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The Commodore Amiga, the total Amiga product guide. If you are not an Amazing Dealer, but would like to become one, call. 'EDITORIAL CONTENT There is an old saying, "Give a man a fish and you have fed him fora day. Teach a man to fish and you have fed him for a lifetime." Although this is a great saying, there is one thing missing. It is the same quantity that we cannot place in our magazines. Let me explain. Amazing Computing has long been in the business of teaching Amiga users how to "fish". The editorial philosophy of this publication has always been to provide a variety of topics and directions of Amiga interest to our readers. Many of you have responded by telling us that we maintain a good editorial "mix". We then went a bit further by providing AC's Guide To Tire Commodore Amiga. By listing and describing in some detail every available product and service we could find in the Amiga market, we enabled our readers to discover the multitude of different avenues the Amiga. has opened for them. The acceptance of this publication continues to be phenomenal. AC's GWDE has grown such that the latest issue (released at the same time as this issue of AC) is now 320 pages long, and weighs almost a pound and a half. It has become the single authoritative source for Amiga dealers, users and developers. In January, we are launching AC's TECH For The Commodore Amiga.

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Document sans nom Twin Peeks” Show Coverage: Anaheim & Chicago!
"AMIGA JL. COMPUTINGS Your Original AMIGA Monthly Resource Volume 5 iNo. 12 December 1990 ITS $ 3.95 Canada $ 4.95 too, r . ¦ ; .
Ifntvm Hard Disk Primer for Floppy Users Shotgun Approach to AmigaBASIC Programming Creating Logos on the Amiga X-Change Information Service NEW RELEASES from Shereff Systems, Lawrence Productions, ICD, Gold Disk, Cinemaware, Electronic Arts, Lucasfilm Games & More!
ITENTS IN THIS ISSUE AC EXCLUSIVE: “Twin Peeks” Amiga Show Report 46 Amiga shows were held simultaneously in Anaheim, CA, and outside Chicago, IL.
AC traveled to both to report on all of the newest and brightest Amiga product announcements.
Information X-Change 18 by Rick Broida Keeping up to date on the latest news via hardware, software, and cable TV.
Stepper Motors 20 by John lovine Building a simple stepper motor interface. Part One of a three part series.
COLUMNS New Products 14 It's a Gold Disk Office party, complete with Music-X, Jr. And holiday games.
Snapshot 40 by R. Bradley Andrews Save the kingdom from the horrible villain in Prince of Persia. Plus, The Future Classics Collection has plenty of games to keep you busy.
I Cover photo by Ernest P. Viveiros. Sr.
Bug Bytes 51 by John Steiner Workbench 2.0 has been upgraded to 2.01, Plus, Music-X upgrades to version 1.1. Roomers 61 by The Bondito The cold weather is near, but that doesn't stop The Bandito.
C Notes From The C Group 66 by Stephen Kemp A discussion on cryptography.
PD Serendipity 69 byAimee B. Abren Some new CU utilities and more updates to the Fred Fish Collection.
Amazing JL JL com i’utincrC7 Vol. 5 No. 12 Dec. 1990 REVIEWS Pro Video Post 10 by Frank McMahon Produce dazzling effects with a dedicated character generator.
Feeding The Memory Monster 26 by Ernest P. Viveiros. Jr, The ICD AdRAM 540 and AdRAM 560D memory expansion boards for the Amiga 500.
McGee & McGee Visits Katie's Farm 30 by Jeff James Two programs designed for early learning.
Educationai entertainment for the little ones.
MathVision
2. 0 .34 by R. Shamms Mortier Create an unlimited number of
graphics, while taking a firsthand look into the visual realms
of math.
Wings .54 by Rick Broida Earn your wings and help your country fight the Germans in this combat, action game.
Imperium 54 by Tony Preston As leader of Earth's empire, you must lead the empire on to greatness.
Loom .56 MidWinter 56 by Miguel Mulet Stop General Masters from invading your island in this action, strategy game.
FOR BEGINNERS Making A Name For Yourself .24 by Frank McMahon Creating logos on the Amiga.
Hard Disk Primer For Floppy Users 36 by Rob Hays Taking the sting out of the transition from floppies to hard drive.
Shotgun Approach To Programming With AmigaBASIC 44 by Mike Morrison Bringing the fundamentals of AmigaBASIC programming into perspective.
DEPARTMENTS Editorial 4 Feedback 6 List Of Advertisers ..80 Public Domain Software 93 And Furthermore 96 by Miguel Mulet There is only one person who can save the Guild of Weavers you.
PELICAN PRESS™ The Lighthearted Publishing Program!
Now, for the first time on the Amiga, an easy-to-use printing program the whole family will enjoy!
Create giant posters, coforlul banners, flyers, newsletters, cards, calendars, wrappinq paper, and more.
Decorate with your choice of hundreds of sensational graphics.
L * View clip art easily. ..just press the space bar!
Combine & edit clip art ©Sk creatively to generate new screens.
UJ A3B i d . C Design yovr own wrapping paper Reposition and change text!
Create banners and place clip art on each letter!
PRINT IN COLOR OR BLACK AND WHITE!
Pelican Press lets you: Print in a variety of sizes, from miniature to monumental!
Import graphics from other programs.
Includes a full featured paint program allowing you to create your own art or customize ours! J PEL1293G, Amiga Consumer Version Amiga SOD, 1000, 2000 Series, 3000 Requires 512K (1 Mb recommended) Hard disk installable To Order: Call (800) 232-2224
(203) 335-0906 Dealer Inquiries invited _ There is an old saying,
"Give a man a fish and you have fed him for a day. Teach a
man to fish and you have fed him for a lifetime." Although
this is a great saying, there is one thing missing. It is
the same quantity that we cannot place in our magazines.
Let me explain.
Amazing Computing has long been in the business of teaching Amiga users how to "fish". The editorial philosophy of this publication has always been to provide a variety of topics and directions of Amiga interest to our readers. Many of you have responded by telling us that we maintain a good editorial "mix".
We then went a bit further by providing AC's Guide To The Commodore Amiga.
By listing and describing in some detail every available product and service we could find in the Amiga market, we enabled our readers to discover the multitude of different avenues the Amiga has opened for them. The acceptance of this publication continues to be phenomenal.
AC's GUIDE has grown such that the latest issue (released at the same time as this issue of AC) is now 320 pages long, and weighs almost a pound and a half. It has become the single authoritative source for Amiga dealers, users and developers.
In January, we are launching AC's TECH For The Commodore Amiga. Modeled closely after AC itself, AC's TECH will concentrate on technical issues and programming. Each issue of AC's TECH wall come complete with a disk to ease the drudgery of typing in long lists of code.
This periodical, which we consider to be the only worthy complement to AC, will allow readers to explore their Amigas to an extent heretofore only dreamed of.
Yet, all of our products require one extra component to be completely effective. It is an intangible something that no one can print or otherwise place into a publication. Rather, it is something our readers must bring with them to each issue. It is the desire and willingness to learn and use the tools we present in the pages of our "Amazing" family of Amiga publications. It is the determination we implore our readers to use to make their Amigas do what they want to do.
Few of us will ever become experts on every aspect of the Commodore Am iga.
Although the applications and tools for the Amiga have grown extremely sophisticated, while the interfaces and tools have become easier to use, only a few of us have either the skill or time to exercise these products to their full potential. And the few who do will need to dedicate a great deal of time and effort into the cause.
Does that mean we cannot enjoy the Amiga without sacrificing friends, family and our jobs? No, it means that we will be able to do a great many exciting things more easily, but, in order to go farther, we must sacrifice some time and energy. It is a fair trade. The more we learn, the more we will be able to do.
And why should we sacrifice our families, our friends, or our jobs when there is a great way to incorporate the Amiga into our lives. The opportunity to use the Amiga as a common tool for the family is too great to ignore. The Amiga is a creative medium as well as an instructive one. There is little stopping the average Amiga user from involving a family member in the Amiga. No matter what their interest, the Amiga is a tool that will help them succeed in it, So what about the fishing lesson?
Well, this is the part of the lesson where we talk about the depth of water you are fishing in, the need to check your lines, the care that should be taken with the equipment, and the expectations any good fisherman has. It is the part of the lesson that requires you to say, "I know it can be done. I know I can do it."
It is never easy, but the one great thing the Amiga has given us, a creative medium, makes our tasks so much more enjoyable. AC's readers are the most involved Amiga users anywhere. We thank you for your support and promise to discover even more ways to expand your knowledge of the Amiga.
Happy Holidays, From All The Amazing Staff and Don Hicks AmazingAmiga
J. JL computing- Amazing Computing For The Commodore AMIGA1
ADMINISTRATION Publisher: Joyce Hicks Assistant Publisher:
Robert J. Hicks Admin. Assistant: Alisa Hammond Circulation
Manager; Doris Gamble Ass1. Circulation: Traci Desmarais
Corporate Trainer: Virginia Terry Hicks Traffic Manager:
Robert Gamble International Coordinator: Donna Viveiros
Marketing Manager: Ernest P. Viveiros Sr.
Marketing Associate: Greg Young Programming Artist: E. Paul EDITORIAL Don Hicks Elizabeth Fedorzyn Ernest P. Viveiros Sr.
J. Michael Morrison Aimee B. Abren John Rezendes Frank McMahon
William Fries Paul Michael Brian Fox Kim Kerrigan Marilyn
Gagne Melissa-Mae Lavoie Managing Editor: Associate Editor:
Hardware Editor: Technical Editor: Technical Associate: Copy
Editor: Video Consultant: Art Director: Photographer:
illustrator: Graphic Designer: Research & Editorial Support:
Production Assistant: ADVERTISING SALES Advertising Manager:
Donna Marie 1-508-678-4200 1-800-345-3360 FAX 1-508-675-6002
SPECIAL THANKS TO: Buddy Terrell & Byrd Press Bob at Riverside
Art, Ltd.
Swansea One Hour Photo Pride Offset, Warwick, HI Mach i Photo Amazing Computing For The Commodore Amiga™ (ISSN 0885-9480} is published monthly by PiM Publications, inc.. Currant Road, P.O. Box
869. Fall fliver, MA 02722-0869.
Subscriptions in the U.S.. 12 issues lor $ 24.00 in Canada i Mexico surface, $ 34.00; foreign surface lor $ 44.00. Second-Class Postage paid at Fall River. MA 02722 and additional mailing olfices.
POSTMASTER: Send address changes to PiM Publications Inc, P.O. Box 669. Fail River. MA 02722-0669, Printed in the U.SA. Copyright© November 1990 by PiM Publications. Inc. All rights reserved.
First Class or Air Mail rates available upon request PiM Publications, Inc. maintains the right to refuse any advertising.
PiM Publications Inc. is not obligated to return unsolicited materials. All requested returns must be received with a Sell Addressed Stamped Mailer.
Send article submissions In both manuscript and disk iormat with your name, address, telephone, and Social Security Number on each to the Associate Editor. Requests for Author's Guides should be directed to the address listed above.
AMIGA™ is a registered trademark o( Ccmmodore-Amiga, Inc. Capturing gray-scale images ior your favorite Amiga' video applications can be expensive, complicated, and tedious but it doesn’t have to be. Let Migraph lend a hand with the Migraph Hand Scanner and Touch-Up.
With our affordable hardware-software team you can scan, edit, and manipulate any image and then save it or any portion of it as an optimized gray-scale IFF file.
In just minutes you can single-handedly digitize color or black-and-white photographs, logos, and line art for export to Deluxepaint III, Digi-Paint 3.0. and other popular programs. And it won't cost you an arm and a leg to do it.
Quality hardware for a quick capture.
The Migraph Hand Scanner makes quick work of digitizing any flat artwork (up to 4x14 inches) in a single pass.
Fine-tune each scan with custom settings and you’re ready to go. Our scanner features four scanning resolutions 100,200, true 300. Or true 400 dots per inch. Adjustable contrast.
Three dither settings for halftones. And a special setting for line art.
Migraph. Inc. 200 S. 333rd, Suite 220 Federal Way, WA 93003 (800) 223-3729(10 to 5 PST) (206)838-4677 Copy' gn 1590 Mg'apn. Tnc The Mgrapr logo 4 a trademark and TcucMJp1 s a registered faoema-k cf Mgraoh. Inc. AB otmer prcdxts named a-e tfad*marki of r*u respect ccm-pa s Seconds after passing the Migraph Hand Scanner over your artwork, a bit-mapped monochrome image appears on your screen, ready for editing.
Smart software with an artist’s touch.
Migraph Touch-Up is the complete image editor and design tool for monochrome images.
Its versatile editing functions include all the standard commands plus powerhouse extras like Rotate-by-degree. Change-center-of- rotation. And Scan-to-clip area (perfect for combining multiple images on one screen).
And Touch-Up's flexible editing tools work at all four zoom levels. So it's easy to edit the full-view image.
Compatibility is Touch-Up’s specialty. It saves a wide variety of file formats, including true 16-level and apparent 31-level gray scale IFF ideal for export to color paint programs and other video applications. Touch-Up even optimizes the full-screen image height for NTSC video displays.
The Migraph Hand Scanner and Touch-Up.
Powerful tools for professional images.
Gray-scale and high-contrast images from desktop to disk in minutes. And you can do it all with one hand behind your back.
Ask your dealer for a demonstration today.
A%MlGR4PH* f Of Amiga SCO, 1000 2000 and 2500 sys»ns wtf! 1MB cf memory and Wo'XDtrcn * 2 & n fyf Aharods* 5 reccrreroec Circle 148 on Reader Service card.
Dear AC: The Table of Contents o f the AC 5.11, November 1990 issue of Amazing Computing for the Commodore Amiga has the following entry: QUOTE: "Bug Bytes 70 by John Steiner ... And there is a bogus version of VirusX on People Link."
This statement is entirely and categorically UNTRUE. There is not now, never has been and never will be any "bogus" version of Steve Tibbett's VirusX program on People Link. If one goes on to actually read John Steiner's column in that issue, and read what he wrote about VirusX, one will learn that what was actually onPeople Link was a warning, posted by Steve Tibbett, about a bogus version of VirusX existing, and that people should not use it nor pass it around. (This is the third time someone has hacked into a copy of VirusX and passed it off as the real thing, much to the consternation
of Mr. Tibbett).
Steve is STEVEX on Plink, and he is an Assistant Chairman Sysop of the Amiga Zone Clubs. New versions of VirusX are always uploaded by Tibbett himself, both to the Zone and to his own BBS in Ottawa. We (the Amiga Zone staff) absolutely never approve for public consumption any VirusX uploaded by anyone else for two reasons:
1. Steve always uploads new versions himself, since he's one of
our staff, is VirusX's author, and is on-line constantly and
2. This assures Plink's Amiga-own- ing membership that they can
ALWAYS trust any VirusX they download from the Zone to be the
real thing, since the author himself uploads it, and his Plink
ID is attached to each of his uploads.
What happened in your Table of Contents in the Nov. 1990 issue is, I can only assume, an unfortunate lapse in editing which led to that untrue statement being printed. I hope your readers actually went on to read what John Steiner wrote in his column, lest they be left with the wrong impression. If they didn't, well then this letter will serve as the correction.
As you know, national commercial computer networks like Plink operate in a highly competitive environment. Things like new versions of widely-used programs must be carefully checked out before being released, and we go to great pains to do this. With Steve Tibbett on our staff, the LAST thing the public needs to worry about is getting a phony version of VirusX from People Link.
I've been running the Amiga Zone for five years now and take utmost pride in the quality of service we provide to our subscribers. Thank you for giving me the page space to bring this error to your readers' attention.
Best Regards, Harv Laser Torrance, CA.
Plink: CbfvTHARV Senior Chairman Sysop, American People Link's Amiga Zone.
Thank you for the prompt information. We need to know when something has gone wrong immediately in order to provide our readers with the correct information in the next available issue, We apologize for any confusion the misquote in the Table of Contents may have caused.
As always, if anyone finds an error in our work, we need to know. AC is very proud of both the quality and quantity of Amiga information that we have been able to present. Yet, by providing so much material, we must remain twice as vigilant in keeping all the material accurate. Ed. WHERE ARE THEY?
In your AC's Guide To The Commodore Amiga 1 was just reading about a printer driver for the HP Deskjet called Super DJ Desk Jet Printer. Unfortunately there's only the name of the company mentioned: Creative Focus. I couldn't find its address in your guide and so I would like to ask you to give me the address.
Sincerely yours, Theo Notzli Switzerland You can contact Creative Focus via the following address and phone number:
P. O. Box 580 Chenango Bridge, NY 13745-0580
(607) 64S-4082 IN ANOTHER EPISODE OF WHERE ARE THEY?
On page 62 of the August issue (V5.8) The Bandito mentions a PostScript printer driver (Postdriver) released by Soft Service of Finland. Would you please tell me who publishes this package in the United States, or how I can get in touch with either Soft Service or a European publisher who handles this software product?
Thank you for your attention.
Sincerely, George Davison Palos Verdes Estates, CA We don't know of any United States distribution, but anyone can contact Soft Service through the following address : Soft Service, Inc. ElectroCity 4th Floor SF-20520 ABO Finland FAX 011-358-21-637-2729 IMPACT A3001 UPGRADE KIT Now Available with 50Mhz 68030 Acceleration Create the fastest Amiga in the World with an A2000 and our A3001 Kit Up to 8MB of 32-Bit Wide DRAM Hard Disk Drive Interface Optional 68030 Boot EPROMS (UNIX '', etc.) Autoboot EPROMS for Hard Disk 40MB or 80MB Hard Disk Drive 32-Bit 68030 Bus Interface 68030 CPU with 28,33
or 50Miu Oscillator 68882 FPU running at 28,33 or 50MHz When you compare, the choice becomes clear.
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A2000 + GVP A3001 CBM A250Q 30 CBM A300Q COMPARE: 68030 CPU All A200Q Expansion Slots Free!
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50Mhz 25Mhz Factory Installed 68882 Floating Point Processor Clock Speed._ 28-50HH: Hard Disk Controller on E8D30 Processor Board.
Number ol Open Amiga expansion slots with hard disk drive and 8MB Fast memory Installed.
Allows user to start with low-cast A2DOO Amiga system and grow all the way to 5DMhz 68030 performance without sacrlticing anything._ Brand name vendor with solid reputation are trademarks of Great Valley Products, Inc. and A3000 are registered trademarks ol Inc. a registered trademark ol AT&T, Inc. Choose the IMPACT ' Kit from GVP to put the speed and power of leading-edge technology into your Amiga™.
Enhance your productivity and create more powerful results when you choose these key features:
• Factory installed 68030 CPU running at 28 Mhz, 33 Mhz or 50
Mhz.
• Factory installed 68882 Floating Point Processor running at
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• 4 or SMB of 32-bit wide high performance DRAM.
• Built-in Autobooting High Performance Hard Disk Controller with
data transfer rates well over 700KB sec.
• Quantum 40MB or 80MB hard disk drive with an average read
access time of 11ms (19ms on write) and 64KB read-ahead cache.
If you already own a hard disk, this item can be optional.
• Asynchronous design allowing the 68030 to run ASYNCRONOUS to
the rest of the A2000 improving GENLOCK compatibility.
• ZERO SLOT SOLUTION!
With the A3001 Configuration along with the bundled 40Q or 80Q Hard Disk Drive ALL A2000 EXPANSION SLOTS ARE LEFT FREE FOR FUTURE UNLIMITED EXPANSION!
GREAT VALLEY PRODUCTS INC. New Address: 600 Clark Ave., King of Prussia, PA 19406 For more information, or for nearest dealer, call today. Dealer inquiries welcome.
Tel. (215) 337-8770 • FAX (215) 337-9922 CHICAGOLAND’S ONLY DEALER CARRYING MIGA EXCLUSIVELY Specialists in Multimedia, Video, Graphics, MIDI Music, Desktop Publishing & Business Productivity.
Providing Amiga Hardware, Software, Training, & Consultation. Call to ED out what c,asses ”ETTterprises we’re teaching this month!
444 N. Orleans, (312) 245-0066 Voice Suite 250 (312) 245-9408 BBS Chicago, II 60610 (312) 321-0013 FAX Circle 145 on Reader Service card.
Tnove.l a4,- a7) nove.i (a7)+,a4 I have been a certified electronic technician and programmer for about twelve years and regularly use Assembly in Modula-2 to control custom hardware I design for my A2000.
Thank you, Michael Walters Tustin, CA VALUE ADDED RESELLER Your October issue was full of good news. It looks like Commodore is finally getting their act in gear! The Commodore Value Added Reseller (VAR) program is a great idea, and, apparently, it is off to a great start. Licensing CDTV technology offers additional possibilities, as The Bandito reported in October. The home computer market is looking good, too, as Amigas fill the shelves of high-end retailers. Finally, targeting the Amiga at business sectors will help our favorite machine establish professional credibility something
that is long overdue, considering the Amiga's superiority over its competitors in several areas.
One thing, however, is worrisome.
Why are Apple, IBM, a nd o ther compu ter- maker commercials and advertisements so prevalent, while the Amiga is scarcely heard from? I hope Commodore has something up its sleeve come Christmas.
It is time to turn up the heat on mediocre Tandy's, over-priced Apples, and staid IBM-compatibles!
Cordially, Joe Vidueira Miami, FL A FIX FOR MODULA-2 I was rather disappointed in the article in the October '90 (V5.10) issue about adding Assembly language to Modula-2 and BASIC. It suggests a very poor and unnecessarily complicated way of adding Assembly to Modula-2. All that's really needed is something like this: PROCEDURE name; BEGIN CODEtXXXxH, xxxxH m.); SETREG(8,arO); CODE (xxxxK, xxxxH,-.); RETURN REGISTER 10); END name; 1 use the M2Sprint compiler but it should be exactly the same for most any Modula-2 compiler.
It's also a simple matter to Wtite an Arexx program to convert a A68k Assembly listing to the 'CODEO' statements required by Modula-2.
Another important consideration, to keep in mind, is to preserve the A4 register which is used to point to global data in Modula-2 and 'C'. If you do alter the A4 register in your assembly program you will need to add these statements to the beginning and end: END name; or, with parameters: PROCEDURE nameldrO, drlrLONGCARD; a::G: ADDRESS): LONGCARD; BEGIN SE7RZG (0, rirO) ; SE7REC-(l,drl) ;
• AMIGA CHIPS. PARTS & UPGRADES -
• Fatter (Super) AGNUS 8372'A - $ 99.50 with simple lO minute step
by step instructions.
_and FREE Chip Extractor (valued at S9.95) at no charge._
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• A2000 Service Manual $ 39.00 Alt letters are subject to editing.
Questions or comments should be sent to: Amazing Computing
P. O. Box 869 Fall River, MA 02722-0869 Attn.: Feedback
* Ai000 Service Manual 529.95
• AMIGA 1000 REJUVENATOR PACKAGE • New Product - The Amiga 1000
Expansion Board is now available with the following
features;Utilizes the Falter Agnus Chip,L3 L4 Kickstart ROM and
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Products Software • $ 479-00 complete._ Send for New Free 27
page catalog of upgrades, diagnostics, parts, metnoiies.
Amifla tutorial VHS tapes, and pages and pages of items you won't find elsewhere.
The Grapevine Group, Inc. 3 Che smut Street Suffern, NY 10901 1-800-292-7445
(914) 357-2124 FAX 1914) 357-6243 K JA.
Prices subject to change Readers whose letters are published zvill receive five public domain disks free of charge.
Wc ship worldwide!
Circle 147 on Reader Service card.
THE RISING STAR IN SOFTWARE :AD OFFICE: 410 Maple Avenue • Westbury, New York • 11590 • USA • Tel: (516) 997-6903 • Fax (516) 334-3091 OUR Palette Printer Painter 3D is a powerful, rapid 3D design program which you create scenes, objects, and models of extreme complexity with the same ease as 2D artistic drawing software.
