field. The money values in the field can all be zero, but there has to be afield name. Unfortunately, if you can 't get your data file to load from disk at all you may have to delete the file from your disk and start over from scratch. ANTIC ED

CRIBBAGE HELP!

iThe October, 1989 I/O Board plea for help with Cribbage Atari, from Antic May 1989, did not go unanswered. Tivo readers sent infixes right away. ANTIC ED)

The problem with running the May Cribbage game on an 800 can be found in one of the statements in line 830. The statement is "XX=XXA1" (raise XX to the first power) which shouldn't change the value of XX at all. Unfortu- nately, on the 800 the value of XX^l is actually a little bit smaller than the orig- inal XX. When XX is used later in the program as an indicator of which card was chosen, the value is effectively off by one, and the game gets noticeably confused.

The statement was intended as a de- lay, which the 800 doesn't really need

anyway. I simply removed the delay, by removing the XX=XXA1 and the fol- lowing colon. The program now seems to function correctly in fact, I've been pleasantly surprised by the "skill" of the computer's game!

Del Motteler

Des Moines, WA

I've experienced other "strange" oc- curences like this with the Atari BASIC version A that came with my 800. (Some of these are documented bugs, some are not.) These incompatibilities were cured when I got a disk copy of BASIC C to use with my 800. The main drawback is having to boot BASIC from disk. I recommend that 800 users get a copy of BASIC version C it will solve a lot of your problems.

Darryl Howerton

Jonesboro, AR

YEMACYB, WHERE ARE YOU?

I was delighted when I discovered from your magazine that software did exist to take advantage of the color graphics capabilities of my Star NX- 1000 Rainbow printer. I wrote but to an old address, so my order took months to arrive. Anyone wanting to order YEMACYB/4 should send $29.95, plus $2 shipping and handling, to Elec- tronical Software, P.O. Box 1106, Tay- lor, MI 48180.

After receiving the program, I had to write again, to find out why the pro- gram wouldn't work properly. Michael Clayton called quickly with the answer. Apparently, the YEMACYB programs and certain models of the Xetec Graphix AT interfaces are incompatible. (The Xetec staff spoke of extreme sen- sitivity to serial timing, whatever that means.) Once I tried a different inter- face, I had no trouble getting beautiful printouts.

Dixie Barber

Rus.sellville, MO

1050 DIFFICULTIES

I have three 800XL computers and

FEBRUARY/MARCH 1990

I/O BOARD

seven 1050 disk drives. Beginning two years ago, I started having difficulty reading protected disks now I can't read some unprotected commercial disks, though I can still read disks that I have created. I suspect a speed or alignment problem with the drives. Since I have a background in electronics, I feel capable of whatever adjustments or replacements may be required. Are there any repair manuals, or diagnostic disks, I could try?

Richard Mueller

Brick, NJ

We recently had a similar problem ourselves, when two 1050 drives coidd no longer read each others' disks. Our local 8-bit hardware expert, Charles Cherry, was able to get the drives back in tune with a bit of cleaning and by reseating all the chips prying them up and pressing them down again. For more complex repairs, you should be able to get a repair manual from a mail order source such as American Techna-Vision check their ads in recent issues of Antic . ANTIC ED

MORE 1050 WOES

I have a 1050 disk drive that broke its drive belt not too long ago. I have since returned it to partial service, using a very thick rubber band, but it now spins slower than its proper 288 rpm. It may have already zapped a particular copy-protected disk by writing to it im- properly. Can you or your readers re- fer me to a manufacturer or service from which I can order the proper belt?

Edwin Stovall

St. Louis, MO

As far as we know, the belts are no longer available and a proper belt is indispensible. Many repair services are cannibalizing old 1050s for parts. One of our frequent advertisers. Computer Software Services, offers a repair service call (716) 586-5545 for informa-

tion. Note that if you have two identical items for repair, they will fix one free, if they can keep the other for pans! If any- one knows of a source for belts from other kinds of drives, for instance we'd be delighted to hear about it. ANTIC ED

TYPO TRIALS

I have ordered your monthly disks, and am generally delighted, but I have one problem. I do not know how to use the TYPO 11 Automatic Proofreader. A couple of my disks have TYPOII.LST on them, but I don't know how to use them from BASIC. How can I SAVE a copy of that listing?

Brandon Palmero

San Bernardino, CA

You don 't need TYPO II to run any of the programs on disk. The version on some Antic Disks is a listed BASIC pro- gram, included for your convenience in typing listings from other issues. You can 't run listed programs (ivith .LST endings) from the Antic Disk Menu, but from BASIC you can ENTER "D.TYPOII.LST" to get the program from, the Antic Monthly disk, then SAVE it to a new disk as TYPOII.BAS. Ihen you can RUN it from disk to help you type in a new program. ANTIC ED

XF551 LOOSE CONNECTIONS

I doubt anyone would argue with calling the double-sided, double-density XF551 disk drive a great peripheral for the Atari. However, the circuit board lacks ruggedness. I first realized that there was a problem when I took my drive to a users group meeting one of the serial I/O ports no longer worked. After taking the drive to a lo- cal computer fair, the drive wouldn't work at all. I ended up having to resolder the power connector's circuit board contacts and solder four jumper wires into the drive to replace the cir-

cuit board traces between the I/O sock- ets and the associated circuitry on the board.

My advice to XF551 owners is, once you plug your I/O cables and power transformer in, try to leave them plugged in whenever you have to move your drive. If you pull out and replace those connectors more than two or three times you could wind up with a dead drive. Fixing the problem is easy and inexpensive for anyone who knows much about electronics.

Charles Cole

Sierra Vista, AZ

In January 1989 I acquired an Atari XF551 disk drive. After one month one port died, and in September the other one went South. On close inspections, 1 realized that the rivets had loosened, lifting the pads from the boards. The solution is to replace them with 4-40 bolts.

Piers Cunliffe

St. Catharines, Ontario, Canada

Two users with similar problems and different solutions. As always, we must caution that opening your drive will void any warranty left, and Antic takes no responsibility for the results of any modifications such as suggested above. ANTIC ED

LOADS OF PROBLEMS

I have some back issues of the mag- azine from before you started using the BASIC loader for the special graphics characters. The current loader says that it can be used with other programs. I know to start with lines 10-250, but how do you create the DATA lines to use with the loader?

Peggy Darlington

Walls, MS

When we say you can use the loader with other programs, we're talking

ANTIC. THE ATARI RESOURCE

I/O BOARD

about other programs printed ivith load- ers. Since the loader part is always the same, this saves retyping all but the DATA lines. To get the numbers for the DATA lines, ive run the "hard-to-type" lines through another program . To get the numbers and enter them manually would require figuring out the correct numeric value for each character, then entering that number. You might as well struggle through typing in the char- acters. Or buy the disk . Disks are available all the way back to Antic issue *4, when we first started selling disk ver- sions. See our Back Issue ads in recent issues. ANTIC ED

MONDAY ON SUNDAY

YoLir Best of Antic disk has a terrific program i^y Alfred Filskov called Ap- pointment Calendar, originally pub- lished in the January 1985 issue of Ant- ic. The only thing is that I would like to have each calendar week begin with Sunday, not Monday as at present. Is there any to revise the program?

Richard Dawid

Monroe, CT

Chris Wareham ofSpearfish, SD sent us an easy fix that ran back in the Mar- ch 1986 issue of Antic . Just change lines 180 and 1590-1660 as shown be- low. — ANTIC ED

188 DATA TUESDAY. DAY>FRID 1590 DAT 47735136

leee dat

62361462 1618 DAT 25513614 1620 DAT 47146247 1638 DAT 73361462 1648 DAT 25624725 1650 DAT 61146247 1660 DAT

SUNDAY UEDNESD AY.SATU A 36624 2472 A 51146 5735 A 14472 7257 A 36624 3513 A 62257 5735 A 14472 1361 A 47735 3513 A 62257

, MONDAY. AY.THURS RDAY 7251361.

2473513.

5736146.

7251361.

3514624.

5736146.

1362472.

3514624

AMP INSTRUCTIONS

I'm new to the Atari world and I find I need some help with the August 1989 Antic Monthly disk. I can load and play music with the Antic Music Processor (AMP) disk bonus but I can't figure out how to use the editor to pro- gram my own music. I didn't .see any- thing on the disk or in the magazine that explained how to do that. Did I miss something?

Jack Bryant

Myrtle Beach, SC

Sorry for the confusion the June 1989 issue and disk had the instruc- tions you need. AMP 2.1 on the August disk ivas simply a slightly modified ver- sion of June's AMP 2.0 (it fixed a minor bug) so we didn 't include the instruc- tions again. The June, 1989 issue had AMP 2.0, instructions in the magazine for using the new Lyric Editor, and a re- cap of the Note Editor instructions in a HELP file on the Antic Monthly Disk. Also on disk were several of the ivinners from our song contest.

We originally ran AMP version 1.2 as a Disk Bonus in the December 1988 issue of Antic, ivith detailed instructions in the magazine on using the someivhat cryptic "Backus-Naur" notation. The disk with that issue included a program that will convert, songs in the popular AMS 11 format to AMP format a must for bulletin board frequerUers. All these back issues and disks can still be or- dered — see our ads for Back Issues in recent issues of Antic . ANTIC ED

RAMBRANT AND AMP TIPS

For anyone interested in a new us- age for RAMbrant, I have found that MODULE 1 (DOS utils) loads in Com- putereyes picture files. After loading in a closeup of a person's face, you can use the WINDOW option while in the MIRROR drawing mode and get the minor images of both halves of a per- son's face. The results are surprising

and quite impressive in the l6-shade mode, which can be printed out using MODULE 2, the GTIA l6-shade printer dump.

I've also found that the Antic Music Processor (AMP) works with DOS XE and an XF551 drive. You can fit a lot of songs on a double-sided disk, and the songs can be categorized in sub- directories such as ROCK, CLASSIC, TV SHOWS, etc.

Gregory Vilicic

Clifton, NJ

GERMAN GOODIES

From Germany, the folks at KE-Soft have written to let us know of several software products they sell. Translating as best we could from their German- language fliers, they offer DRAG, a Boulderdash clone starring the frog Drag; the space shoot-'em-up OBUTROID; the puzzle-game SOGON; ZADOR, a Mah-Jong clone; the disk magazine ZONG; and a double-game disk with TOBOT, a Robotron-style game, and the graphic adventure BROS. If you can read and write Ger- man, and are looking for new software, you can write for more information at KE-Soft, Franken.stras.se 24, 6457 Main- tal 4, West Germany. ANTIC ED A

Antic welcomes your feedback, but we regret that the large volume of mail makes it impossible for the Editors to reply to everyone. Although we do respond to as much reader correspondence as time permits, our highest priority must be to publish I/O answers to questions that are meaningful to a substantial number ofreadeis.

Send letters to: Antic I/O Board, 544 Second Street, San Francisco, CA 94107.

FEBRUARY/MARCH 1990

NEW PRODUCTS

SIO-2-PC

(hardware interface) N.R. Kennedy 300 S. Vancouver Russellville, AR 72801 (501) 967-3843

IBM-PC compatible with RS-232 port re- quired $39.95

Tired of making do with that IBM- PC compatible you bought? Now you can turn it into a RAMciisk and drive emulator for your trusty Atari 8-bit, with SIO-2-PC. Complete with 9-pin RS-232 connector and all the cables you need, SIO-2-PC lets you hook up your PC to your 8-bit and then create up to four RAMdisks in the PC's RAM space. You can then use these RAMdisks from your 8-bit, using your favorite Atari DOS, just like using another drive. Once you have your files on RAMdisk, you can save them to the PC's high capacity hard or floppy drives. If you transfer your startup files to the PC, you can even boot from it without needing a real disk drive.

SIO-2-PC will daisy chain with your other peripherals without interference. For special setups, custom cable lengths are available, and a 24-pin RS- 232 connector costs $2 extra. If you al- ready have tliat #@*&! PC or clone, and appreciate the irony of turning it into a file server for your Atari, SIO-2-PC will do the trick at a price that's hard to beat.

PS PRINTER DRIVERS, RAMDRIVE + XLTOXE

(hardware/utilities) Innovative Concepts 31172 Shawn Drive Warren, MI 48093 (313) 293-0730

If Broderbund's popular Print Shop software doesn't have a driver for your printer. Innovative Concepts may be able to help. Their new drivers are de- signed to work with Print Shop and

Print Shop Companion, without modify- ing the original disks. PS Atari 1020 Driver lets you use Print Shop with the Atari 1020 Printer/plotter, using any one of four colors. The PS Okimate 10 Driver lets Okimate 10 users print their PS graphics in black, only. Also lim- ited to black, the PS Epson LQ- 500/800 Driver works with the newer Epson and compatible 24-pin printers. All three drivers retail for a low, low $14.95 each!

^

•- '

1

L

^

WKKp'*' ^m-

Expanding their collection of memory u]:)grades, Innovative Concepts introduces RAlMdrive + XL to XE

($59.95), a low-cost memory upgrade for the 800XL that makes it 100% com- patible with the 130XE, including ANT- IC modes! The upgrade comes com- plete with RAM chips, instructions, and utilities disk, histallation by someone experienced at soldering is recom- mended.

DRAPER PASCAL 2.1

(programming language)

Draper Software

307 Forest Grove Drive

Richardson, TX 75080

$20 complete, $15 manual/registration

fee only

Pascal has become the learning lan- guage of choice at many colleges. Draper Software brings this modular, high-level language to the 8-bit Atari with Draper Pascal. Released as shareware, the latest version of Draper Pascal is available on CompuServe, GE-

nie and Delphi with a 39-page "starter" manual. The complete 86-page manual is available by mail for a registration fee of $15. This complete manual includes extensive explanations of reserved words, plenty of examples, BASIC equivalents, details on RAMdisk usage, and much more.

MONEY UN-LIMITED

(applications software)

KCTronics

457 June Street

Fall River, MA 02720

$9.95 complete, $8 manual/registration

fee only

Tired of trying to keep a budget with little amateurish programs? Try IVIoney TJn-LimiTeD from KCTronics. This inexpensive shareware program keeps track of your checking and sav- ings accounts, and bills and income. Special monthly worksheets let you jug- gle your money more easily than ever as you try to stay within your budget. Instead of cluttering your desk with lit- tle scraps of paper, you can even use the special NotePad to record your notes. Users are free to copy and share the program. New users are requested to .send in an $8 registration fee, for which they will receive the manual and information on any updates.

Money Un-LimiTeD is only the first of several useful products planned by KCTronics for home and small-business use. In the works are a general- purpose text processor and modem ter- minal, a menu-driven database, a physics/calculus/chemistry homework tutor, a phone dialer-database and a joystick-controlled, 2.5D animated CAD program. A

New Products notices are compiled by the Antic staff from information provided by the products' manu- facturers. Antic welcomes such submissions, but assumes no re- sponsibility for the accuracy of the- se notices or the performance of the products listed.

ID

ANTIC. THE ATARr RESOURCE

SUPER DISK BONUS

Antic Sampling Processor

By Steven Lashower

New breakthrough from the author of Antic Music processor

BuUd yourself a sampling pro- cessor for under $15 and create sound samples for use in your own BASIC programs. This slick, machine-language software can be used on 8-bit Atari comput- ers with at least 48K memory.

This issue's Super Disk Bonus is the Antic Sampling Processor, a high-powered audio digitizer writ- ten in fast machine language by Steven Lashower, who pro- grammed the very popular Antic Music Processor which appeared in the December 1989 and July 1990 issues of Antic. Antic Sam- pling Processor requires a bit of hardware construction, with some basic knowledge of electronics and soldering, but the results are well worth the effort. To hear just how good these results are, you can play the music samples included on this month 's Antic Disk. No special digitizer hardware is ever required for playing back the sounds recorded into your 8-hit Atari by the Antic Sampling Pro- cessor.

Lashower also provided a vety well-documented player utility written in BASIC, for use ivith your oiun programs. We are looking forward to your Disk Bonus sub- missions which employ digitized speech and sound effects, created with The Antic Sampling Proces- sor — ANTIC ED

DIGITIZING AND MIDI

The Antic Sampling Processor (ASP) is a sophisticated coniloina- tion of Atari 8-bit software and hardware audio digitizing technol- ogy. Written in MAC/65 assembly language, ASP captures pure digi- tal sound (through a process called sampling or digitizing) from any stereo or amplifier source.

In the July 1983 issue of Antic,

an article called Talk Is Cheap by Ed Stewart gave specifications for an 8-bit Atari digitizing circuit on which the ASP hardware is loosely based. The new circuit was de- signed by John Shook and Jim Burgess of the Disneyland Sound Department. The software is writ- ten in MAC/65 with core digitizing routines for recording and play- back based on the old 1983 rou- tines.

Once the sound, or sample, is stored in the computer's memory, you can play it back at any speed forward or backward. Some commercial recordings have vari- ous sounds and vocals recorded in reverse. Since Antic Sampling Processor has a back-masking feature that allows you to play your samples backwards, you will be able to hear those special parts of the Beades' notorious "Revolu- tion #9" withc:)ut ruining your phonograph.

No sampler is complete with- out MIDI support Antic Sam- pling Processor is compatible with Hybrid Arts' MIDI interface and any MIDI-capable synthesizer. With a synthesizer, you can actual- ly "play" the sound samples, thus turning your Atari into a low-cost, high quality, digital sampling work-station. For the program- mer. Antic Sampling Processor comes with some easy-to-use rou-

FEBRUARY/MARCH I'JOO,

tines written in Atari BASIC that load and play Antic Sampling Pro- cessor samples.

RUNNING ASP

To record your own samples, you will need to build the digitiz- er as shown below. However, you can run Antic Sampling Pro- cessor and play pre-recorded files without a digitizer

Use DOS command [C] to copy ASP.COM to another disk that con- tains the DOS.SYS file (DOS 2 or 2.5). Then use command [E] to re- name "ASP.EXE" to "AUTO- RUN. SYS". Turn your computer off, remove all cartridges, and turn your computer on again (XL/XE users hold down [OPTION]). Antic Sampling Processor will load and nin automatically.

SAMPLE TEST RUN

With the ASP Main Menu on- screen, insert your copy of this is- sue's Antic Disk in drive 1 with Side B up. Press [L] to load a file, and at the prompt type DiSLOOPJB.ASP [RETURN]. Once the file loads, press [P] to play.

To see the color display during playback, press [C], then play the sample again. Press [B] to play it backwards. Press [O] to change the playback rate enter 20 and then press [RETURN] to play the sample faster.

HOW IT WORKS

Every sampler needs a hard- ware A/D (Analog to Digital) con- verter that enables it to translate speech (analog information) to data that the computer can under- stand (digital information). We are indeed in luck because the Atari joystick ports are actually A/D converters. The Atari paddle controllers are analog input de- vices.

As the controller (or paddle) is

turned, the converter generates a count in response to circuit resis- tance — the time it takes for a ca- pacitor inside the computer to charge up. Turning the knob to the right lowers the resistance, so the capacitor charges up quickly. Turning the knob to the left in- creases the resistance and the charging time. If these resistance changes are recorded fast enough, and if they have a direct relation- ship to the sound waves produced by speech, then we can read the-

BUILDING THE CIRCUIT

The ASP circuit can be built for about $9 and all parts are available at almost any electronics store, including Radio Shack. One of each of the following items is required to build the circuit shown in Figure 1.