The objects which you use to compose your scenes, are designed simply by drawing an outline, which you will then extrude or rotate about an axis to produce a three-dimensional shape or scene. Objects created can be saved in many various tormats, and can be used to construct complex scenes, which in turn can be used as objects in other scenes, allowing the assembly of unlimited numbers of objects.
O you own a color printer? Are you Have you ever worried about not being able to make back ups of your software? CHILL OUT DUDES. We rshappy with its output? Now you can iy match your RGB monitor colors to osely match your RC )ur hard copy output! Palette Printer is a jlor match system for any color printer. If 3u are a Professional, Illustrator. Painter, raphic Designer or anyone who wants the est color possible, Palette Printer will Silver, and DXF (autocad) structured-object _ ally a ' ----- INCLUDE AN EDITOR BECAUSE ONE IS have a totally radical device.... SUPERCARD II. Fool proof and
easy, you will never sweat about a disk crash again. Like most Supercard II users.
NOT NEEDED. Ideal for Video production houses and those who do extensive work in rendering and 3D modelling animations, Fast and slick conversions with extrusion options and controls tor superior results, Logos and IFF pictures are now easy using Pixel 3D. Supports superbitmaps and overscan.
You will have a back up of all ot your disks in the cookie jar. Supercard 11 for ptimrze your color printing by producing as an IFF A500 and A1000 are used external, NEW!
SuperCard II for A2Q00 for 2 Drives, now iniernal.
MSRP $ 99.95 Dior charts with 850 colors (as i evice) to represent your printers potential Jtput. Works with any paint program.
MSRP $ 39.95 MSRP $ 149.95 THIS COULD BE YOUR PRODUCT!
WHATCHAMACALLIT Now you can be part of "The Winning Team" We at PULSAR are always looking for developers with new products for the Amiga. Have you tried to market your products and were unhappy with the results.
With our knowledge of the worldwide Amiga market we can make it happen for you. Let us help you improve and market your product. Give us a call, and find out why we are one of the fastest growing companies in Amiga today.
;lip ART Jic-Magic One - Original }ic-Magic One - EPS ’tc-Magic Fantasy ’tc-Magic Business ic-Magic Weddings JEW STUFF tinseth Anim Brushes, vol. 1 S39.95 oe’s Pro-Borders $ 39.95 MSRP $ 99.95 $ 99.95 $ 29.95 $ 29.95 $ 29.95 68882 - We also have 2 Ram options: Highspeed 32 Bit 512 Kb Static Ram & 2 to 8 Mb of 32 bit Ram board all above 9 meg system limit, allowing the possibility of 19 Megs of Ram on your Amiga!
MM. fi 68030 (20 Mhz, Ok)...MSRP $ 795
• Fits into expansion slot ¦ Includes Cross Dos
• On the Amiga side it gives you: 512k ram. Plus 512k ram disk.
Clock Calendar, totally transparent.
¦ On PC side it gives you 704k ram.
Plus 192k EMS. A NEC V30 8MHZ Phoenix Bios. CGA Hercules video.
Dos 4.01. makes use of Amiga's ports: serial, parallel, joystick, mouse and clock calendar. Uses Amiga's disk drives. Includes a spreadsheet.
Database and word processor. 1 year guarantee. MSRP S525.00 rBHLUfb: PULSAR Power PC Board D Phone or write for your free Catalog Dealer and Distributor Inquiries Invited Pulsar Power PC Board for the A500 Circle 124 on Reader Service card.
PULSAR Germany PULSAR Switzerland PULSAR Belgium France UL5AR Canada ULSAR Canada Inc. .0. Box 579, Station Z oronto, Ontario 15N 2Z6 Canada PULSAR Computer PULSAR Schweiz Vertriebs GmbH Obere Fambuhlstr. 19 Erlanger Str 8-10 5010Wohlen 5 Koln 91 Germany Schweiz PULSAR Belgium France
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ax (416) 489-1620 Tel: (0221) 87 33 59 Tel: (41) 41 62 48 Fax:
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IGUAGES OF THE COUl-JTFt ll I WHICH THE OFFICE IS LOCATED.
Pro Video Post Produces dazzling "post-production" digital video effects by Frank McMahon DEDICATED CHARACTER GENERA- tors are pretty much standard at most television and cable stations these days.
It's hard to imagine running one without some machine to render text over broad- cast images. Two problems with most character generators, is that once you buy them, unlike software, they cannot be upgraded with new features or improvements and they are often very expensive.
Pro Video by Shereff Systems is a character generator program that has gone through many updates through the years (Pro Video Plus, Pro Video Gold) and the latest version is entitled Pro Video Post. The "Post" meaning "post-production", a video term for altering and manipulating your work after you have created it. This program produces some dazzling "postproduction" digital video effects (DVE), but we'll get to those in a little bit. For right now let's just start off with the basics.
TEXT MANIPULATION It should first be noted that Pro Video Post only operates in the hi-res mode 1HLHID (720x480) and it does not multi-task. These are both smart moves rather than program limitations. It is easily moved to a hard drive and the only copy protection is a requestor asking to type in the 4 digit serial number. The program requires that your Amiga have one megabyte of chip memory and 2 megabytes of fast memory.
90% of all functions are accessed through the function keys. In fact a laminated template is included which fits neatly on the Amiga keyboard (over the function keys), it comes in very handy. Hitting FI brings up the line size requestor. There are a choice of 4 line sizes: 32, 48, 64, or 80.
Those numbers represent the amount of vertical hi-res lines. One nice feature is that for most operations you can hit the "p" key to assign attributes to the entire page, rather than doing it on a line-by-line basis. After setting up the size of the lines, the next step is to choose which font is to be used. One drawback to this program is tha t it only supports it's own system fonts, four of which are included with the program.
nSn NxSn
* 1111 Just some ol the various font styles and textures that
come supplied with Pro Video Post.
Mi Additional font sets are available, 4 fonts for $ 99.95. The price is kind of high, however these are jus t not any fonts. All of them have been designed to be resized and manipulated as well as look great on video or during multimedia presentations.
The fonts even have built in anti-aliasing.
But it's debatable if all 16 fonts available are worth $ 400.
Choosing fonts is easy, by using the cursor keys (which are used for almost all of the program selections) you can choose the type and color of the font. The four included are pretty basic and work great for most purposes. Colorfonts are not supported but multi-color textures are available. Some of the choices (7 in all) are swirl, cobblestone, and metal. These textures lack the 3-D feel of some Colorfonts (like the KaraFont collection) because rather than being built from the ground up, they are only filling in a texture of an existing font. They are also limited to 2 and 4 colors, rather
than the usual 8 colors associated with Colorfonts. However, the included textures certainly add a lot of life to the existing fonts and I've transferred several to 3 4 inch video tape with antialiasing and they look fantastic.
You can simply begin typing after choosing the font you want to use. A welcome feature is that you are allowed different size and style fonts on the same text line. An Italic font is available on a line or global basis. Kerning is also available (a method usually seen in high end systems which automatically adjusts spacing between letters and gives a clean symmetrical look to ail text). Smaller fonts can also be moved to 5 different points on the line which allows creation of effects like superscript and subscript. The underline feature can be turned on or off with the ability of
being able to assign it a different color other than the text and you can move the line into anyone of six positions from the top of the line to the bottom. Other options are included for adding shadows and edges to the text. The shadows are adjustable (8 preset locations) and can be filled to create a 3-D feel orcasted to form a standard shadow. The shadow size and edge size can be easily adjusted. And an edge can be formed around just the text itself or around the text with the shadow.
Both shadows and edges can be any of the sixteen colors but it usually works best to set the shadow color to half the intensity of the current background color via the palette options menu.
Standards such as clear line or page and justify line or page are included as well. Lines can be moved up or down or to and from memory. Lines can also be filled with 2 strips of background color and positioned and sized as needed. In addition to text, a set of graphic characters are also available (similar to some of the old Commodore 64 128 characters) which let you create limited designs. The set also includes va riou s copyrigh t and tra dema rk characters. These essential additions are almos t always overlooked by other Amiga character generator programs.
GRAPHIC SCREEN CREATION All the text manipulation features and extras would be enough to carry a program, but with Pro Video Post it is just merely the tipof the iceberg. In addition to the text, graphics can be added to create impressive backgrounds quickly and easily. TheGrid Attributes menu allows quick creation of various patterns such as horizontal lines, vertical lines, squares, diagonal left lines, and diagonal right lines. The lines can be positioned, resized, and colored to hundreds of variables. And by using a text line the Quick Background menu also allows you to create
backgrounds. Options such as position, justify, center, tile, copy, and wallpaper are included.
What Pro Video Post lacks in palette options, it more than makes up for with extensive color cycle control. There are four independent channels of color cycle and color flashing per page. Colors can be set to cycle by high colors or low colors.
And there is even an option to adjust the cycle flash by video fields. However, the prog ra m only supports the Electronic Arts Deluxe Paint color cycle format and does not allow reverse cycling.
The best thing about creating backgrounds is that any hi-res IFF picture can be loaded and used. Other resolutions can be loaded in provided that they are not more than 4 bit planes (16 colors). HAM pictures obviously won't work but can be converted easily with a program such as ASDG's Art Department. Pictures can be loaded into memory and grabbed for use via the "Get" command. One new feature of this latest version is the "Manipulation" menu. "Size" lets you resize your picture (enlarge or reduce) to a variety of sizes. You can then easily move your newly converted pic to any position
around the screen with the cursor keys. "Angle" let's you tilt, slant, or rotate the current screen.
This is similar to the perspective feature found in Deluxe Paint III but it is a lot easier to use. With "Move" you can reposition the entire screen. "Wall" lets you create a wallpaper of the current screen with vertical and horizontal repeats.
"Mirror" is for creating reflections of the other side of the page. "Color" allows remapping and "freeing-up" of your current palette. With any of the "manipulation" commands you can easily hit "reset" and go back to what you started with. The original image is saved in ra m so you can't accidentally alter it beyond repair (unless you want to!). Your original image always stays intact. All of these "manipulation" features are powerful and work fast.
Combining three or four effects with different graphic screens creates some stunning new designs. You can even paste two images together automatically (each picture occupies every other scan line) for more dazzling effects.
CREATING PRESENTATIONS The power of any character generator is not only judged by how well it creates pages but howit displays them. Pro Video Post excels at creating smooth presentations as well as different transitional effects. Pages are saved in "Banks" of 100, numbered 00 through 99. They are saved in files called "Jobs" which is a bank of 100 pages. The high compression routine stores the files as ascii text and data rather than by regular hi-res screens. This allows 100 pages to use less memory than displaying one hi-res screen! It's easy to access any page and there is also a
command for automatic duplication of pages. Where Pro Video Post really shines is it's wealth of transitional effects. Close to one hundred effects are included, everything from slide to reveal to bang to random squares to push. Some affect the whole screen while others work on a line by line basis.
This means you can select different transitions for different lines!
Thanks to the 1 meg chip RAM, transitions are smooth and images are flawlessly pushed or pulled off screen as a new one comes on. Earlier versions of the program had to dear the screen before a new one appeared. The transition speed as well as the amount of time each page is displayed can be set. While 99% of Pro Video Post is keyboard controlled, the mouse can be used to advance (or move back) through the pages. Which makes it handy for presentations. Automatic controlled presentations are perfect for cable station on-air character generators which rotate 24 hours a day.
EVEN MORE FEATURES Pro Video Post packs in even more features than those listed above. "Snap" will take a snapshot of the current screen and store it in memory for later use. Pro Video Post is always checking the systems memory and provides ample warning Ju lt X'H- he Four NEW Collections In Hie Benchmark Fonl series from 1110 PROGRAFIX SOURCE, rorfocl In Holiday Season prajocls and for use year round uso wliorovor an Qlegani. Exciting appearanco is required Each collection gives you twelve dislinci lont lamllios. Each containing; CoIorFonts in 4 sizes; B W lypefacos in 12 sizes [from about 24
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Status lines if there is not enough memory to perform a certain task. The system is extremely stable since I've yet to crash it with the extensive use given it over the past few weeks. Horizontal and vertical page positioning is also available for adjusting, centering, and genlocking over live video.
Speaking of genlocks, Digital Creations' SuperGen, SuperGen 2000S, and Magni's 4004 genlock are all supported and keyboard commands offer "limited" control. While the manual says "limited", the included commands for key, reverse key, fade, and fade speed bv field) sound pretty complete to me.
Cue tones let you know wrhen the program is ready, when you have canceled, or when it is warning you. GPI trigger support is though game port 2, which allows control of an edit controller.
Crawl and Roll, all too often left out of some Amiga character generators programs are available. Roll produces super smooth credits for endings of shows or presentations and crawl will craw! A text message across the top or the bottom of the screen. An extensive tutorial section gently guides you through most aspects of the program and is an excellent way to get started quickly. Sections are also devoted to picture palette management and reducing system memory needed for graphic screens.
DIGITAL VIDEO EFFECTS Pro Video Post is capable of producing DVEs on any screen quickly and easily, 12 basic DVEs are included with various alterations to create a total of 82 effects. The manual does a nice job of illustrating what each effect wall look like. To create a spin, zoom, flip, or any of the other effects, all you need to do is simply choose the DVE number. A requester appears allowing you to input the amount of fields (frames seconds) the animation will last. Since the DVEs are already predetermined, calculation is as expected surprisingly quick. I've tried most on
a stock 2000 and it usually takes from 30 seconds to 1 minute to render each. When I tested it on a 2500, the renderings blazed in at around 10-15 seconds with some almost instantaneous. Now I've tried page manipulations with everything from DeluxePaint 111 to AnimMagic, and these are without a doubt the smoothest moving, quickest rendering, and most professional I've seen.
Hitting the return button brings the DVEs animation in and hitting it again brings it back out. You can try different combinations instantly without repeatedly loading the picture in again or having to dump the animation out to free up RAM...it's all automatic. Some packages claim to have DVEs , but these really look like Digital Video Effects!
SUGGESTIONS I wish there was an easy way to resize a line of text without having a requestor force you to erase it. These fonts should be capable of resizing when a line is resized.
The color selection could also use some improvement, using RGB numbers with the arrow keys is tedious. Overall performance is a tad sluggish on a 68000. Although it's unclear if the program takes direct advantage of a 6S030, it clips along great on a 2500. The manual is set up very clearly except that it has no real index.
This omission is a surprise considering the attention to detail the rest of the manual sections contain. The (ESC) key is supposed to stop crawls and rolls but sometimes you must wait for the entire text message to go by before it activates.
CONCLUSIONS Except for these minor and very correctable problems, the latest version of Pro Video is a first class character genera- tor. It combines loads of features as well as being fun and easy to use. It also provides truly professional output. Also worth mentioning again are the DVEs. In addition to the smooth and varied page transitions, steady crawls and rolls, fast page manipulation and special effects, and sharp anti-aliased multi-colored fonts, the DVEs animation is the icing on the cake.
They make anv graphic text screen leap out of the screen and grab the viewer. This is one program that will get a lot of use in our cable television studio. This program has come a long way in the past few years, being constantly worked on and improved dramatically. I wonder what Shereff Systems has in store for us next?
• AC* Pro Video Post Shereff Systems 15075 SW Koll Parkway Suite
G Beaverton, OR 97006
(503) 626-2022 Price $ 349.95 Inquire 215 IT MAKES A LOT OF SENSE
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• INTERNATIONAL AMIGA PERIPHERAL SUPPLIER • USA • GERMANY •
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a SCSI INTERFACE with its own 68000 AND UP TO 2 MEG OF RAM),
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we do it - "we're clever and we are not greedy" BLITZ BASIC
FANTASTICALLY FANTABULOUS What else could describe a produduct
that amazed visitors to our booth at the LA Ami Expo $ 495
COLORBURST $ 495 TRUE 24 BIT COLOR FOR ANY AMIGA YES! Every
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It can be configured as a third hardware playfield allowing Amiga graphics to be overlaid - great for animation. We do not use HAM or Composite Y*C mixing, this is pure 24 bit RGB - there is no blurring of colors or loss of definition with colorburst. This product generates BROADCAST QUALITY IMAGES for both PAL & NTSC systems.
FURTHER INFORMATION ON THIS EXCITING PRODUCT IS A 111! MUST MAST MUST MAST MUST MAST MUST !!!!
WE CHALLENGE COMPETITORS TO MATCH OUR CLARITY, COLOR & PRICE GIVES YOU CONTROL OVER YOUR AMIGA HARDWARE CREATE YOUR OWN GAMES, GRAPHICS PRESENTATIONS, AND EDUCATIONAL PROGRAMS WITH MINIMAL PROGRAMMING EXPERIENCE IT'S NEW, ITS ULTRAFAST, IT’S EASY TO USE Blitz Basic puts you in control of the Amigas custom sound and graphics chips. Now you can write sophisticated programs that previously needed ’C’ or Assembler. Blitz is a fully integrated programming language that puts you in control of your Amiga.
Unlike s-l-o-w interpreters, Blitz is a true compiler that generates native object code.
Spectacular graphics can be generated wilh a minimum of commands using the custom chip specific commands included with Biitz. This Basic language enables you to produce QUALITY COMMERCIAL CODE.
$ 149 FEATURES:
• Lightning Fast Compiler • Fast Optimised Object Code
• Rewrite of Amiga Graphics Libraries
• Integrated Editor Compiler
• Special Effects such as FADE IN FADE OUT
• Basic Commands to handle IFF Brushes, Anim Brushes and Sound
Files
• Direct access to and control ot Sprites, Blitler and Audio
Hardware
• Supports Dual Playfield, HAM & EHB
• Queue system makes blits easy to use
• Number of screens only limited by memory
• Vertical Interupt command allows smooth animation
• Double Buffering, Page Flipping are easily achieved
• Sound Sequencer included
• Machine Language Subroutines can be added IMPORTANT NOTE - When
you see the demo of VECTOR BALLS, remember that the images are
being CALCULATED IN REAL TIME. This program alone should
convince you of the POWER OF BLITZ. The source listing will
convince you of its SIMPLICITY Demo disks are available for $ 5.
You may also load them oft the MAST BBS (702) 359 0132 or (702)
359 0137 FIREBALL - True DMA SCSI interface for the A2000, for
sustained performance in a multitasking computer $ 149
OCTOPLUS - 8 MB RAM for A2000 With 2Mb $ 269 Extra 2mb $ 119
GREAT VALUE!.
STARBLAZER 8 MB RAM & SCSI INTERFACE FOR A500 AND A1000 While many vendors want you to buy a hard drive before memory (because their memory expansions are inside Ihe drive unit), we believe that many customers need memory first.
Additionally many people don't want a bulky hard drive right beside the computer, our customers prefer the flexibility offered by an independant external drive that can be placed at a convenient location and even plugged into a different SCSI interface onanothercomputer.
Starblazer is an 8 MB memory and SCSI interface in a miniscule case only slightly larger than our very popular Minimegs. It is available populated to 2,4,6,8 megabytes, with or without the SCSI interface installed.
STARBLAZER Is real zero wait stale ram that lets your Amiga run at full speed. Don't be misled into buying memory that plugs into the A501 slot and is advertised as "fast ram", it is always slow old chip memory. Starblazer includes the MAST Bytemachine SCSI Interface. Starblazer Plus includes WordMASTer
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automounts and is very fast. Starblazer with 2 MB included from
$ 299. Call for pricing options.
YOU HAVE TO SEE THIS TO BELIEVE THAT THERE IS SO MUCH POWER IN SUCH A SMALL PACKAGE Bytemachine $ 89 WordMASTer $ 119 ENHANCED UNIDRIVE The only Amiga external floppy drive in the world that includes digital track display, hardware write protect switch and inbuilt hardware virus detection system - for only $ 149 why would you want to buy any other. PS. The box looks great.__ UNIDRIVE For those on a budget who still want a great looking, reliable and quiet drive, how aboul the good o’l Unidrive. At a list price of $ 119, this is a very attractive deal.
A2000 Internal Floppy $ 83 Fujitsu Quality Hard Drives 45 meg $ 339 90 meg $ 539 136 meg $ 669 182 meg $ 770 410 meg $ 1795 672 meg $ 2295
1. 2 GIG $ 3900 SYQUEST INTERNAL $ 519 SYQUEST EXTERNAL $ 625
CARTRIDGES$ 95 EXTERNAL HARD DRIVES: Tiny Tiger Deluxe - add
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MEMORY AND STORAGE TECHNOLOGY 1395 GREG ST. SPARKS NV 89431 (702) 359 0444 Australia (02) 281 7411 Germany (0221) 771 0918 Sweden (40) 190710 Austria (0)3 16-373763 Gold Disk Office Gold Disk Inc. has released Gold Disk Office, an impresive package of five fully integrated programs that turn an Amiga into the center of operations of a highly productive office.
Word process multiple text documents of any size in Office Write, which offers high-performance features requisite of any fast-paced data input facility, like fast text editing, automatic hyphenation, spell checking, index creation, mail merge, keyboard macro functions and onscreen page preview.
To get high-quality typeset page layouts for newsletters, flyers and the like, move your text documents into the desktop publishing program Office Page. There is another full-featured text editor built in here, too, so you can create documents in layout without having to import text from somewhere else. Set and manipulate text in different fonts, sizes, styles and spacing alignments; integrate graphics, boxes and line drawings for truly professional- looking and visually stimulating pages.
Office Calc lets you design and construct customized spreadsheets for business and home accounting and financial management applications. A number of professionally-prepared spreadsheet templates are also supplied with the program for your immediate modification and use; they also serve as good studies as vou learn how to build your own templates from scratch.
Besides having built-in math, time, index, trigonometric,statistical and financial functions of spreadsheet programs costing far more, Calc also provides a macro facility plus an Arexx interface and special command language all of which extend the program's capabilities by allowing you to build and access complex operations not directly available in Gold Disk Office.
Office File is a database program here you create, modify, store, manage and print mailing and telephone lists, inventories and similar collections of indexed data. Office File sorts and orders these lists by anv individual bit of information (field) you define first name, last name, zip code, area code, etc. The program's flat-file format allows you to display the entries (records) in a database on screen and scroll through them both vertically (to see the next record) and horizontally (to view fields within a record that extend off the screen to the right).
Records are displayed on screen and are also stored on disk at all times; each time you modify the database the new information is recorded in the database file stored on disk. Disk storage permits the use of very large databases and prevents loss of entire databases in the event of power or other system failure.
Office Graph lets you turn spreadsheet and any other data (including that imported from other formats) into a wide variety of charts and graphs, which can themselves be imported into and incorporated within Office Page layouts.
Gold Disk Office can run on any Amiga even an Amiga with just 512K of memory. With less than one megabyte available, the user must accept certain limitations, but the manual states that Office Page remains fully capable of turning oil t professional desktop publishing work with just the 512K. The manual explains exactly what restrictions are imposed on a user running Gold Disk Office on a512K with just the 512K. The manual explains exactly what restrictions are imposed on a user running Gold Disk Office on a512K system, and provides a number of helpful memory-saving tips.
The package consists of four noncopy protected disks plus the 347-page manual. Gold Disk Office, price: $ 295.00, Gold Disk Inc., 5155 Spectrum Way Unit 5, Mississauga, Ontario, Canada L4W5A1, (416) 6024000. Inquiry 224.
Music-X Jr.
Microillusions has trimmed some of the "complicated extras" from its professionally oriented Music-X MIDI sequencer package to come up with Music-X Jr.
Music X Jr. Has all the power and many of the features of the original Music- X package (the two are fully compatible), only now, anyone can create and edit MIDI sequences.