Note that Radio Shack 9-pin fe- male connectors will not work di- rectly with the Atari 130XE and XEGS computers because the shield surrounding the connector is too large. You can solve this

Item Description Radio Sliack Part #

Price

9-pin female connector

276-1428

$1.19

Hood for 9-pin connector

276-1539

$1.19

Phono Plug to Stripped Wire

42-2370

$1.69

I.O uF capacitor

272-1434

$.59

NPN transistor (NTE 123AP)

276-2058

$.49

IM Ohm potentiometer

271-229

$.69

lOOK Ohm potentiometer

271-220

$.69

lOOK Ohm fixed resistor

271-045

$.19

IC-Spacing Perfboard

276-1365

$1.79

FIGURE 1

se numeric values from a paddle port and store them in the com- puter as speech patterns.

A simple hardware circuit is re- quired to convert the voltage pro- duced by any audio source into a variable resistance that the com- puter reads. These values are read at very high speeds (ap- proaching 5,000 times per second, the sampling rate) and stored in memoiy. Then they are sent to the video speaker to produce a voltage which is in direct propor- tion to paddle resistance. The re- sult is a pretty good reproduction of whatever sounds were played through the circuit. Admittedly, the higher the sample rate the less distortion during playback. But saved samples are notorious RAM hogs.

problem with a joystick extension cable, available from Radio Shack or from just about any toy store or department store that sells video game accessories for the Atari and Sega game systems. Plug the fe- male end of the joystick cable into the XE computer, and the male end into the connector for this digitizing circuit. The "ears" on the Radio Shack connector do not interfere with this setup.

The small AC current sent to the digit circuit from your audio source causes the base current to change through the transistor. This in turn varies the effective re- sistance presented to the paddle port. The computer believes that a paddle controller is connected and is being turned back and forth at a very high rate. The IM pot is used as the circuit's gain

12

ANTIC, THE ATARI RESOURCE

control to get rid of most unwant- ed noise during program execu- tion. The lOOK pot is used to control input volume into the cir- cuit.

A patch cable can be used to connect the RCA phono plug to any receiver/amplifier. I have found that the best sampling re- sults can be obtained by recording from a small, portable cassette deck with a MINI (1/8 inch) ear- phone output. To do this, you will need a PHONO to MINI con- verter plug (Radio Shack #274-330 -$1.69.) Make sure that the vol- ume level on the cassette is turned almost all the way down, assuring as little distortion as pos- sible.

USING ASP

Start the Antic Sampling Proces- sor program as outlined above. To sample any new sounds of your own you must plug the digi- tizer circuit into the second joy- stick port. Select from ASP's nine functions on the Main Menu by typing the highlighted letter that appears just to the left of the func- tion name.

[P] Playback Sample. Use [P] to play a sample stored in memory.

[R] Record Sample. Use [R] to record a new sample, storing it in memory.

[T] Test Microphone. With this option, ASP digitizes audio for an unlimited period of time, echoing the data it receives through the computer speakers so you can ad- just volume and noise control po- tentiometers. The sample is not stored in memory. Press [RESET] to return to ASP's main menu.

[L] Load Sample. This com- mand loads in a digital sample file from the disk drive specified (Dn:filename.ext). Drive 1 will be used if no drive number is speci- fied. (You may use a RAMdisk of

40K or larger.) The sample is loaded into the same area of memory from which it was saved. Please see [O] Set Options for more information- on memory management.

[S] Save Sample. Save a digital sample in memory to a disk. Type [S], then enter a filename. If

really experience some weird and unusual sounds. Some major rock-and-roll groups use back- masking to record special audio effects. For example, try sampling the Beatles' "Revolution #9" from their White Album or the Electric Light Orchestra's "Fire on High" from their album, Face the Music.

lOOK

-I-5V (PIN 7)

A

lOOK

PHONO PLUG

LOuF

NPN

POT A (PIN 9)

FIGURE 2: Schematic Diagram for Digitizing Circuit

you do not specify a drive, the file will be saved to drive 1. Please note that sample files can get quite large (over 32K, or 250 sec- tors). Disks fill up quite fast.

[C] Color Display. Use [C] to toggle the Color Display option ON or OFF When the color op- tion is enabled, a graphic display flashes different colors on the screen in response to the audio data. This visual effect only works during playback.

[B] Back-Masking. Plays your sample backwards. Use [B] to toggle the Back-Masking option ON or OFF

Using Back-Masking, you can

The voices that seemed to be speaking gibberish will speak in pure and clear English once played back with ASP's Back- Masking feature.

[M] MIDI Playback. Plays the sample through an attached MIDI device. Use [M] to toggle the MIDI Playback option ON or OFF

MIDI Playback requires a MIDI compatible synthesizer (the Casio CZ series instruments are great, low-cost, full featured MIDI syn- thesizers) and a Hybrid Arts (or compatible) MIDI interface. A MIDI cable connected from MIDI- OUT on the synthesizer to MIDI- IN connector on the Hybrid Arts

FEBRUARY/MARCH 1990

13

box is also necessary. ASP re- quires that the synthesizer trans- mit data through MIDI Channel 1.

Once MIDI Playback is ON and a sample is in memory, type [P] for playback, and then play some notes on your synthesizer's key- board. Since Antic Sampling Pro- cessor acts as a monophonic sam- pler (a synthesizer that can play only one note at a time), make sure that you only press one key at a time on your synthesizer. On my 61 -key synthesizer, I have found that the upper two key- board octaves yield the best re- sults for actual playing. For extra fancy sounds, try Back-Masking in conjunction with MIDI-Play.

(We are not equipped to test MIDI operation with ASP. ANTIC ED)

[O] Set Options. Use this to change the sampling rate for play- back and record, as well as sam- ple length and location in

memory. A flashing cursor ap- pears on the second status line lo- cated in the upper half of the screen. Change the sampling rate for playback [P] and recording [R] by using the [LEFT & RIGHT AR- ROW KEYS]. Note that ASP uses hexadecimal values for these set- tings. Press [RETURN] to save the new values in memory and return to the Main Menu. Press [ESC] to return to the Main Menu without saving any changes.

More advanced users will ap- preciate the ability to change the length of the sample and its memory location. If you're famili- ar with the way data is stored in the computer, you may use this function to change the address where the sample is stored in memory. Multiple samples can be stored in memory. Antic Sam- pling Processor allocates the area of memory from $2B00 to $BCOO for sample storage.

BASIC ROUTINE

How would you like to use some of the samples in your own BASIC programs? Well, it's no problem because Antic Sampling Processor comes with some easy- to-use routines that you can im- plement in your own programs. Extensive REMarks make PLAY- ER.BAS easy to follow. You could use it to try to make a Battleship- type game where the computer actually calls out coordinates, hits, and misses, for example. The possibilities are endless. A

Steven Lashower studies Computer Science at California State Univer- sity, Fullerton, and works at Dis- neyland. His Antic Music Proces- sor appeared in the December 1988 issue of Antic, and the new, improved AMP, Version 2.0 with lyric editor ran in June 1989.

Antic Disk Bach Bonus

This month's Antic Disk also features three song files for the popular June 1989 disk bonus Antic Music Processor - BRANDEN4.AMP, BRANDEN5.AMP and PREllJSB.AMP. These three files present a choice selection of works composed by Johann Sebastian Bach. Brandenburg Concertos number 4 and 5 were sent us by Rashad Chichakly of Mission Viejo, California. The Bach Prelude Number 11 was entered in our songwriting contest by runner-up Lee Vaughan of San Jose, California. (Lee's "Bach Prelude #20" appeared on the June 1989 Antic Disk),

DROP US A LINE!

Our Editors would like to hear from you. Your feed- back helps us to moke Antic a better magazine for our most important people you. Naturally we can't respond personally to each letter we receive, but you can bet we read every one. Just send your letters to:

Antic Magazine Editorial Department 544 Second Street San Francisco, CA 94107

14

ANTIC. THE ATARI RESOURCE

FEATURE APPLICATION

Photo LabelMaker

By Gary Coppola

Print tiny labels just right for your 35mm slides or anywhere you need lots of

information in a little space

Photo LabelMaker is just the ticket for keeping tabs on your fast- growing 35nini slide collection or for printing tiny return address labels and many other uses. This BASIC pro- gram works on Atari 8-bit computers with at least 48K memory and disk drive. The program is designed for Epson-compatible printers with codes for producing compressed pitch, superscript font, and 6/72-inch line spacing. Other types of printers may also be able to use Photo LabelMaker if you can insert the proper code sequences from your printer manual, as explained in the article.

Photographers, whether amateur or professional, tend to rapidly ac- cumulate an overwhelming amount of pictures. Keeping track of these pictures usually requires some sort

of filing system, either manual or computerized. Professionals who routinely send photos to clients need to be able to quickly locate a particular image. However, the se-

rious photographer who enters club competitions, or even the casual photographer who just wants to identify vacation shots quickly, can find a good filing system invalu- able.

No matter what type of filing system you use, it is important to put a substantial amount of infor- mation, clearly written, on each im- age. These facts may include a ti- tle, location, subject description, ex- posure values, photographer's name and address, filing data, etc. For those who prefer to shoot 35mm slides, there just isn't enough room on the mount to write much of anything.

Out of necessity I wrote Photo LabelMaker. This program lets you rapidly make mini-labels for your slides or anything else where space is scarce, for that matter. These labels of either three or four lines, with up to 28 characters per line, provide plenty of room for lots of information, especially if you use two labels per slide.

GEniNG STARTED

Type in Listing 1, check it with TYPO II and SAVE it under the name PHOTOLBL.BAS. If you have difficulty typing the special charac- ters in line 10030, don't type them in. Instead, type in Listing 2, check it with TYPO II and SAVE a copy. ■When you RUN Listing 2, it creates this line and stores it in a file called

FKBRUARY/MAIiCH 1990

15

LINES.LST.

To merge the two programs, LOAD "DrPHOTOLBL.BAS" and then ENTER "D;LINES.LST". Re- member to SAVE the completed program before you RUN it.

Make a copy of PHOTOLBL.BAS on a separate disk, and set one copy aside as a master copy. If you have the Antic Monthly Disk, make a "working copy" of the pro- gram on a separate disk before you try to use it. Your working copy should be on a disk that is not write-protected. At certain points in operation, the program may rewrite several of its lines and SAVE the modified program back to disk. Such self-modifying programs are more vulnerable to damage than most others, so it's very important to keep a master copy as a backup.

When RUN, Photo LabelMaker displays a title page which prompts you to press [START] to begin. Then, after a short pause, the main menu appears, with four different label options SINGLE LABEL, DOUBLE LABEL, 4-LINE LABEL, and LABEL SETUP.

LABEL TERMINOLOGY

Choosing SINGLE LABEL will al- low you to make one label at a time. In DOUBLE LABEL mode you can make two separate labels. This is useful if you need an upper and lower label on a slide (see Fig- ure 1). Both of these options will produce labels with three lines of text. The 4-LINE LABEL mode will provide you with four lines of text. However, the 4-line label is only available as a single label.

For any of these labels there is a choice of three label types BLANK, FIXED, or FORM. A BLANK label allows you to enter any text you wish on it. A FIXED label contains information that is used repeatedly, such as your name and address, company name, etc. Picking this option automatically enters the information on the label

with just one keystroke, ready for printing.

A FORM label is a mini-form of your own design that, when cho- sen, is displayed on the screen. All you have to do is fill in the appro- priate data for each subject. An ex- ample of such a label before and after completion is shown in Figure 2 (4th and 5th labels). It is available in both 3-line and 4-line format.

been created yet.

You will notice that to the left of the label outline you are prompted to type in the first line of text. For now, just press [RETURN] three times. The default prompts used in the program are Line #1, Line #2, etc. If these are not to your liking you can customize them to fit your needs.

Label Options

SINGLE

DOUBLE

Figure 1

Before you can use the fixed cm- form labels you must create them. This is done in the LABEL SETUP mode in the main menu.

ENTERING YOUR TEXT

Before you enter the LABEL SET- UP mode, you should familiarize yourself with the text-entering screen. Select the SINGLE LABEL option. A figure of a slide will ap- pear on the screen, then an outline of the label will be drawn above it.

An OPTIONS menu will then be displayed. Choose LABEL INPUT and, when the LABEL TYPE sub- menu appears, select BLANK. If you select FIXED or FORM at this point, a message will appear within the label outline that these have not

LABEL SETUP

Return to the main menu, then select LABEL SETUP. A menu will appear with six options. The first option, SUMMARY, displays the cur- rent prompts, fixed labels, and form labels that are in memory.

To create your own prompts, se- lect CUSTOM PROMPTS from the setup menu. Next, choose which type of label your new prompts will be associated with. Finally, type the prompt (9-character maxi- mum) in the box, press [RETURN] and then enter the remainder of the prompts. When finished, either se- lect another label type or return to the setup menu.

To create a fixed label with in- formation you will want to print re-

16

ANITC, THE .WARI RE.SOURCE

peatedly, choose FIXED LABEL from the setup menu. Select either a 3-line or 4-line label, then type the text within the outlined area. Press [RETURN] after each line is entered.

Form labels are just as easy to create. Select CUSTOM FORM from the setup menu, choose a 3-line or 4-line label and then type your cat- egories. You can have as many cat- egories on each line as will fit with- in the label outline. Press [RETURN] after each line is entered.

After you enter your fixed or form label, the program returns you to the setup menu. The screen will go blank for a few seconds while the new lines of the program are being rewritten. Now if you choose SUMMARY, all of your customized prompts and labels will be dis- played. If these modifications are only going to be used temporarily, return to the main menu and con- tinue on. However, if you want to make these changes a permanent part of the program select SAVE TO DISK before returning to the main menu. Remember, make sure there is no write-protect tab on the disk.

MAKING LABELS

With the setup completed, mak- ing a label is a snap! From the main menu, choose a label, then from the options menu select LA- BEL INPUT (UPPER or LOWER LA- BEL if you are in DOUBLE LABEL mode). Decide whether you want a blank, fixed, or form label.

If you choose form label, the form's text appears in the label area. Move the cursor to the de- sired location along each line with the [CONTROL] [ARROW] keys and then fill in the appropriate informa- tion. Press [RETURN] after each line is completed. Once you finish your label, you're ready to print.

PRINTING LABELS

Make sure your printer is hook- ed up, and on. Carefully position

o o o o o

ANTIC nASAZINC

944 SeCOND STREET

■AM FRANCISCa, CA 94107

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the pin-feed label in the printer. Then select PRINT LABEL from the options menu. Enter the number of labels you want to print and press [RETURN]. Out comes your label!

The printer control codes in line 7160 are for Epson or Epson- compatible printers. If you have a different printer, you must change them accordingly. Consult your printer manual for codes controlling compressed pitch, superscript font, and 6/72 inch line spacing.

Two labels will fit on a standard 3 1/2 X 15/16 inch label form, al- though some trimming is required for mounting on 35mm slides. If you plan on making a lot of slide labels it may be more convenient to buy specially designed labels which fit exactly on a slide mount. These can be purchased from: SlideScribe, 7141 Shady Oak Road, Minneapolis, MN 55344.

Try to plan your label making session to print your 3-line and 4- line labels in separate groups. When you switch between these two formats you should reposition the label in the printer, otherwise

the printing will be slightly off cen- ter.

If you leave the text-entering screen and go either to the main or setup menu, you will notice that when you return to SINGLE, DOU- BLE, or 4-LINE LABEL modes the label area is blank. Select SHOW LABEL and the current label in memory will be displayed.

Even though Photo LabelMaker is designed for printing photo- graphic labels, you need not limit yourself to this one purpose. Use it anytime you need a small label with tiny print. Since I have my name and address as a fixed label, I can rapidly print several dozen re- turn address labels with just a cou- ple of keystrokes. ^ Listing on page 35.

Gary Coppola ofBudd Lake, New Jersey is a senior research chemist for a major pharmaceutical compa- ny. He has ivritten two books aitd has over 75 scientific publications and patents. His TapeTime Label- Maker appeared in the July, 1989 issue of Antic .

FEBRUARY/MARCH 1990

17

Mutant

By Kevin Steele

Turn that broken-down old joystick into a custom controller with these tips and instructions from

an ace joystick dismantler.

18

Illustration by Wendy Johnson

ANTIC, THR ATARI RESOURCE

Joysticks

Customized game controllers you can build

As an avid video gamer, I am con- stantly annoyed by having to use a joy- sticii to play a game that was never de- signed for a joystick. Pole Position comes to mind have you ever tried to drive a car with a joystick? Unfor- tunately, alternative controllers are hard to find. A few ill-fated at- tempts have been made, such as the Atari Trackball, but without software support, these controllers are worthless.

So why not just adapt an old joy- stick to suit your needs? It's a lot easier than you think, and can be done with a minimum of money and time. All it takes is a little creativity, elbow grease, and time. I've created several alternative con- trollers, some with a specific game in mind, such as Pole Position. Others were simply creative tinker- ings, but could possibly be used in a game of your own design.

WHAT'S INSIDE

Before we start building that dream controller, let's take a look

inside your standard Atari joystick. The joystick case can be easily opened by using a Phillips screw- driver to unscrew the four screws holding the case together. Once you've opened the case, what you will discover is a printed circuit board attached to the joystick cable by six wires.

Notice that each of the attached wires is a different color this will be important when you are wiring up your own creation. As the color of these wires sometimes changes from joystick to joystick, I'll identify them by location on the circuit board rather than color.

If you orient the board so that the fire button is in the upper left- hand corner, the third wire down on the right side should be the ground wire. Follow the copper traces on the board the copper tracings from the ground wire go to all "blisters" on the board, which are the switches that tell the com- puter which direction you are pushing the joystick,

If you follow the traces for the other five wires, you will note that they correspond to the other joy- stick functions up, down, left.

right, and fire. These can be thought of as buttons or keys, and can be combined in any way you wish, unlike a standard joystick which is limited to pushing adja- cent buttons together.

Make a note of what color wire corresponds to which joystick di- rection. By detaching these wires from the board and attaching them to your own custom switches, you can create a variety of controllers.

ARCADE ADAPTATIONS

The accompanying photo shows the Asteroids keypad that was my first attempt at a new controller. This is a fairly simple project, and only requires a keypad and a case which are easily obtainable at a lo- cal Radio Shack (or by mail from Jameco Electronics).

Step one is to lay out a template on a piece of wood or the case top to indicate where you would like the keys placed. You may want to play around with the key place- ment a bit, and adjust the key placement to whatever feels com- fortable for you. Once this is done, use a jigsaw to separate the keys from the keypad, and a drill to drill

FF.liRUARY/.MARCH 1990

19

matching holes in the board or case top.

The keytops on my keypad were detachable, wliich helped in both the cutting and mounting of the keys. I used the larger "Zero" key off the keypad for the hyperspace key, to allow for a bigger panic tar- get for my thumb.