Jr. Provides 250 empty sequences for recording in the program's primary page, Sequencer. Play as many as 20 sequences simultaneously, and save entire performances or just portions of them to create templates, drum solos, standard keymaps and more.
The Bar Editor displays music graphically, permitting intuitive composition editing via common functions such as add, cut or copy and paste, cut, and insert. This page is used to correct existing sequences, as well as to create new ones.
The Keyboard Mapping Module puts real-time control of all MIDI hardware and software at your fingertips. It lets you quickly change the configuration of your synthesizer keyboard with up to 128 splits, one for each possible MID I note.
Process incoming MIDI data in the Filters Page before it goes on to the Sequencer; load as many as 16 IFF or Sonix music samples in the Amiga Samples Page for internal voices playback. Music-X Jr. Can use the Amiga's internal voices without MIDI.
System expandability is facilitated in that third-party software modules can be called directly fromjr.'s menus; filecon- version utilities are included.
A minimum 512K RAM (and an audio monitor) is required to run (and hear!) Jr. Using only the Amiga's internal voices,but 1MB is recommended.
Inaddition to the non-copy protected program disk, Microillusions includes an Examples disk to get the program up and running immediately, and a highly detailed 200+-page manual. Music-X Jr., price: $ 149.95. Microillusions, P.O. Box 3475, Granada Hills, CA 91394, (818) 785-7345, Inquiry 225.
Ducktales: The Quest For The Gold Walt Disney Computer Software has released Ducktales: The Quest For Tire Gold, an action-packed contest adventure based on the popular children's animated TV series and feature film that stars Alan Young (a k a "Mr. Ed's" Wilbur Post) among its lead voices.
The contest begins when Scrooge McDuck is challenged by Flintheart Glomgold to see who can collect the most money in thirty days to become Dime Magazine's Duck of the Year. Thus begins a treasure-seeking jaunt that takes players around the world in a highly interactive adventure.
Play begins in Scrooge's office, where contestants vie to earn a fortune in the stock market, compete for a chance to search Scrooge's Money Bin in hopes of discovering rare coins, and work to enter the Control Center to travel to exotic locations on faraway continents looking for more riches.
Ducktales is separated into six different games played at three ability levels. A cleverprotection against copyinghas been designed to also fascinate younger players: a map of Scrooge's worldwide operations can only be deciphered using a Secret Code Sheet.
An electronic atlas built into the same map provides background information on humorously twisted destinations like Duckburg Island, Okeefadokie Swamp, and Whatsamatterhorn, and also tells players how long it it takes to get to each and what treasures they will find there.
Players get to perform wild, acrobatic airplane stunts, do their best to sidestep coconut-wielding monkeys, and encounter other similar thrills during the course of this entirely non-violent globe trot. Duckiales:The Quest For The Gold, price $ 44.95. Walt Disney Computer Software,Inc., 500 S. Buena Vista Street, Burbank, CA 95121, (SIS) 567-5360. Inquiry 226.
The complete Amazing Computing library is now available at incredible savings of over 50%!
Volume 1 is now available for just $ 19.95*!
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Subscribers can purchase freely redistributable disks** at bulk rate discount prices!
This unbeatable offer includes all Fred Fish, AMICUS, and AC disks (see the back of this issue for recent Fred Fish additions, and the Spring Summer ’90 AC’s Guide for a complete index of all current freely redistributable disks).
Pricing for subscribers is as follows: 1 to 9 disks: $ 6.00 each 10 to 49 disks: $ 5.00 each 50 to 99 disks: $ 4.00 each 100 disks or more: $ 3.00 each (Disks are priced at $ 7.00 each and are not discounted for non-subscribers) To get FAST SERVICE on volume set orders, freely redistributable disks, or single back issues, use your Visa or MasterCard and call 1-800-345-3360.
Or, just fill out the order form insert in this issue.
* Postage &. Handling for each volume is 54.00 in the U.S.. $ 7.50
for surface in Canada end Mexico, and S10 00 for all other
foreign surface.
4 AC warranties all disks for 90 days. No additional charge for postage and handling on disk orders. AC issues Mr. Fred Fish a royolty on cl! Disk sales to encourage the leading Amiga program anthologist to continue his outstanding work.
Barney Bear Meets Santa Claus Free Spirit Software has published another title in the early education Barney Bear game series.
Just in time for the holidays, Barney Bear Meets Santa Claus.
Travel with Barney to the North Pole on Christmas Eve to visit Santa's Toy Factory, which is chock full of active items like elves buttons, switches, a clock, a toy chute and more.
Throughout the story there are many active items in each picture, so tell the little ones not to rush! Each time they select an item, the game makes a sound or tells them something about the object. Santa's beard, eyes, and belly are also active.
In addition to a great sleigh ride and visit to the Toy Factory, Barney Bear can participate in six other activities, each of which can be entered into by selecting objects in the Toy Factory. They are: Find the Elf Game, in which children must find the elf by choosing the package the computer asks for; Which One is Different Game, in which they must click on the one of the four pictures that is different; Missing Letter Game, which tests kids on their ability to choose the correct missing letter in a dispalyed sequence of letters; Mixed Up Words Game, in which all the letters of a word are
jumbled along the bottom of the screen and jump into place on a line above when chosen in their correct order; The Toy Maker, which lets players join Santa's elves in the stimulating, creative art of toy-making (different heads, arms, legs, etc. are provided); and Coloring Book, in which the package's painting program draws a picture with no color and players get to fill it in with various colors.
Ten buttons below the picturecan be clicked on, and each has a different function. The Right Arrow moves forward to the next picture, Left Arrow takes kids back to the previous picture, Color Squares cycles the colors in the picture, Square erases the current picture, Squiggly Line turns on freehand drawing, Straight Line turns on line drawing, Box turns on box drawing, Circle turns on circle drawing, White Circle turns on the eraser, and Stop Sign quits the painting program and goes back to the living room.
Barney Bear Meets Santa Claus is the fourth in a series of learning games built around entertaining storylines that are loaded with fun and surprises; even very young children can play for hours without adult supervision. Barney Bear runs on Amigas with 1 MB of RAM or more. Barney Bear Meets Santa Claus, price: S34.95. Free Spirit Software, P.O. Box 128,53 Noble Street, Kutztown, PA 19530, (215) 683-5609. Inquiry 227. -AC- Get more work done in less time. Add a Vidialn quick reference to your workspace or studio.
The Vidia Guide so Professional Page is like having a preview mode for your ideas. See wha; type and graphics look like primed at 30(1 and 1270 dpi. Shows common design elements: font alphabets for Adobe typefaces; samples of Compu- grnphic typefaces; halftone fills; pattern fills; pattern fills and halftones combined; combinations of line patterns, weights, and halftones; text sixes from 1 to 120 points; line spacing (relative and leaded); reverse type; baseline shifts; halftoned text: tracking shifts; text passages in various type sues; and keyboard codes for Symbols and ZapfDingBats. Also
Includes keyboard commands and text formatting codes for Professional Page.
Professional Page mini mini ( •! If - B I 11 ¦ M-l I II I 11-I I II I 11-I I II Vidia Guide to Professional Page 12 pages * S6.95 Why should any Amiga programmer have to sift through hundreds of pages of books and manuals to find simple information, like prinlf codes, or the syntax for bitfield declarations, or the ANSI sequence to turn on boldface? You use this stuff constantly; having to look it up slows you down, That’s why we designed the Amiga Programmer’s Quick Reference. It contains a complete C guide; 68000 assembly instruction list: Guru meditations; ANSI screen codes; Console
device codes; Raw key codes; options Hags for SAS Latticc C and Aztec C: a 256-byte ASCII table, with binary and the Amiga character set: and Donhie's Do's •& Don'is, chunks of wisdom for Amiga programming.
Amiga Programmer’s Quick Reference 16 pages • $ 7.95 There is nothing else like it. The Amiga Graphics Reference Card -- now in its second printing -- is an Amiga original.
Inspired by the power and depth of the Amiga’s graphics, it combines an eclectic mix of information for users working with graphics on the Amiga. Screen pixel rulers let you measure the size of objects on screen. Diagrams show the structure of RGB and HSV models, additive and subtractive color mixing, and the eleclro- mngentie spectrum. Tables list display memory required for every graphics mode; IFF file compression ratios: RGB numbers for colors; pixel shapes; key combinations for special characters; maximum page sizes in paint programs; and more. It’s great!
Amiga Graphics Reference Card 4 pages • $ 2.95 All Vidia quick references are 8.5" x 11" and printed on glossy cardstock.
See your dealer, or order tram: Vidia.
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December 1990 17 Keeping up to date on the latest news, sports, weather, and stock market info via hardware, software and cable TV Information X-Change by Rick Broida X-CHANGE HAS TO BE ONE OF THE best-kept secrets in the personal computer industry. Although it's been around since 1985, no one seems to know it exists. Perhaps that's understandable, since X-Change is not exactly messianic for all users. In fact, determining how X- Change may best be put to productive use is something of a challenge.
Bom of the Colorado-based company X- Press, X-Change has helped realize a once- futuristic vision of computer services: information at your fingertips. Through a combination of hardware and software, X-Change provides 24-hour news, sports, weather, stock market reports, and other information. What's unique about the approach is that X-Change does not transmit data through phone lines; it uses cable.
THROW ME A LINE Yes, it uses the same "cable" that brings HBO and MTV into your home. The basic X- Change package costs $ 99.95, and includes the InfoCipher Receiver (which is a textbook-sized box that plugs into your serial port), a special serial cable, and the X-Change software.
One "hitch" is that you do need to be a cable subscriber to use this service. There are no additional payments beyond the cost of your regional provider's basic cable television package, but if you're not already paying for cable, it begets that monthly fee.
Current cable subscribers might pursue the option of buying a cable splitter and some coaxial cable (available at any Radio Shack) to run from the wall jack to the InfoCipher. Doing so should cost no more than $ 10-20, which is money well spent when you consider you're doubling the use you get from your cable service. If it's impractical to go that route, ask your cable company to install an extra jack near your computer. This will add an extra three to five dollars to your monthly cable bill.
Installation is simple since none of the hardware involves going inside your computer. Just plug in the serial cable, plug in the Receiver, install the software, and you're ready to fly.
AROUND THE WORLD IN A BLIP X-Press transmits data from more than twenty different information sources, including Associated Press, Copley, Knight-Ridder, and Moscow's TASS. This data is electronically broken down into different categories, inclu d i ng H eadli ne News, Busi ness & Fi nance, Soviet Union, and many more. And those are just the subheadings that fall under the News category. Other main areas include Sports, Weather, Lifestyles, Entertainment, and Tech Talk, all of which have numerous subcategories within. Lifestyles, for instance, is broken down into Food, Fitness &; Fun,
Moneywise, and Careers, to name a few. The variety of available in formation is wonderfully vast, and it's all right at your fingertips. Let's not forget the stock reports either. More than 2,000 stock quotes (preselected by X-Press) are supplied through X-Change.
The X-Change software is available in numerous formats, not the least of which is for the Amiga. Having used the IBM software quite extensively, it is important to note that the Amiga version is not simply a direct port; it was written specifically for the Amiga, in order to take advantage of the Amiga's abilities.
It is the software that's in charge of sorting through all the material and making it readily accessible. The program is not difficult to use, relying on simple menus to access the stories and articles as they come in. Very simply, when a certain type of story has been transmitted, a plus sign will appear next to the category name. Using the software is part of what makes X-Change such a pleasure; after doing the initial setup, you can easily run the program without the instruction manual. If you need detailed help, however, information is quickly found in the brief guide.
PICK AND CHOOSE YOUR NEWS All of the data transmitted from X-Press goes through the X-Change system, but not all of it is necessarily kept. You may configure the software so that it retains only certain types of stories. If you're not interested in, say, news from Germany or any thing sports-related, you may deselect those categories and X-Change will not retain them. All other stories are buffered in the computer's RAM.
Theoretically, the more memory you have, the more stories you should be able to retain.
The Amiga version doesn't seem to work that way, however. On a one-megabyte Amiga the software wouldn't cross the 512K line; the program's buffer filled up with more than 500K of system memory left.
The rate at which data is received is surprisingly quick: 9,600 bits-per-second (bps).
Considering that 9,600 bps modems still cost upwards of $ 500, this is an impressive speed, and it's also a testament to the use of cable for data transfer. A future feasibility is to have such information become available directly on a TV screen, without needing a computer conduit.
UNIVERSAL HANDSHAKE Because X-Change is an external device requiring only a standard RS-232 (serial) port, its usability is limited only by the availability of the software for a computer system. According to an X-Press representative, the software is available for "practically all computers."
Customer support is another noteworthy feature of the X-Press company. Two 800 numbers operate 9 a.m. to 9 p.m., Monday through Friday, to handle orders, answer any questions about the service and offer technical support.
Yet another impressive feature is X- Change's ability to capture software downloads. At three or four in the morning during certain days of the week, X-Press transmits a few shareware public domain software programs, again free of charge. You need to simply run the included capture program and leave the computer on through the night, and in the morning you'll have a checkbook balancer, coin collection manager, game, or the like. I tried the program once, and in the morning found it had run without a hitch.
If you don't mind paying monthly fees, other X-Press services are available. At a base price of $ 149.95 and $ 19.95 per month, you can buy X-Change Executive. This business-oriented upgrade provides a full 30,000 stock quotes, which are updated every fifteen minutes instead of thrice a day, plus additional business and financial news.
Finally, the question of your cable company arises. If it does not offer the X-Change service, you're out of luck unless you own a satellite dish. If so, an add-on is available to allow you to run X-Change. To determine whether or not your cable company supports X-Press (according to the representative, most do), X-Press' 800 number, give the operator your zip code and you will receive an immediate answer.
THUMBS UP All in all, X-Change is a superb product. It is quick, varied, well-supported, and inexpensive if you already subscribe to cable. Nevertheless, as previously mentioned, finding an ideal use for X-Change in the home is not easy.
It can certainly keep a stock portfolio, and continually bring world events straight to your computer, among many other tasks.
Perhaps its most practical place is in schools, where teachers can use the output for studying current events. In addition, because the software is so easy to use, students who are computer-new have in X-Change a good opportunity for their first hands-on experience.
If you can't come up with a totally justifiable use for X-Change, but are into the "just plain neat", X-Change is a five-star product and well worth the investment. *AC* X-Change X-Press Information Services, Lid.
Regency Plaza One 4643 S. Ulster St. Suite 340 Denver, CO 80237
(800) 7PC-NEWS Inquiry 207 Stepper Motors by John Iovine HIS IS
PART ONE OF A THREE-PART SERIES. NEXT MONTH, WE WILL build
an ultrasonic ranging device for the Amiga. Then, the
following month, we'll tie the two projects together and
create a rudimentary sonar system.
The interfacing project for this month involves hooking up a stepper motor to the Amiga. Stepper motors are commonly used in robotics, automation and positioning control in commercial and industrial equipment. These motors are as close to you as your disk drive and printer.
Stepper motors are used in these applications because they are easily controlled by digital circuits, and most important, capable of precise positioning. We will build a simple stepper motor interface for the Amiga and also examine the basic operating principals of stepper motors.
Stepper motors are different from "normal" electric motors.
When you apply power to an ordinary motor, the rotor turns smoothly. A stepper motor, however, runs on a sequence of electric pulses to the windings (or phases) of the motor. Each pulse to the winding turns the rotor a precise amount. These pulses to the motor are often called steps. Stepper motors are manufactured with different amounts of rotation per step (or pulse), depending upon the application each is designed and built for. The specifications of the stepper motor will state the degree of rotation per step. The range of rotation per step can vary from a fraction of a degree (i.e., .72
degree) to many degrees (i.e.,
22. 5 degrees).
- .s sTl i0 1 go.
Iri!
TFX 5“ 0X3 1 On 8* I J i r • ~i I o» g f - 8*-o « i _f j~ 1 IpT :S fin OFF , 1 ° r~n~ I ' 3 j Fig. 1 BASIC OPERATIONS Figure 1 is of a stepper motor stepping through one rotation.
Stepper motors are constructed of strong permanent magnets and electromagnets. The permanent magnets are located on the rotating shaft, called the rotor. The electromagnets, or windings, are located on the stationary portion of the motor, called the stator. The stator, or stationary portion of the motor, surrounds the rotor.
In Figure 1, position I, we start with the rotor facing the upper electromagnet that is on. Moving in a CW (clockwise) rotation, the upper electromagnet is switched off, as the electromagnet on the right is switched on. This moves the rotor 90 degrees in a CW rotation, shown in position II. Continuing in the same manner, the rotor is stepped through a full rotation, till we end up in the same position as we started in (shown in position V).
RESOLUTION The degree of rotation per pulse determines the resolution of the stepper motor. In the illustrated example, the rotor turned 90 degrees per pulse: not very practical. A real-world stepper motor one that steps 1 degree per pulse, for instance would require 360 pulses to achieve one revolution. Another motor with less resolution (greater degree per step) that steps, say 3.75 degrees per pulse, would only require 96 pulses for one full rotation.
Without getting into gearing or gear ratios, let's assume that the stepper motor is used for positioning in a linear motion table, and further, that each revolution of the motor is equal to one inch of linear travel on the table. It becomes apparent that each step of the motor defines a precise increment of movement.
In making a comparison between the two stepper motors, that with the higher resolution (one that requires the most steps per revolution) has the ability to locate and position more precisely on the table. For the motor that steps 3.75 degrees per step, the increment of movement is approximately -01 inch per step. If Please Note: Tltis project may void your warranty and is offered for the enjoyment of the technically inclined. P.iM. Publications, Inc. is not responsible for any damages incurred white attempting this hardware jiroject.
This resolution is sufficient for your table, use this stepper motor.
If you require greater resolution, the 1-degree-per-step motor will give approximately .0027 inch per step. So, the increment of movement is in proportion to the degrees per step.
HALF STEP It is possible to double the resolution of some stepper motors by half stepping. This is illustrated in Figure 2. In position I, the motor starts with the upper electromagnet switched on, as before.
In position II, the electromagnet to the right is switched on, while power to the upper coil is kept on. Since both coils a re on, the rotor is equally attracted to both electromagnets, and positions itself in between both positions (a half step). In position III, the upper electromagnet is switched off, and the rotor completes one step.
Although I am only showing one half Step, the motor can be half stepped through the entire rotation.
OTHER TYPES OF STEPPER MOTORS You may run across 4-wire stepper motors. These stepper motors have two coils, with a pair of leads to each coil. Although the circuitry of this stepper motor is simpler than the one we are using, it requires a more complex driving circuit. The circuit must be able to reverse the current flow in the coils after it steps.
REAL-WORLD STEPPER MOTORS As stated, the stepper motors diagrammed here wouldn't be of much use in the real world, rotating 90 degrees per step. Real- world stepper motors employ a series of mini-poles on the stator and rotor which improves the resolution of the stepper motor.
Although Figure 3 may appear more complex than the previous figures, it is not really so. Its operation is identical, and to prove that point, we'll "step" through the illustration.
In Figure 3, the rotor is turning in a counter-clockwse (CC W) rotation. In position I, the north pole of the permanent magnet on the rotor is aligned with the south pole of the electromagnet on the stator. Notice there are multiple positions that are all lined up. In position II, the electromagnet is switched off, and the coil to its immediate left is switched on. This causes the rotor to rotateCCW by a precise amount. It continues in this same manner for all the steps. Examine the pole relationship between IV and V. The rotor is still moving CCW, and in position V, the stator poles are
oriented the same as in position I. This is where the sequence of electric pulses would begin to repeat itself to keep the rotor turning CCW.
TEST CIRCUIT Although we are going to connect a stepper motor to the Amiga, I feel it would be a good idea to build a manual controller first. With this manual circuit, you can check and verify your wiring of the stepper motor before building the Amiga interface.
In addition, it's an excellent tool to use if you are checking out a different stepper motor from the one used in this article.
Look at Figure 5. This circuit is the epitome of simplicity.
Switches SI thru S4 are normally open, subminiafure pushbutton switches (see parts list). The four switches allow you to drive the stepper motor manually. By changing the sequence of the steps, we can do full-step and half-step increments in either direction (CYV or CCW). The diodes D1 thru D4 are used to prevent sparking, and protect the balance of the circuit. These diodes become more important when the motor is interfaced to the Amiga. The batteries used in this circuit are two sma!112-volt batteries in series, to generate the 24 volts required by this model stepper motor. The rectangular
box at the top of the diagram with six head screws are six PC Board Terminals interlocked together (see parts list). This simplifies connecting the wiring from the motor to the circuit.
STEPPER MOTOR Figure 6 is an electric equivalent circuit of the stepper motor we are using. The stepper motor has 6 wires coming out from its casing. We can see from this figure tha 13 leads go to each half of the coil windings, and that thecoil windings are connected in pairs. If you just picked this stepper motor and didn't know anything about it, the simplest way to analyze it is to check the electrical resistance between the leads. Bv making a table of the resistances measured between the leads, you'll quickly find which wires are connected to which coils.
On the motor we are using there is a 60 ohm resis tance between the center tap wire and each end lead, and 120 ohms between the two end leads. A wire from each of the separate coils will show an infinitely high resistance (no connection) between them. Armed with this information, you can tackle just about any 6-wire stepper motor you came across. The stepper motor we are using rotates 3.75 degrees per step.
Full Step Half Step SI S2 S3 S4 SI S2 S3 S4 on - - - on - - -
- on - * on on - -
- - on -
- on - -
- - - on
- on on -
- - on -
- - on on
- - - on on - - on When you reach the end of the table the
sequence repeats, starting back at the top.
If you want to reverse the direction of travel, just reverse the sequence of the table, starting from tire bottom and working to the top.
ENTER THE AMIGA Figure 7is the schematic for the Amiga interface. It is similar to the demo test circuit. In this circuit the push-button switches have been replaced with 2N2222 transistors. We could connect the base of the transistor directly to the parallel port. But to add a measure of safety, I placed a 4049 inverting buffer between the parallel port and the transistors. Aside from adding protection for our Amiga port, the inverting buffer provides the right logic when you power up the computer.
TEST CIRCUIT DEMO After you are fi nished wiring the test rircui t a nd connecting the stepper motor, use the following table to step or half step the motor: If you remember back to the beginning of this series, I explained that on power-up, the parallel port leads are outputting a binary 1 through a pull-up resistor. This would normally turn on all four transistors. While it is doubtful that this would damage anything, it would drain the batteries. With the inverting (continued on page 87) 4$ $ Trumpcard Professional... the Frontrunner in SCSI disk controllers |F| jL) i State of the art
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Making A Name For Yourself: Creating Logos On The Amiga by Frank McMahon IF YOU'RE JUST STARTING OUT IN your own business, there is one matter you need to address something that is of ut most import, yet o f ten overlooked. More vital than a genlock, framebuffer, extra memory, or hard drive you need an identity. A name and an image. A recognizable stamp that signifies quality. Yes, you need a logo.
Comes over and gently reminds you (his temples throbbing), "This is not a library."
When shopping, say, for an Amiga paint program, you might be more assured of quality or value if you spot the logo of a reputable company on the box.
You are more apt to buy a program because of the company's track record; and you are reminded of that track record that spark your interest the most and set them aside. When you create your own logo, use these as guidelines.
NOW THAT WE KNOW HOW IMPOR- tant logos are, where do we go from here?
An identity starts with a name preferably a name that itself conveys a positive image of the company, even before a logo Even if you're not creating Amiga video for fun and or profit, or doing weddings with Amiga graphics, or creating animations for local companies. Maybe you are selling Amiga programs commercially, or distributing your work via the channels of public domain. Putting together art disks. Creating your own disk magazine. Doing graphics for cable, television or public access TV. Whatever you are doing with the Amiga commercially or through the public you need a logo.
If you bought this magazine at a newsstand, the first thing you looked for was the familiar "Amazing Computing" logo. It's familiar and it prompts you to pick up the magazine and flip through it.
You might even purchase it as a clerk simply by seeing the logo (this theory is a two-way street, of course).
Further, you might be leery of a plain typeface logo that says "DAVE'S GOTTA COMPANY!", while a nice, clean, high- tech, colorful rainbow logo that says "INDUSTRIAL VISIONS" might pro mote you to investigate further. With software you often have to "judge a book by its cover" until you purchase it and get it home.
Look at some of the software on your shelf, notice some of the different logos.
(Yes, I'll wait.) Get a feel for the various stvles. Look at company logos, as well as the titles of programs. Look at magazine covers. Cds or albums. You'll notice that some of the best ones are those that are the simplest. Try to grab a few of the logos is created. If you just work now and then and really don't think of yourself as a company, create a name and start changing the way you think. Work will increase beyond "now and then".
Try to avoid using your last name and "Video". I know it's hard, but "Network Associates" will probably get a lot more work than "Anderson Video". Try also to avoid letters like "D S W". These might be the first ini tials of your three cats, which is almost as clever as it is cute, but it tells nothing about what the company does for those unfamiliar with it.
If you do choose letters, always follow them with what they stand for like: MTV - Music Television, or HBO - Home Box Office. Once people recognize what (continued on page 28) Trumpcard 500 ... The Only A500 Expansion System That Offers Free Hardware Upgrades for the A2000 and A3000!
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Feeding The Memory Monster The 1CD AdRAM 540 and AdRAM 560D memory expansion boards for the Amiga 500 by Ernest P. Viveiros, Jr.
YOU NEVER THINK IT WILL HAPPEN to you, but inevitably it does: You become yet another victim of the dreaded riot enough memory error. As the applications which you so aggressively exercise become increasingly complex, their Fast RAM (and Chip RAM) requirements become increasingly greater. Concurrently, as your Amiga skills develop, you begin tapping the power of multitasking, video, graphics you become a power user. You try to get around your RAM limitations but, soon enough, you find you need that Fast RAM fix.
After admitting to yourself, and your wallet, that you must purchase a RAM upgrade, it's time to go shopping. It's easy to get lost in the sea of memory expansion peripherals available for the Amiga 500.
However, in this heavily populated sea, a few pearls stand out. Among thesearethe AdRAM 540 and AdRAM 560D from 1CD, Incorporated.
Using the ICD AdRAM 540, you can add up to 4 MB of RAM to an Amiga 500.
The AdRAM 540 plugs into the A501 expansion connector and the 48-pi n socket of the Gary chip on the Amiga 500 motherboard. The AdRAM also contains aba ttery-backed clock ca lendar, which is fully compatible with the AmigaDOS setclock command. The optional AdRAM 560D daughterboard adds an additional 2 MB to the AdRAM 540, bringing the system total to 6.5 MB enough to satisfy even the most aggressive RAM monsters!
Installation Caveats Now, first things first. The basic installation of the AdRAM 540 is simple, beyond a doubt, and does not require any soldering. The AdRAM 540 includes an easy-to-follow manual to guide you step by step through the installation process.
However, since you do have to open your Amiga, and move the GARY chip (a very delicate task for the weary), you very may well void your warranty (I bet you will).
Also, if you choose the advanced installation (to upgradeChipRAM to a full megabyte), you wil I be required to cut a trace o n the motherboard, as well as solder two small connections.
Did I mention the anti-static precautions you'll have to take while working with the electronics? Static electricity can damage RAM chips, the AdRAM boards, and your Amiga. It happens! It would be wise to use a grounded anti-static workstation mat and grounded wristband when working with static-sensitive equipment (available from your favorite electronics supplier, or maybe a friend). In any case, if you have any doubts at all about performing the installation, have it done by an authorized dealer. It's worth the few bucks to have it done right that is, without destroying any expensive
electronics. As an added service, ICD will install your AdRAM 540 for $ 40.00. Contact them directly for authorization and details.
DRAM And More DRAM Although you can purchase the AdRAM 540 fully populated with 4 MB RAM, you may opt to purchase the AdRAM 540 with 0 MB and populate the board yourself. Sometimes the savings can be considerable! Once again, be a ware that DRAM chips are static-sensitive, and delicate (the pins bend easily). The AdRAM 540 takes up to 32 (256K x 4 120 ns) DRAMS in groups of 4 (512K increments). Since the board is upgradeable in 512K increments, it's a good choice for those who want to upgrade slowly at first, yet build on a solid upgrade path. Compatible DRAM chips include the Intel 21014,
TI TMS44C256, and Siemens HYB514256. A complete 1 is t of compa tible DRAM chips is included in the manual.
Power Hungry For most power users, the AdRAM 540 fully populated with 4 MB will be enough. But for those RAM-discriminating powerusers those veritable memory monsters there is the AdRAM 560 2 MB daughterboard for the AdRAM 540. The Ad RAM 560 comes fully populated with 2 MB DRAM and easily installs piggyback on the AdRAM 540. Even if you don't choose the AdRAM 560 option, you can always get that extra 2 MB fix in the future.
Installation is literally a snap.
Getting The Most From Super Agnus More Chip RAM!
As previously stated, the basic installation of the AdRAM 540 is relatively easy.
The most difficult (or delicate) part of the procedure is the removal and replacement of the Gary chip. This basic installation is used if all the added RAM is to be used as Fast RAM. Flowever, if your Amiga 500 is equipped with a Super "fatter" Agnus, there is an advanced installation which will allow you to get a full megabyte of Chip RAM (graphics RAM) instead of the usual 512K.
To determine whether or not your Agnus chip is a Super Agnus chip, locate the Agnus chip on the Amiga 500's motherboard. It is to the left of the Gary chip and should be marked "Fat Agnus".
Check the first set of numbers on it. If the numbers are 8370 or 8371, then you do not have a Super Agnus. If the number is 8372 or higher, it is a Super Agnus chip.
The advanced installation is a little too tricky to be performed by a novice.
The procedure requires cutting a trace on the motherboard as well as soldering a few minor connections. It's very easy to damage the computer with a hot soldering iron. Understandably, this is not the kind of procedure to learn by trial and error. Rather, it is best left to qualified individuals.
You try to get around your RAM limitations but, soon enough, you find you need that Fast RAM fix.
Enter: ICD's AdRAAA expansion.
Software Installation Once the hardware is installed, boot it! The first 4 banks of the expansion memory (2 MB) are automatically recognized by the Amiga. The remaining 2 MB (or 4 MB with the AdRAM 560) is recognized by the system by using the supplied AdRAM program. Just copy the AdRAM program to the SYS:C directory, and add the AdRAM command to your startup- sequence. The AdRAM program can also be run from the CLI. The AdRAM 540 boasts 100% software compatibility, unlike some other boards... ICD also supplies an extensive memory tester, MemTest. When run, MemTest will test all memory
in your system and report on any errors found.
The unlikely event of a memory failure is usually caused by defective or improper installation of DRAM chips. ICD states that all AdRAM 540 and 560D units are thoroughly tested before leaving their facility.
Don't forget abou t the clock! The clock on the AdRAM 540 is completely compatible with the AmigaDOS SetClock command. A nice feature of the AdRAM 540 is that the clock battery is socketed, and can be easily replaced at the end of its 3 to 5- year life.
Compatibility?
The AdRAM 540 and AdRAM 560D are fully compatible with anv revision Amiga 500, and fully support all KickStart versions 1.2 and greater There should be no software compatibility problems.
However you should be aware that the AdRAM 540 (with or without the AdRAM 560D) reduces the total system auto-config address space from 8 MB down to 4 MB, regardless of the amount of RAM i nsta lied.
This means that you can add a maximum of4 MB of auto-configdevices (RAMcards, or hard drives with RAM cards) on the expansion port.
Conclusions I can only say good things about the AdRAM expansion. It'sa good, solid (built like a brick!) Product, that's easy to install, and backed by a 1-year warranty. Most important, it works flawlessly, like a RA M board should. The workmanship and quality of ICD's Amiga products is most impressive, and it would appear that ICD will be a key player in the Amiga hardware market. Overall, the ICD AdRAM 540 and AdRAM 560D combination is an excellent choice for any Amiga 500's RAM upgrade path. *AC* AdRAM 540: $ 159.95 (OK). $ 275,95 (2M8).
$ 391.95 (4MB) AdRAM 560D: $ 243.95 (2 MB) ICD, Inc. 1220 Rock Street Rockford, II 61101
(815) 968-2228 Inquiry 208 (Logos, continued from page 24) the
company does, you can drop the explanation as did those
two networks).
Working at a cable television studio, I deal with network logos all the time. We create logos on the Amiga as well as digitize existing logos to create ads. We also use logos in producing local shows. Look at the logos in Figure One. In the lower left is a logo for the Financial News Network.
FNN presently carries the full title of the network following its letters logo. In the upper right, see that HBO does not because HBO has been around long enough that if you don't know what it is, you probably can't get it anyway.
The next thing to decide is which paint program to create your logo in. The best bet would be a standard IFF paint program that lets you draw in hi-res (640 x 400) mode.
This is definitely the best platform for logo creation because it gives you the added resolution and sharpness needed for a classy look. It is possible to use a HAM paint program to create, but try to stick to using the first 16 colors in the palette. Using colors beyond the first 16 may create fringing, which would be unappropriate for the dean look we're trying to achieve.
An IFF hi-res paint program is also easier to animate. You can bring your logo into DeluxePaint III and animate it, or create Digital Video Effects (DVE) with a program such as Pro Video Post or Animagic. In fact, if you get real adventurous, you can process your logo through a conversion program such as DigiWorks 3D and create a 3-D logo for animating in dedicated 3-D programs such as 3-D Professional, Sculpt-Animate 4D, or Turbo Silver Imagine. Or, render the 3-D object to a framebuffer board like NewTek's Video Toaster, Impulse's Firecracker 24, or the Mimetics Framebuffer for full 24-
bit, 16-million color accuracy.
OK, SO WE'RE GETTING AHEAD OF ourselves. The point is, if you are going to create a logo, do it first in hi-res 16 color.
For the following examples I'll use DeluxePaint III.
Another major advantage you'll discover in hi-res is that you can change the size of the logo and not suffer too much loss of detail. If you create a logo that is about full screen, using DeluxePaint III you can stretch as well as halve it without losing very much.
Look at the logo in Figure Two. This logo w7as created in DeluxePaint III using hi-res with the 16 colors pictured. In the lower right of the screen is the same logo reduced (to about 1 16th the original size); it still retains almost all of the detail. We were starting up a new talk show and needed a logo to promote it. Since the title of the show was "Cafe West" and the set resembled a corner restaurant, I thought the logo should look somewhat like a neon sign you would see swinging overhead the door of a real cafe.
The first step involved creating the blue background circle. This was pretty easy, using the Draw Circle commands (in outline mode). To get the designs on the side, I created one on my swap screen, and then attached it in three places on the side of the circle. After that, I picked up the left side of the circle as a brush, flipped it, and then stamped it down on the right side. I created a spread of blue using 6 colors, and drew the circle and designs using the brightest blue. I made sure the inside of the circle was the same color as the background color so when I picked it up as a brush
all I got was just the blue outline, designs on the side and rods in the center.
Once it was a brush, I chose the next darkest blue in the palette and used the Outline command in DeluxePaint III (hit lowercase "o" on the keyboard) to add a darkerblue edge to it. I repeated this again 4 times, each time giving it a darker blue edge, going through the blue spread until I was at black. The end result was a rounded tube neon effect. I also kept the volume of the colors high (they should normally never be above 12 when going onto video) so they would glow brightly when we went to use it for the show. The glints of light were drawn in after. I chose blue as a background color
because blue tends to give a feeling of solidity and doesn't overpower the foreground. Color research will tell you that different colors create different moods. For example, red usually alerts the viewer, blue sometimes prompts trust, and red and yellow are famous for promoting hunger. There are many books on the subject worth looking into. I chose the blue and green fora kind of foreign, tropical feel.
NEXT UP WAS THE TEXT PART OF THE logo. The easiest way to create the text is to take an existing font from the hundreds available in the Amiga commercial and public domain libraries. Don't immediately go for a Kara Font, or pick a font included with an existing paint program, and please promise to stay away from the Amiga fonts like topaz. These fonts are all widely used and too recognizable. Pick a font more obscure. Something off the beaten path. I chose an existing font that was pretty basic and thick enough to be important looking. To create the text logo I used the same technic
outlining with the color spread of green to give the same neon look. I then filled the letters in with the color black so the bright green edges would be even more noticeable. The next step was the important one. I used the "rotate" command in DeluxePaint III to shift it about 20 degrees. Using "rotate" and "shear" in DeluxePaint III will greatly enhance the effectiveness of your end result.
How? Well, in the viewer's mind, the background is nice and symmetrical, and the same is expected of the foreground.
When it isn't, it grabs their attention. It's an old trick that still works, and much of the reason why "Italic" letters have become the legends they are today.
Even though I used a basic font unchanged, it is still a good idea to alter a certain font when you can for a more unique look. Basically, when you type out your logo, sit down and play around with the letters for a while. Change them. Alter them. You'll be surprised what you can create with a little experimentation.
WHILE THIS ISN'T MEANT TO BE A crash course in font design, it is meant to stimulate some ideas and get you thinking. The important thing is to figure out what kind of mood or feeling you want the logo to bring about when the viewer spots it. Keep it simple but eye-catching, classy but humble. Use it on everything.
Print it out and include it on your stationary. Genlock it over the beginning and end of all your video productions. Your symbol is going to represent you when you can't be there in person so make sure it works for you.
• AC* The Best Assembler Macro68 Suggested retail price: US$ 150
disassembler tor the Amiga that has Macro68 is a powerful new
assembler for the entire line of Amiga personal computers.
Macro68 supports the entire Motorola M68000 Family including the MC68030, MC68882 FPU, and MC68851 MMU. The Amiga Copper is supported also.
This last, multi-pass assembler uses the new Motorola M68000 Family assembly language syntax, and comes with a utility to convert old-style syntax source code painlessly. The new syntax was developed by Motorola specifically to support the addressing capabilities of the new generation of CPUs.
Macro68 boasts macro power unparalleled in products of this class.
There are many new and innovative assembler directives. For instance, a special structure offset directive assures maximum compatibility with the Amiga’s interface conventions. A user-accessible file provides the ability to customize directives and run-time messages from the assembler, An AREXX(tm) interface |jj|Fai provides "real-time" communication with the editor of your choice. A number of directives enable Macro68 to communicate with AmigaDos(tm).
Iax, and is a Possibly the most unique feature of Macro68 is the use of a shared-library, which allows resident preassembled include files for incredibly fast assemblies.
'save an file, read disk tracks, or disassemble directly Is are created automatical , and virtually a Amga symbol additionally, you may create your own symbol bases.
Macro68 is compatible with the bases* directives used by most popular JM assemblers. Output file formats - "If youTe si include executable object, .
Linkable object, binary image, The original Resource continues to be available for owners based machines , Both versions of Resource require at least 1 meg of ram.
Suggested retail prices: Original Resource, US$ 95, ReSource’C and Motorola S records.
Requires at least 1 meg of memory, j The Puzzle Factory, Inc. Distributors for the U.S. and Canada Dealer Inquires Invited
P. O. Box 986 Veneta, OR 97487 "Quality software tools for the
Amiga" Orders: (800) 828-9952 =51 vlSA, MasterCard, check or
money order accepted - no CODs.
VK4 Amiga and AmigaDOS are trademarks of Commodore-Amiga, Inc. Customer Service: (503) 935-3709 McGee & McGee Visits Katie's Farm Two graphically potent programs, designed for early learning, enter the Amiga educational arena by Jeff Janies AT FIRST GLANCE, THE AMIGA APPEARS to be the ultimate educational computer. With colorful 4096-color graphics, 4-channel stereo sound, easy-to-use operating (icon-based) system, and built-in speech synthesis capability. There is no doubt the Amiga is indeed something special. Throw in the fact that the Amiga has the best price-to-performance ratio on the
market and you've got a powerful argument for America's schools switching over to the Amiga.
Still, the Amiga has yet to attain its deserved recognition in the educational market.
Thankfully, the times, they are a changing.
Commodore has recently made some progress in pushing the Amiga into the educational sector, and major educational software developers like Davidson and Broderbund have recently begun supporting the Amiga. A new affiliated label of Broderbund, Lawrence Productions, has two new offerings that begin to fill the void for early learning (ages 2-6) software on the Amiga.
McGee and McGee Visits Ka tie's Farm are two colorful packages geared towards very young children. In the former, the user operating the program essentially plays out the daily activities of the main character, a small child named McGee (the character is asexual). After the game has loaded, the user is presented with the initial playing screen, which shows McGee in his bedroom right after sunrise.
The upper three-quarters of the screen consists of a beautifully drawn picture of McGee and his present location. The lower quarter consists of smaller pictures of four objects in that location.
For example, in the first screen of the program (McGee's bedroom at sunrise), a pajama-clad McGee is shown looking at the toys in his room. In this screen, McGee can play with his rabbit puppet, ride his stick horse, bounce his ball, or leave the room. All of these options are indicated by the four pictures displayed at the bottom of the screen. When the picture of the stick horse is selected, McGee is shown riding the toy around the room while the digitized voiceof a child giggles and shouts "Giddy Up!" If the picture of the door is selected, McGee next appears in the hallway, with four
new options confronting him.
McGee moves from room to room, and the child can direct him to give a puppy a biscuit, turn on the TV, crawl under a rug, swing in the tire-swing in the front yard, and even peek through a hole in a fence. All of this is being done while his mother is fast asleep upstairs.
In the second program, Katie's Farm, McGee is shown visiting his cousin Katie. This encounter takes place at her farm in thecountry.
The format for this game is the same, but Katie accompanies McGee as they explore the farm, gathering eggs, catching fish, milking cows, etc. The graphics and animation of both programs are first-rate, and the digitized voices of real children and animal noisesadd immensely tothefunofbothga mes. The ga me is not copyprotected, and is fully hard-disk installable.
Although the playing interface is amazingly simple to operate, the graphics, animation, and sound of both games are excellent.
However these two programs fall short in two regards: slow gameplay and the effectiveness of holding children's attention.
On a single-drive Amiga with only 1 MB of RAM, loading either of these programs takes an agonizingly long time. While these long loading times areundoubtedly due to the large amount of storage and memory space that the colorful graphicsanddigitized sounds require, practically every action of the program after loading still takes a lengthy disk load. When tested on an Amiga equipped with extra RAM and a hard disk, both programs were appreciably faster, but still not very snappy.
My niece had fun making McGee do various things, but there simply weren't enough actions or locations to keep her interested in the entire game for long. In McGee, there are only 16 different activities to undertake. Katie's Farm seems to have more locations and more variability with the sounds, but not enough to keep my Nintendo-weaned nephew interested for very long.
Yet even with these understandable shortcomings, McGee and Katie's Farm are both welcome additions to the Amiga market.
They fill the glaring gap in the low end of Amiga educational software nicely, and the entrance of Lawrence Productions into the Amiga educational market serves asa sign that the Amiga is making some headway there.
I recommend either of these programs to Amiga owners with patient children, hard disks, and more than 1MB of RAM. But trying to boot these programs on a single floppy, 1MB machine is an exercise gua ranteed to make you rush out and buy that hard disk. The best solution is to see if your local Amiga dealer will let you try the program in the store, then gather up the little ones that will be the target audience of the program and try it out on them before making the purchase.
These programs would be excellent candidates for use on Commodore's hot new CDTV, where the immense storage space of CD-ROM technology would allowbothof these programs to live up to their full potential.
• AC* I tested these programs on my 2-year-old niece and my
5-year-old nephew, and both were drawn to the excellent
graphics and sound. But, as any person who is around small
children for even a few minutes realizes, the attention span of
any human under the age of ten is remarkably short. So trying
to keep Samantha's eyes glued on the screen and Nathan
interested in making Katie and McGee gather eggs in the
henhouse between disk loads was an ordeal.
McGee Inquiry 209 McGee Visits Katie's Farm Inquiry 210 Price: $ 39.95 each Requirements: 512K RAM (1MB for Katie's Farm) by Lawrence Productions distributed by Broderbund Software 17 Paul Drive San Rafael, CA 94903
(415) 492-3500 Season m greetings ‘This year, let as t care of
your Tioliday gift zvrapping!
‘With all that is happening in the Amiga market, 'Tis the Season to he zvell informed.
So, give the Amiga users on your shopping list gift subscriptions to Amazing Computing and AC’s fuide.
Just fid out and return the special "Season greetings ” subscription card in this issue (photocopy extras for everyone on your (ist), along with your payment.
(Jet your orders to us hefore ‘December 12, 1990, and we ’11 mail each of our new subscribers a card notifying them of their gift - and who they can thanffor it!
Do it today - and you may never have to wrap another present again!
Call Santa toff free at 1-800-345-3360 for fast service (sorry, credit card orders onfy)!
Math Vision 2.0 by R. Shamms Mortier TC-iere are two ways that computer graphics can be approached, and each way has its defending camp of supporters. The first method is that anyone can "do" com puter graphics, and is Iimi ted only by the software a t their disposal. The A miga community is well acclimated to this road, as any of the drawing painting animation competitions will show. To enter these contests, one has only to purchase this or that piece of software for the Amiga, then launch on a standard artistic exploration until the final results are achieved. All of the Amiga computer
magazines are filled with superlative samples of computer paintings and animations executed in this manner.
There is a second opinion, hovrever, concerning the "validity" of the final computer graphic results, whichis represented by a very entrenched and vocal community of individuals. In this entourage, it is expected that the computer "artist" be in possession of some pretty intense programming skills as well as visualization abilities. Folks who use second party software, instead of writing their own, are not considered "computer artists", but just traditional artists not really capable of tapping into the revolutionary aspects of this new medium. Commensurate with these view's, it is not
so much the "result" of compu ter a rt that cou nts (that i s, no t the actual beauty of the picture as such) but is more the beauty and novelty of the programming method and its use. This estrangement and division has gotten so strong in recent years, that it has caused a real and elitist rift in those who w'ould seek to define "computer art".
You can understand the validity of each side with a little reflection. The traditional artist that finds her or his way to the Amiga (or any other computer) wants very little to do with "programming" as such. For that person, programming is for programmers. After all, that same artist would not be expected to know how' to manufacture a paintbrush in order to use it. On the other side of the argument are those who feel that computer art cannot be understood as a new medium, or valued in its proper framework, until some level of programming skill is learned. To those individuals, the real
art in computer art is the transformation of data into visual perception. In that camp, the real core of artistic expression is the power behind the visual, the thought process that actually creates the transformation in the mind long before it reaches the screen. For the second group, there is a feeling that the artist cum programmer represents the best of the renaissance person, the scientist artist of the coming millennium, and this person represents the leading edge of the new artist scientist model.
I'm not only unsure about who is "right" in this debate, I'm not even sure where 1 stand. For the past several years, I could identify myself mainly with the artist of the first encounter, a person who uses Amiga visual software to focus upon certain aspects of a planned end product, whether in music, graphic design, electronic painting, or video animation. But my grounding (the beginnings of my education as with many other Amiga obsessives) contained some pretty heavy programming courses. I'm sure they have at least strengthened my awareness for what I appreciate in Amigaville. Recently,
the distinction between the two seemingly opposing camps (to program or not to have to) has been blurred with the introduction of a host of icon based programming tools that cause a person to wonder if they are indeed programming or just using another second party software tool (all of the Amiga multimedia programs are included in this category, as well as a group of icon based computer "languages" that substitute macro-level commands for distinct action modules).