Once you've drilled the holes and mounted the keys, you can then wire up the keys. The ground wire should go to one post on the back of all the keys, and the other post will be attached to the corre- sponding joystick wire. For exam- ple, the "down" wire will be at- tached to the second post on the Zero key, to allow for hyperspace when pressed.

Soldering the wires is best, but if the keys have long enough posts, simply wrapping the wire works well enough to let you test your

bly find one that suits your needs. I built mine from wood, but you may find that a steel case from Ra- dio Shack more suits your taste. The top surface of my case was de- signed to slope gently, like any normal keyboard would. This helps to relieve wrist stress during those long play sessions. Once you've played a game or two with your new controller, I'm certain you'll never use a joystick for Asteroids again.

This same techniciue could also be used to create a key-based con- troller for any game where a joy- stick is just too mushy for accurate control.

POLE POSITION

My next challenge, a controller that simulated a real steering wheel for the Pole Position game, proved to be a bit more challenging. True

Direction of llotion

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Left Pad

Right Pad

Copper wire attached to ground Hire

Figure 1; Driviog Controller Design

wiring before committing to a sol- der job. Once the keys are wired, plug in the new controller and give it a brief test.

After you're sure all is well, you can build a case to match, or possi-

proportional steering was out, be- cause the game worked only with "on" and "off signals from the joy- stick. You push the joystick left, and the car pulls a hard left until you stop pushing left on the joy-

stick. Nothing like "turn the car slightly left" was possible, except for flicking the joystick left in quick intervals, which was as close as you could get to a gradual left turn.

That was what got me thinking if I mounted a number of metal "leaves" around a 1/2" copper pipe, and placed two contact metal "pads" to the left and right of the pipe, (see Figure 1) I could simu- late that pulsing joystick motion with a true steering wheel! As you turn the wheel left or right, the metal leaves touch the pads on the left or right, and the resulting con- tact accurately simulates joystick "pulsing."

I mounted this contraption on a board using two eye hooks, one mounted slightly lower than the other, and wired up one of the eye hooks to the ground wire. Two wood blocks held the metal contact pads near the pipe on the left and right. With a wooden disk as the steering wheel, and the fire button switch wired to a footswitch placed on the floor for the brake, I had my driving controller.

I kept the joystick wired in to use the up-down motion for the stick shift. The faster you turn the wheel, the faster the pulsing mo- tion, and the more the car turns. While not perfect, it's a lot closer to real driving, and Pole Position's suddenly a lot more fun to play.

RUN FOR YOUR LIFE!

Several sports games have the player simulate running by toggling the joystick back and forth as fast as possible. This, to me, lacked the realism that I wanted while running for the gold. Besides, my joystick hand huit. After one hand-cramp too many, I came up with a brilliant idea why not rig up a joystick that also included two pads that you could place on the floor for the running portions of the game?

While the idea was simple, de- signing a good footpad was tough.

20

ANTIC, niE ATARI RESOURCE

Finding a material to simulate the blister switches on the circuit hoard, something large enough and tough enough to be stepped on vigorously, was a challenge. Then I hit upon the answer a rubber ball, in this case a medium-sized ball found in a toy store. I cut it so that I had a little less than half of the ball to work with, creating a mbber "dome" to be stepped on. I then epoxied a small circle of cop- per foil to the inner part of the dome, and a larger circle to a wooden board. After soldering wires to both copper pads, I then attached the dome to the board us- ing a staple gun. The wires were attached to the contact points in- side the joystick, and voila, I had a mnning board (See Figure 2).

Now all I had to do was hold the joystick in my hands. When the moment came in the game for the big race, I simply jumped on the board and started running. Not only had the game become a lot more fun, I was getting a much- needed workout in the process!

You'll probably have to experi- ment a bit on what kind of ball to use, and how thick to cut it, but once you've found a workable so- lution, I think you'll agree that this controller really adds that extra "something" to your Olympic com- petitions.

FANCIFUL PADDLES

Several of my controller designs weren't designed with any currently available game in mind. Rather, they are controllers that I would like to see utilized on the Atari. These are controllers I had seen in an arcade or simply ideas I came up with while working on other controllers. While these designs won't work with any of the com- mercial games currently available, they can be used as starting points for your own programming efforts. Who knows, perhaps one of these controllers will inspire you to create

the next "Defender" or "Rescue on Fractalus"!

The Atari paddle controllers are hardly (if ever) used for games any- more. In fact, they were never ex- tensively used at all, with the possi-

to simulate dives and climbs.

With the Atari paddles, this controller is fairly simple to dupli- cate. Using one paddle for the left-right motion, and the other for the forward-back tilting motion, a

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ble exception of a few games such as Breakout and Kaboom! for the 2600 game system. However, these controllers are potential power- houses when it comes to game control.

The paddles return a value be- tween 0 and 255, depending on how far they are turned. This al- lows for smooth, gradual move- ment. The fact that there are two paddle controllers per joystick port allows for a highly complex con- troller to be created, using options such as proportional bi-directional movement and dual fire buttons.

The first idea I had for applying the paddle controllers was imitating the controller used in the arcade "Star Wars" games. This controller looks similar to the flight control stick used in large aircraft. It al- lows for proportional left-right movement, as well as the ability to tilt the controller forward and back.

good imitation of the Star Wars controller can be built. In addi- tion, wiring each of the fire but- tons to the hand grips allows for one button to be used for, say, lasers, while the other could be used for a bomb release. Now if only a game existed that could use this controller!

JOYSTICK FANTASIES

Another idea for a controller that uses an old paddle controller is a true proportional driving sys- tem. One paddle would be used for the steering wheel, while the other paddle could be adapted for use as a proportional gas pedal. Then, using one of the fire but- tons as the brake, you could eas- ily simulate an automobile. This simulation could even be taken a step further, adding a joystick for use as a stick shift.

Another idea, one I've not yet

FEBRUARY/MABCH 1990

21

tried, is to adapt a joystick from a Tandy Color Computer, Apple II, or an old 5200 game system. These joysticks are analog joysticks, which means they allow for proportional movements. I have always wanted this type of controller for my Atari system. These controllers could be adapted to work on a principle similar to the paddle controllers, us- ing one paddle port for the up- down axis, and the other for the left-right axis.

This adaptation might prove a bit more complex than the simple controllers I've created. Even so, I

modification are endless. Since the joystick is simply a collection of switches, you can substitute your own switches in almost any possi- ble combination. In fact, the num- ber of possible key combinations is large enough to consider special projects, such as a detached key- board or a "Twister" type playing mat.

A joystick has five switches in- side, allowing 32 possible combina- tions of these switches. This is more than adequate for a keypad, and if you add a second joystick, you could boost that number to 64

The author's handmade Asteroids controller just like the controls in the coin-op version.

mention it here as an inspiration to experiment on your own. If any- one has any success with adapting this type of joystick, let me know I'd love to hear how you did it.

The paddle controllers can be the starting point for a multitude of controllers anything that re- quires proportional movement, from turning a steering wheel, to swinging a bat or swiveling a tank turret. All these can be most accu- rately represented using a paddle. All that remains is to actually de- sign a controller to fit the task, and perhaps write a program to use that controller.

The possibilities for joystick

or a mind-boggling 1,024 keys, de- pending on whether you keep the joystick switches separate between joysticks, or cross-wire the switches between joysticks for more possible combinations.

This allows for such projects as a pressure-sensitive chess board. For a game board based on the board game "Operation," each button could be used for an "organ" on a patient's body. The ground wire would be attached to the "scalpel" to detect a mishap. Combined with appropriate sound effects, this could prove to be a wonderful computer game.

Your controllers don't have to be

limited to game-based ideas. In fact, with a home-brewed software driver, a spare keyboard (available through some mail-order houses), and a little creativity, a detached keyboard could theoretically be created. I've yet to attempt this ambitious a project, but don't let that stop you joystick projects are relatively simple in comparison to other hardware projects. It is al- so very difficult, if not impossible, to damage your computer with your joystick creations. Just don't add any additional voltage to the switches, and you should be fine.

Another avenue of thought for joystick projects is to substitute sim- ple switches for more complicated ones. Light-activated, magnetic, ve- locity-sensitive — the possibilities are endless. Sometimes, good ideas for joystick projects can be found simply by browsing electronics cat- alogs, and figuring out ways to adapt the electronic hardware you find into a joystick for your Atari system.

If there is one guideline for joy- stick projects, it is to be creative I've often found myself inspired to write software simply to support some new contraption I've wired up, as well as being inspired to de- sign a controller to support game software already written. Armed with the basic knowledge of how joysticks and paddle controllers work, together with a little creativ- ity and imagination, the sky's the limit. A

{Please note that Antic Publish- ing, Inc. is not 7-esponsible for any damage that might result from your experiments with the methods de- scribed in this article. - ANTIC ED)

Kevin Steele is a freelance technical writer in Cleveland, Ohio. He can often be found on GEnie his ad- dress is K.B.STEELE. His More Se- crets of AtariWriter Plus appeared in the June, 1988 Antic .

22

ANmC, THE ATARI RF.SOURCE

StatWhiz

Analyzing numerical data with your Atari

By Bernard Sparks, III

Got some data you need to interpret? Now your Atari can find far more than just the average of your figures. If you know your way around regressions, correlations, ANOVAs and T-Tests, you can thoroughly analyze your statistics with StatWhiz. This BASIC program runs on an 8-bit Atari Tvith a mini- mum of 48K and disk drive.

Statistics play a vital role in modern society. Every- thing from the movies peo- ple rent to the toothpaste they prefer is studied at one time or another. When all the information has been gathered, statistics pro- vide the tools needed to interpret your data. At its most basic level, General Statistics will take the data for a single group and give you the maximum, minimum and mean (av-

erage) values, as well as the vari- ance and standard deviation.

StatWhiz is a BASIC program which brings the power of statisti- cal analysis to the 8-bit Atari com- puters. StatWhiz is easy to use if you have at least some knowl- edge of statistical methods and ter- minology. For example, StatWhiz supports both descriptive and infer- ential statistics and offers both inde- pendent and dependent T-test, as

well as one and two-way ANOVA, chi square, Pearson correlation, and regression.

GEHING STARTED

Type in STATWHIZ. BAS, Listing 1, check it with TYPO II, and save a copy to disk before you RUN the program.

After the title screen, the main menu presents the statistical func- tions available in StatWhiz. Pressing the letters A-H will access the cor- responding test. You will then be presented a sub-menu of the fol- lowing options:

CREATE DATABASE - Initially, you will need to develop a database from which to perform your analysis. Entering the data is quite easy, as the program will prompt you through the various steps. Press [RETURN] after each data entry. Answer the prompts by pressing the appropriate letter. (No [RETURN] is necessary.) All sample data must be continuous, with a maximum of 225 subjects per sam- ple group.

Often, you can enter or load your data in one module and then

FEBRUARY/MARCH 1990

23

use it in another - if the number of groups and subjects are compatible. The limits for sample group size are as follows:

TEST: # SAMPLE GROUPS:

Gen. Statistics

1-8

T-test (I)

2

T-test (D)

2

One way ANOVA

2-8

Two way ANOVA

2-8

Chi Square

2-4

Correlation

2

Regression

2

For the dependent T-test, two- way analysis of variance (ANOVA), Pearson correlation, and regression, the sample groups must have an equal number of subjects. Addi- tionally, the two-way ANOVA re- quires that the sample groups have an even number of subjects.

The size of a chi square is limit- ed to a minimum 2x2 and maxi- mum 4x4 contingency table. The data for a 2 x 2 table would be coded in as two sample groups of two subjects each. The values of each subject would reflect the indi- vidual cells of the chi square.

MODIFY DATABASE - This op- tion allows you to change the data values in a given sample group. The program will prompt you through the steps.

LOAD DATABASE - This option lets you load an already entered database from disk. Each test mod- ule saves its data with a different filename, but you can still load the database while in one test module and then go to another to analyze it. For example, you could load a set of data from the regression function and then perform a corre- lation on it.

ANALYZE DATABASE - Selecting this option results in the chosen analysis being performed on the data. Of special note is the way StatWhiz handles a two-way ANOVA. The program will split the data at the mid-point and then treat

the values as the two rows of the ANOVA.

Each inferential test will also provide a probability, or P-value. If the P-value is smaller than the se- lected level of confidence, it indi- cates a significant difference in the means of the sample groups. Any assumptions that the samples were drawn from the same population must be rejected.

ABOUT STATISTICS

StatWhiz is basically an 8-bit Atari translation of several com- monly used statistical formulas. These tests allow you to describe and make inferences about a larger population by sampling a subset of it. The specific outputs of the pro- gram are as follows:

MEAN - This is the arithmetic sum of the sample values divided by the number of values. It results in the average sample value.

VARIANCE - This is the degree to which independent samples differ from the average sample value. Variance is calculated by squaring the difference between the sample value and the mean, summing the squares, and dividing by the num- ber of sample values.

STANDARD DEVIATION - The standard deviation is obtained by taking the square root of the vari- ance. It provides a stable range of variance in terms of the original sample measurements.

RANGE - The range is the sim- plest measure of variance. In StatWhiz, the range is provided by the maximum and minimum sam- ple values. The range has limited value in large samples but may as- sist in testing the significance of small samples.

INDEPENDENT T-TEST - The Student's t or T-test allows you to evaluate two independent samples for significant differences between their means. An example would be the sprint times of two groups of athletes running under different

conditions.

In order to evaluate the signifi- cance of the calculated t value, you will need the table of critical t val- ues which is listed in most books on statistics. If the calculated t val- ue is greater than the tabled value for t, the difference between the sample means is significant - in other words, the differences did not occur because of chance.

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DEPENDENT T-TEST - When subjects are tested before and after exposure to experimental condi- tions, changes in their performance can be evaluated by a dependent T-test. The analysis of the depen- dent t value is the same as for the independent t. However, both T- tests assume the sample values were drawn from a population with a normal distribution.

ONE-WAY ANOVA - A one-way analysis of variance is used to test the significance of the differences between means of several different sample populations.

StatWhiz can calculate up to eight sample groups of 225 subjects each. The resulting F value must be interpreted using the table of criti- cal F values found in most statistics books. As with the t value, if the calculated F value is greater than the critical F, the difference in sam- ple means is significant and, in all likelihood, did not result from chance. An example of a one-way ANOVA would be the assessment of growth rates for a single strain of

24

ANTIC, n-IE ATARI RESOURCH

grass grown in four different types of soil.

TWO-WAY ANOVA - A two-way ANOVA measures two experimental variables at the same time. StatWhiz employs a complex for- mula to calculate this interaction and unfortunately is quite slow.

The output of this test yields three F values (row, column and in- teraction). Each must be evaluated separately for significance using a table of critical F values. The pro- gram assumes an equal, even num- ber of subjects in each sample group. An example of a two-way ANOVA would be the growth effec- ts of sunlight and darkness on three different strains of grass seed (slow, medium, and fast growing).

CHI SQUARE - This test allows you to compare obsei^ved with the- oretical frequencies. It is a non- parametric statistic which is inde-

pendent of normal distribution ex- pectations. The calculated X^ value must be evaluated using a table of critical X~ found in most statistics texts. If the calculated X exceeds the critical X , the observed differ- ences are significant and did not happen by chance. For small sam- ples with cell values of less than 5, the program employs the Yates cor- rection for continuity. This im- proves the validity of the calculated X^.

CORRELATION - This is the de- gree to which sample values relate to each other. StatWhiz calculates the Pearson product-moment corre- lation coefficient. A perfect, posi- tive correlation results in an r value of 1. A perfect, negative correlation is evidenced by an r value of -1. The closer the r value is to 0 the less likely a relationship exists.

REGRESSION - When a correla-

tion exists, predictions can be made concerning one value when anoth- er one is known. This linear rela- tionship is illustrated by a regres- sion. The output equation of StatWhiz allows you to make pre- dictions from related data, such as predicting a student's test score based on a knowledge of his IQ score.

I wish to acknowledge that the routines for calculating P-values were modeled after Dr. Tracy Gustafson's excellent public do- main program for the IBM PC, Epis- tat. A Listing on page 40.

Bernard Sparks, III is Director of Externsbips and a member of the clinical faculty at Soutbern College of Optometry) in Mempb is, Ten- nessee. He uses his Atari 800 system to manage student files and sched- ules.

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FF.BRUAEY/MARCH 1990

25

Secret^

PaperCli

By Craig Zawada

Get the most from this popular word processor with these special tips and hints

Powerful, friendly PaperClip offers many features still unavailable in high-priced software running on high-priced computers. With the undocumented tricks you'll learn from this article, now you can get even more from this classic word processor.

If you had your computer for any length of time, you have probably found your- self on a quest for your per- fect word processor. Some people have boxes full of word processors they accumulated while trying to find the one piece of software that fits their exact needs.

Well, the perfect word processor probably doesn't exist, no matter what the ads tell you. Just the same, there are a number of top- notch word processing programs for Atari 8-bit computers. One of

the best is PaperClip, formerly dis- tributed by Batteries Included (Elec- tronic Arts). Although it is no longer available from the manufac- turer, various sources such as mail order houses still offer copies for sale. Certainly, many Atari users still rely on this high-powered soft- ware.

I personally use PaperClip and my wife uses it in her typing ser- vice. After three years with it, we have discovered many quirks as well as a few shortcuts. I would like to share our discoveries with

other PaperClip users.

I use version 2.1 on an Atari I3OXE computer, so my suggestions are guaranteed for tiiat final incar- nation of Paper Clip. However, most recommendations should also apply to earlier versions.

PRINTER DRIVERS

PaperClip loads a configuration file (with a .CNF extender) to cus- tomize itsell for your printer. Many .CNF files come with PaperClip, each for a different printer. Chances are that your printer will be listed. If it isn't (perhaps you have a newer printer), you can try different' drivers to see if any do the trick— Epson drivers are reasonably generic, for instance.

If none of the .CNF files provid- ed works with your printer, you will have to use the PRTR.COM util- ity to build your own driver. Usual- ly, it is easiest to take an existing .CNF file from a printer that you know is roughly compatible, and change the necessaiy entries.

Some features of PRTR.COM aren't well explained in the other- wise excellent PaperClip manual. For example, if your printer has a

26

ANTIC. TIIE ATARI RESOURCE

specific command to enable italics, set the offset to zero. Otherwise you will get "garbage" italics. The offset is only used if your printer defines italics in terms of a different ASCII code, instead of using an "italics on/off command.

I have had good results on my Star NP-10 by making Near Letter Quality the "optional" font. If you like, NLQ can be set up as a user- defined command (depending on your printer), although this makes the command harder to remember.

^

UNDERLINES

Some printers tend to print stray underline characters at the begin- ning of a line. This occurs most of- ten when you are not using single spacing, and an underlined phrase IS broken up at the printed word- wrap. (Don't confuse this with the (screen's word wrap.) PaperClip doesn't turn off underiining until it reaches the next printed line. .,

When double-spacing, the blank line between printed lines will still be subject to underlining, which can cause an underline to print be- fore the second carriage return takes over.

The simplest way to avoid stray- ing underlines is to check the docu- ment with Print Preview. If any un- *• derlined phrases carry over onto another line, turn off the underlin- ing immediately after the last word on the printed line, and turn it back on immediately before the next word.

A second solution is to modify the printer driver, setting, the under- line command to all nulls. This forces Paperclip to underiine char- acters by backspacing over each character and printing a separate underscore character. Though this method saves you from having to Print Preview each document, the underlining is slower, and you will sometimes get gaps in your under- lining, especially with NLQ print- ing.

PRINT PREVIEW

Whenever you finish a Print Pre- view of a document, PaperClip re- turns you to the beginning of the document, not the place where you were just editing. With PaperClip 1.0, it would also erase any place- marking Tags you had set. If you were editing a lengthy document, you could waste a lot of time just relocating your cursor.

Fortunately, with PaperClip 2.1 you can ju.st drop a Tag by pressing [CONTROL-SHIl^T-Tl at your current cursor position before entering Print Preview. When you exit Print Previcv>-, just Go [CONTROL-G] to the tag. This saves a lot of time when lining up charts and tables, which require a lot of flipping back and forth.

Your subconscious will usually pick up the faster click of the extra char- acters.

Second, keep your files as short as possible, since the problem seems to get worse with large doc- uments. I know that a 130XE gives you 80K of free RAM, but there are few documents that can't be logi- cally separated into smaller sections of 20K or so. Besides, large files take forever to save and load, and you can't load them with a 64K computer. If you need a single file, you can always append ycjur small er files to one another when you finish editing.

TYPING

For the most part, Pa]:)erCIip works smoothly and quickly. I ha\'e found, howevei; that the pro- gram will repeat or drop letters at the ^svord wrap if you are a fairly speedy typist. I have only found a couple of stopgap measures to alle viate this annoying problem. First, keep your key-click turned on.

SPELLPACK

PaperClip 2.1's SpellPack is the best spelling checker I've used on the 8-bit Atari. The fact that it is al- ways memory resident makes using it a real pleasure. However, there are a few tips to keep in mind.

Remember that the cursor con- trol keys are still active when you are retyping a word. This can save retyping a long word simply be- cause one letter is out of place.

If you wish to save any learned words to your own personal dictio-

PaperClip— 8-bit Atari word processing at its best.

FEBRUARY/MARCH 1990

27

Don't forget us!

ANTIC, P.O. BOX 3805 ESCONDIDO, CA 92025

n / am also a start subscriber.

New Address

Name

Address

City

■'hfl^

nary file, make sure you save them before exiting SpellPack. If you don't, the words will be lost and you will have to re-check the docu- ment to get them back. Finally, a learned dictionary can be loaded like a regular file, so you can add or delete words as you see fit.

COMMENT LINES

Comment lines are probably the most underutilized resource in Pa- perclip. Activated with, a [CON- TROL-Z][.], they are simply lines that do not print out and are rough- ly akin to a BASIC REM statement.

Longtime word processor users often have different templates for letters, essays and what have you. I use comment lines in all my tem- plates to help remind me of their purpose. It beats squinting at con- trol codes, and endless references to the printer manual.

Comment lines are also great for use with macros, as a kind of on- screen help file. It seems I can never remember which macro key stands for what. Therefore, I sim- ply set up one macro (e.g. [START- 1]) as a comment list of all the oth- er macros in the file. I just press that macro key at the beginning of each new file, and when I need to see which key does what, I can just home the cursor. Since the com- ment lines are non-printing, you don't have to wony about them af- fecting your document or you could put this mini "help screen" in the second edit window to keep it visible.

POWER USER'S GRAB-BAG

Since macros can represent any character, they are often an easier way to send printer control codes to the printer from within the docu- ment.

Header and footer print style is not re-initialized before printing. This means that if you have special print (such as italics) that carries over to a new page, any footer or

header caught between the itali- cized text will also be in italics. To avoid this you must turn the special function off and on at the page break.

Note that you can include spe- cial print commands in the head- er/footer itself, adding an extra touch of class to a document. Just be sure to turn the special print off at the end of the header/footer.

You probably know that [SHIFT- CONTROL-F] will let you enter a word to find. Once PaperClip finds that word, you can simply repeat the command to find the next oc- curence of the same word. To find a different word, you must press at least one key first ([ESC] will work).

With Paperclip 2.1 you don't have to use the [SHIFT-CONTROL-?] option to look through a pile of disks for a particular file. Instead, go to DOS (with the [OPTION] key) and then press the number of the drive to be cataloged. The advan- tage is that you do not have to clear the window to read a new directory just press the number key again. (This option is not available in PaperClip 1.0.)

A sporadic bug affects the Clear function. Normally, the [ESC] key allows you to abort gracefully if you accidentally press [SHIFT- CLEAR]. However, if the cursor is near the end of a line, you might lose some characters after you press [ESC]. Sometimes that portion of the line won't be deleted until you move the cursor around. Be warned. A

Craig Zawada is a lawyer in Saska- toon, Saskatchewan, Canada. After ivaiting years for Antic to come up with a "Secrets" anicle for PaperClip he finally decided to write one him- self. We encourage other PaperClip users to send in any tips they 've dis- covered over the years. (Be sure to specify which version of PaperClip you are using.)

ANTIC, THE ATARI HF.SOURCE

PULL-

DOWN

By Marc Abramowitz

Your Atari gets to use one of the most popular techniques in modern software pull-down menus!

This short demonstration program clearly explains how BASIC program- mers can use pull-do\^^n menus in their own programs. This BASIC program w^orks on all 8-bit Atari computers with at least 48K memory and disk drive.

Much of the new soft- ware written for the IBM, Atari ST, and otiier business com- puters is now using something called pull-down menus, or drop- down menus. This technique is probably the best menu interface system for speed and ease of use.

This type of system is fairly sim- ple to use. The choices for the main menu are displayed horizon- tally on a bar at the top of the screen. The user can highlight one of the choices with the keyboard, joystick or mouse. Pressing a but- ton generally causes a sub-menu to be "pulled" out from the top of the

screen. Choices may be made on that menu by highlighting a selec- tion and then pressing (or releas- ing) a button. Or the user can move the cursor back to the main menu at the top, or move over and see the sub-menu of another choice.

Different computers and pro- grams may use slightly different systems, but all of them offer the advantage of being able to see the sub-menu of a menu choice with- out selecting it. In a conventional program, you would have to make a selection, see that you don't want one of the selections on the sub- menu, press a key to get back to the main menu, and ti-y the other

selections. A pull-down menu sys- tem makes it far easier to find what you're looking for, particularly if there are many menus within menus.

I decided to try writing my own pull-down menus for my 8-bit Atari, and the result is Pull-Down Menus, an example of the use of these menus in a simple, fake drawing program. This is not a working graphics program, but rather a demo of subroutines you can easily put into your own programs. Now you can include pull-down menus in your BASIC programs with very little work!

GEHING STARTED

Type in PULLDOWN.BAS, Listing 1, check it with TYPO II and SAVE a copy to disk before you RUN it.

If you have trouble typing the special characters in line 470, don't type them in. Instead, type in List- ing 2. When Run, this program cre- ates these hard-to-type lines and stores them in a file called LINES. LST. To merge the two pro- grams, type NEW, then LOAD "DrPULLDOWN.BAS", Listing 1, and then ENTER "D:LINES.LST." Be sure to SAVE the completed pro- gram.

FEBRUARY/MAKCH 1990

29

PULLING MENUS

When you RUN Pull-Down Menus, you will see the words DRAW, EDIT and LAYER at the top of your screen. Using a joystick or your cursor keys, you can move the highlighted bar left and right, from one word to another, Press the joy- stick trigger or [DOWN ARROW] without [CONTROL] to pull down a submenu. (Be careful to only press the joystick trigger once.)

Pressing [ESC] while in a sub- menu will return you to the top menu. Moving left or right while in a submenu will move you to the next submenu.

PuU-Down Menus in action

Highlight your choice in the sub- menu, and select it with the joystick trigger or [RETURN]. Since this is strictly a demo, the program will

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simply write the name of your choice on the screen. Press the joystick trigger or [RETURN] to try it again.

Now that you've seen how pull- down menus work, you should be ready to tiy putting pull-down menus into your own programs. To make it easier for you to use these subroutines, I've included a list of variables and some com- ments on the program's structure,

VARIABLES

13 - Background color; change to any number you wish from 0-255

T - Brightness of text; use values from 0-14; 14 for brightest

A$ - A string used for handling the highlighting bar; do not change

M$ - A string used for storage of menu data; can be changed

N - Number of items in the cur- rent menu

XM - Horizontal position of menu

FL, FL2 - Flags

A, Y2 - Used to find specific menu items in A$ or M$

ST, TR, K - Joystick, trigger, and keyboard

X, Y - Horizontal & vertical loca- tion of highlighting bar

I - used for loop in 310-320

INV - location of ML routine that inverts text

CUSTOMIZING

To customize the program for your own use:

1. Change B and T to whatever color values you wish.

2. Store menu items in M$. Each item must be nine characters long, so shorter items should be padded with spaces. You may add the spaces before or after the item.

3. After each M$="...." command, you must put the number of items in the menu in N and the horizon- tal location in XM. You may want to center top menus, while aligning submenus under their main menu choices, as I did.

4. GOSUB 180 (top menu) or GOSUB 300 (sub-menu)

5. If you want more or less than three items in the top menu, you will have to add or delete lines in lines 130-150.

The program is relatively simple.

You can see

sub-menu

choices before

selecting.

so it should be easy to modify to fit yoLir needs. My machine language routine at the end has numerous uses outside this program. The for- mat for the USR command is; DUMMY=USR(INV,ADR,NUM) Here ADR is the address of the string or memory locations to be in- verted and NUM is the number of consecutive bytes to invert. This routine will not invert [CONTROL] characters, etc. All it does is add 128 to all specified bytes.

PROGRAM BREAKDOWN

100-110 = Setup and jump to 470 to read in ML routine

120 = Data for main menu; jump to 180

130-160 = Read in data for ap- propriate sub-menu based on menu selection and then jump to 300

170-174 = Print final choice, then wait for [RETURN] or joystick trig- ger press to RUN program again

175-280 = Draw main menu and handle selection

290-450 = Draw and handle sub- menus 460-470 = ML invert text routine A Listing on page 43.

Marc Abramowitz lives in Staten Is- land, NY. His game, Red Squares, appeared in the July, 1989 issue of Antic .

30

ANTIC, THE ATARI RESOURCE

GAME OF THE MONTH

Caverns of the Minotaur

By Rufus Reynolds

Collect gold and diamonds while avoiding the dreaded man-bull

In this arcade-style BASIC game, you get to outrun the classic monster of ancient Greece. Caverns of the Minotaur Tvorks on all 8-bit Atari computers Tvith at least 48K memory and disk

You've managed to sneak your way into the fabled caverns of King Mi- nos. Here beneatli the ground, gold and diamonds been stashed away in corners and niches, ripe for the taking. One problem the fero- cious minotaur has scented you. Half-man, half-bull, this tenacious creature will not rest until it de- stroys you. Fortunately, the mino- taur is not that bright, at least in the early levels...

GEHING STARTED

Type in MINOTAUR.BAS, Listing 1, and check it with TYPO II. Be sure to SAVE a copy before you RUN the program. Plug in your joystick, and you're ready to face the minotaur.

The object is to collect as much gold and diamonds as possible and bring the stash to the altar room while avoiding the clutches of the minotaur. It may sound easy, but

beware! After you complete each level, the minotaur becomes smarter, and eventually it will take an expert arcade player to outma- neuver the beast.

There are only two basic floor plans in this maze (the ancient builders weren't too imaginative) but there's an unlimited number of rooms for you to loot. On each level, two color-coded keys appear in the maze sometime during the game. One key opens the secret passages on the sides of the screen, making it easier to avoid the mino- taur. The other key will let you in- to the altar room- the only route to the next level.

Once you have the keys, posi- tion yourself either beside the side passages or just below the altar room and press the joystick button. The wall will disappear, showing the passage. The side passage , you jump from one side of the screen to the other, leaving the minotaur far behind - for a little while, at least.

When you reach the altar, you will be magically transported to the next level, where you can continue gathering your treasure. Just be- ware- the minotaur learns slowly, but surely. You'll have to step lively to beat him. A

Listing on page 39-

Rufus Reynolds III of Clinton, Mary- land is 19 years old and has been programming his Atari for approxi- mately five years.

FEBRUARY/MARCH 1990

31

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SOFTWARE LIBRARY

TYPING SPECIAL ATARI CHARACTERS

The Atari Special Characters and the keys you must type in order to get them are shown below:

For [CONTROL] key combina- tion, hold down [CONTROL] while pressing the next key. For inverse [CONTROL] [A] through [CONTROL] [Z], press the [Li] key— or [^k ] on the 400/800— then release it before pressing the next key. (Press [ H ] or [ ^k ] again to turn off inverse.) For [ESC] key combina- tions, press [ESC] and then release it before pressing the next key.

Carefully study the chart above and pay close attention to differ- ences between lookalike characters such as the slash key's [/] and the [CONTROL] [F] symbol [0].

NORMAL VIDEO

INVERSE VIDEO

FOR TYPE

FOR TYPE

FOR TYPE

THIS THIS

THIS THIS

THIS THIS

BCTRL ,

ffi CTRL S

a ESC

ffl CTRL A

n CTRL T

SHIFT

CTRL B

H CTRL U

DELETE

ffl CTRL C

D CTRL V

n ESC

9] CTRL D

a CTRL W

SHIFT INSERT ESC CTRL

ffl CTRL E 0CTRL F

ffl CTRL X B CTRL Y

S CTRL G

B CTRL Z

TAB

a CTRL H

B ESC ESC

ESC

a CTRL I

ffl ESC CTRL -

SHIFT

B CTRL J

ffl ESC CTRL =

TAB

H CTRL K

S ESC CTRL +

n A CTRL .

n CTRL L

ffl ESC CTRL *

A CTRL ;

CTRL M

m CTRL .

0 A SHI FT =

CTRL N

ffl CTRL ;

ESC CTRL 2

E) CTRL 0

ffl SHIFT =

ESC

8B CTRL P

H ESC SHIFT

CTRL

ffl CTRL Q e CTRL R

CLEAR ffl ESC DELETE [B ESC TAB

DELETE ESC

CTRL INSERT

TYPO II AUTOMATIC PROOFREADER

TYPO II automatically proofreads Antic's type-in BASIC listings. Type in the listing below and SAVE a copy to disk or cassette. Now type GOTO 32000. At the prompt, type in a single program line without tlie two-letter TYPO II code at the beginning. Then press [RETURN].

Your line will reappear at the bottom of the screen. If the TYPO II code does not match the code in the magazine, then you've mistyped your line.

To call back a previously typed line, type [*], then the line number, then [RETURN]. When the completed line ap- pears, press [RETURN] again. This is how TYPO II proofreads itself.

To LIST your program, press [BREAK] and type LIST. To return to TYPO II, type GOTO 32000. To remove TYPO II from your program, type LIST "D:FILENAME",0,31999, then [RETURN], then NEW, then ENTER "D:FILENAME", then [RETURN]. Now you can SAVE or LIST your program to disk or cassette.

t^

Don't type the TYPO II Codes!

UB

un

HS

BN YC

EM

HS

XH

TH MF

32eee rem typo ii by andv barton

32818 REM UER. 1-8 FOR RNTIC nnCflZINE

32828 CLR :Din LINES C128> : CLOSE t«2:CL0 SE «3

32838 OPEN »2 , 4 . 8 . "E" : OPEN «3,S,0."E"

32848 ? ••'S" : POSITION 11,1 = ? ■■DHafflBnriB"

32858 TRAP 32040 : POSITION 2,3:? "THPe in a progran line"

32860 POSITION 1,4 = ? INPUT «2;LINE

«:IF LINE«="" THEN POSITION 2,4:LIST B

:GOTO 32060

32070 IF LINES CI, 1J="J«" THEN B = UnLtLIN

ESC2,LENCLINESJ J J :POSITION 2,4!LIST 8 =

GOTO 32060

32080 POSITION 2,10:? "CONT"

32090 B = UOL tLINESJ : POSITION 1,3:? •■ ■• ;

NY CN ET

CE OR

UU

UJ JU EH BH HB IE

UG

2100 2118 2128 : POS 2130 2140 INES TO 3 2150 N5+ t 2160 2170 2180 2190 2200 2210 LCOD 2228 nat owe

POKE POKE

? "IS"

ITION C = 8: n POSIT

= ■•■• TH

2050 FOR D

C»05C c CODE = CODE = HCODE LCODE HCODE POSIT

EJ POSIT

c h pre

" :GOTO

842,13:ST0P'

842,12

:POSITION 11,1:? "■aDBHlMUlia

2,15:LI5T B

NS = C

ION 2,16:INPUT a3;LINES:IF

EN ? "LINE ",B;" DELETED" :G

1 TO LENCLINESJ :C=C+l:0N5= LINES CD. D>>> :NEXT D INT cfiNS^676> flNS- CC0DEMe76> = INT CC0DE^26> =C0DE-CHC0DE»26>+65 =HC0DE+65 ION 0,16:? CHRSCHCODEI ; CHRS

ION 2,13:? 32058

'If CODE does no and ed i -t 1 i ne a

34

FF.HHUARY/MARCI I 1990

PHOTO LABELMAKER

PRINT TINY LABELS JUST RIGHT FOR YOUR 35MM SLIDES

Article on page 15

LISTING 1

JO

uv

LB JZ

GR HF UT US LH

HN KF

HC 2F LZ

IN OF BV KM 'L«

CS

FC

CR UD OK EY

CJ Cft

RB HM

OU

SK

Ad

ID

OK

ZU

un

LX

EI

OH

KU DE

PZ

TO KR

SO

1 REM PHOTO LflBELMAKER

2 REM BV 6ARV COPPOLA

3 REM CC11998, ANTIC PUBLISHING B DIM ULBLl«(28>>ULBL2$<28l,ULB .ULBL4«c28>.LLBLl«c28i .LLBL2«c2 3«c28> .LNUns;c2>.PR0nPTl«c9i 9 Din PR0nPT2«c9>.PR0nPT3*c9>,F i . F0UR2« C9> . F0UR3* C9> . F0UR4* c9i

2e>

IB DIM FPMTl*c9»,FPMT2«c9».FPMT 4PMT1* c9> . F4PnT2S c9> . F4PMT3* c9> «c9i

11 DIM FIXl«c2Bi,FIX2«c28>.FIX3 IXF1«C2B>,FIXF2«C2B>.FIXF3SC2B> C28>

12 DIM FRniCc28>>FRn2*c2a>.FRM3 RM41« C2B> . FRn42* c28i > FRM43* c28> C2B> ,A«c7> .B«(7)

13 ULBL1« = ULBL2« = ULBL3$

BL4« = LLBL1« = " ••>LLBL2« =

= "B(KIQBaH">B« = "HIi]QQa(»"

14 GOTO 7518

15 FIX1«=" A FIXED LABEL has no

16 FIX2*=" created wet"

17 FIX3»=" Please so to LABEL SETUP"

18 FIXF1*=" A FIXED LABEL has not been

19 FIXF2*=" created net"

2B FIXF3*=" This can be done under"

21 FIXF4*=" LABEL SETUP"

22 FRM1«=" A FORM LABEL has not been"

23 FRM2*=" created wet. Press [RETURN!

Don't type the

tfN»

TYPO II Codes!