In a sense, MathVision and many of the other fractal generation tools that Amiga artists might use fall into this new category. With them, one can claim to be primarily "programming", especially those who have some background in mathematics and geometry. They are all clever pieces of software, however,designed to appeal and be useful to both the camp of traditional artists newly become computer artists, and those to whom mathematical algorithms are familiar and understandable.
MathVision MathVision is based upon an earlier Seven Seas Software release called "Doug's Math Aquarium". Aquarium was a very nice work that allowed users to create a range of visuals based upon selected mathematical formulas. Aquarium was definitely meant as an artist's tool, and not so much a programmer's. With some ex- perimentingand manipulation, you could produce amazing and visually pleasing IFF visuals in this somewhat limited realm (all of the pictures and formulas created with Aquarium can be imported into MathVision). With the release of MathVision, the software definitely reaches
into the new vague programming non-programming ground. In other words, the software can allow anyone to create astounding visions of math and geometry, but it allows those with math- O J ' ematical skills to push the limits beyond the edge. MathVision is accompanied by a thicker and more complex manual than Aquarium, befitting its new expanded openness to internal manipulation.
Conventions MathVision can be described as an infinite contour mapping program. Contour maps show ho rizontal vertical coordinates on a two-dimensional plane as X Y data. "Z" data, that pertaining to "height" or intensity is shown as variations of color. We've all seen these maps.
Elevation is depicted in shades of colors in increments of measurement, perhaps changing the color of a mountain with every hundred feet of elevation.
MathVision allows you to see the multi- dimensionality of a specific mathematical formula in three ways: inscribing it on a simple 2D plot, a contour plot, or a 3D perspective plot. The first method might be useful for XY associated data and business graphics, the second for IFF paintings and standard 2D contour mapping results (which can color cycle for animated uses). The third method for needs that would make use of 3D visualizations of the data (either for scientific purposes or aesthetics).
There are two screens that MathVision uses, a data screen where formulas are added and manipulated, and a picture screen that shows the visual results that the formula creates. Users familiar with Aquarium will get a jump start on the use of MathVision since many of its functions and its general "look" remain unchanged.
Like its progenitor, it also contains a special color menu which was also released as a separate product: Doug's Color Commander. This is a superlative color palette device unlike any other Amiga palette requester in both scope and option. It is laid out like a variable histogram and gives you all of the palette controls you would ever want or need, including separate sliders for adjusting the RGB and HSV of any palette color, individually or in unison. Spread and Cycle Ranges can be set interactively with the mouse.
The Sampling Delta and Other Tools The "Sampling Delta" in MathVision can be compared to the sampling rate in a sound sampling device. The higher the sampling rate of sound, the more nuances and harmonics are captured. In MathVision, the lower the sampling delta number (in a 0 to 7 range), the finer the pixel display of the graphic. A sampling delta of 7 gives a very blocky and coarse look to the visual. "Sampling Delta" settings can be set in any of the three MathVision viewingmodes: Simple, Contour, and Perspective. Lower sampling delta numbers produce a p parent increases in the
resolution of the visuals, but at a somewhat longer rendering time.
One of the nicest features of this program is the ability to zoom in and out of the visuals. If you do this selectively and save each of the IFF frames, you could use the sequence of results as animation frames. There are two separate zooming modes. The first is a percentage setting in global references, meaning that a setting here of 50% will produce a visual that fills the screen with twice the information that your last picture contained. It will seem that your picture has been zoomed out of, and that you are "farther" to it. Setting a series of 90% (or other settings from 99% to about
85%) settings in this requester and saving each of the generated visuals will give you frames just right for animation sequences. To zoom in closer, one would set the requester number at a larger then 100% setting. Zooming globally often produces amazing and unexpected results, especially when the percentage jumps are relatively large (10% or 200% for instance). All changes in the zoom settings are reflected in real time in the data listings on the Edit (data) screen, and each time the percentage is rest, it effects the last rendered frame. The second method of changing zoom settings
resides in both the "simple" and "contour" settings, effecting each as you use them to create visuals. These are both "Zoom In" changes, and with each, a quarter size screen box appears and is controlled in the XY dimension by mouse movements.
Clicking freezes the box in place, and the next time you render theformula, itis that screen area framed by the box that will be painted in. This is good for incremental jumps and experiments, and not necessarily for animated sequences. In the Perspective mode, there is a similar setting called "Magnification".
Announcing a bold step forward in learning technology ... AUDIO GALLERY Visual audio foreign language picture dictionaries, featuring full-color graphics and digitized voices of native speakers.
Now available in: CHINESE ENGLISH GERMAN SPANISH Coming soon in: JAPANESE ITALIAN RUSSIAN KOREAN FRENCH SIGNING How Audio Gallery works: SEARCH for the picture you want. Word pictures are grouped by topic, such as Transportation, Supermarket, etc. POINT and click on the picture.
LOOK in the lower window to see the correct spelling in English and the foreign language.
LISTEN as the word is pronounced by a native speaker.
Each Audio Gallery includes: 18-25 general topics such as Restaurant, Weather, Clothes, etc. Each topic illustrates 15-30 words, compounds and short phrases.
• Dictionaries in both languages
• Pronunciation Guide - teach vourself new words.
• Quizzes - test your new knowledge.
• For the student, businessman, traveler, etc.
• Medium-res 16-color graphics.
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The Three MathVision Visual Modes
1. The "Simple" Mode "Simple" plots are basic XY plots of the
screen data, allowing you to see at what points along a curve
of the data the X and Y values are set at. This can be a great
analytical tool for statisticians wishing to get readings on
various points of the XY curve. It can be made very complex by
the depth of the formula and your understanding of the math
involved. Setting "analyze" on the Edit screen under the
Simpie menu choices changes your mouse movements into
displayable data points along the bottom of the graphics
screen.
You set the Xmin and Xmax data after inputtinga formula, and then select "Guess Ymin Ymax" to automatically set the Y parameters for the curve and the other data settings displayed. Obviously, the more complex your formula, the more interesting and detailed your data curve.
2. Contour Mode Contour mode uses the general formula Z=f(X,Y)
to generate visuals. "Z" is plotted as a color value, and its
position is related to the relationship of the X and Y
coordinates at every plotted point on the screen. Other
options not mentioned thus far under the Contour menu include:
Center (centers the screen over the point selected for the
next plot, and is a great way to pan several frames foran
animated sequence); Stipple (allows primitive drawing on the
visual); Scaling (normally toggled ON, this allows plotting in
a nice range of system selected colors. It can be toggled OFF,
making colorization more random and chancy); Calibrate
(provides a scale for the colors); Clipping (selects how the
color map is to be applied to the rendering).
3. The Perspective Mode Not discussed so far are several set
tings and functions of this mode. The first is that the
perspective data can be analyzed, but getting used to
movement and the respective data in 3D is not as easy as in
the other modes. "Viewpoint" allows you to adjust the visual
settings of a 3D box in real time which shows you the
orientations in 3D space of the plot. You ca n also Scale the
Height of the plot, maximizing the perception of the data
display.
Magnification can be adjusted to fill the screen with the plot if desired. Several settings under "Switches" effect the nature of the plot: Perspective can be toggled to display either a true perspective of the data, or an isometric plot.
Hidden Lines toggles between a wireframe plot and a full color plot.
Clip To Box either forces the plot into the viewbox or allows it to spill over.
Draw Box toggles the box frame off or on.
Color Top allows the top of the Perspective Plot to be colored as is the Contour Plot, while Color Bottom does the same for the underside of the Perspective Plot.
Hooks "Hooks" are auxiliary programs to MathVision, and are not easy to learn to use correctly. The manual claims that they are easy for C programmers to write, and their creation is encouraged for future revisions and upgrades. An additional "Read Me" file on the release disk contains a series of operations which allows you to translate data in a text file format to an "MTRX" file for constructing "Hooks".
In my experimentation, I have had problems learning to use the Hooks effectively, and wish that they were implemented in the programs Edit screen so that they could be loaded and deleted easier. Perhaps those users leaning more heavily upon their mathematical background then their artistic experience will have more success in this area then I have had. Although each of the separate Hooks are explained in the manual, 1 think a separate tutorial regarding the extensive use and idea behind Hooks is needed for novice users.
And again, I would like to see Hooks loaded directly in the editingscreen, which shoul d make thei r a pplication a 1 ot clea rer.
Conclusion No matter at what level your artistic and or mathematical skills reside at, MathVision will provide hours of fun and wonder. Arexx users will be happy to know that MathVision is Arexx compatible. The d isks are not copy pro tected, and a module exists for copying the program to your hard disk. There is both a standard and an accelerator version included for 68020 and 68030 users. The manual is professionally executed and extensive. The program is only limited by your imagination and experimentation, and you may indeed consideryourself a "programmer" as well asanartist when you
search out its depths. With MathVision, you can create an unlimited number of unique graphics and animation frames, while achieving a first hand look into the visual realms of chaotic math and the fractal dimension.
You may even learn to accomplish the heretofore impossible, "seeing" how mathematics works. Enjoy! See you in ROMulan space. . _ r -AC1 MathVision version 2.0 Price: $ 197.00 Seven Seas Software
P. O. Box 1451 Port Townsend, WA 9834a 204-185-I9S6 Inquiry 216
disk a little easier.
First of all, some basics (feel free to skip this part if you find yourself thinking, "Everybody knows that!"). We've all had the experience of showing off our computer to someone who picks up a floppy and says, "Is this what they call a hard disk?" You have to explain that it is still a floppy disk, even though it is encased in a hard plastic shell.
There are, of course, similarities. Both floppy and hard disks record data as changes in magnetic polarity and both spin a disk coated with a thin film of fine metal particles. The terms "floppy" and "hard" disk refer to the substrate to which this film is applied. Floppies typically use Mylar, which is flexible, while hard disks coat a metai platter. They both use a device called a read write head to detect or alter the magnetic patterns on the disk as it passes underneath.
With floppy disks, this head actually touches the disk as it rotates, much as the heads in a cassette player touch the tape as it passes by. You need to clean the heads periodically to remove theinevi table build up of metal particles rubbed off the media as it passes.
Hard disks, on the other hand, use a head design that actually "flies" above the surface of the disk. This eliminates the rubbing off of metal particles, but introduces another potential problem. Since the platter spins at about 3000 rpm (floppies spin at 300 rpm), and the delicate heads fly a few ten-millionths of an inch above the surface, any particles of dirt, dust, hairs, etc. that get onto the disk will destroy the head when the two collide.
This is why hard disks are assembled or repaired in immaculate, NASA-style rooms, and sealed in a box you should never even consider trying to open.
Another major difference is the number of surfaces with which you can work.
Modem floppies have two sides. Hard disks also have two sides per platter, but usually several platters per drive, which is why large amounts of storage are available in physically small packages. For instance, the drive I bought (a Seagate ST157N-1) has three 3.5-inch platters with six surfaces and heads, and a formatted capacity of 48 megabytes.
OK. THAT COVERS THE BASIC physical differences between floppy and hard disks, but you use them the same way, don't you? Just copy all of your floppies onto the hard drive and take off, right? Well, yes and no.
If you bought your hard drive and controller already assembled and formatted, it probably has a slew of utilities and other programs already on it. You've already had some experience with how fast the icons appear when you open a window. If you got a "naked" drive, then it isn't usable immediately.
Before you can use the hard drive, you have to format it, just like a floppy.
With floppy disks there is only one kind of formatting to perform, while hard disks require two types. During the first, or low level, format, the drive controller is basically mapping the surfaces of the platters.
No matter how perfect the manufacturing process, there will be sections of the pla tters that a re unusable for one reason or another.
During this phase, the controller is building a list of sectors to avoid in the future.
After completing the low-level format, you have to decide about partitions.
Simply put, partitioning a hard disk makes AmigaDOS believe you have five 10- megabyte hard disks instead of one 50- megabyte disk.
A Hard Disk Primer for Floppy Users by Rob Hays FINALLY, AFTER MONTHS OF SCRIMPING, SAVING, planning, and maybe even telling a few white lies to your spouse, you're about to get a hard disk for your Amiga. This article is intended to make the transition from floppies to hard There are several reasons why you should partition your drive, and only one reason you might not want to. One reason to partition is speed. AmigaDOS can display directories and files faster if it doesn't ha ve to wade through a n entire SOM B d isk lookingfor them. Another reason is safety'.
If something happens and you have to reformat a partition, the most you can lose is whatever was added to that partition since your last backup.
The only negative to multiple partitions is that each partition must be MOUNTed before it can be used. Each one will take between 13K and 28K of RAM for use as buffers, that can only be returned to the system by rebooting.
By the way, if you have Kickstart 1.3 or later, and if your hard drive controller allows it (check the documentation), you can boot directly from the hard disk without using a floppy at all. This requires a small partition using the standard (or old) file system. The other partitions should all use the newer FastFileSystem handler.
So, you've decided multiple partitions are for you. Now what? Decide how many and what size partitions you need.
My disk has seven partitions; you may decide three is enough. You can name them John, Paul, and George if you want, just like floppies, but you probably should have one called dhO:. The reason? Most programs that include a hard drive installation program want to install themselves on dhO:. It's much easier to let them do that, then move the program where you want it, than to change the installation program.
If vour disk came already formatted and with programs on it, be sure and back it up before you attempt any kind of formatting or partitioning. If you don't, everything on the disk will be irretrievably lost.
ALRIGHT. YOU'VE HOOKED UP THE drive and followed all the low-level formatting instructions. You've decided on partitions and done the high-level formatting, which allows AmigaDOS to use the disk. Now you can start dragging icons from the floppies to the hard disk, right?
Well, you can, but they may not work when you double click on them later. Or, if they do work properly, you may have unnecessarily duplicated files already on the drive.
A very handy utility at this point is one of the many directory utilities available either commercially, like CLImate or Diskmaster, or shareware like Browser.
These allow you to manipulate files graphically by dragging the filename from one window (directory) to another. Workbench 2.0 has this same capability.
With one of these programs, it is extremely easy to see which files are already where. Who needs two copies of Prefs on their hard disk? Just because every program package assumes it will be the only thing you want on vour hard disk, and therefore proceeds to copy every possible file and directory it may want, doesn't mean you have to put up with that nonsense!
A word of caution here: if you drag Filename into a partition, be sure to drag Filename.info along (if it exists), or no icon will appear later when you open the disk icon for that partition.
Most programs that install themselves onto a hard disk will create a directory (drawer) and put all of the files they think they'll need into this drawer. After they have done their thing, use your file utility to look at what's in that directory. If you see Prefs in there it's a pretty sure bet you can delete it with no problem. If you see subdirectories that seem to duplicate Workbench directories, open each one in turn as well as the corresponding directory in your main hard disk partition.
Compare all of the files you see in each. If everything is duplicated, you can delete that subdirectory from the newly created directory and go on to the next. If the new one has some different files, the program you want to use will need these files and you should copy them into the appropriate directory in your Workbench partition.
After you've finished pruning the duplicate files from the directory, open the icon of the desired partition and drag the directory into it. Since you've copied the directory to a different device as far as DOS is concerned, the original will still be there in dhO:. Make sure no other icons are selected, then choose Discard from the Workbench menu to get rid of the unwanted directory in dhO:.
If you double click on the icon in its new home and you get a screen flash and error message, select the icon, then choose Info from the Workbench menu. Look at the line marked "Default Tool". If what you see there is a path designation, does it match the actual path? If not, change this line so the system isn't looking for the floppy the program used to reside on.
Check the AmigaDOS manual for information on how to do this if you're not sure.
If the program still doesn't work correctly, try looking at thestartup-sequence on the original disk. Often things other than getting the computer operating and running the program are done there. For instance, Balance of Power wouldn't run on my hard drive. 1 had to add a line to the startup-sequence to ASSIGN BOP to the proper partition and directory- ONCE YOU'VE PUT ALL THE software you can beg or buy (don't s tea 1 i t) on the hard disk,and everything is running smoothly, you can sit back and enjoy the fruits of your labors, right? Well, perhaps you can, but you're still not quire
through.
Remember my earlier description of the heads on the hard disk? Want to guess what happens to something that's flying when you finally turn the power off and go to bed? Yes, they land, and while a problem may not arise, it's also not a good idea to let the heads just land randomly on the platter.
Some hard drives have a feature referred to as "autoparking", which means they move the heads to an unused portion of the platter before a Slowing them to settle.
The formatting and setup software you got with the drive probably has a utility program to accomplish the same thing.
This is an exception to the "Don't duplicate files" rule. Put a copy of this on every partition so that it's easily accessible, no matter which partition you're working in last. Then, definitely get in the habit of running this utility whenever you shut down. This will prevent any possibility of landing heads causing a media defect, it will also force you to wait long enough to assure AmigaDOS has written all of the disk buffers to the disk, eliminating the possibility of a trashed disk partition.
I know from experience that you can't be sure in advance how big to make each partition. When you've gotten everything established, you'll probably realize you didn't need such a large partition for one activity, while the games partition is already full!
At this point, the thing to do is write down all of the partition sizes, decide Continue the Winning Tradition With the SAS C' Compiler for AmigaDOS Ever since the Amiga1 was introduced, the Lattice1 C Compiler has been the compiler of choice.
Now SAS C picks up where Lattice C left off. SAS Institute adds the experience and expertise of one of the world's largest independent software companies to the solid Foundation built by Lattice, Inc. lattice C’s proven track record provides the compiler with the following features: ? SAS C Compiler ? Macro Assembler ? Global Optimizer ? LSE Screen Editor ? Blink Overlay Linker ? Code Profiler ? Extensive Libraries ? Make Utility ? Source Level Debugger ? Programmer Utilities.
SAS C surges ahead with a host of new features for the SAS C Compiler for AmigaDOS, Release 5.10: ? Workbench environment for all users ? Additional library functions ? Release 2.0 support for the ? Point-and-riick program to set power programmer default options ? Improved code generation ? Automated utility to set up new projects.
Be the leader of the pack! Run with the SAS C Compiler for AmigaDOS. For a free brochure or to order Release 5.10 of the compiler, call SAS Institute at 919-677-8000, exiension 5042.
SAS and SAS C are registered trademarks of SAS Institute Inc., Cary. NC, USA. M SAS Institute Inc. Other brand ml product mimes are trademarks and registered AS Campus Drive trademarks of their respective hoidcrs. ® LctTY, N(. .sijlJ which ones you want larger, and which ones could be smaller. Then, back up the hard disk to floppies. Do a low-level format to completely erase the disk, repartition using the figures you decided on, and then high-level format the partitions. Now you can restore the programs from the floppies.
This again brings up the painful subject of backups. Painful because they take time, and if you fail to perform one and later have a problem, you have to redo all of the work you've done up to that point.
Plus, you will have lost any files you downloaded directly to your hard disk, even assuming you still have all theothers on floppies somewhere.
Backup programs are included with your hard drive controller software, and are available commercially. They come in two types: those that usestandard Amiga- DOS format on the floppies, and those that use a custom format. Each has its advantages and disadvantages.
Standard-format backups are available even if your hard drive suddenly transforms itself into a paperweight. You Circle 12G on Render Service card.
Don't have to restore them to get at your files. The downside is it takes longer to do a backup in the first place, and it takes more blank floppies to do the job.
Custom-format backups cannot be directly accessed by AmigaDOS. They have to be restored first, like an Arced file you'd download. All of the files are there, but you have to do some processing to put them into a form that DOS can use. If the backup program allows it, you can restore the files to floppies. Custom-format programs will usually do the backup quicker and on fewer floppies.
NOW, REMEMBER WHEN WE checked the contents of different directories? Remember all those files that ended up in the c: directory for lack of a better place? Let's give them a better place. Following a semi-standard, make a subdirectory in c: called "Bin" (short for binary).
Move everything that is not a standard AmigaDOS or ARP command, like your picture viewers, file readers, etc., into Bin.
Then add the line: Path dhO:c Bin Add to your startup-sequence. This will allow DOS to find the extra commands. By putting these less-frequently-needed commands into a separate subdirectory, DOS can find the commands it needs, most often much faster.
While you’re at it, make another directory to hold all of the Read.Me and Doc files you've collected with the programs.
A good name for this would be "Man" (short for manual). As you move files into this directory, change the names to reflect the file they refer to. Ever notice how many Read.Me files you have? A good procedure to follow is to rename all of the Doc files as "Filename.Man". Now you'll know which file this is for, and that this is the manual for the file, not the file itself.
I hope these hints and tips will make your transition to the world of hard disks a little easier and more enjoyable. With a little thought and planning, it need not be traumatic.
• AC* by R. Bradley Andrews PRINCE OF PERSIA Princeof Persia from
Broderbund is a running and jumping arcade-adventure platform
game set in the Middle East many years ago. Some villain has
taken over the kingdom and only you can eliminate him, free the
land, and save the princess from a horrible marriage.
Initially, I was turned off by the game because the controls
were a bit difficult to work. But after talking to someone else
who has had some experience playing it, 1 gave it another shot
and was quite pleased.
You begin the game disarmed in the castle's dungeon. You must first find your sword and then fight your way up the castle tower through the game's many levels. The princess is being held at the top, and that is also where the villain is waiting for a final showdown. Guards are posted along the way to hinder your progress. Early on, they are relative pushovers, but as you make your way up, their skills get better and better.
Fortunately, most of the castle is uninhabited, and your success is mostly dependent upon your quick reflexes and timing.
The first two levels are fairly easy, but from there on things get tricky. An untimely death takes you all the way back to the start of the game, so you have to fight through the same early sections just to get back to the point where the tricky maneuvering is required.
And, as the saying goes, your patience will (finally) be rewarded. While 1 did not make it to the end, I did have a good time. The graphics are simple, fit the theme, and look nice. Prince of Persia is worth playing if you are reasonably adept with a joystick and like a little strategy with your action.
STREET ROD California Dreams seeks to recreate some of the muscle-car excitement of the 1960s in Street Rod.
As the game begins, classes have ended and summer recess has begun. You have decided to spend your vacation time pursuing the most important goal of all: winning the heart of Becky Sue. This can only be accomplished by out-racing everyone else in town.
You begin with a small amount of cash to invest in a clunker top: Prince ot Persia “ bottom- street Rod from the local newspaper s classifieds. After a bit of work, you are ready to actually hit the street and begin your racing summer.
Outfit and upgrade your cars in your own garage, then tool on over to Bob's Drive the site of the real action.
Challenge the other hot rodders in your town to show you what they are made of. Do this by participating in either drag or road races. Drag races focus on acceleration and brute speed, while road races test overall car control. Races can be just for fun, for money (which you need to improve your vehicle), or for pink slips (where the winner gets to keep both cars).
For a racing game, the graphics in Street Rod are not bad.
Just like in most games, you must begin at the bottom, going up against the lowest caliber speedsters first. Gradually work your way up, all the while raising enough money to buy your ultimate racing machine and win the love of Becky Sue.
THE FOOL’S ERRAND The Fool's Errand is in a category all its own. It is set in a far- off land that has been thoroughly "messed up" by evil forces. You are a naive traveler who must leam how to bring order back to the world. You do this by solving a whole series of puzzles, one for each of the different characters in the land. Only then can you restore the map of the world to its original state, while freeing its peoples.
The different entities in the game appear to be characters fromTarot cards, while the puzzles themselvesare very interesting and enjoyable. They range from moving puzzle tiles into the proper order to solving cryptograms that require moderate levels of manual dexterity.
All in all, it is a very challenging game, and big enough to take several evenings before the entire puzzle can be solved. No rules are provided for most of the puzzles, so you'd better wear your guessing shoes.
The graphics, conversely, are crisp and clear, and the story of the tra veler is well-crafted and in teresting to folio w. The mouse is used for most control actions, except when the keyboard is used to enter letters. If you like word games, you are sure to enjoy this game.