"O

SI

JR

INC.

L3»c28>

YH

8}.LLBL

KG

0URl$c9

RM

,MOUE$c

OG

3«c9>,F

.F')PMT4

55

SB

*C28> .F

BK

.FIXF4*

UR

*C2B>.F

,FRM44«

TN

= UL

Z5

LLBL3«=

VO

t been"

MM

BP

24

FRM3«="

C3x> then so to LABEL SETUP

25

FRM41«="

A FORM LABEL has not been"

26

FRM42«="

created wet"

27

FRM43«="

Press [RETURN! 4 tines"

28

FRM44«="

then so to LABEL SETUP"

3B

PROMPTl*:

=" Line «1 "'PR0MPT2«=" Lin

e ««2 "

31

PROMPTS*:

=" Line «t3 "

32

FPMT1»="

Line «l"iFPMT2*=" Line «2"

33

FPMT3*="

Line W3"

34

F0UR1«="

Line «1">F0UR2«=" Line «2"

35

F0UR3«="

Line i«3"«F0UR4* = " Line «4"

36 <t2 37

F4PMT1«=-

Line Ml "»F4PnT2«=" Line

F4PMT3* = " Line «t3 "iF4PMT4* = " Line

«4

"

48

GRAPHICS

e>DL=PEEKc56e>+256«PEEKc56

1> 1

POKE 756

6T>P0KE DL+8,6

58

POKE a2,eiP0KE 83,39>P0KE 764.255iP

OKE

752.1ISETC0L0R 2.e.2iCL0SE Ml > OPEN

ttl

,4.8."K>'

68

POSITION

11,11? "PHOTO LABELMAKER"<

POSITION 5>3<? "MAIN MENU"

78

POSITION

31,6«7 "O - SINGLE LABEL"'

POSITION 31

Si? "B - DBUBLE LABEL" < PBS

ITION 31,18

? "B - 4-LINE LABEL"

88

POSITIBN

31.12«? "0 - LABEL SETUP":

POSITION 31

■141? "@ - OUIT"

98

POSITION

25,18:? "PICK THE NUMBER 0

F YOUR CHOICE"

188 PICK=PEEKC764> >GET <tl. PICK> TRAP 68

:lf

PICK=255 THEN 188

118 IF PICK

-48>5 OR PICK-48<1 THEN 68

128 ON PICK

-48 GOTO 148,288,380,6888,7

see

130 TRAP 488e8:P0KE 764,255:P0KE 752,1

iCLOSE ttl:OPEN <*1. 4 , 8 . "K : " : RETURN

139 REM SINGLE LABEL

148 LABEL=1

GOSUB 2888:GBSUB 2e35:FBR

0=1 TO leesNEXT a:GOSUB 2858:G0SUB 218 8

158 GOSUB 588

un

un

YD XG

YH

AZ

GG

5P GN

CD XX OK GG

EG

BJ EZ IC CT CE

UI NS

TP

XS

GU

ZS UU UN HH

168 GOSUD 138

178 0PT1 = PEEKC764» :GET ttl, OPTl : TRAP 16

e:IF 0PT1=255 THEN 178

188 IF 0PTl-48>4 OR 0PT1-48<1 THEN 168

198 ON 0PTl-4a GOTO 1888.2588,7188,48

199 REn DOUBLE LABEL

286 L0BEL=2:G0SUB 2e8e:G0SUB 2835 : GOSU B 2e4e:G0SUB 2e5e:G0SUB 2188:G0SUB 212 e:Ga5UB 2168

218 GOSUB see

228 GOSUB 138

238 0PT2=PEEKC764» :GET ttl.0PT2:TRAP 22

0:IF 0PT2=255 THEN 238

248 IF aPT2-48>5 OR 0PT2-4B<1 THEN 220

258 ON 0PT2-48 GOTO 1888,1058,2588,710

0,48

299 REn 4-LINE LABEL

380 LnBEL=4 : GOSUB 2880:00500 2835:F0R

0=1 TO ie8:NEXT 0:00508 2188:60508 222

8:G0T0 158

499 REM SINGLE AND 4-LINE OPTION nENU

588 POKE 82, 2: POSITION 2,7:? "VBOSmimi

mmaaea" •• GQSva 528:? "OiantamiiaBasiQDnan" :GB5UB 526:? •'a2umsm!mmiismm!iU"

518 GOSUB 520:? "nSBBmaGilDBIilliraSHa" : GOSU

B 520:? "a^msmmmwaimmma" •• 7 "BaooBODaD

BDOSOa": RETURN

528 ? "nBBBBaBBBBHnaa": RETURN

688 POKE 82,2:P0KE 752,1

618 POSITION 2,6:? "COBBrnQDOOllSgaDBa" : ?

"DiBoiiaiiMimBaGiai^a": GOSUB 520:? "a2Bacoi!i

(S(«[lBfflSOia": GOSUB 528

628 ? "a3B@GaaK»B[l[Eaiaiia":GBSUB 528:? "Q

4B[a0a[!]aBOIi1ODliaa": GOSUB 528:? "a5BliimomB[il

SISaiBBa" : ? "CBBBBBBBBBBBBBQ" : RE T U RN

658 POKE 82, 3 'POSITION 3,7:? "naBBBBBB

BBBa" 1 ? "OtiGUiiiiBBoaiaiia" : ? "DBBSBaaBBBBn "•■■} "OBiBBcraiiniaBO" : ? "Dbbbbbbbbbbo"

668 ? "aB2BBaai3fiaiBa" : ? "OBBBBflBBBBBO" :

? "aB3BBa(miii]BBa" : ? "CBBBBBBBBBBa":RETO

RN

678 GOSUB 138

688 LT = PEEKc764> :GET t>l,LT:TRAP 678:IF

LT=255 THEN 688 698 IF LT-48>3 OR LT-48<1 THEN 678 788 ON LT-48 GOTO 5888,5388,5568 888 FOR M=l TB 328:NEXT U:RETURN 828 FBR J=l TO 4 : SBUND 8 , 18, 8 , 28- J»5 : N EXT J'SOUND e.e,8,8:F0R U=l TO 58>NEXT

U : X=X+1 : RETURN 838 FOR J=15 TO 8 STEP -I'SOUND 8,128, 18,J:NEXT J'RETURN 999 REn UPPER LABEL INPUT 1888 LPBS=1

1818 G8SUB 2268:G0SUB 658:G0T0 678 1849 REn LOUER LABEL INPUT 1858 LPBS=19:G0SUB 2268:GBSUB 658:6010

678 1999 REn DRAUING ROUTINES 2888 6RAPHICS B'POKE 752,l:P0KE 756, 6T :P0KE 712,44<P0KE 7ie,44:P0KE 7e9,2:P0 KE 16,112:P0KE 53774,112

2885 POSITION 20,6:? "ffleHeeBeBBeeSl" : PO SITION 20,7:? "d (E" : POSITION

28,8:? "(B m"

2818 POSITION 28,9:? "n nnnnnnna (r":FO

R 0 = 18 TO 12:P0SITION 28,0:? "[I] ri

a [II":NEXT 0 2828 POSITION 28,13:?

•m naaaaoaa iC" : p

I1":P0SITI0

•tSHHeBeeHBBHffl" : P

m"

OSITION 28,14:? "H

N 28,15:? "H

2838 POSITION 28,16:?

OKE 82,e:RETURN

2835 POSITION 21,7'?

TION 21,8:? "HSHSHnnni

2848 POSITION 21,14:7

ITION 21,15:? "SSeBSaBEeSffiSaB" : RETURN

BBBBBBBBBB" : POSI «": RETURN

aaaaaaaaaa" : pos

2858 POSITION 31,7:? "OHBH- 4,6:? "[[]": POSITION 34.5:?

POSITION 3

ANTIC SOFTWARE LIBRARY

35

UN 2866 POSITION 9.4:? ■■ffleeeeBHBeeBBBHeBe

ftE 2870 FOR 0=3 TO 1 STEP -1:P0SITI0N 9,0

:? -ai": POSITION 38,0!? "[T-iNEXT 0 TC 2888 POSITION 9.8:? "BBBBBBBBBBBBBBBBB

BBBBBBBHBBBBSI" ' RETURN nn 2180 FOR 0=1 TO 3:P0SITI0N 10,0:? "BBB

KBKBBBBBBBBBBBBBBBBBBBBBB" :NEXT 0:RETU

RP UK

01 MG

CG RP

5L NL

PZ NV OU XT

nv

ZR UP 6E

un

UJ HL

SX

UE XK XH

BF SU TV

on uu

RX UF

nt

JX

DU

un

RP UH PD

RG HT

PO lY

UC

RN

2120 POSITION 31. IS!? "ClBBfil" ! POSITION

34.16!? "ll"! POSITION 34.1?!? "31"

2130 POSITION. 9,18 ! ? "fflBBBBBBBBBBBBBBB

BBBBHBBBBBBBBSI" !FOR 0 = 19 TO 21:P0SITIO

N 9,0!? -ai": POSITION 38,0!? -nil"

2148 NEXT 0!P05ITI0N 9,22!? "fflBBBBBBBH

BBBBBBBBBBBBBBBBBBBBSiafffi" : RETURN

2160 FOR 0 = 19 TO 2l!P0SITI0N 10.0!? "SB

TURN

2180 POSITION 31.?!? "BBBW"! POSITION 3

4.6!? ■•!!•■

2198 POSITION 9.5!? ..[wbBBBHBBBHBHBBBBB

BBHBBHHBWBBHSI '

2288 FOR 0=4 TO 1 STEP -l!POSITI0N 9.0

:? "Ii" : POSITION 38.0:? "1II":NEXT 0

2218 POSITION 9,8=? "aBHBBBHHBHBBHHHHB

BHHBHHHHHBHHSi" : RETURN

2220 FOR 0 = 1 TO 4:P05ITI0N 18.0:? "kiklkJ

kkk.k.kklkJkjtkjk;kikbiJkJk:klk)BKkikil>JlLl" ! NEXT 0 : RETU

RN

2230 FOR E=l TO 3:P0SITI0N 18. E!

■•iNEXT RN 2248 FOR E=19 TO 2l!P051TI0N 18,

TURN

2250 FOR E=l

RN

:NEXT

TO 4!P0SITI0N 10, E!? ••!NEXT E!

RETU

;? •■ E !RE

RETU

2260 FOR E=6 TO 16:P0SITI0N 8,E!? '

•■!NEXT EiRETURN 2270 FOR E=e TO 4!P0SITI0N 8,E!7 "

••!NEXT EiRETURN 2288 FOR E=18 TO 21 ! POSITION 8,E!? NEXT E!RETURN

POSITION 15,17>?

2298

RN

2388 POSITION 8,14>? '

proMP-t" 2318 POSITION 14,16!?

'U ID"

"sRETU Enter uour [ia[i@n

"BBBBeBBBBBfil" i ?

2328 POSITION 5,21!? "Press BaOtHail aft

er each entrW'iPOKE 752,e:RETURN

2338 POSITION 16,6:7 "■ISCSmiDBSB" i POSITI

ON 3,81? "Q 3-LINE S 4-LINE E SETU

P MENU" I RETURN

2348 POSITION 1.12:? "■nmaHlOB BBBBBBBB

BBBDDaaaanaDDDaDaiiiaBBB"

2345 IF FL-48=1 THEN POSITION 9,16 2358 IF FL-4a=2 THEN POSITION 9.17

■•!POSITION 1,13:? "Line l»l"iPOKE 752,8 ! RETURN

2368 POSITION 1,14:? 2365 POSITION 1,15:? 1,16:?

'Line «<2":RETURN 'Line tt3'-!RETURN •Line n4"!RETURN

■gSSOffilO] proHPt"!

'DGHQQ] proMPt '

■aaKaaaca pronpf

2378 POSITION

2400 POSITION 19,14:?

RETURN

2418 POSITION 19.14!?

RETURN

2428 POSITION 19,14i?

RETURN

2490 REM SHOU LABEL

2580 POKE 82,ie:IF LABEL=1 OR LflBEL=2

THEN G05UB 2238:80500 224e:F0R J=l TO

2e:NEXT J

2510 IF LABEL=4 THEN G05UB 225e:F0R J=

1 TO SeiNEXT J

2528 POSITION 18,1:7 ULBLIS:? ULBL2*:?

ULBL3* 2538 IF LABEL=4 THEN 7 ULBL4* 2548 IF LABEL=2 THEN POSITION 18,19:? LLBLl*:? LLBL2*:? LLBL3* 2550 POKE 82,e:G0Ta 5198 4999 REM INPUT BLANK LABEL 5888 TRAP 488e8iP0KE 82 , 8 : POSITION 8,1 8:? "BLANK"

5882 IF LP0S=19 THEN GOTO 5208 5884 IF LABEL=1 OR LABEL=2 THEN GOSUB 2238

5887 IF LABEL=4 THEN GOSUB 2258 5818 GOSUB 227e:P0KE 752, 8 : POSITION 1, 8 : 7 "■nnBDH"

5828 IF LABEL=1 OR LABEL=2 THEN POSITI ON e,LP0S:7 PROMPTl*

DI

XN

ZB

BE RI AP

aa

SM SB KE

DX XF

SR UF

PL EA

nv

BP

IB

BZ

FT

L5 OY JZ LN

ZX

AM UG NX

DD

NF UG OH NP

EO

ES

CF UP

PD FU

NY

YZ

TB

GY MK

UN

XA

DM

HK

RI TT BS

5838 IF LABEL=4 THEN POSITION e,LP0S:7

FOURl* 5848 TRAP 8888 i POSITION 9.LP0S:INPUT U LBL1«

5868 IF LABEL=1 OR LABEL=2 THEN 7 PROH PT2*

5878 IF LABEL=4 5888 POSITION 9 5188 IF LABEL=1 PT3* 5118 5128 5148 5158

THEN 7 F0UR2* LPOS+l:INPUT ULBL2* OR LABEL=2 THEN 7 PROH

THEN 7 F0UR3« LP0S+2IINPUT ULBL3* THEN 7 F0UR4« THEN POSITION 9,LP0S+3

IF LABEL=4

POSITION 9

IF LABEL=4

IF LABEL=4 : INPUT ULBL4* 5178 POKE 752,l:G0SUB 2278

IF LABEL=1 OR LABEL=2 THEN GOSUB

5188

2858

5185

5198

58

5195

5199

5288

5218

IF IF

LABEL=4 LABEL=1

THEN GOSUB OR LABEL=4

2188 THEN

GOTO 1

IF LABEL=2 THEN GOTO 218

REM INPUT BLANK LOUER LABEL

TRAP 488e8iP0KE 82,8

GOSUB 2288:G0SUB 2248:P0KE 752.8: POSITION 1.18:? "■DQimiHI" 5228 TRAP 8888 : POSITION 8,LP0S:? PROHP TlStPOSITION 9,LP0S:INPUT LLBLIS 5248 ? PR0nPT2$!P0SITI0N 9, LPOS+1 i INPU T LLBL2$

5268 7 PR0I1PT3S:P0SITI0N 9 , LP05 + 2 : INPU T LLBL3S 5288 POKE 752.1!G0SUB 2288 :

GOTO 218

REM FIXED LABEL

POKE 82,18:P0KE 752.1:

•■FIXED"

IF LABEL=4 THEN GOSUB

50:NEXT 0:ULBL1S=FIXF1S!ULBL2S:

ULBL3S=FIXF3S:ULBL4«=FIXF4S

IF LnBEL=4 THEN POSITION 10.LPOS! ? F1XF2S:7 FIXF3S:? FIXF4$!G0

:GOSUB 2128

POSITION 8.

2250:FOR

a=

FI

5290 5370 5380 12! ? 5398 1 TO XF2S! 5400

? F I X F 1 S TO 5440

5410 IF LPU5=1 THEN GOSUB 2230:FOR 0=1 TO 48:NtXT Q = ULBL 1 S=FIX1S : ULBL2«=FIX2 S!ULBL3S=FIX3S

5420 IF LP0S=19 THEN GOSUB 2248!F0R 0= 1 TO 48!NEXT 0 : LLBL1S=FIX1S : LLBL2S=FIX 2*!LLBL3S=FIX3S

5430 IF LABEL=1 OR LRBEL=2 THEN POSITI ON lO.LPOS!? FIXIS!? FIX2*!? FIX3S 5440 FOR 0=1 TO 158:NEXT B:POKE 82.8 5458 GOTO 5198 5558 REH FORM LABEL

5568 POKE 82.2IP0SITI0N 8.14:7 ••FORM": FOR J=l TO 75:NEXT JiGOSUB 2268 5578 POSITION 2,8:7 ••Use SamM ";CHR»c2 7> ;CHR*cl59J ;•• or "i CHR* c27> ; CHR* cl58» !? '•keys to position'^

5588 7 ••cursor on line":? :? "Press wm kew":? "after each iine":POKE 82,

IF IF

18

5598

5688

2238

5618

5628

••:POKE

5638 IF

LP0S=19 LABEL=1

THEN GOTO 5748

OR LABEL=2 THEN GOSUB

IF LABEL=4 THEN GOSUB 2258

GOSUB 2278!P0SITI0N 1,8:? ••■nSlOHID

752,8iTRAP 8888

LABEL=1 BR LABEL=2 THEN POSITI

ON 18,LP0S:7 FRHl*:? FRn2$:7 FRn3* 5648 IF LABEL=4 THEN POSITION 18,LP0S: 7 FRn41*:7 FRn42«:? FRM43* : 7 FRri44* 5658 POKE 82,8:IF LABEL=1 OR LABEL=2 T HEN POSITION e,LP0S:7 FPMTl* > POSITION 9,LP0S:INPUT ULBLl* 5668 IF LABEL=4 THEN POSITION 8,LP0S:7

F4PnTl«:P0SITI0N 9,LP0S:INPUT ULBLl* 5678 IF LABEL=1 OR LABEL=2 THEN POSITI ON e,LP0S+l:7 FPnT2« : POSITION 9.LP0S+1 I INPUT ULBL2*

5688 IF LABEL=4 THEN POSITION 8,LP0S+1 :? F4PnT2«: POSITION 9, LPOS+1 : INPUT ULB L2*

5698 IF LABEL=1 OR LABEL=2 THEN POSITI ON 8,LP0S+2:7 FPHTS* : POSITION 9,LP0S-»2 : INPUT ULBL3*

5788 IF LABEL=4 THEN POSITION e,LP0S+2 :? F4PnT3«: POSITION 9, LP0S«^2 : INPUT ULB L3S

5718 IF LABEL=4 THEN POSITION 8,LP0S+3 I? F4PnT4«:P0SITI0N 9, LPOS+3 : INPUT ULB L4«

5728 POKE 752,l:G0S0B 2278:60508 2268 5738 GOTO 5186 5748 TRAP 48888:00500 2288:G05UB 2248:

36

FEBRUARY/MARCH 1990

PH

TT AC

un

NH HB

NL ftp BT

00

OV CU KH NP CV

RG

sn

OX TG

un

L6 UG UL ZU RR SB OD

JH BP UU

OD

CL

HI UR RS SO

PF

POSITION ie.LP0S<7 FRM1«<? FRn2S 7 FRH

3«>P0KE 82.6

5756 TRAP 8666 'POSITION 1.18>? "■DQIillll

■"■POKE 752.6IP0SITION 6,LP0S>7 FPMTIS

■POSITION 9.LPas^INPUT LLBLl*

5766 POSITION e,LP0S+li7 FPMT2* POSITI

ON 9.LP0S+1^INPUT LLBL2*

5778 POSITION 6,LP0S+2>7 FPMT3* POSITI

ON 9.LP0S+2^INP0T LLBL3*

5786 POKE 752,1^60S0B 228e^G0SUB 212e<

GOSUB 226e^60T0 216

5999 REN LABEL SETUP

6686 GRAPHICS 1 DL=PEEKc566i +256«PEEKc

Seii^POKE DL+6>7^P0KE 769,198^P0KE 718

.96>P0KE 711.68^P0KE 712.96

6885 POKE 756.GT^G0SUB 136

6818 POSITION S.li? tt6 ; "BBKinn BBBUI]"

6828 POSITION 2. 4^7 tt6;"l suHnarv" POS

ITION 2>6^? tt6;"2 custon proHPts" POSI

TION 2.817 «»6;"3 fixed label"

6838 POSITION 2.18i7 tt6;"4 custON fopN

"■POSITION 2.1217 M6;"5 save to disk"^

POSITION 2.14^7 «>6;"6 nain nenu"

6848 7 " CHOOSE TOPIC BV NUMBER

6858 CHC = PEEKc764i >GET ttl.CHOTRAP 685

8>IF CHC=255 THEN 6656

6866 IF CHC-48>6 OR CHC-48<1 THEN 6658

6876 ON CHC-48 GOTO 6166.6258.6548.686

8. 7858.48

6186 GRAPHICS e:POKE 82.12^PaKE 789.18

■POKE 718.176^P0KE 712.176^PaKE 752. !■

POKE 756. GT

6118 7 "!«"■ POSITION 12.6^7 "BBDaHBHBBB

BBBBBS" 7 llXCUSTOn PROMPTSX" 7 "tBBBBBB

£^28 POSITION 3.4 7 "■BBBBOGiOniainGiHaBBB ■■■BBnnmSWMiDaXilHB" I POSITION 3.12 s? "MQ

onaissBmaiiiGOQBBBBniEiBiiniiiiaBSffliitBiaB"

6138 POSITION 7.21!? "Press SfflH {SmB to continue":PaKE 82. 6 POSITION 6.6^7 PH

OMPTIS:? PRanPT2S:? PR0nPT3»

6148 POSITION 6,14i? FOURIS:? F0UR2$^7 F0UR3*!? F0UR4$:PaKE 82 . 24 POSITION 2

4,6!? FPMTlSs? FPMT2«^7 FPMT3*

6158 POSITION 24.14=7 F4PMT1S!7 F4PMT2

S:? F4PMT3*!? F4PI1T4S CLOSE t«l:OPEN «1

.4.e."K:"!GET «1.K!CL05E «1

6160 POKE 82.12!? "»••■ POSITION 12.0!?

"aeHB&HHHBBHHBHSi" ! ? "[IlCUSTOM LABELSUI":

«ri,L^.-i-£-iIi£!l ^ ' ^ " "■■■■■■■■■BHiiBUiaaa iinf^iaBHBBBaBaB" pojjction s . 7 ? "Bbbbbbb

5. 12^7 "■POSITION

l-iLiINE FORM

mmmasawam

5.16^7 "■■■■■

6196 POSITION 5, 211 7 ■■■■■■B—BBBBBBB ■■■■■———" ■FOR 0=4 TO 2e^P0SITI0N

5.a^7 "■"■POSITION 34, 8^7 "■"■NEXT B 6266 POSITION 6. 22^7 "Press SSUa QSQ fo r SETUP nENU">POKE 82. 6 < POSITION 6.4«7

FIXIS^? FIX2«^7 FIX3* 6218 POSITION 6.8^7 FIXF1«<7 FIXF2»^? F1XF3S!7 FIXF4«^P0SITI0N 6.13^? FRni*^ 7 FRn2«^7 FRM3* 6220 POSITION 6,17i7 FRM41Si7 FRn42$<?

FRn43$^7 FRn44«^CL0SE ni OPEN »1.4.e. "K"^GET Ml.KiCLOSE »1 6236 POKE 82.e^G0T0 6880 6246 REn CUSTOM PROMPTS

6250 GRAPHICS 0:POKE 82.13>P0KE 789. &■ POKE 710.32!POKE 712.32^P0KE 752.1^P0K E 756.GT!60SUB 138 6260 ? "H": POSITION 4.1^7 "BBBBBBBSl^SDD

SDmfB^Giramiiiiaaa^XBBBBBaB" sposition 6.4!?

"Select Labei-twpe bw NuMber"

6270 POSITION 13.7^7 "H 3-LINE BLANK":

? "H 3-LINE F0RM">7 "B 4-LINE BLANK":?

"H 4-LINE FORM" 7 "B SETUP MENU" 6288 POKE 82.14^CPR = PEEKC764> ■GET *<1 . C PRsTRAP 628e^IF CPR=255 THEN 6286 6290 IF CPR-48>5 OR CPR-4a<l THEN 6286

6388 ON CPR-48 GOTO 6316.6336.6356.638

8.6416

6318 POSITION 15.7 7 "BHUOGOS^aiaiEimia" 60

SUB 23e6^POSITI0N 14.17:INPUT PROMPTIS

■GOSUB 2290iG0SUB 2400

6320 POSITION 14.17^INPUT PR0MPT2$:G0S

UB 229e:G0SUB 2410 : POSITION 14.17:INPU

T PROMPT3$:G0TO 6250

BI

AX

MS

JJ

DX

SQ

LL

LR CC MK

NT 6U

FD PC

DO

LX

DD

KH 00 TD SU AL

BM

NA LU

GX TM RX

MX

TU HE

EY

KB

LC

UC SM ZU

ZH

6330 POSITION 15.8:? "BBBOGiJIl^Sfflraiil" : GOS UB 2300SPOSITION 14,17^INPUT FPMT1$:G0 SUB 2290:GOSUB 2400 6340 POSITION 14.17:INPUT FPMT2$:G0SUB

2290:GOSUB 2410 : POSITION 14.17:INPUT FPMT3S!G0T0 6250

6350 POSITION 15.9^? "QBaDGIlS^maQiaQ" GO SUB 230e:P0SITI0N 14.17:INPUT FOURl$sG OSUB 2290:GOSUB 2400 POSITION 14.17 6360 INPUT F0UR2$:G0SUB 2290:GOSUB 241 0:POSITION 14.17:INPUT F0UR3$ GOSUB 22 90^GOSUB 2420

6370 POSITION 14.17:INPUT F0UR4$:G0T0 6258

6388 POSITION 15.10:? "QBaa(;iSH[i|[i|[Klil" GO SUB 2300!PO5ITION 14.17!lNPUT F4PMT1$: GOSUB 2290:GOSUB 2400 : POSITION 14.17 6390 INPUT F4PMT2$:G0SUB 2290 : GOSUB 24 10:POSITION 14.17!INPUT F4PMT3$ : GOSUB 229e:G0SUB 2420 6400 POSITION 14.17:INPUT F4PMT4$:G0T0

6250 6410 7 "B"!POKE 82.2^P0SITI0N 2.2^P0KE

709.8 6420 7 30;" PR0MPT1$="; CHR$ c34> ; PROMPT

IS; CHRS c34> ; ; "PR0MPT2$ = "; CHR$ C34> ;P

R0MPT2$;CHR$c34>

6430 7 31;" PR0MPT3$="i CHR$ c34> ; PROMPT

3$;CHR$C34> 6440 ? 32;"

HR$c34>;

CHR$C34> 6450 7 33;" HR$c34> 6460 7 34;'

LT

KF

KR BV TH HV

FPMT1S=";CHRSC34J ;FPMT1S;C "FPMT2$=";CHRSC34> ;FPMT2S;

FPMT3S=";CHRSC34> ;FPMT3S;C

F0UR1$=";CHR$C34>;F0UR1$;C

HR«C34> ; ; "F0UR2$="; CHR$ c34i ;F0UR2$;

CHR»t34i

6470 7 35;" F0UR3«="; CHR$ C343 ; F0UR3$; C

HRSC34>; ; "F0UR4$="; CHR$ c34> ; F0UR4$;

CHR9C34>

6486 7 36;" F4PnTlS="; CHRS c343 ; F4PMT1$

; CHRS C34> ; " " ; "F4PMT2« = "; CHR$ c34> ; F4PM

T2S;CHR$(34)

6490 ? 37;" F4PMT3$="; CHR$ C34> ; F4PMT3«

;CHR«c34> ; ; "F4PMT4$ = "; CHRS t34> ; F4PM

T4$;CHR$C34>

6508 7 "C0NT":P0SITI0N 0.0

6510 POKE 842.13:ST0P

6520 POKE 842.12IP0KE 82.e:G0T0 6088

6536 REM CUSTOM FIXED LABEL

6546 GRAPHICS 0:POKE 716.162:P0KE 712.

162:P0KE 752.1:P0KE 756.GT:P0KE 82.13

6558 POSITION 13.1:? "SlDDDnnBBaBBHBB" :

7 "HFIXED LABELSX":? "SBBBBBBBBBBBBB" :

POKE 82.2

6566 GOSUB 2336:60500 130

6578 FL=PEEKC764> <6ET M1.FL:TRAP 6568:

IF FL=255 THEN 6578

6588 IF FL-4B<1 OR FL-48>3 THEN 6568

6596 ON FL-48 GOTO 6688.6638.6678

6668 POSITION 5.8:? "BBaDGSS" TRAP 6548

■GOSUB 234e:P0SITI0N 9.13^INPUT FIX1$

6618 60SUB 2366IP0SITI0N 9.14>INPUT FI

X2«^G0SUB 2365IP0SITI0N 9.15^INPUT FIX

6620 GOTO 6548

6630 POSITION 16.8:? "QHanDSS" GOSUB 23

40^POSITION 9.13:INPUT FIXFl*

6648 GOSUB 2360 POSITION 9.14:INPUT FI

XF2S

6658 GOSUB 2365 : POSITION

XF3S

6668 GOSUB 2378 : POSITION

XF4S

6665 GOTO 6546

7 "B1":P0SITI0N 2.2:P0KE 709.2

7 15;" FIX1S=";CHRSC34»;FIX1S;CHR

.15:INPUT FI 16:INPUT FI

6670

6680

SC34>

6690 7 16;" FIX2$="; CHR$ c34> ; FIX2$; CHR

S«34>:7 17;" FIX3S=";CHH*C34> ;FIX3S;CH

RSC34>

6700 7 18;" FIXF1S="; CHHS c34j ; FIXFIS; C

HR$f34>:7 19;" FIXF2S=" ; CHR* c34> ; FIXF2

$;CHR$c34>

6716 7 20;" FIXF3»="; CHRS c34> ; FIXF3$; C

HHSC34>:7 21;" FIXF4$="; CHR$ c34> ; FIXF4

$;CHR$C34>

6720 7 "CONT":POSITION 6.0

6730 POKE 842.13:ST0P

6748 POKE 842.12SP0KE 82.8^G0T0 6668

6798 REM CUSTOM FORM LABEL

ANTIC SOFTWARE LIBRARY

37

BF 16808 GRAPHICS e'POKE 710,112!POKE 712, 112:P0KE 752,l!P0KE 756,GT:P0KE 82.14 6818 POSITION 14,1!? "[iHeeeBeeBBeB" : 7

••aiFORH LftBELH"'? "ffleeeBBeBeBeeD" i POKE 8

2,2

6828 GOSUB 233e>G0S0B 138

6838 FL=PEEKC764» !GET «l,FL:THnP 6828"

IF FL=255 THEN 6838

6848 IF FL-48<1 OR FL-48>3 THEN 6828

6858 ON FL-48 GOTO 6868,6988,6958

6868 POSITION 5,8i7 "BDnDGnS" < TRAP 6888

!GOSOB 2348>P0SITI0N 9,13<INP0T FRMIS

6878 GOSUB 2368 'POSITION 9,14iINPUT FR

n2*

6888 GOSUB 2365 > POSITION 9,15>INP0T FR

n39

6898 GOTO 6888

6988 POSITION 16,8>? "BBaama" : GOSUB 23

48>P05ITI0N 9,13>INPUT FRn41$

6918 GOSUB 2368>P0SITI0N 9,14!lNPUT FR

n42«

6928 GOSUB 2365 < POSITION

n43S

6938 GOSUB 2378 : POSITION

n44« TS 6948 GOTO 6888

BG 6958 ? "H-IPOSITION 2,2>P0KE 789,8 UT 6968 ? 22;" FRni«=" J CHR* t34J s FRM1»; CHR

BG

nu

HU

FF AY LG

UC

AT

UF lU

ZU

Fn

FY

9,15>INPUT FR 9.16:INPUT FR

GF

XD

BC

JY BF SU ZH

on

UL KE

ZF HR PB MJ

BH MY

OB CG PR

GU

BR NP XB UT BL RZ

CL

VZ

JJ ZB

GB

ZI JN PX

LP

TX SU

•oaiiamDDcnQoaoiBasd]-

■How nanw LABELS'

6958 6968 «C34>

6978 7 23j" FRI12« = "; CHR* c34» ; FRn2S; CHR

«f34i>7 24j" FRM3*="jCHR«c34> jFRM3*;CH

R$c34>

6988 7 25;" FRM41*="; CHR* c34» ; FRM41«; C

HR*c34»i7 26;" FRn42» = "; CHR* c34> ; FRri42

C;CHR$c34>

6998 7 27;" FRn43*="; CHR* c34> ; FRn43«; C

HR*c34>i7 28;" FRn44*="; CHR* C34> ; FRM44

«;CHR*C34>

7888 7 "CONT":POSITION 8,8

7818 POKE 842,13!ST0P

7828 POKE 842,12>P0KE 82,8sG0T0 6808

7899 REM PRINT LABEL

7188 TRAP 7ie0!POKE 82,2>G0SUB 2260:60

SUB 830

7110 POSITION 2,7!7

POSITION 14,10<7 "

7120 POSITION 2,9i7

7 "da uou want"! POSITION 13,10>INPUT

NUn*iLNUn=UALcLNUn*>

7138 IF LNUn<l THEN 7118

7148 POSITION 4.13>7 "■ISIBOGSaaGQSB"

7158 FOR TNUn=l TO LNUM

7168 LPRINT CHR* c27> ; CHR* C15i ; CHR* c27>

;CHR*c83>;CHR*c0j ;CHR*c27> ;CHR*c65> ;CH

R*c6i ;ULBL1$

7178 LPRINT ULBL2* ' LPRINT ULBL3*

7180 IF LABEL=4 THEN LPRINT ULBL4$sG0T

0 7230

7190 IF LABEL=1 THEN GOTO 7228

7200 LPRINT sLPRINT > LPRINT

7210 LPRINT LLBL1*!LPRINT LLBL2*iLPRIM

T LLBL3$

7220 IF LABEL=1 OR LABEL=2 THEN LPRINT

:LPRINT :LPRINT 7230 IF LABEL=4 THEN LPRINT : LPRINT 7240 NEXT TNUn:GOSUB 2268 7250 IF LABEL=1 OR LABEL=4 THEN 150 7268 IF LADEL=2 THEN 210 7500 REH TITLE PAGE

7518 MT=PEEKtl06J :GT=MT-8!GRAPHICS 0iP OKE 106, GT

7520 DL = PEEKC560J+256»PEEKC561> :POKE D L+6,7:P0KE 718,e:P0KE 7e9,28esP0KE 752 .1

7530 POSITION 4,1:7 "PHOTOGRAPHIC" : POK E DL+7,10

754B FOR 0=12 TO 20 STEP 4 7550 POKE 82,0:P0SITI0N B,B~10:7 "ffiBBB

•[lltBBBBBBSIIII" : ? "

7 "ffle

til'

: o

; ?