THE FUTURE CLASSICS COLLECTION A new company, Live Studios, has released a group of five different games known together as The Future Classics Collection.
While each of the games is based on a hit game from the past, they are all unique in their own way, and thus provide an interesting challenge to players. In fact, Future Classics is really fourteen games in one, since four of the five games can be played in three different modes: solitaire, against a computer opponent, or against another human opponent. The other game can be played in either solitaire or two-player mode.
Two of the included games are based on the Pac-Man model: you run around gathering things up while avoiding the bad guys. First, in Diet Riot, you must gather up the supply crates of evil fast-food restaurants and throw them into the dumpster, thereby putting the stores out of business. But since they don't want this to happen, they have released hordes of fast food which force feed you to make you fat! Eating three pieces of junk food will kill your on-screen character, but several bench presses are available on each level to allow you to work off your excess weight. You must also be careful
here, since working out too hard will also do you in.
The second game is Diskman, which is set in some weird computer-controlled world. Here, you must gather up the floppy disks from each level and insert them into the disk drive on that same level. Along the way, you also have to collect various color- coded keys which help you get through locked doors. If there is time, you can also gather up some of the gems lying around to increase your score.
Of course, there are also "down" sides to Diskman. What would a computer game be without hazzards? No fun that's what! In Diskman, nasty creatures with fatal touches patrol the levels. Plus, you must also move around rocks, and keep an eye out for bombs.
The third game in this series is entitled Lost 'N Maze. Here you must race against time and find the correct way out of different mazes. Each maze takes upan entire floor, and you must quickly find your way through the many paths and corridors to find the finish. Bonus points and several other useful items have been placed in cul-de-sacs along your way. These can help speed up your progress by showing you a temporary overhead view of the maze or by providing a visible arrow which shows the proper direction to the exit. Others effect your opponent by possibly stopping him in his tracks for a
short time.
The fourth game, Tank Battle, is primarily based on tank combat games which have been popular since early computer gaming times. There are two variations to this game: solitaire and two-player mode. In the solitaire mode, the goal is to capture and return a flag that's located somewhere on the battlefield before yourammoand fuel runout. There are computer-controlled guns sea ttered about each level to hinder your progress, most of which must be destroyed to accomplish your mission. The two-player modecan be against either a human or computer opponent. Once again, the goal is to bring back the
enemy flag, but instead of fixed guns, you now have an opposing tank to contend with. Destroying all of the enemy's tanks also brings victory in that level, as does depleting his ammo supply.
The final game in this group is called Blockalanche. Here, you must drop three-dimensional geometric pieces into a three- dimensional pit. Once pieces have been placed they cannot be moved, so placement and proper orientation are vital if you hope to effectively fill the required volume of each level. The size of eachpit can range from the spacious four deep-by-ten wide, to the tiny two deep-by-four wide.
Either the keyboard or joystick can be used to control the action in any of these five games. The graphics are all well done, and the games include some interesting touches, although none of them are really new or truly innovative. But since you get five different games for the same price of many single games in the Amiga market, I think this is a very good value.
THE PLAGUE, WORLD OF TURRICAN & GLOBULUS The Plague is one of three recent releases from Innerprise Software. It seems Man has pushed the frontiers of genetic research to the point of producing custom-designed humans. But a totally new plague has developed out of the experiments, and now, must go destroy everything to do with this genetic research project if the human race is to have any chance of survival.
The focus is on action: shoot anything that moves, and go as quickly through the levels as possible. Things happen extremely fast in The Plague and, as with most of this genre, the rea 1 keys to the game are quick reactions and the ability to memore what response is required in each area of the map.
World of Turrican is another new Innerprise release, and is both similar to and different than The Plague. The focus is still on action and quickly working to the goal, but this time your character is much smaller, and movement in all four screen directions is required to make it through each level. It's the best example of its own particular sub-genre of platform games for the Amiga. Both The Plague and Turrican have the usual power-up options along the way to increase your character's firepower, and the graphics are absolutely fabulous.
The animation is extremely smooth and seamless, and disk accesses are very minimal. The audio soundtrack and sound effects fit right into both games and either program could easily be used to show off what the Amiga is capable of doing.
Innerprise Software's other new release puts less strain on the reflexes, but requires a bit more thinking. Globulus is very similar to Clown-O-Rama from Starbvte, which I covered a few Prince of Persia Price - $ 34.95 Broderbund Software 17 Paul Drive San Rafael, CA 94903
(800) 521-6263 inquiry 217 Street Rod Price - $ 39.95 California
Dreams dist. By Electronic Arts 1810 Gateway Drive San
Mateo, CA 94404
(800) 245-4525 inquiry 218 The Fool's Errand Price - $ 49.95
Miles Computing dist, by Electronic Arts 1810 Gateway Drive
San Mateo, CA 94404
(600) 245-4525 Inquiry 219 The Plague Price - $ 39.95 Innerprise
Software 128 Cockeysville Road Hunt Valley, MD 21030
(301) 785-2266 Inquiry 220 World of Turrican Price - $ 39.95
Innerprise Software 128 Cockeysville Road Hunt Valley, MD
21030
(301) 785-2266 Inquiry 221 Globulus Price - $ 29.95 Innerprise
Software 128 Cockeysville Road Hunt Valley, MD 21030
(301) 785-2266 Inquiry 222 ATTENTION READERS We need your
feedback.
Months back. You must find the proper route through many levels of an obstacle-strewn grid. Many different squares make up each level. Some, such as spiked squares, kill your character if he is foolish enough to step on them, while others propel your character through the air over intervening tiles. As usual, all moving creatures are hostile, and touching them kills your character. There are three tools to help in your task. "Flip" turns the screen vertically, changing the layout of the board as well and making new areas accessible. "Bombs" are used to eliminate particularly obnoxious
obstacles and "smart bombs" destroy all creatures on the screen.
Each game begins with a limited number of tools, but more can be gained by either finding them on the map or by buying them at the end of each round with bonus points earned during that round. Once again, the graphics and scrolling are very sharp and enjoyable to watch. The key to many sections is precise timing, leading to many deaths in the trickier parts. Dying on a level makes you restart at the beginning of that level, and while the game does furnish a continue feature, it is only available to you every few levels.
Product Information Amazing Computing cannot determine the dependability of advertisers from their advertisements alone. If you have a problem with an advertiser in AC, please send a description of the incident in writing to: Ad Complaints
P. i.M. Publications, Inc. Amazing Computing
P. O. Box 869 Fall River, MA 02722-0869 Be sure to include any
correspondence you have had with the advertiser along with the
names of the individuals involved.
Future Classics Collection Price - $ 29.95 Live Studios 30151 Branding Iron Road San Juan Capistrano, CA 92675
(714) 661-8337 Inquiry 223 Your assistance is greatly
appreciated.
Shotgun Approach To Programming With AmigaBASIC by Mike Morrison YOU'RE AN INTELLIGENT PERSON. YOU HAVE A BA IN English, play the piano as a hobby, are a member of the PTA, and even drive a stick shift. Yet, you keep insisting that you could never program a computer. You don't even have a due as to how a computer works. You just put the disk in and it seems to work.
Well the problem might stem from a lack of effort or maybe just not ha ving the proper training. This article, however, will attempt to bring the fundamentals about programming in AmigaBASIC out into the light, so we can get a foundation to build on.
Remember the whole idea (as in life) is to have fun, so relax and try to concentrate on understanding the concepts which are really not that hard to comprehend. I will go step by step and try to give examples as we proceed through the jargon but you must be willing to learn and have an open frame of mind. Well, now that the introduction is over, let's get the ball rolling.
FUNDAMENTALS Most programs can be broken down into three basic parts:
1) Input, 2) Process input, and 3) Output. A good example of this
would be a word processor. You type in a letter (input); then
you format it, move it around, spell check it, and add some
fancy footers, (process); and finally print the letter on your
printer (output). You'll find that other programs can be
broken down in this manner.
UNDERSTANDING VARIABLES Variables store the data when you want to change, print, or manipulate it in many different ways. I like to think of variables as mailboxes. An example of this would be writing a program to calculate a person's pay. We'll pretend you have your own company and that you are tired of calculating your employees paychecks each week. You'll need three variables or mailboxes to complete the task. The first mailbox will hold the RATE, the second mailbox will hold the HOURS, and the third will hold the actual PAY that will be calculated.
The mailboxes are ready for some mail (data). The RATE is
4. 75 and the HOURS will be 75.
The next step is to calculate the PAY. This is a simple multiplication (RATE x HOURS = PAY). PAY would then have
356. 25 in it.
Variables are nothing but "space" in the computer's memory with names associated to them. This allows us to give variables names that make sense. So we call the rate variable RATE. We could have called it anything we wanted, but using meaningful variables will help solve problems with your programs.
The above example in actual AmigaBASIC would be: rate=4.75 hourse75 pay=rate * hours PRINT pay if you want to try this program double-click on the AmigaBASIC (AB) icon. AB always starts out with two windows.
One is the Output window (the one on the left), and the other is the Listing window (theone on the right). Click the mouse pointer into the Listing window. A red orange cursor will appear (the AB cursor is a vertical line. It shows where text will be put if you type on the keyboard). Type in the above code, hitting the return key after each line.
When you have the example typed in dick, in the output window with the mouse pointer. Type RUN and press the return key. RUN is an AB command that tells the computer to execute the program in the Listing window. 356.25 should appear in the Output window. Congratulations, you have just written your first AB program.
OTHER VARIABLES There are several different types of variables. The ones that we have used thus far are for numbers but there are also variables for characters. The example for this will use a character variable called WORDS. Notice that character variables have a S suffixed to them. This is how AB knows that it is dealing with characters and not numbers. The value 'How about that.' Will be put into the variable called WORDS. Then we will use the AB command PRINT to show what is in the variable WORDS. The code looks like this: (even if you can't spell BASIC) word$ -'How about that.'
PRINT wordS Once you have typed this into the Listing window you can type RUN into the Output window. You will see in the Output window: How about that.
Most programs can be broken down into three basic parts: 1) Input, 2) Process input, and 3) Output.
CLARIFICATION AB will capitalize all AB commands once you save a program and load it back in or closeand open the Listing window.
SAVING AND LOADING If you spend a lot of time typing in a program you may want to save it to disk. Type SAVE myprogramname in the Output window. Your program will be saved to the floppy that AB is on.
This may not be the best place for your programs. I suggest that you format ablankdiskand name it something like BASICJPROG5 (you will have to leave AB to do this. See your owners manual for more in formation on how to format a disk). Then you would type SAVE "BASIC_PROGS:myprogramname" in the Output window. This will save myprogramname onto your BASIC_PROGS disk. Even if you have a one drive system or don't have the diskette in a disk drive thesystem would ask you to "Please insert BAS1C_PR0GS into any drive."
When you want to RUN this program at another time type LOAD "BASlC_PROGS:myprogramname" in the Output window. After a few seconds, your program will appear in the Listing window. Then just type RUN.
The AB commands SAVE, LOAD, and RUN can be executed by selecting them from the pull-down menus when you are in AB. Hold down the right mouse button and look through the menus. Notice that there are many different options available.
Selecting RUN from the menu is the same as typing RUN and pressing the return key in the Output window. So is holding down the right-Amiga key (the one to the right of the spacebar) and pressing the R key. There are many different ways to accomplish the same thing. After a while you'll develop a preference.
LAST EXAMPLE I want to give one more example to help clarify variables.
Type in the following program and save it if you wish. I have not covered the INPUT and PRINTcommands yet, but I will at a later time. For now type them in as they appear.
Run the program and observe the results. Run it several times using different data and look how the variables keep track of the information. The idea here is to understand variables.
INPUT "What is your name";yourname$ INPUT "What is your hourly rate",‘rate INPUT "How many hours did you work",‘hours pay=rate * hours PRINT "You worked "hours" at $ "rate" per hour,"yourname$ PRINT "Your pay is $ "pay I hope that this article helped you understand variables a little bit better. The more practice you can get working with them the easier it will be.
• AC* Anaheim ohS: y o"'cceo AC Ex?ciu.$ fu&: "Twin Peeks" Amiga
ONE WEEKEND. TWO SHOWS. What s a magazine to do? October
5-7,1990 saw the simultaneous occurance (some might say clash)
of two Amiga shows. Having housed over 60 exhibitors and
approximately 7000 attendees during the three-day event,
AmiEXPO in Anaheim, CA might have seemed to some the
heavyweight. World of Amiga, held just outside of Chicago, IL,
had considerably fewer exhibitors a total of 24 and a fraction
of the number of AmiEXPO attendees. Still, a no less earnest
effort came underway there. Thankfully, unlike many, we had the
chance to attend both.
Show Report AT AMIEXPO, ANAHEIM, Applied Engineering displayed thcAESend-Faxoption for AE’s Datalink modems. With Send-Fax, an Amiga can now be used to fax messages containing text and grapines to any Group 3 fax machine. AE stated that they plan to announce receiver-fax capability options in the near future.
A new 2-D multi-curve plotting package, APLOT2D, became the first release of a brand new company, Amiga Tech Scientific Applications. APLOT2D is a complete scientific and two-dimensional color data plotting package with over 20 features including on-line help, PAL compatibility, automatic plot type and scale formatting, and more. APLOT2D is available directly through Amiga Tech for 579,95.
In a diner-stvle booth California Access served up their first entries into the Amiga hardware market. These include Bodega Bay (5349.95), an expansion console for the A500 with four 100-pin A2000-compatiblecard slots, Rodeo Drive (price unavailable), a 3.5-inch externa 1 floppy that's only.75-inches tall, and the Malibu Board (5229.95) a SCSI controller designed to hold a 3.5-:nch hard card equipped with a slot for the company's Catalina Card ($ 99.95), a 2MB to SMB expansion card.
MegageM released three new products: CellPro, NeuroPro, and Bn rPro. CellPro (SS9.95) is a "Cellular Automata Art and Animation System" with built-in programmable Cas and a designer mode to create your own Cas .
NeuroPro (589.95) is a Neural Network artificial intelligence system for development of intelligent applications. NeuroPro supports a 3- layer back propagation network architecture with up to 192 network elements. BarPro is an industrial-quality RS-232 serial bar code wand reader and software. It will read and print bar code labels with UPC support (software only: SS9.95), Jim Bavless of New Horizons Software announced a new drawing package, Graphic Designer. Graphic Designer is a structured drawing program for people who require a detailed, precise drawing package without using a CAD
program. The structured drawing technique allows users to work with objects that can be modified. Carrying with it the promise of Arexx support. Graphic Designer should be available the first quarter of 1991 for S125.00. By the looks of their new Jim Sachs calendar (S9.95), OXXI Aegis appears eager to strike 1991 with as much fervor as they did 1990. In keeping with this zealous spirit was the company's announcement of Aegis SpectraColor as the first HAM paint program for the Amiga to support full Brush Animation and Key Frame Animation. With programming features, 4096 colors, and special
paint techniques, Aegis SpectraColor promises to be a very worthy package. The package is due out by the end of this year (price for the product was unavailable).
The Aegis AudioMaster IH (S99.95) digital sampling and editing software was released.
Its features include interactive visual waveform editing, zoom mode, multi-loop sequencing, and more. And TurboText, OXXI's new text editor promised by OXXI representatives to be fast, powerful, and extremely flexible, will be available by the end of 1990.
From tools to pool, OXXI rounded out their announcements with a new piece of entertainment software, Fast Eddie's Pool and Billiards Parlor, a collection of 14 computer simulated billiard games for the Amiga.
A NEW AMIGA DEVELOPER from Queue, Inc., Pelican, introduced their first program for the Amiga a highly colorful "lighthearted" publishing package called Pelican Press (599.95). This package is perfect for the adventurous adult or serious child. The art and graphics tools allowusers to mix textand graphics inany creative combination. Banners, calendars, invitations, and even Fax messages can now be a little brighter with the witty characters that have been included. There are different packages for home and or school use.
Progressive Peripherals & Software introduced their newest tool for the Amiga, Video Blender, a video switching system featuring video switching, luma-keying, genlocking, 16 million color generation, video fading and wiping, and stereo audio mixing. It sports a composite video with pass-through, external synchronized NTSC RGB in, Amiga RGB in, and an internal 16 million color generator. With more features than we have room for here, the Video Blender appears to be the solution to a lot of video needs. Video Blender is due by the end of 1990, with a price of 51295.00. In thesa me arena,
Progressive introduced VideoMaster 32, a 32-bit dual frame buffer board with 24-bit painting and 24-bit digitizing capabilities. VideoMaster 32 comes with VideoCanvas 24, a real-time 16 million color paint system. Both products are scheduled for release the first quarter of 1991 (no price was available).
Progressive also announced their own accelerator card, the Progressive 040-DC, a 6S040 with data compression ability for all Amiga 3000s. The 040-DC will retail for S1295.00 (5995.00 without data compression). Progressive has also neared completion of their AppleTalk network, DoubieTalk, due bv the end of this year.
VidTech International announced VideoMaster, a new broadcast-quaiitv multi- media genlock for the Amiga. VideoMaster includes special effects and other features at a suggested retail price of 51295.00. The external system is available in both PAL and NTSC models.
JIM GOODNOW INTRODUCED his new company, Zardoz. Good now was central in the developement of the Manx C compiler and he has used his experience to produce a series of Amiga utility programs. Zardoz's ImageFinder
(565. 00), it appears, will be a tremendous asset to anyone who
must deal with a variety of graphic formats or a multitude
of graphics.
ImageFinder consists of two parts, the image analyzer and the index browser. The image analyzer will scan one or more volumes on a d isk to analyze any image files discovered.
This analysis is then added to the index file with a reduced version of the image. The image analyzer can be activated automatically whenever a new image file is created. The index browser is a background process that can be accessed at any time by a hot-key combination.
The browser displays a screen with the miniature images created by the image analyzer.
With ImageFinder, images can be scrolled through and examined. If an image is selected, its file directory'and name can be automatically inserted into the file requester of an application. An index can be sorted, defined, and reduced by specific criteria.
CSA (Computer System Associates) demonstrated their 33MHz 030 accelerator for the A5QG, AIOOO, and A2000 under the name Mega-Midget Racer. They also displayed their SMB, 32-bit memory expansion board, Mega- Memory, which will expand to 19MB of memo ry (10MB of which can be 32-bit wide).
LOOK OUT NeXT X WINDOWS for the Amiga is here! GfxBnse, headed by Dale Luck of original Amiga fame, has announced the release of X Window System Version 11 Releases (XI1) for the Amiga (Release 3.1D). Xll fortheAmigaisan implementationofXll from the MIT X Window Consortium. The X Windows philosophy is to provide a network- transparent and operating-system-independent environment for running applications (clients).
X Windows is an international standard (and still growing), and is suppurted on nearly every workstation platform.
The X Window System is based on client server technology, meaning applications can be used on the user's computer, while actually executing on a remote host computer via Ethernet or serial connection. DECnet capability is available using TSSnet from Syndesis.
Xll for the Amiga can run on any Amiga with at least 1MB RAM and 7 MB hard disk space 14 MB hard disk space is required for complete system, and extra RAM is needed to run local clients). As for OS compatibility, the Xll System coexists with AmigaDOS 1.3 and later, and works under Intuition.
GfxBasealso released the X Window System Programmer's Toolkit for the Amiga (Re- lea se 4,0C). The Tool ki t provides programmers with the tools necessary to develop applications that take advantage of XI1 for the Amiga.
The Toolkit consists of the MIT Xlib interface libraries, including the higher level MIT Xt intrinsic library', adapted to compile under the Lattice 5.0 C Compiler for the Amiga. The Toolkit provides the libraries, includes, and sample source code needed to get on the Xll programming wagon. With this library and some good design and imagination, some really cool things can be done. This could be the gadget to break the Amiga 3000 into the work- stationarena. GfxBasc, 1881 Eltwell Dr., Milpitas, C l 55035, (408)262-1469. Inquiry 311 Digital Creations once again displayed their video display
and digitizing system, DCTV this time with the assistance of DCTV Paint, a new 24-bit paint program designed for use with DCTV.
Memory And Storage Technology
(M. A.S.T.) demonstrated Blitz Basic, as well as their newest
special item, ColorBurst. According toa M.A.S.T.
representative, theColorBurst unit supplies true 24-bit color
through a small unit that plugs into the Amiga's RGB port.
The unit will sell for S495.00, but has yet to receive FCC
approval. Also demonstrated at the
M. A.S.T booth was the Colortease 256 color module that also
plugs into the RGB port and will let your Amiga display 256
colors at once out of a palette of 16.8 million. To be priced
at S195.00, Colortease also has yet to receive final FCC
approval.
1CD, INC. ANNOUNCED Flicker Free Video as the first flicker-free video card to work with A500, A1000, or A2000 computers. Flicker Free Video (S499.95) does not occupy the video slot on the A2000 and is designed to work with VGA or multi-frequency monitors. ICD also announced AdSpeed, an accelerator for any 68000-basod Amiga. AdSpeed (S349.95) replaces your current 68000 CPU to create a 14.3 Mhz 68000 accelerator. The speed is also software- controllable between the 14.3 Mhz and a true 7.16 Mhz mode for 100% compatibility.
Trumpcard Professional (5279.00) received a major upgrade in the form of SCSI Share. A new feature of the IVS (Interactive Video Systems) controller, SCSI Share allows up to 7 A500, A2000, or A3000 computers to share one or more SCSI hard drives. New Trumpcard utilities allow partitions to be read and write- protected for controlled access to thed rive.
SCSI Share has been tested with up to 80 feet of cable.
Konyo International blasted onto the Amiga scene with no less than eight products for the Amiga (including two d ifferent types of A miga mouses). Konyo's RC2000 is a 2 to 8 MB RAM board for the A2000. Suggested retailfor theboard starts at S249.00. For Amiga 500 owners, Konyo has produced the RC500 512K memory card with real-time clock (SS9.0G). Konyo hasdeveloped a standard floppy drive for the Amiga called the Master 3A-1 (SI69.00). A second drive under their GoldenlMAGE logo which includes an LED readout of the track position is the Master 3A-1D (5189.00). 1op right: GVP's new 600MB
Magnetooptical Drive, right: WOA attendees were eager tor a glimpse of Gold Disk’s Showmaker.
Konyo's GoldenlMAGE JS-105-1M is a 100,200, 300,400-dot-per-inch selectable hand scanner with three different halftone modes, 64 halftone levels, and a letter mode. The package comes complete with touch-up software and is only S299.00. There is an optical bus mouse (GI- 1000 at Sll9.00 and theGI-500 at 569.00) which uses a Lens & Led configuration with no moving par ts and anoptica 1 pad. The GoldenlMAGE logo is also on the GI-500C (S69.00), which is an optical mechanical replacement mouse for the Amiga.
Golem Computerisa American company from German hardware developers, Kupke.
Golem first demonstrated their product line at the AmiEXPO '90 in Chicago; their involvement in the American market has definitely increased since that time. Golem is offering a series of SCSI hard drives, floppy drives, RAM expansions, a sound digitizer, and a light gun device. For the A500 user, Golem has a SCSI II hard drive with 16-bit SCSI Interface, RAM expansion up to 4 MB, Kickstart 2.0 option, pass-through Amiga bus and SCSI connections, and a transfer rate of 1.4 MB sec. Golem's floppy drives include quiet operation, LED track display, and a pass-through connector.
The 8 Meg RAM Expansion has a Zero Wait state, 100% asynchronous bus timing and is compatible with 6S010, 68020, and 68030. The Sound Mashine is a stereo sound digitizer with up to 56 Khz sampling-rate, LED mute control, and sampler software. The SCSI II Filecard works in the Amiga 2000 providing a 16-bit SCSI interface, a DMA-free data transfer, a transfer rate up to 1.4MB sec, an external SCSI connector, and an autoboot, FastFileSystem.
All of the above products are manufactured in Golem's German facilities.
IN OTHER AMIEXPO NEWS, SAS Institute was on hand to demonstrate the flexibility and new features of their SAS C Compiler Version
5. 10, an upgrade to the Lattice C Compiler Version 5.x. SunRize
Industries announced a "near completion" on their "Audio for
Video Post Production." NewTekdid not exhibit, but Alan
Hastings did give a talk on the Video Toaster and reports were
made that theToaster was shipping (these reports have been
verified, the Toaster is in the hands of several develop
ers).
In the back of the exhibit hall, AmiEXPO designated an entertainment area called the AmiEXPO Amiga Arcade. Here Avatar Consulting, Broderbund Software, Cinemaware, Hemisphere, Karmasoft, Microl’rose, Spectrum Holobyte, and Virgin Masteronic displayed the newest games and simulations for the Amiga.
ALTHOUGH COMMODORE DID not introduce any new items at World of Amiga, the spiffy newCBM booth,positioned right smack at the front of the show floor, was a must-visit for the majority of attendees. Although CDTV will reportedly not be available until the beginning of next year, Commodore reps sought to provide showgoers with information pertaining to the Amiga's use in music, multimedia, and business. CBM President Harold Copperman, in his keynote address, projected an image of Commodore as a company focused on change. In the impromptu speech and Q& A above: Commodore's booth was the
first stop (or many at the WOA show, right: The "Away Team" from Moebius Computer Systems.
Ltd. In Victoria, B.C. (lett to right: Ewan Edwards, Brad DuTempte, Mike Biddlecomb, and Wiit Murphy) break lor a literary interlude at AmiEXPO.
Session which replaced his staff-written speech (in light of the small audience), Copperman revealed elements of a "five-point plan" which would focus on, among other things, enhancing the company's image, addressing distribution and customer satisfaction problems, and mastering new markets mainly those of education and government. In the way of advertising an area in which Commodore has been sharply criticized Copperman promised "something different this Christmas."
Attracting all wouid-be videographers were demonstrations of Gold Disk's Showmaker, the desktop video program that will reportedly allow even the most novice video enthusiast to combine live video, animation, graphics, music, and titling to produce professional-quality videos. Among its features, Showmaker will provide animation playback synchronized to music in frames-per-beat, background music looping for easy creation of sampled soundtracks, complete control over ¦ genlock functions, MIDI sound effect support, j and the ability to run Showmaker productions ! From Commodore's AmigaVision,
Price for the 1 package will be $ 395.00; a release date has not been announced. Other new Gold Disk programs include the recently released Gold Disk Office Isce "New Products", page 14] and Professional Draw 2.0 ($ 199.95), as well as the soon-to-be-released Professional Page 2.0. Xetec's latest was served up on a silver platter in the form of the company's new CD- ROM drive systems. T alk about volume savings!
Xetec's Cdx-650 SCSI drive systems provide access to vast amounts of information with removable, non-volatile CD-ROM discs boasting capacities to 650 meg equivalent to 750 floppiest!). The CD-ROM drive systems are available in two models the external, selfcontained CD -65Qe (S699.00) with built-in power supply and dual SCSI connectors for daisy-chatning, and the internal Cdx-650i (5599.00). Tire systems use industry-standard ISO 9660 High Sierra disks (the same format i used in Commodore's CDTV). Xetec is currently offering, free with the purchase of either . System, their Fish & More
Vol. 1 CD-ROM that includes the Fred Fish library (up to 370) as well as additional public domain software fora total of over 400 megabytes of data. Of course, Fred Fish and CDTV aside, you can always toss your favorite Elvis Costello CD into the drive fora veritable swingin' time.
Garnering a good deal of the attention at Great Valley Products' booth teas the company's new SII-M09200E 600-Ricoh 600MB Magneto-Optical Drive, The drive features 600MB formatted capacity per cartridge (300 MB per side), ISO format compatibility, state-of-the-art Magneto-Optical teehnologv that enables cartridges to be over-written many times, and 66.7 ms average access time. The new drive lists for 54299.00; each additional cartridge lists for S349.00. LakeForest Logicintroduced Macro Paint, a new graphics package tha t takes ad vantage of the Amiga's graphics co-processor to allow users
to d raw with all4096 colors in the Amiga's high-resolution graphics mode, therebv providing users with a screaming array of colors without sacrificing resolution. Macro Paint ($ 139.95) records the true 12-bit color of each pixel in fast memory and is able to read and modify 32, 64, and 4096 color pictures once limited to low resolution. Users can read in standard 24-bit scanned or digitized IFF images and convert them to Macro Paint's 12-bit high-resolution format. And Arexx compatibility, you ask? The Lake Forest Logic package fully supports Arexx and is able to receive commands from
an external Arexx progra mas well as launch user-created macro programs from within.
For the business user, Precision Software promoted tlieir line of productivity tools including the Superbase Professional V3.0x ($ 349.95) designed for form design,application development, and relational database management systems. Version 4.0 of Superbase Professional will reportedly be released in January with a price of $ 499.95. Virtu at ‘Rgafity Laboratories, Inc. 234iganadorct. • san luis obispo, ca 93401 * 805545-8515 Circle 131 on Reader Service card.
EXPLORE!
Mons Olympus - Mars • Yosemite Crater Lake • Mt. St. Helens . .it's really beautiful. Especially when (he lights are off.
I’m totally awed by uiwi you have done!"
Arthur C. Clarke Author ot 2001: A Space Odvssey Free Spirit Sof tware exhibited the "Barney Bear" educational series, including the two most recent additions, Barney Bear Goes To Space
(634. 95) and Barney Bear Meets Santa Claus
(534. 95) [see "New Products", page 17]. Does this Grizzly get
around, or what? Atso new at the Free Spirit booth was
Sterling Service BBS (5149.95), a bulletin board system
equipped with an intuitive, graphically-oriented inter
face that allows users to create up to six BBS dubs with up
to eight sections each, and provides ANSI and ANSI
extended color graphics for on-line menus and help text,
Sysop remote CLI access, and an optional on-line screen
editor.
Making the trek all the way from the U.K. was a relatively new face on the Amiga market.
Representing Database Educational Software and Mandarin Software, Christopher Payne introduced to show attendees the Fun School 3 seriesof educationalprogramsavailable in three levels: for children under 5 years of age, for those between the ages of 5 and 7, and for those over theageof7.Theprogramsaredesigned to develop skills in a number of areas including spelling, grammar, and numbers.
THERE WAS NO SHORTAGE OF amusement for game devotees at WOA as developers unveiled their latest in strategy, sports, and sci- fi. At Data East's booth, attendees gota glimpse of the second title in thecompany's "Draconian" series, Chamber Of The Sci-Mutant Priestess.
(649. 95). With telepaths, mutants, and a damsel in distress,
this game has something for everyone. Other new releases
from Data East include Full Metal Planet ($ 49.95), and
ABC's Monday Night Football (S49.95), a simulation that re
portedly has everything but the bonding and beer
commercials built in.
For an equally challenging, though perhaps more refined approach, Merit Software had news of their latest release. Classic Board Games (S39.95). Depending on the amount of starch in their collars on any given day, players can choose from a gameof chess, backga mmon, or checkers.
Broderbund's Carmen Sandiego, having travelled to just about every conceivable location, has now taken to time travel. In the latest i nsta 11 men t of the compa ny's popula r "Ca rmen Sandiego" series, Where In Time Is Carmen Sandiego? ($ 49.95), everyone's favorite looting lady and her cohorts have gained access to a time machine and are threatening to do damage in the Middle Ages, the Renaissance, the Industrial Revolution, and the Modern Age.
Some of the more recent releases from MicroProse included Red Storm Rising (S54.95) and Midwinter (639.95) [see review page 56 of this issticl.
New releases from Sierra place the player on an underwater mission to a hostile Middle- East nation in the year 2000 in Codename: ICEMAN (559.95), at a decrepit plantation in 1926 to unravel a murder mystery in The Colonel's Bequest (659.95), or in a whirlwind of chivalry and round tables in Conquests Of Cnmelot (559.95). And in the third installment of the "Leisure Suit Larry" adventures. Leisure Suit Larry III: In Pursuit Of Passionate Patti
(659. 95), players are treated to a bit of role reversal. As
Larrv pursues Patti, players can choose between the
perspective of the pursuer or the pursuee.
New titles were in abundance at the Accolade booth, including Gunboat (649.95), Jack Nicklaus (529.95)and Altered Destiny ($ 59.95). Also on the new release list is the strategy game Ishido ($ 54.95), and ScarchForTheKing (659.95) which sends thepiayerona hunt for America's favorite bloated rock 'n' roll icon. The Actionware booth was busy as children and adults alike exorcised latent violent tendencies via the company's Light Phaser Gun, designed for use wi th A c fion wa re's Capone, P.O. W., a nd Creature releases.
For folks who wanted a bit more realism in their exercises in aggressive behavior there was Mad Dog McCree,TTR Development's live video laser game in which players take aim at videotaped images of actors in an ol' West scenario. Currently in a few test areas, the game (which runs on a 500 hooked up to a laser disc system) is slated for full-fledged arcade release in the next few months. TTRalsoexhibited their Sapphire 68020 68881 accelerator board ($ 399.00), as well as MRBackup Professional
(654. 95), a fully featured hard drive backup program with
built-in tape capability. *AC* A list of exhibitors from
both shows follows.
World of Amiga '90 Chicago, IL Abacus 5370 62nd Street S.E, Grand Rapids, Ml 49512
(616) 698-0330 Inquiry £287 Accolade 550 3. Winchester Blvd San
Jose, CA 95128
(408) 985-1700 Inquiry 288 Actionware 33 W 255 Deerpath Road
Batavia, IL 60510
(312) 879-8998 Inquiry 289 American Software Distributors
R. R. 1 Box29QBIdg 3 Urbana.IL 61801
(217) 643-2050 Inquiry 290 Broderbund Software 2888 Bluff, 546
Boulder, CO 8C301
(303) 499-3266 Inquiry 291 California Freeware 1747 E. Ave. Q
Folmdale, CA 93550
(805) 273-0300 Inquiry 292 Commodore Business Machines. Inc.
1200 Wilson Drive West Chester, PA 19390
(215) 431-9263 Inquiry 293 Data East USA 1850 Little Orchard
Drive Eon Jose. CA 95125
(408) 236-7074 Inquiry 295 Database Software Europa House.
Adfngton Park Adlington. Macclesfield Cheshire, England SKI
16EW (01144)(625) 859 444 Inquiry 287 Disks & Labels To
Go, Inc. Rt, 206 Easiampton Business Park M1. Holly. NJ
08060
(609) 265-1500 Inquiry 296 Free Spirit Soltware
P. O. Box 128 58 Noble Street Kutztown, PA 19530
(215) 683-5609 Inquiry 297 Gold Disk 2175 Dunwin Drive, 6
Mississauga. Ontario Canada L5L1X2
(416) 828-0913 Inquiry 298 Great Valley Products 225 Plank Ave.
Pcoti, PA 19301
(215) 889-9411 Inquiry 299 Lake Forest Logic 28101 E. Ballard
Road Lake Forest, IL 60045
(708) 680-0832 Inquiry 300 Merit Software 13635 Gamma Road
Dallas, TX 75244
(214) 385-2353 inquiry 301 MictoEd Enterprises 444 N, Orleans,
Suite 250 Chicago, IL 60610
(312) 245-0066 Inquiry 302 MlctoProse 180 Lake Front Drive Hunt
Valley, MD 21030
(301) 771-1151 Inquiry 303 Migiaph, Inc. 200 S. 333rd Street.
Suite 220 Federal Way. WA 98003
(206) 838-4677 Inquiry 304 Precision Incorporated 8404 Sterling
Street Irving, TX 75063
(214) 929-4888 Inquiry 305 Ring Software 726 E. State Street
Geneva. IL 60134
(708) 232-0009 Inquiry 306 Sierra On-Line, Inc.
P. O. Box 485 Coarsegold. CA 93644
(209) 683-3472 Inquiry 307 TTR Development 1120 Gammon Lcne
Madison, W153719
(608) 277-8071 Inquiry 308 Walt Disney Computer Software. Inc.
500 S, Buena Vista Burbank,CA 91521
(818) 567-5360 Inquiry 309 Xetec 2804 Arnold Road Safina, KA
67401
(913) 827-0685 Inquiry 310 AmiEXPO '90 Anaheim, CA American
Peopie LInk 165 N. Canal Street, Suite 950 Chicago, IL
60606
(800) 624-0100 Inquiry 228 Amiga User Group of Long Beach 5115
Via Veranadci Long Beach. CA 92805-6525
(213) 422-8226 Inquiry 229 Amiga Video Graphics Guild 1649
Arcane Simi Valley, CA 93C65
(805) 584-0863 Inquiry 230 Amiga Video Magazine 200 W. 72 Street
Suite 53 New York, NY 10023
(212) 724-0288 Inquiry 231 Amuse, New York Amiga Users 151 1st
Avenue. Suite 182 New York, NY 10003
(212) 460-8067 Inquiry 232 Amy Today 640 Willow Glen Road Santa
Barbara, CA 93105
(805) 637-5643 Inquiry 233 Applied Engineering
P. O. Box 5100 Carrollton. IX 7501 i
(214) 241-6060 Inquiry 234 Avatar Consulting 9733 Roe Drive
Santee, CA 92071
(619) 260-1100 Inquiry 235 Black Belt Systems 398 Johnson
Glasgow, MT 59230
(800) TK-AMIGA inquiry 236 Broderbund Software, Inc. 5777 West
Century Blvd., Suite 367 Los Angeles, CA 90045
(213) 568-8545 inquiry 237 California Access 130 A Knowles Drive
Los Gatos, CA 95030
(408) 378-0347 Inquiry 238 California Shareware 42263 60th
Street, West Suite 422C Quartz Hilts, CA 93536
(805) 273-0550 Inquiry 239 Centaur Software
P. O. Box 4400 Redondo Beach, CA 90278
(213) 542-2226 Inquiry 240 Cinemaware 4165 Thousand Oaks Blvd
Suite 180 Westlake Village, CA 91362
(805) 495-6515 Inquiry 241 Commodore Business Machines 1200
Wilson Drive West Chester, PA 19380
(215) 431-9100 Inquiry 242 Computer Systems Associates 7564
Trade Street San Diego, CA 92121
(619) 566-3911 Inquiry 243 Creative Computers 4453 Redondo Beach
Blvd.
Lawndale. CA 90260
(213) 542-2292 Inquiry 244 Creative Concepls 28 Alan Way
Martinez, CA 94553
(415) 372-7278 Inquiry 245 Dakota Corporation 55 Heritage Ave.
Portsmouth, NH 038001
(800) 325-6825 Inquiry 246 Digital Creations 2865 Sunrise Blvd.
Suite 103 Rancho Cordova. CA 95670
(916) 344-4825 Inquiry 247 Dr. T‘s Music Software 100 Crescent
Road Suite 1A Needham, MA 02192
(617) 455-1451 Inquiry 248 Expansion Systems 44862 Osgood Road
Fremont. CA 94539
(415) 656-2890 Inquiry 249 Fuller Computer Systems
P. O. Box 9222 Mesa, A185204-0430
(602) 497-6070 Inquiry 250 Gold Disk, Inc. 20675 South Western
Avenue.
Suite 120 Torrance, CA 90501
(213) 320-5080 Inquiry 251 Golem, Inc. 421 Hudson Street M12 New
York, NY 10014 Inquiry 250 Great Valley Products, Inc. 600
Clark Avenue King of Prussia, PA 19406
(215) 337-8770 Inquiry 252 Hemisphere North 1825 Ash Street
Spokane, WA 99205 Inquiry 253 Holosoft Technologies 701
Paul Escondido, CA 92027
(619) 743-0069 Inquiry 254 [CD, Inc. 1220 Rock Rockford. IL
61101
(815) 968-2228 Inquiry 255 Impulse. Inc. 6870 Shingle Creek
Porkway, Suite 112 Minneapolis. MN 55430
(612) 566-0221 Inquiry 256 Interactive Video Systems 7245 Garden
Grove Blvd.. Surte E Garden Grove, CA 92641
(714) 890-7040 Inquiry 257 International Technologies 2302 D
Avenue. Suite 203 National City. CA 92050
(619) 477-2024 Inquiry 258 Interplay Productions 3710 S, Susan,
Suite 100 Santa Ana. CA 92704
(714) 545-9001 Inquiry 259 KidsComputere 414 Maple Avenue
Westbury, NY 11590 Inquiry 260 Konyo International T073
North Batavia Street, Suite B Orange, C A 92667
(800) 356-5178 Inquiry 261 KarmaSoft
P. O. Box 1034 Golden. CO 80402
(303) 277-1241 Inquiry 262 Memory and Storage Technology 1395
Greg St. Sts. 106 Sparks, NV 89431
(702) 359-0444 Inquiry 263 MegageM 1903 Adria Santa Maria, CA
93454
(805) 349-1104 Inquiry 264 Memory World 2476 Croydon Ct.
Bensalem, PA 19C20
(215) 741-6225 inquiry 265 Micro-Pace Distributors Commercial
Park West, Ste. C 604 N. County Fair Champaign, IL inquiry
266 MicroProse Software 180 Lokefront Drive.
Hunt Valley, MD 21030
(301) 771-1151 Inquiry 267 New Horizons Software, Inc.
P. O. Box 43167 Austin. TX 78745
(512) 328-6650 Inquiry 268 OXXI Aegls Inc. 1339 E. 28th Avenue
Long Beach. CA 90806
(213) 427-1227 Inquiry 269 Pelican Software 768 Farmington Ave.
Farmington, CT 06332
(203) 674-8221 Inquiry 270 Progressive Peripherals and Software
464 Kolomath St. Denver, CO
(303) 025-4144 Inquiry 271 Psygnosls 29 St. Mary Court
Brookline. M A 02146
(617) 731-3553 Inquiry 272 Pulsar International 414 Maple Ave.
Westbury. NY 11590
(516) 997-6707 Inquiry 273 Right Answers Group, The
P. O. Box3699 Torrence, C A 90510
(213) 325-1311 Inquiry 274 Rossmoller Handshake GMBH.
Nueuer Markt 21 5309 Mekenhe'm West Germany 01149-2225-2061 Inquiry 275 SAS Institute SAS Campus Drive Cary, NC 27513-2414
(919) 677-8000 Inquiry 276 Sott-Logik Publishing 11131 F South
Towne Square St. Louts, MO 63123
(314) 894-3608 Inquiry 277 Spectrum HoicByle 2061 Challenger
Drive Alameda. CA 94501
(415) 522-0197 Inquiry 278 Spirit Tech 220 W. 2950 South Salt
Lake City, UT 84115
(801) 845-4233 Inquiry 279 Supra Corp., 1133 Commercial Way
Albany. OR 97321
(503) 967-9075 inquiry 280 TDA The Desktop Advantage 560 N.E.
'F‘ St.. 4 Grants Pass. CR 97526
(503) 476-8254 Inquiry 281 Vidtech International 2822 Northwest
79th Ave.
Miami. FL 33122
(305) 477-2225 Inquiry 282 Virgin Mastertronic Inc 18001 Cowan
Suites A St B Irvine. CA 92714
(714) 833-8710 inquiry 283 Virtual Reality Laboratories, Inc.
2341 Ganodor Court San Luis Obispo, C A 93401
(805) 545-8515 Inquiry 284 WordPerfect Corporation 1555 North
Technology Way Orem. UT 84057
(801) 222-2003 Inquiry 285 Zardaz Software 6114 LaSalle Avenue
.Ste. 304 Oakland,CA 94611
(415) 339-6280 inquiry 286 bug bytes » by John Steiner A NUMBER
OF UPGRADES HAVE RE- cently become available. Workbench 2.0
for the Amiga 3000 was upgraded to Workbench 2,01 with the
shipment of new
2. 01 Kickstart diskettes to A3000 dealers in September. A letter
accompanying the diskette advised dealers that their A3000
customers can upgrade their Kickstart at no charge (other than
a nominal fee for a diskette if customers do not supply their
own).
The new Kickstart seems to be much more stable than the previous version, though it appears there are still a few bugs remaining. Many programs that did not run properly under 2.0 now seem to operate correctly. This version appears to be so stable that the final release version might not be far away. However, I have been told by a reliable source that beta testers are now using Kickstart 2.02, and even that version still has a few problems. So, you won't be hearing any predictions from me about a final release date for Workbench 2.0 at this point.
ONE PROGRAM THAT i ORIGINALLY expected to work with Workbench 2.0 was Amiga Vision, the multimedia authoring system designed by Commodore.
So, I was surprised to encounter several problems with the program when used under Workbench 2.0. The latest version Kickstart 2.01 did fix a couple of problems that affected AmigaVision's Database functions. The one conspicuous bug remaining involves the incorrect display of overscanned images. When running an Amiga Vision flow that uses overscanned images, Workbench 2.0 (or maybe Amiga Vision) consistently fails to display overscanned areas of the screen. This happens whether or not there are any buttons located in the overscanned areas. I discovered this problem when I designed an
interactive application on my A2000 that used overscanned images. When played under Workbench 2.0 on the A3000, I couldn't get at the "Continue" button, which was not in the visible screen display area. Even the new Workbench 2.01 exhibits this overscanned image problem.
In late September, authorized Amiga Vision dealers received new versions of the authoring system. The new program disk is identified with a sticker that reads in part "V1.53G". This latest version came with a letter announcing several improvements, the major one being that the program operates much more reliably under Workbench 2.0, and a couple of items were corrected. The so- called Runtime options have been relabeled as Create Diskettes and Install Relocate. This is not exactly fixing a bug; it's more like renaming the operation correctly. Runtime implies that the application is
"stand-alone" and doesn't require that the AmigaVision program itself be available. But AmigaVision mustbe available to the system on which the application is running, so there has never really been a Runtime capability built into AmigaVision. By naming the menu choice "Create Diskettes", Commodore has at least eliminated this inconsistency of terms.
The one irritating source of problems that has been improved on is the Install function. Formerly, troubles arose with Install during relocation of an AmigaVision flow of information from multiple floppy disks onto a hard disk.
The earlier version requested diskettes in a seemingly haphazard manner, forcing the end user to make many unnecessary disk swaps. As you might imagine, this was especially difficult on systems with only one floppy drive. This problem has been eliminated by reorganizing the order of files written to floppy. Now, each diskette is accessed only twice in the process. A single-disk access would have been better still.
You can identify from within the program which version you have by choosing "About" from the Project menu. The latest version's requester states "AmigaVision Version 153 Revision G".
If you did not receive an upgrade directly from Commodore, contact the dealer from SUVA ANNA WORK WITH VIDEO... YOU CAN DO IT!
YOU’VE REAL) A no IT IT MONTH AFTER MONTH, BUT WHAT DOES IT REALLY TAKE TO GET INTO THE VIDEO HELD WITH YOUR AMIGA?
WHAT EQUIPMENT WILL YOU NEED?
WHAT WILL YOUR INITIAL INVESTMENT COST?
ALL OF THESE QUESTIONS ART ANSWERED SO YOU KNOW ABSOLUTELY EVERYTHING YOU NEED TO KNOW TO GET STARTED, AND GETJODS!
THIS LENGTHY VIDEOTAPE LETS YOU KNOW WHICH SOFTWARE WORKS THE BEST, WHAT HARDWARE IS NESCESSARY, AND HOW TO USE IT.
COMPILES BY A WORKING HOLLYWOOD VIDEO TEAM, THIS TAPE SHOWS YOU THE BEST TECHNIQUES FOR ALL ASPECTS OF VIDEO.