"11

ui-

BBHBSI" ! 7 "til

[iiai aiiii" J ? "[till

7560 ? "[IlfflBBBBBfflai-

BBBBBBffl"

7570 GOSUB 800

7580 NEXT Q

7590 POSITION 13,3:? A*:GOSUB 820 : GOSU

B 800:POSITION 17,7:? A*:GOSUB 820:GOS

UB 80O:X=1

7600 POSITION 20+X,ll:7 A* CX , X> ; : GOSUB

820 7610 IF X>7 THEN X=1:G0T0 7630 7628 GOTO 7600

UA

UN SH

EK

ZF

DU

KH

on

FA AP NU

un

GN RJ

ZF XO CG

LB

UF

IB BP JD

PS BT DX

BR

Ttl

TO

UA TC

CO

BH PJ

SS UB

HZ

GS

TF

763B POSITION 20+X,16:7 B* cX , X J ; : GOSUB

820:IF X>7 THEN 7650 7640 GOTO 7638

7658 GOSUB 8e0:POSITION 9.14:? "bU":PO SITION 4,16:7 "Garu Coppola" 7668 FOR Z=1536 TO 1554sREAD H:POKE Z, H s NEX T Z 7670 POSITION 18,21:7 "Press SOaHO To

7688 POSITION 4,1:7 "BfflEliaEl" : U = U5R C1536

i

7698 DATA 184,173,31.208,281,6,248.18,

232,142,10,212,142,25,208,76,1,6.96

7700 IF PEEKC53279»=6 THEN 10828

7800 POSITION 25,18:7 " Uer i f i c at i on :

[i][Iiaa?cY/-Nl ": GOSUB 830 : GOSUB 130

7810 TRAP 780e:GET «1.G:IF G=89 OR G=l

21 THEN POKE 82 . 2 : GRAPHICS 0 : END

7820 IF G=78 OR G=110 THEN 40

7830 GOTO 7810

7850 7 -m Uerification:^mamB\SimmiSSa7i

Y^N>":GOSUB e3e:G0SUB 130

7860 TRAP 805e:GET »1,G:IF G=89 OR G=l

21 THEN 5AUE "D : PHOTOLBL . BAS" : GOTO 600

0

7878 IF G=78 OR G=118 THEN 6000

7880 GOTO 7868

8000 POKE 712.66:P0KE 752,l:P0KE 82.3:

FOR J=l TO 3

8005 FOR B=14 TO 0 STEP -1:S0UND 8,158

+B,10.B:NEXT a:NEXT J:GOSUB 2260

8010 POSITION 3,8:7 " SQmmm tt";PEEKcl9

5>i7 "HAS OCCURRED":? :? "RETURNING TO

":? " HAIN MENU"

8020 FOR B=l TO 130:NEXT B:TRRP 48008

8030 GOTO 40

8050 TRAP 40000:? "BQ DISK SAU

E - ABORTED":? " ERROR n "

;PEEKC195>

8060 FOR J=l TO 140:NEXT J>GOTO 6000

18888 REM REDEFINE CHARACTERS

10020 CHSET = GT»»256: POSITION 5,21:? "IN

ITIALIZING, PLEASE UAIT . . . "

10030 POKE 284.GT:P0KE! 286 , 224 : MOUE* = "

huaiaiiDsieQiiiBQaiaoaDQiBaB" : u=usr cadr cmoue*i

10040 POKE 756,GT!F0R J=l TO 9:READ OC

10050 FOR B=0 TO 7:READ I:POKE CHSET+0

C + B.I

10060 NEXT B:NEXT J:G0T0 15

10070 DATA 512,255,255.192,192.192,192

,192,192

10080 DATA 576,0,0.0,0,170.170,170,178

10890 DATA 584,255,255.3,3,3,3,3.3 10100 DATA 592.65,85,85,85,85,85,85,85

10110 DATA 600,3,3,3.3,3,3,255,255

10120 DATA 608.192.192,192.192.192.192

.255,255

18130 DATA 632,24,24,0,255,255,0,24,24

10140 DATA 648,178,178,170,170.170,170

.170.170

10150 DATA 672.85,85,85,85,8,8.8.0

LISTING 2

MX AI GD EU

IJ PR

UO

RD

PY

TH UB

MY KB PU

10

20

30

48

OTH

50

68

EEK

78

AME

88

5

98

581

188

118

TIC

128

130

148

se

REM PHOTO LABELMAKER, LISTING 2 REM BY GARY COPPOLA

REM cc> 1985.1988 ANTIC PUBLISHING REM CLINES 18-258 MAY BE USED UITH ER BASIC LOADERS IN THIS ISSUE. REM CHANGE LINE 70 AS NECESSARY.) DIM FN*t20> .TEMP«C20> .AR*t93»:DPL=P cl0592i:P0KE 10592.255 FN*="D:LINE5.LST"!REM THIS IS THE N

OF THE DISK FILE TO BE CREATED 7 "HIDisk or Bassette?"; :POKE 764.25

IF NOT cPEEKt764J=18 OR PEEKc764J=

THEN 9fl

IF PEEKC764»=18 THEN FN*="C : "

POKE 764.255:GRAPHICS 0:? " AN

S GENERIC BASIC LOADER"

7 ."DY CHARLES JACKSON"

POKE 10592, DPL:TRAP 200

7 I? :? "Creatina ";FN*:7 "...plea stand bw."

38

FEBRUARY/MARCH 1990

LU

158 RES

C = l

BQ

168 flR«

YC

1?8 FOR

2,255

DM

lae Ln=

vin. . .T-

BK

198 »«(

UNEXT

MM

288 IF

nflNV DA

E!":END

CM

218 IF

LINES!

UB

228 IF

TORE :REaD LN:Ln=LN!Din A$ CLN> i

= READ AR$

X=l TO LENcflRS> STEP 3<P0KE 75

LM-KPOSITION 18.18:? "CCountdo

••;INTCLM^18> ;••>

C.C>=CHR«<UALcAR$cX.X+2>>>:C=C+

X:GOTO 168

PEEKC195>=5 THEN 7 :? :? "HTOO

TA LINES!"!? "CANNOT CREATE FIL

C<LM+1 THEN ? :? "HTOO FEU DATA "s? "CANNOT CREATE FILE!"iEND FNS="C:" THEN ? «? " Prepare ca

AR PV AL

LQ RU

JV

PK

ssette, press ereTURNI"

238 OPEN ttl.8,8.FN«

248 POKE 766.1:? t*l;A*;:POKE 766,8

258 CLOSE nil GRAPHICS 8' 7 "Mmmamaamsm

>■

1888 DATA 76

1818 DATA 8498488488518488328888798758

69832858848852844071884858888879875869

832858848854844858858852858

1828 DATA 8778798868698368618341841628

84168888177205145283288288249238286238

204282288242896834856885861

1838 DATA 8658838828488658688828488770

79886869836841841155

CAVERNS OF THE MEVOTAUR

COLLECT GOLD AND DIAMONDS WHILE AVOIDING THE DREADED MAN-BULL

Article on page 31

LISTING 1

Don't typt the, TYPO II Codes!

LU UQ LA AU

CS

RE

UE BS RG UE

SJ

VH lU SP

MX ZU VS XC DR

OU

TK

OX

KU

AE

NC

KF KO

TD

NL

UK

PJ FD OU GN

8 REM CAUERNS OF THE

1 REM BY RUFUS REYNOL

2 REM CCI1998. ANTIC

3 CLR >oin Pi«c2ei sn=

M25e>P0KE 2e4.A:P0KE

4 FOR X=l TO 28:READ 3 : NE XT X

5 DATA 184.162.4.168. .288.288.24 9.238.286. 42.96

6 a=USRCADR<Pl»>>

7 DLIST=PEEKc56e»+PEE

8 MAZE=l!LI=2iSKILL=l 18 DATA 8.8.224.191.1 16.56.84.16.48.188.68 219.66.68.8.24,68.126 28 DATA 8.8.8.15.19.2 88.216.192.224.68.24 6,182

30 DATA 187.187.187.8

35 RESTORE 18

48 FOR D=NCB+1»B TO N

OKE D.E:NEXT D

58 GOSUB 38888

55 GRAPHICS 1+16:P0KE

68 IF HAZE=1 THEN RES

65 IF MAZE=2 THEN RES

78 READ GR1.GR2.GR3.G

198 86 COLOR 136>PL0T GRl R4:G0T0 78

98 DATA 8.8.19.8.8.1. .8. 18. 19. 8. 19. IB. 8. 12 .6.23.19.23 168 DATA 3.3.6.3.9.3. 4.3.4.8.4.11.4.16.4.1 4,6,9.6.18.6,15,6,15. 118 DATA 3.7,5,7,14,7 8,15,8,8,18,11,18,8,1 4

128 DATA 4,16,4,16,15 17,14,17,16,17,4,18,4

MINOTAUR

DS

PUBLISHING INC.

PEEKcie6>-8>NCB=A

286,224

B:P1«CX,X1=CHR»(B

8,177,285,145.283 238,284.282,288,2

KC5611M256

65,229,8.8,56,56,

.126.195.223.289.

.126.68.24.8

7.3.7.8.8.8.248.2

255.255.189.189.3

.238.238.236.8

CB+9»8-l:READ E:P

.18

138

.28

1.

148

1.2

158

8.6

18.

168

,18

.12

178

.13

.19

188

,21

,1,

198

288

218

228

15,18,8,19, DATA 2,28.3 3.21.6.21.1

1. -1, -1 DATA 8.8.8,

3,18,23 DATA 4.3,6,

,11,4, 8,8,9,

11,6, 11,9,

DATA 4,18 3,11,6,11

,16,12 DATA 4,13,5

,8,14,11.14.

.6.21.4.21.6 DATA 8.18.1

.9.21.18.21.

1.18.1. -1. -1 COLOR 48:PL IF MAZE=1 T IF MAZE=2 T COLOR 136:P

756. A TORE 98 TORE 148 R4!IF GR1=-1 THEN

.GR2!DRAUTa GR3.G

8.1.11,1,19,1,8,2 8,22,19,12,19,22

18,3,13.3,16,3,2.

7.4.8.5.11.5.4.6.

6

.16.7.4,8,4,8,15.

1,8,14,11,11,11,1

,16,15,16,3,17,5, ,18,9,18.18.18.15 11.19

,28.8.28.11.28.16.28.17 3.21.16.21.9.21.18.21.-

23.19,8,19,23,1,8,18,8,

5,6,3,4,5,8,3,11,3.8.4,

3,3,15,5,13,5,15,3,9,8,

,18, 11, 18

,18, 9, 11, 18, 11. 14. 18. 15

3.11.16.11.3.12.6.12.13

,13,9,13,18,13,14,13,15 8,15,11,15,9,16,18,16,4

19 1,18, 8, 19, a, 21, 11, 19, 11 13,19,15,21.13,21,15,19 . -1, -1

GT 8,ll:PL0T 19.11 HEN EX=9!EY=14:EX1=18 HEN EX=9!EY=6!EXl=ie LOT EX,EY:DRAUTO EX1,EV

OA CK NY

DK

ON

OZ RE DS UI SA

AD

UF UK EM MO DO

CA

EX

DU PR

XX

PU PS GZ LZ UG

aa

UG XK YS lY JT UG UY CG AE BE

YI

BK GB

nz

NU UU TU

xz

AB

238 248 258 A3, A 268 X = l: 278 X = 13 288 285 298 388 318 6,16 1, -1 328 ,18, ,21. 338 335 348 358 368 8.14 6.4. 378 .6.1 1

388 ,MY 398 395 488 UTO 418 415 428 424 425 426 438 448 458 468 478 488 498 588 518 528 T MX 538

IF MA IF MA COLOR 2

IF MR MY = 11 IF MA :MY = 4 IF MA IF MA READ COLOR DATA # 8 # 5 «

, -1

DATA

3,13,

14,19

IF MA

IF MA

READ

COLOR

DATA

,8.3

28.15

DATA

3.8.1

ZE=1 THEN ZE=2 THEN 37:PL0T A

ZE=1 THEN !MX1=MX:MY ZE=2 THEN :MX1=MX :MY ZE=1 THEN ZE=2 THEN G1,G2:IF G 35>PLaT G 2,3,4,4,17 16,3,18.16

Al=9: A2=ll:A3=ie Al=9: A2=4: A3=18 1,A2:C0L0R 38:PL0T

X = 9: 1 = MY X = 6! 1 = MY REST REST 1 = -1 1,G2 ,3,1 ,16.

Y=l:Xl=Xi Y1=Y:M

Y=4:X1=X! Y1=Y:M

ORE 310 ORE 328

THEN 338 sGOTO 298 5.4.5.6.3.8.14. 14,18,2,21,17,2

5, 3, 5, 5, 14. 3. 14. 5. 6. 6. 11. 11. 6 13.18.16.13.11.13.8.16.5.19.5 .14.21. -1. -1 ZE=1 THEN RESTORE 360 ZE=2 THEN RESTORE 370 D1.D2:IF Dl=-1 THEN 388 36:PL0T D1.D2:G0T0 348 6.3.11.3.3.6,8.6,11,6.16.6.5. 16.14.16.5.18.6,16,11,16,16,1 .28.6.21.11.21, -1. -1 4,4.15.4.11.6.3.18.6.11.16.18 3.13.13,11.16,4,28.15.28.-1.-

COLOR 2:PL0T X.Y:COLOR 167:PL0T MX POSITION 1.8:? M6]SC

IF sc>=ie8e88e then goto 298ee

IF LI=2 THEN COLOR 2:PL0T 14.8:DRA

15,8

IF LI=1 THEN COLOR 2!PL0T 14.8

IF LI=-1 THEN 26888

5=STICKce> :T=STRIGce]

IF SKILL>=13 THEN 438

IF D0NE=1 THEN D0NE=8:G0T0 438

IF D0NE=8 THEN D0NE=l:60T0 28888

IF X>MX THEN MX=MX+1:G0T0 478

IF X<MX THEN MX=MX-1:G0T0 470

IF Y>MY THEN MY=MV+1:G0T0 478

IF Y<MY THEN MY=MV-1

LOCATE MX. MY. HIT

IF HIT=40 THEN 28888

IF HIT=136 THEN 28888

IF HIT=33 OR HIT=1 THEN 20088

IF HIT=2 THEN 21888

COLOR 8:PL0T MXl . MVl : COLOR 167>PL0

.MY:MX1=MX:MV1=MY

IF S=7 THEN X=X+l:IF X>19 THEN X=l

535 IF 5=7 THEN 688

536 IF PEEKc77i=254 THEN POKE 77,0 S=ll THEN X=X-l:IF X<0 THEN X=l

540 IF 8

545 IF 558 IF

S=ll THEN 688 S=14 THEN Y=V-l:GBT0 688 13 THEN Y = Y4-l:60T0 688

568 IF S:

578 IF T=8 AND KEV=1 AND X=l AND Y=ll

THEN COLOR BiPLOT e.lUPLOT 19,lliG0T0

420 575 IF T=8 AND KEV=1 AND X=16 AND V=ll

ANTIC SOFIWARE LIliliARY

39

BG

PO

ns

uu

OR AK HX

ZV KT

nu

HA

ZT ID

CB

XP

QC

EJ

JC

MM GR

nn vx

BS

CG

FB

UD

CR UD FH

DE

TE RU

EA

HP UC

THEN COLOR e>PLOT B.IKPLOT 19.11iG0T 0 428

see IF T=e and kevi=i and maze=i and x

=9 AND V=15 THEN COLOR BiPLOT 9,14>DRA

UTO 18,14

585 IF T=8 AND KEV1=1 AND nAZE=l AND X

=18 AND Y=1S THEN COLOR BiPLOT 9.14>DR

AHTO 18.14

598 IF T=8 AND KEV1=1 AND nAZE=2 AND X

=9 AND V=7 THEN COLOR BiPLOT 9.6iDRAHT

0 18.6

592 IF T=8 AND KEV1=1 AND nAZE=2 AND X

=18 AND V=7 THEN COLOR B'PLOT 9.6<DRAU

TO 18.6

595 GOTO 428

688 LOCATE X.V.HIT

618 IF HIT=33 THEN KEV=liGOTO 22888

628 IF HIT=1 THEN KEYl=liGOTO 22888

638 IF HIT=35 THEN GBLD=G0LD+1 « SC=SC*1

B'GOTO 23888

648 IF HIT = 36 THEN G0LD = G0LD'»1 SC = SC+2

8 I GOTO 23888

658 IF HIT=37 BR HIT=38 THEN 6BTB 2488

8

678 IF HIT=167 THEN 21888

688 IF HIT=48 BR HIT=136 THEN X=

XliY=V

698 IF GBLD> = 14 AND nAZE = l AND KEYOl THEN COLOR 33>PL0T 18.4

691 IF G0L0> = 14 AND HAZE=2 AND KEYOl THEN COLOR 33<PL0T 13.28

692 IF G0LD>14 AND HAZE = 1 AND KEYlOl THEN COLOR IsPLOT 1.4

693 IF G0LD>14 AND nAZE=2 AND KEYlOl

THEN COLOR KPLOT 6.28 ^

695 COLOR eiPLOT Xl.YHCOLOR 2>PL0T X. Y<X1=X> Yl=YtGOTO 428

788 GOTO 428

28888 nx=nxi>nY=nYi

28818 nOVE=INTc4wRNDc8>+l>

28828 IF nBUE=l THEN nX=nX+l>GOTO 2886

THEN HX=nX-liGOTO 2886

THEN nY=nY+l<GOTO 2886

8

28838 IF nOUE=2

8

28848 IF M0UE=3

8

28858 IF M0UE=4 THEN riY=l1Y-l i GOTO 2886

e

28868 LOCATE nX.MY.HITHF HIT=48 BR HX

T=136 THEN MX=MX1 i MV=MY1 i GBTO 528

28878 IF HIT=2 THEN 21888

28888 GOTO 528

21888 COLOR 8:PL0T HX.MYsPLOT nXl.NYli

COLOR ie7:PL0T X.Y

21818 C0UNT=aee:F0R ZZ=2e TO 8 STEP -1

'SOUND 8.C0UNT,ie.ZZ:5DUND l.COUNT+cZZ

»99l .ie.ZZ:COUNT=COUNT-ie:NEXT ZZ

21828 SOUND 8 . 8 . 8 . 8 : SOUND l.e.e.8sLI=L

I-HGOTO 55

22888 ZZZ = 6e!F0R ZZ = e TO 48 STEP -USD

UNO e.ZZ.ie.8:S0UND l.ZZZ.ie.8:ZZZ=ZZZ

-ItNEXT ZZ

22818 COLOR 2:PLaT X.Y'COLOR 8:PL0T XI

. Y1!X1=X! Y1=V

22828 SOUND 8 . 8 . 8 . 8 : SOUND 1,8.8.8

22838 GOTO 398

DY BX

NE UT UA UF

DN

nj

JE

SJ GQ PY PA BJ

EU ID

IS AG NY

KG

BN

XH

EB

UU HR

EB PE

XA KL

Ln

TF SU IT

zn

UE

GD

AH

UL

23888 COLOR 2!PL0T X.VsCOLOR 8>PL0T XI . YliXl=X : Y1=Y

23818 FOR ZZ=-2e TO 2e.-S0UND B.OBScZZJ .ie.8:NEXT ZZiSOUND e.e.B.BsGOTO 398

iliiS PgE"?ogS?ii TO 6:SETC0L0R 4.8.8

24028 FOR ZZ-1 TO SBsNEXT ZZ

24830 SETCOLOR 4,8.8:F0R ZZ=1 TO SBjNE

XT ZZ

24048 NEXT COUNT

24858 SETCOLOR 4.8.0 .„„„

24068 IF MflZE = l THEM riAZE = 2:G0T0 240B8

24870 IF nAZE=2 THEN MAZE=1

24888 SC = SC-»G0LD

24885 5KILL=SKILL+1

24898 GBLD=8!KEY=8tKEYl=8!G0T0 55

25888 FOR ZZZ=1 TO 3:F0R ZZ=28 TO 8 ST

EP -liSOUND 8.28.18.ZZ:NEXT ZZ'SBUND 8

,8.e,e:NEXT ZZZ:RETURN

26080 CLEAR = 8 „. ^^

26010 COLBR BsPLBT CLEAR . 8 s DRAHTB CLEA

R.23!CLEAR=CLEAR*1

26028 IF CLEAR=2e THEM 26848

26838 GBTB 26818 „^„,

26848 FBR S=8 TO 3:S0UND S.8.8.8>NEXT

26868 CBLBR 136 : PLBT 6.2:DRAUTB 13.2:D RAUTB 13.4:DRAUTB 6.4:DRAUTB 6.2

26862 PBSITIBN 3.8 = 7 «»6;"V0UR SCORE MA S"!P05ITI0N 7.3:? «6;5C „. ^

26863 PBSITIBN 8.18i? »«6 ; "BOCHBO TB PLA V AGAIN'"

26864 PBSITIBN 8.6:? <t6;"YBU REACHED L EUEL ••;SKILL

26870 POKE 53279.8 ^^^

26888 IF PEEKC53279»=6 THEN GBLD=8iKEY =8:KEYl=8:LI=2i5C=8>MAZE=l:5KILL=l:GBT

B 58

26898 GBTB 26878

38888 GRAPHICS 2:SETCBL0R 2.8.8>PBSITI

ON 3.1!? «t6;"CAUERNS BF THE" : POSITION

6.3>7 tt6;"HIN0TAUR"

38885 PBKE 752.2

38816 7 " Hade bu Rufus H Reynolds

III"!? :? " gnmcoa to begin"

38835 RESTORE 38878

38848 READ C.B!XF C=-l THEN RESTBRE 38

87eiGBTB 38848 .

38858 SOUND 8 . C. 18. 18 : FOR 1=1 TO SMB. 4

iNEXT ItSOUND 8.8.8.8

38852 IF PEEKC53279>=6 THEN SOUND 8.8.

8.8:RETURN

38868 GBTO 38848

38878 DATA 81.58.68.58.68.188.64.58.64

.188.72.58.72.58.81.188.91.58.96.58.96

.188.81.58

38888 DATA 68.58.68.188,64.25.64.58.72

,58.81.58.81.288.81.58.68.58.68.58,68,

58,68,58,64,58,64,188

38898 DATA 72,50,72,58.81.58.81.58.96.

58. 188.58.121.58.121.188.72.25.72.25,7

38188 DATA 81.25.81.25.91.188.96.188,1 88.288.0.188. -l.-l

STATWHI2

ANALYZING NUMERICAL DATA WITH YOUR ATARI Article on page 23

LISTING 1

UD

1 REM STATUHIZ cUer

JL

2 REM BY Bernard I-

LB

3 REM tc>1998. ANTI

ZH

5 RAD :GOSUB 2658:6

YR

6 POKE 16.64!P0KE 5

SD

7 GRAPHICS 16!5ETC0

68»+PEEKt561>»256!P

.78!P0KE DL+e.6

EP

8 POKE DL+7.2!P0KE

.PEEKC5681 !P0KE DL+

52,l:G0SUB 6:RETURN

OL

9 IF NSG<2 THEN GOS

AS

18 FOR X=l TO B:ACX

TT5tX»=8:TBcX3=e:TB

X:T=8! A=8:B=e:C=8:D

10

11 R=8:TB=8!TTS=8:T

Don't type the, TYPO II Codes!

.

SparKs, III C PUBLISHING INC- BSUB 10!GOTO 38 3774,64!RETURM LOR 2,7,0iDL=PEEKc5 OKE 559,8!P0KE DL+3

DL*29,65:P0KE DL+30 31,PEEKc561> :POKE 7

UB 1180:GOTO 140 J=0!BtX>=8:TTcX»=8! 5CX>=0! T cx»=e !NEXT =8!E=8!F=e:TT=e BS = e:T0T = 8 iRETURN

^<:^

SN

XN LB GN

OD

PO

EU

BM

UK

15 FO = 0:SD J=999 38 GO 48 GE 58 IF " :DS = 68 IF DS = "D 65 IF DS = "D 78 IF

S = "D!

75 IF

S = "D!

88 IF

R X = CX> = 9999 SUB T W2

a=6 "DiG

B=e iTI

0 = 6 iTD.

B = 6 Al.S

a=6

A2.S B=7

1 TO e!UR !NEX 2588 ,B:I

5 TH N.SU

6 TH SU

7 TH SM

8 TH U"! A

9 TH U":A 8 TH

8:MCX

CX>=0!

T X!RE :GOSUB F a<65 EN TS = AN = 7 EN TS = AN=9Be EN TS = AN=115 EN TS = N=1318 EN TS = N=1558 EN =

I = HU TU 6 0 "G 88

:U

I

8

:G :G

8:TBT CX> tX>=-999 RN

!U = 0

R a>72 T ENERAL S :GOTO 14

T-TEST = 2 !U = e!G

T-TEST U=2!U=8!

ONE-MAY OTO 148

TUO-UAY OTO 148 CHI-S

=8iSSBcX» 9999 :LUCX

HEN 48 TATI5TIC5 8

CINDPDJ": OTO 148 tDEPND>": GOTO 148 ANOUA":D

ANOUA"iD

BUARE":D$

40

FEBRUARY/MARCH 1990

="D:CH.SU":AN=lBee: 98 IF Q=71 THEN T«= S="D I CR . SU" : AN=2iee 128 IF B=72 THEN OS REGRESSION" : AN=2288 148 GOSUB 25e:60SUB

U=2sU=l:G0T0 148

CORRELnTION":D >U = 2:U=:8!G0T0 148 ="D!RG.5H" !TS=" :U=2:G0T0 148 2628:P0KE S59,nNTI

CiGOSUB 6:0$="5:

158

GET »2.B.IF

168

IF 0=65 THEN

178

IF a=66 THEN

188

IF 0=67 THEN

198

IF 0=68 THEN

195

IF 0=69 THEN

•■!HC = 8!T0T = 8 a<65 OR 0>69 THEN 158 GOSUB 388S60T0 148 GOSUB 588:G0T0 148 GOSUB 638: GOTO 148 GOSUB flN:GOTO 148 GOTO 38

218 GET M2.0IIF 0=89 THEN GOTO RLl 238 IF 0=78 THEN GOTO RL2 248 GOTO 218

258 GOSUB 7:P05ITI0N 1,8:? T$:RETURN 268 ? CHR$C125> :P0SITI0N 1,8:? TS$:GOS UB 6: RETURN

295 ? CHR$C1251 :POSITION 13,18:? "DiSK Error!-:? CHRS c253> : POKE 559,nNTIC:F0 R X=l TO 4ee:NEXT XrCLOSE ttl:G0T0 148 388 GOSUB 15:TRAP 386:TSS=" CREATE DAT ABnSE":GOSUB 2e8:P0SITI0N 5,4:? "Nunbe r of Sanpie Groups :";: POKE 559, ANTIC 386 INPUT NSG:IF U=2 AND U=l THEN 322

388 IF U=2 THEN 314

389 IF U=4 THEN 318

318 IF NSG<1 OR NSG>B THEN 388

312 GOTO 328

314 IF NSG02 THEN 388

316 GOTO 328

318 IF NSG<2 OR NSG>4 THEN 388

328 YP=6:F0R X=l TO NSG:POSITION B,YP:

? "Subjects in Group «" ; : ? X;:? ;:I

NPUT D 321 GOTO

OR NSG>4 THEN 388

324

322 IF NSG<2

323 GOTO 328

324 IF U=2 AND U=l THEN 327

325 IF D<1 OR D>225 THEN 388

326 GOTO 338

327 IF D<2 OR D>4 THEN 388

338 SUBJCX>=D : VP=yP+l :NEXT X:POSITION 7,21:? A0$:RLl=34e :RL2=38e : GOTO 218

Y=l TO SUBJcXl POSITION 18,8:?

348 FOR X=l TO NSG : FOR 358 TRAP 358:G0SU8 268:

"GROUP «"j :? X 368 POSITION 8.18:? "SUBJECT «" ; : ? Y:P OSITION 11,12:? "D AT A : " ; : POKE 559,ANTI C: INPUT D:SUcX,VJ=D:TOTtX>=TOTcXJ+D 365 SS0cX>=SS0cXi+cDwDi : IF D>=HU(Xi TH EN HUcXi=D

375 IF D<=LUtX> THEN LUcXJ=D 388 NEXT V:|1<X>=T0T tXJ/'SUBJ CXJ :POSITIO N 7,21:? AOS :RL1=395: RL2=390 : GOTO 218 398 MtX>=e:TOTtXJ=0:SSacX>=8!HUcXJ=-99 99999:LUcXi=9999999 :FOR Y=l TO SUBJ(X> :GOTO 358

395 NEXT X:LOOP=l: POSITION 7,21:? 5DS: RLl=4ie :RL2=6eB: GOTO 210 410 OPEN «1,8,0,DS:? ttl;NSG:FOR X=l TO

NSG:? ttl;SUBJcX>:? «1;I1CX»!? «»ljTOTtX J:? «l;5S0tXJ:? «l;HUcX>:? »1;LUCX» 428 NEXT X:FOR X=l TO NSG : FOR Y=l TO S UBJcXi:? ttl,-SUcX, Y> :NEXT Y:NEXT XtCLOS E »l:RETURN

588 TS$ = " [SmmflnB G]mGSmmSS":GOSUB 268 :G OSUB 718

528 TRAP 588:PaSITI0N 6,7:? "nodifw wh ich group? ";:POKE 559 . ANTIC : INPUT Z:I F Z<1 OR Z>NSG THEN 588

548 POSITION 6,9:? "Ilodifw which subj- ? ";:INPUT M:IF M<1 OR U>SUBJcZ) THEN 588 568 TRAP 568:G0SUB 268:P0SITI0N 18,8:?

"Subject <*: ";:? U:POSITION 18,18 :? "Previous Data: ";:? SUCZ,U> S65 POSITION 18,12:? "Modified Data: " ;:POKE 559, ANTIC:INPUT X:POSITION 7,21 >? A0*:RL1=578:RL2=568:G0T0 218 578 TOTtZ»=TOTtZ>-SOcZ,H» : SSO cZ> =SSO cZ »-cSUcZ,H>»«SUCZ,H>»:SUcZ,H»=X:TOTcZ>=T 0TCZ>+X:SS0CZ>=550CZ>+CX«X>

575 HUcZ>=-9999999iLUcZ>=9999999:F0R X =1 TO SUBJ(Z>:IF SU CZ, X> >=HU cZi THEN H UtZ>=SUcZ,X>

576 IF SUCZ,X1<=LUCZ> THEN LUcZ>=SUcZ, X>

578 NEXT XincZi=TOTcZ>^SUBJfZ> :POSITIO N 5,21:?

JF

ZC PE

YT

UZ UJ

GZ ZU 5Y FD

PP NE TU

UB

ML

PG

16 DG LO

XG

YK

un

MY ZE DI

TI

JN HF TE VI FT

ML KA

UV GT

FT PB JF

LX

UK EF

SU

PJ

lU PU

FC

■">RLl=59e:RL2=588:L00P=l:G0T0 218 598 POSITION 6.21:? SOS : RLl=4ie : RL2=68 BiGOTO 218 688 RETURN

638 TRAP 295:G0SUB ISiOPEN »1,4,8.D$:I NPUT «tl;NSG:FOR X = l TO NSG:INPUT m1;D: SUBJCX>=0>INPUT »l;D:McXi=D 648 INPUT ttllD:TOTcX>=D:INPUT ttl;D:SSO CX>=D:INPUT «*1;D>HUCX>=D:INPUT ttl;D:LU CX>=D:NEXT XiLOaP=l:FaR X=l TO NSG 645 FOR Y = l TO SUB J cX> : INPUT «tl;D:SU<X ,Y>=D:NEXT Y»MEXT X > CLOSE *«1 : RETURN 788 GOSUB 7ie>TRAP 788:G05UB ZSBiPOSIT ION 6,4:? "Analyze which sanpie sroup:

";<POKE 559, ANTICiINPUT Z:GOTO 728 718 IF L00P=8 THEN GOSUB 638 715 RETURN

728 IF Z<1 OR Z>NSG THEN 788 758 POKE 559,8iF0R X=l TO SUBJcZs:TcZ> =TeZ>+ctSUcz,X> -M cZ) i w cSU cZ, X> -McZs >> : NEXT X:URcz>=TcZ>''SUBJcZi 768 SDCZ>=SBRCURCZS1 778 OPEN «*3,B,8,0«iG0SUB 258 788 POSITION 3,6'? tt3;"Sanpie Group>"> :? M3iZ>P0SITI0N 3,8:? tt3i "Mean > ", , < ? M3;MCZ>

798 POSITION 3,18:? «t3; "Uariance > ", : ? <t3;URcZ> < POSITION 3,12:? tt3;"Std. Dev. :",:? n3jSDcZ> 'POSITION 3,14 888 ? tt3;"nax. Uaiue:",:? tt3i HU cZ> : POS ITION 3,16>7 **3;"Min- Ualue:",:? «*3;LU CZ>

818 IF HC=0 THEN CLOSE tt3:P05ITI0N 7.2 l:? HC«:P0KE 559 . ANTIC > RLl=83e : RL2=828 :GOTO 218

828 CLOSE «t3: RETURN

838 LPRINT : OS = "P : " : HC = 1 : GOTO 770 988 GOSUB 7ie:G0SUB 9:P0KE 559,8>G0SUB

998:G0SUB 1868:RETURN 998 SA=SSOtlj-cTOTtl>«T0Tcl>>^SUBJcl>: SB=SS0c2>-cT0Tt2>»T0Tc2»>^SUBJC2> 1888 S2=cSA+SB>/cSUBJcl>+SUBJc2>-2> : T= ABSccMci>-Mc2>i^S0R(S2^SUBJ(l>+S2^SUBJ C2>>> :ST=T:DF=SUBJcl>+5UBJC2>-2 1821 TRAP 1855:R = ATN<ST''SaRcDFii :RC = CO SCRI :X=1:R2=RCMRC:RS=SINCR1 1022 IF DF''2 = INTcDF^2> THEN 1840 1825 IF DF=1 THEN Y=R:GOTO 1858 1838 Y=RC:FOR Z=3 TO cDF-2> STEP 2:X=X •♦R2* CZ-1> ^Z : Y = Y + X»»RC : NEXT Z : Y = R + RS»Y : G OTO 1858

1848 Y=l:FOR Z=2 TO cDF-2» STEP 2iX=X» R2»cZ-l»^Z: Y = Y + X:NEXT Z : P = l- Y»RS : RETUR N

1858 P=1-Y»8.63661977:RETURN 1855 P=0

1868 T0T=8:TSS="T-Ualue: " 1865 OPEN «t3,8.8,0$:G0SUB 258 1878 IF P=0 THEN POSITION 5.8:? »3;TS$ ,:? M3;T:P0SITI0N 5,18:? tt3 ; "P-Ual ue : ".:? ««3;"< .081":GOTO 1072

1871 POSITION 5.8:? «3;T5S.:? »3iT:P0S ITION 5,18:? «<3 ; "P-Ua 1 ue : ".:? «3;P

1872 IF T0T=1 THEN POSITION 11,14:? "C ell count of N<5 !": POSITION 3,16:? "Ch i-Square na» not be appropriate!"

1873 IF T0T=1 THEN ? CHR$c2533 1880 IF HC=8 THEN CLOSE M3:P0SITI0N 7,

21:? HC$:POKE

28:G0T0 218

1885 CLOSE t*3:RETURN

LPRINT :OS="P:":HC POKE 559,8:B=8:C=0

559, ANTIC :RLl=ie98:RL2=8

:l:GOTO 1865 GOSUB 718:G0SU

THEN GOSUB 11

1898

1158

B 9

1168 IF SUBJCIJ <>SUBJC2>

88:RETURN

1178 N=5UBJC1> :DF=N-l:GOTO 1198

1188 GOSUB 258:? CHR$ c253> : POSITION 6,

8:? "SaMPle aroups are not e<iual!":POS

ITION 6,18

1181 ? "The data cannot be analyzed!":

POKE 559, ANTIC:FOR X=l TO 25e:NEXT X:R

ETURN

1198 FOR X=l TO SUBJcli : A=SUcl,X) -SUC2

,Xl :B=B+A:C=C+AmA:NEXT X : T=ABS (B^SOR C C

CN»«C> - tB»Oii ^ tH-l>»> : ST = T

1218 GOSUB 1821:G0SUB iee8:RETURN

1318 N=8:T=8:TS=8:B=8:G0SUB 718:G0SUB

9

1328 POKE 559,8:F0R X=l TO NSG:N=N+SUB

JCX> :T=T+TOTCX> :TS=TS+SS0CX> :NEXT X : fl=

ANTIC SOFTWARE LIBRARY

41

PB

XT DM HD VM PX

LS

EP

an

YC

OD BD ZC

BI

UV TU SO

NH

UI EJ IR NL

IZ

XG

TI BS (IN

EE UN GH

YU

YG KU

FP

TT IZ

BN SK LN

RL

XI OD SP IT

GA

PT=l!UB=U2+l:F0 PZ=PZ*UB»X«X/Z!

T«T''N:F0R X = 1 to NSG

1338 B = B+cTOTcX>»»TOTtX>''SUBJtX>> :NEXT

X:C=B-ft!D=TS-B!F=ccB-ft>'CN5G-l>»^ccTS-

Bi-'CN-NSGii •• T=F

1358 Wl=NSG-liU2=N-NSGiX=l' cUl^U2«F+l>

! Y = l-X!PF = l'PT = liUn = 0ltUB = U2

1368 IF U1^2<>INTcUl/2» AND U2^2=INTtU

2''2> THEN 1398

1365 IF U1^2<>INTcU1^2» AND U2^2<>INTc

U2^2i THEN 1488

1378 IF U2^2 = INTCU2''2» AND U2> = U1 THEN

1398 1388 FOR Z=l TO cui^2-l> ' PF=PF»c8 . 5'Z« Y»»UB» :PT = PT + PF!UB = MB + 2!NEXT Z!P = X^cU2» 8.5iMPTiG0T0 1475

1398 FOR Z = l TO CU2''2-1> : PF = PF» C8 5^Z* X»UA> :PT=PT+PF!UA=UA+2:NEXT ZiP=l-Y^cU 1M8.51MPT:G0T0 1475

1488 XT = ATNC5URCFHU1'U2J» !X = 5INcXT» •■V = C05«XT» :PT=Y:PF=V 1418 IF U2=l THEN 1425

1428 FOR Z=2 TO cU2-3> STEP 2!PF=PF*V» V»Z^ CZ + 1>:PT = PT + PF:NEXT Z!PT = PT«X!XT = X T + PT

1425 PT=l:PF=l 1438 IF Ul=l THEN 1478

1448 FOR Z = 2 TO cU2-l» STEP 2!PF = PF»Z<' CZ-1> :NEXT Z 1458 PF = PF»«VU2»X :PZ = l! R Z = 3 TO CU1-2J STEP 2 •■ PT=PT*PZ:UB-UB+2:NEXT Z 1468 XT=XT-PT«PF 1478 P=1-XT»2^3. 14159265 1475 TSS=:"F-Uaiue! ":G05UB 18e5:RETURN

1558 GOSUB 718:G0SUB 9:PaKE 559.8:F0R

X-1 TO NSG:D=:SUBJCX>

1578 IF D^2<>INTtD^2> THEN 1598

1588 NEXT X'GOTO 1595

1598 GOSUB llseiRETURN

1595 GOSUB 18!F0R X^^l TO NSG^FOR V = l T

0 SUBJCX>''2!TT = TT + SUCX,Y> : TTS = TTS+ cSU c

X. V>»SUtX,Y>> :TCX>=TCX>+S0CX.Y>

1688 NEXT Y:T=T+TtXJ*T<X> :TCX>=0!NEXT

X:FOR X=l TO N5G:F0R Y= CSUB J CX> ^2> +1 T

0 SUBJCX> !TB=:TB + SUCX- YJ

1682 TB5=TB5+cSUcX.YJ*SUcX,YJ> :TcX»=Tc

X>+SUCX.Y> 'NEXT YiT = T + TcX>»*TcX» 'NEXT X

!FOR X=l TO NSGiFOR Y=l TO SUBJcXJ

1685 ACX>=ACXJ+SUCX,YJ : B=B+SU cX , V J»5U c

X-V>!NEXT Y:A=A+ cAtX>«AcXJ» iNEXT X

1616 CMS^tAv'SUBJciJj- c cTT + TB>» tTT + TB> >

•^ cNSG«SUBJCli>

1628 RU5=ccTT»TT» + cTB»»TB>>' cccSUBJcm

^2J»NSG>-ccTT + TB>»*cTT + TB>>'' ctNSG»SUBJ t

IJ 1 1 <