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THIS TAPE COVERS EVERYTHING FROM CAMERA & LIGHTING PLACEMENT, TO USING YOUR FINISHED D1G1TIZA I IONS W ITH YOUR FAVORITE PAINT PROGRAM.
LEARN TO IMPORT YOUR DIGITIZATIONS INTO 2-D AND J-D ANIMATION PROGRAMS AND REALIZE THE FULL POTENTIAL OF YOUR AMIGA!
ACHIEVE PROFESSIONAL RESULTS USING 'I IIP KEY TECHNIQUES NOT EVEN COVERED IN THE MANUAL!
SECRET SOFTWARE TIPS PREVIOUSLY UNMKN HONED WILL BRING YOUR DIGITIZIATIONS EIGHT YEARS AHEAD!
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20 DISKS TO CHOOSE FROM, SO YOU WILL NEVER HAVE A HARD TIME FINDING AN EFFEC T THAT IS PERFECT FOR YOUR SCENE.
INCLUDES IMPORTANT VIDEO UTILITIES. AND REFERENCE CHAR TS. THERE IS ALSO AN' IN- DEPTH MANUAL COVERING THE ASPECTS OF EACH AND EVERY EFFECT!
PLUS:A VIDEOTAPE COVERING ALL OF THE VIDEO EFFECTS, FREE WITH YOUR ORDER.
"IF YOU USE YOUR AMIGA WITH VIDEO, YOU CAN'T DO WITHOUT THIS SET OF SOFTWARE! " (1 MEG VERSION OR 2+ MEG VERSION) ONLY $ 89.95 rLF.ASF, ADI) S4.0I1 FOR .SHIPPING £ HANDLING FOR ORDERS & INFORMATION CALL: VISA MC CHECK
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(213) 874-7404 YOU CAN FAX US AT - (213) 874-9460 OR YOU CAN SEND
YOUR ORDERS TO: MICHAELANGELO PRODUCTIONS 1755 EL CERRITO
PLACE 403 LOS ANGELES, CA. 00028 Circle 127 on Reader
Service card.
Whom you purchased AmigaVision. Bring vour original Amiga Vision diskettes d() vvn lo him, and Ire will upgrade them for your system. Contact: Commodore Business Machines, Inc.,1200 Wilson Drive, Westchester, PA 19330 (215) 431-9100. Inquiry 200.
MICROILLUSIONS HAS ANNOUNCED A version 1.1 upgrade to Music-X, their MIDI sequencer for the Amiga. New features of tire program include the ability to communicate with up to 8 serial ports in both directions simultaneously, for a total of 12S MIDI channels. Other new features mentioned in the notice are event sculpting, the ability to view one or all control- O' lers, and a velocity flattener module. In addition to these changes, thev have also made several performanceenhancements.
To receive the upgrade, send your original Music-X program, utilities disk, and $ 25.00 to the company offices. Contact: Miavilhtsions,P.O. Box3475, Granada Hills, CA 91394, (SIS) 7S5-7345. Inquiry 202.
UNTIL ABOUT TWO MONTHS AGO, I had been using PD or shareware terminal software to communicate with others on People Link and CompuServe. I had not been impressed with what was available in commercial terminal software, since what I was using only cost downloading time and a small shareware fee. Once I'd taken a look at Baud Bandit from Progressive Peripherals, I bought my first commercial terminal program. It's very full featured, and has an Arexx port for external control should you desire to operate the software from within another application. Baud Bandit multitasks very nicely,
allowing me to work on my other projects while downloading. The program even pops its screen to the front when tire download is complete so you don't waste on-line time, should you happen to forget you are downloading.
1 mention this program here because an upgrade from version 1.0 to version 1.5 is now available. Registered owners of Baud Bandit 1.00 who desire the upgrade should return their original Baud Bandit
1. 00 disk along with payment of $ 10.00 in
U. S. funds to: Attn: Baud Bandit Upgrade, Progressive
Peripherals & Software, 464 Kalamath Street, Denver, CO 80204,
(303) 825-4144. Inquiry 202.
AS THIS IS BEING WRITTEN, IUNDER- stand that Amax II, Readysoft's Macintosh emulator, is just about ready for shipment. It is a software upgrade that adds hard-disk support and sound capabilities to the original Mac emulator. The hard disk support is not universal, however, so you will have to check with Readysoft to determine whether or not vour hard disk is being supported in the latest version.
No upgrade details were available at this early date. Contact: ReadySoft, Inc., 30 Wertheim Court, Unit 2, Richmond Hill, Ontario, Canada L4B1B9 (416) 731-4175.
Inquiry 203.
EXPRESS-WAY SOFTWARE, INC. IS now shipping Express Copv VI.5. Major improvements include support for the AEHD 1.52MB floppy drive, extensive Arexx support, and verified AmigaDOS
2. 0 compatibility. Express Copy is a hard disk backup utility
that can perform backups at up to 1MB per minute, and
creates standard DOS disks that can be used normally from
both the CLI and Workbench.
Registered Express Copy users and Supra Hard Drive owners who received Express Copy with their drive can contact the manufacturer for details on the update.
Contact: Express-Way Software, Inc., P.O. Box 1029, Columbia, MO 65205-4005, (314) 474-2984. Inquiry 204.
ACCORDING TO A POSTING ON People Link, Aztec C for the Amiga has been upgraded to Version 5.0d. Version
5. 0d is a minor update of the Aztec C system which fixes
problems in versions
5. 0b and 5.0c. The major improvement to the software is
Workbench 2.0 compatibility. Workbench 2.0 Include F iles
are supplied. Contact Manx for complete information on the
update. Contact: Manx Software Systems, P.O. Box 55,
Shrewsbury, NJ 07702, (S00) 221-0440. Inquiry 205.
INTERACTIVE VIDEO SYSTEMS HAS recently released TCUtils 2.0 and an enhanced driver ROM (V4.0) for the Trumpcard Professional. The upgrade includes a fix for Amax-1 compatibility, enhanced SyQuest removable media support, and improved performance with read write caching. The upgrade also includes SCSIShare, a shared access network implemented with the SCSI bus.
Registered owners are being upgraded automatically at no charge. Unregistered Trumpcard Professional owners should contact FVS for the free upgrade. Contact: Interactive Video Systems, 7245 Garden Grove Boulroard, Ste. E, Garden Grove, CA 92641,
(714) 890-7040. Inquiry 206.
That's all for this month. If you have any workarounds or bugs to report, or if you know of any upgrades to commercial software, you may notify me by writing to: John Steiner c o Amazing Computing
P. O. Box 869 Fall River, MA 02722 ...or leave Email to Publisher
on People Link or 73075,1735 on CompuServe ¦AC- For friendly
sales and service of ALL Amigas and the greatest selection of
software and peripherals in Canada, call the specialists.
We sell AMIGA only!
WE ARE: ’ Commodore Authorized Dealer
* Commodore Authorized Service Center ' Commodore Authorized
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Dedicated to the Amiga computers and after sale service.
WE OFFER:
* All Amigas sold by us. Will be serviced within 72hrs in shop.
* Warranty extension plans and Service contracts are also
available.
‘ We also provide on site service (Part of service contract) and offer replacement units.
* We offer training on site. In 1991 we will have a dedicated
class room tor training (15 to 25 people).
* We will also have our own editing suit with VTRs.
TBCs, and the famous NEW TEK Toaster for presentation purposes.
MAISON DU LOGICIEL SOFTWAREHOUSE IN STORE SERVICES: Laser postscript ouput Color printing (Hp PaintJet) Color Slides Color Scanner (Jx-300) Digitizing Service (Dtgi-View) We rent genlocks, frame grabbers,... And more... FOR INFORMATION CALL
(514) 374-3614 2466 Jean-Talon Est. Montreal, Quebec H2E 1W2
Circle 154 on Reader Service card.
? Games ?
WINGS - On A Wing And A Player The list of good things that can be said to come from war is decidedly small: a stimulated economy,high patriotism, and the occasional great computer game.
World War I, for instance, has allowed Cinemaware tobringus Wings, and while we can't alter the past, we can use the Amiga to relive whatever glories may have existed.
Wings is an extremely well-rounded, enjoyable game to play. As the title would suggest, it's all about flying. Your pilot takes to the skies as a member of the elite 56th Aerosquadron; a rather ambiguous role in that you are neither American, English, or French. One thing is clear, however: the Germans are your enemy.
Two factors set Wings apart from the current multitude of air combat simulators. First, the simple fact that it is set during World War I. Second, that it comes by Rick B void a from Cinemaware, a company not known for creating arcade games.
Yes, you heard right. Wings is all combat, all action. The game is actually divided into three arcade-style missions: aerial combat, strafing, and bombing. Although the variety herein may seem limited, the repetition doldrums are completely absent. There are more than 230 total missions to complete, each with its owTn subtle distinctions. During aerial combat, forinstance,your objective might be to shoot down enemy reconnaissance balloons or simply patrol for enemy aircraft. Strafing missions, on the other hand, test your shooting and maneuvering skills as you try to destroy supply
posts and enemy troops.
Before you can grapple with your enemies in the skies, you must enter flight school to earn your wings. This task is actually a toned-down example of what you'll encounter during actual missions.
To earn your wings and join the squadron you must either shoot down a balloon, strafe some barrels, or bomb two targets.
None of these training missions are very difficult, and they do help in acclimating you to the combat to come. In fact, with this simple practice you could practically skip the game manual and jump right into The Great War.
Nevertheless, the game manual is worth reading, it has the distinction of being extremely well written and concise, something not many air combat games have been able to manage. Also included in the Wings package is the Aviator's Briefing Manual, a 76-page history of the pilots, planes, and battles of World War I. This is truly fascinating reading and appealing because it is not integrated into IMPERIUM -The Subtle Empire!
By Tony Preston 1 like strategy games and Imperiumis a good one! It is a game where you have been elected leader of Earth's empire and must lead that empire on to greatness.
You must use a careful combination of economics, diplomacy and military might to either conquer your enemies or out live them! As any good leader, you are safe in your headquarters leading reports, and giving orders to your subordinates. You have to expand your empire by colonizing other planets, defend your empire against the other computer run players, and finally since you are elected, you must keep your population happy by keeping down infla tion and ensuring a regular su pply of commodities. Of course, you are not alone in the universe. As you check your information, you find that you
have four other empires to trade, make alliance, treaties, and war. Nobody wants war(at least that is what they say!), but you have to be ready to defend yourself! You need cash to finance the colonization of those new planets, that may mean raising taxes. You also have to train troops and build up the defenses of those newly won planets! Most importantis to find a continuing supply of Nostrum, the life preserving drug found only in certain places. Keeping a good supply of Nostrum will save your life from dra ining away into o Id age and death!
Quite alot to do, managing planets, fleets, and an empire! You have subordinates to help run things. If they are good, you might want to share some of the precious Nostrum so they don't die off and be replaced with some stupid idiot that ruins that planets economy or gets a fleet in trouble. Of course, you have to be careful!
You can't let those subordinates live that are not loyal! If one should become popular enough, they might get elected to replace you! You have to control those subordinates with bribes, and promotions. I found that one particularly disloyal subordinate was even trying to start Iris own empire, I got rid of him quickly by cutting off his supply of Nostrum! This is sort of like having a hit squad because once you have received the life giving drug, you must have it in at least small amounts or you die! You do have some help, the computer will automatically act as a loyal subordinate,
allowing you to delegate temporary control over the military, diplomacy, and or economics. This help can get you started or ease your task at anytime during the game. This can leave you to deal with the areas that need your special attention. Can you survive for the thousand years? Can you conquer all the other empires? These are questions only you can answer, if you don't succeed, the cost of failure is death!
Imperium has a window interface.
The instruction manual, an annoying habit of so many manual writers. It is also the source of the game's copy protection (game-manual protection is becoming something of a standard).
? Gaines ?
Wings requires one megabyte of RAM to run and is hard drive installable. Running it from a two-drive Amiga isn't too painful; disk access is relatively quick, all th i ngs considered. The gra phics a nd sou nd in Wings are, as to be expected from a Cinemaware title, stunning. The aerial combat is as smooth as any flight simulator I've flown, with solid shapes and enjoyable crashes, along with the strafing a nd bombing missions lookingassharpas any game you'd find in any arcade. The music and sound effects, like in any good movie (Cinemaware bills its games as "interactive movies"), add
beautifulLy to the realism of the adventure, which is the highest compliment I can give.
Wings is simply superb. The gameplay, graphics, sound, and instruction manuals all rate the highest marks. In fact, if you're out there, Cinemaware, I'd Wings, by Cinemaware give your interactive movie a 10. And for those gamers keeping score, Wings comes from the same designers who gave us Rocket Ranger, a personal all-time favorite.
So while we can thank World War I for unwittingly bringing us the phenomenal Wings, we can hope that years down the road we're not all playing The Iraqi Conflict. Wings is reaListic enough to make us remember that war is hell.
• AC* Wings Cinemaware 4165 Thousand Oaks Blvd.
Westlake Village, CA 91362 805-495-6515 FAX 605-379-940!
Inquiry 211 Each window has a title(such as planet reports forexample) and will contain gadgets to select from the lists available(such as the list of planets). Each list is a scrolling menu, scrolling menus are similar to file requesters. When you selecta list, it might have more items than can appear at once.
To get to the items not visible, you can scroll either up or down the list, or type in a partial name and the item that matches will scroll up to the top of the list. Typing in "sa" made "saturn" appearat the top of the planet list in my game.
Clicking on the desired item with the mouse selects your item. You can hit escape to reset the search. After you have played for a while, you might have 30 or 40 planet which makes this type of operations really helpful. The Computer helpers will aid you in the game running the military, economics, and diplomacy. 1 recommend that you start out with all these options on. Most game players will want some actions fast. Invading a planet owned by another empire is a sure way to generate some action. Unfortunately it is also a way to make enemies quickly) This game requires you to think
about your options.
You can plan to wipe out all the other Imperium, by Electronic Arts empires or just attempt to live for 1000 years! It takes along time to play to live 1000 years. I have my game up to 300 yea rs and it has taken me a week or two! This game has a lot of surprises. You have total control over your empire, but if you do not keep you planets happy, come election time, it is out the door you go! Living to be 1000 yrs in office requires you to win at least 20 elections. I find myself running elections whenever my populatity looks high enough and it starts getting close(ten years or so).
Everything is so quick, you will find yourself issuing order after order. 1 spent a couple of hours before I realized it!
(continued on page 59) The world is near apocalypse. Man has evolved new abilities in his never- ending quest for power over each other, and even over Nature itself. Mankind has also broken up into small groups, or Guilds, which work toward enhancing their own powers. These guilds include the Blacksmiths, the Shepherds, the Glass- Blowers, and the Weavers.
? Games ? Explore the world of LOOM The Weavers are special in that they can weave patterns into their cloths, which give the cloths the ability to heal and bring wealth, or other special powers. But, the Guild of Weavers has become isolated because they only allow marriage to other guild members, and they soon retire to their own island of LOOM. The Weavers began to die off, and in the patterns they wove they foresee the coming of the Apocalypse. There is only one person who can either save the Guild of Weavers or destroy them. That person is you, Bobbin Threadbare. Can you prevent the
apocalypse?
By Miguel Mulet LOOM is a fantasy adventure released by Lucasfilm. In it you assume the roleof Bobbin Threadbare, a young weaver of special, and until now, hidden talents.
At the start of your adventure you learn that all the members of the guild have vanished and you find yourself alone on the island of LOOM. If your search is successful, you will not only rejoin your people, you will save the world!
Tobegin your adventure, listen to the audiodrama presented on a full 30-minute cassette (if you have trouble hearing one side, flip it over and listen to the other side; they are identical except for the type of Dolby recording, and your equipment may play one better than the other). This tape is produced by Sprocket Systems, a division of Lucasfilm which also does audio work for motion pictures. The dialogue, music, and sound effects are excellent. All three features set the stage especially well for this game.
There is a pencil and Bookof Patterns which come with the game. The pencil is used to record the "spells" or "drafts" that you learn while on your journey. These spells are the magic that allow you to open and close doors, change straw to gold, and even tame a tornado or two. The Book of Patterns gives descriptions of the spells you may come across, but not how to cast them. They change from game to game, so be sure to use a pencil so that you can erase them. The Book of Patterns also acts as your copy protection device. At the start of the game, you are asked to spin a draft in order to gain
entry as a member of the Guild of Weavers. All you need to do is look up the draft on the front or back of the manual, using the red filter provided.
Bobbin starts on the island of Loom high atop a mountain. The only thing present on the screen is the main window, in which all the action and animation takes place. There are no pull down menus, nor MIDWINTER Captain Stark is utterly alone, and under fire. He has just skied down to a hidden bunker, and pauses to catch his breath. The events of the last 50 years flash quickly before his eyes. There had been the collision with a colossal meteor in 2039 (which plunged Earth into a new ice age); the continents had shifted; new glaciers formed and moved across Earth (displacing billions of
people who went in search of warmer climates); and in the warmer lands, wars ensued over who would live in certain areas.
Eventually, the entire Earth was covered in ice and snow. Fortunately, Captain Stark's ancestors had discovered this island many years ago, and escaped to it to avoid the horrors that mankind was committing on the old continents. They had lived in peace for many years... until now. A new refugee from the mainland has brought with him the aggression of the rest of the world, and now, he wants to by Miguel Mulet make this island his own. This fiend is General Masters, and he has amassed an army of thousands!
"How can my 32 man force defeat him?" Is Stark's only thought. It is then that inspiration hits him ... he realizes he can win! But... is there enough time?
"Midwinter" is a complex action strategy game, with heavy emphasis on the strategy. You are in control of the Free Village Police Force (FVPF), a group of 32 men and women who were enough to police the island of Midwinter prior to the rise of General Masters.
Stopping General Masters is much easier said than done. First, you must contact the rest of your force and recruit them to join your cause. Next, you must find a way to slow down the advancing forces of the General; and lastly, you must find and destroy General Masters's headquarters. Complicating matters even more is the fact that the ice age continues, and all the fighting must be done in guerrilla fashion on the snow-covered land of Midwinter.
As the game begins you are in control of Captain John Stark. He is armed with grenades and a rifle, and his only mode of transportation is skis. The island is powered by 16 Heat Stations, which are pumping heat from Earth's core in order to provide energy to the villages on the island. If General Masters obtains control of these Heat Sta tions, all is lost. This is where the strategy comes in because Captain Stark must assemble his forces and destroy the enemy headquarters. The strategic part of the game is choosing the best way to accomplish this task in this difficult, snow-blown
terrain. In Midwinter, the land is as much your enemy as the evil General.
All movements are accomplished via the mouse or joystick, although joystick movements are the most difficult. Skis are a dialogue box. You just move the mouse, point to where you want to go, and click.
Once you find the "distaffyou can weave drafts by pointing at the object you would like the draft to effect, and then click on sections of the distaff. Thedistaff appears at the lower left of the screen. See Figure ? Gaines ?
2. ) If you play in the lower two levels (two out of three), the
drafts are played out on the distaff as they are discovered,
so that you can record the notes. On the upper, expert level,
you must play the game "by ear". Drafts are played on the
speakers as they are discovered, but not played on the
distaff. Your reward in the expert level is some extra
animation not seen in the Stan- dard game.
That's all you need to know to play the game, and explore the worl d of LOOM.
The programmers didn't forget the necessities, such as a pause feature, sound on off, save load game, or quit restart the game. These functions are available by hitting the appropriate function keys. As you are exploring, the game will often begin an animated scene by itself. During these scenes you sit back and watch what is going on, as the computer takes the character through the events which tran- Bobbin is ready to search new worlds, distaff in hand!
Spire. If you're replaying the game, the ESC key will bypass the scene. This interface works well, and eliminates typing.
The other advantage is that it is easy to play for children and adults alike, making this an excellent family adventure.
Spread over three copyable disks, LOOM creates an incredible world in which the player becomes absorbed. The animations, graphics, and sound effects are all well done, and the plot is mysterious and inviting. Advanced adventurers can complete the game in about 8 hours, while beginners will probably take 14 or more hours to complete the game on its easiest level. To see all the animations, you must complete the game in its expert mode.
If you get an Amiga in your Christmas stocking, LOOM would make an excellent addition to your new software li- brary. .AC. LOOM Price: $ 59.95 Lucasfilm Games
P. O. Box 10307 San Rafael, CA 94912 (BOO) 782-7927 inquiry 212
available to all characters, but they can also find other
forms of transportation, such as hang-gliders, snowmobiles,
and cable cars if they visit the appropriate places
(snowmobiles are found in garages, cable cars are in the
mountains, and hang- gliders are found at cable car stations).
Learning how to ski is an acquired trait, as is driving a snowmobile, or hang gliding.
If the character tries to navigate on too slippery a slope, he causes an avalanche, which leads to damaged body parts or broken equipment.
Although the game comes with a preprinted map, the most useful map is the one provided on the computer screen. It is here you can find out where your other police force members are located, as well as the locations of other areas of strategic significance. The relief view of the map gives you a good idea of how rough the terrain is. Whether your VFPF characters are destroying enemy installations or recruiting o ther members they will use these maps as a guide to their objectives.
To make the program realistic, the characters need food and rest to survive.
Enemy vehicle spotted.
You can blow him away with bullets, or hand grenades!
Both items may be acquired at many different locations, including huts, churches, and homes. Failing to acquire enough of either leads to fatigue and blackouts, which depletes your overall strength. Supplies such as dynamite, bullets, and grenades can be obta ined a t s tores.
The dynamite is used to destroy factories, warehouses, and other locations from which the enemy is getting restocked.
Police stations are where most other members of the FVPF can be found.
As in real life, recruiting fellow officers can be complex. Each character has certain attributes that make him liked or disliked by other characters. This means that if you send one character to recruit another that doesn't like him, he may not join the force. Yourclues to theseinterper- (continued on page 59) PRESENTS WINTER SEMESTER 1991 ? BOSTON, MA * January 4-5 NOVICE CL
* SEATTLE, WA * January 11-12
* YOUR FIRST AMIGA *
* RALEIGH, NC * January 18-19
* USING THE CL1 * MASTER CLASSES
* AMIGA ANIMATION *
* SAN DIEGO, CA January 25-26
* DETROIT, MI * February 8-9
* AMIGA GRAPHICS *
* TORONTO, ON * February 22-23
* AMIGA AMIGA NOVICE CLASSES - THE PERFECT INTRODUCTION
AmigaWorld Expo offers Novice classes for Amiga users just
starting out. Both classes arc designed to give you basic
introductory information. Each class is 3 hours, costs $ 30 a
person and is limited to 40 students.
AMIGA MASTER CLASSES - GET THE MOST FROM YOUR AMIGA!
Amiga Master Classes are designed to provide in-depth information on several professional topics of Amiga use. Each subject is offered in the morning in an introductory format and in the afternoon for more advanced users. We encourage you to attend both. Each 3 hour class costs $ 60.00 a person and is limited to 40 students.
AMIGA CLASS INSTRUCTORS ¦ YOUR KEY TO SUCCESS The quickest way to master your Amiga is to learn from a Master. Our instructors include Amiga luminaries such as: STEVE SEGAL.
ORAN J. SANDS III, BRADLEY SCHENCK and GENE BRAWN.
REGISTER TODAY! CALL 800-32-AMIGA or 914-741-6500 NOVICE CLASSES Basic Amiga Concepts NOVICE I is an total iniroduciion for the Amiga user, covering the Amiga software and hardware configurations. Expanding your Amiga with memory, hard drives, printers, modems and other peripherals is discussed.
Understanding the Cll NOVICE I! Gives the Command Line Interface (CLl) an in-depth look, Your Amiga is at its most flexible when you understand use of the Cll. A special look at the world of Amiga public domain software will also be included.
MASTER CLASSES Working with.Amiga Graphics GRAPHICS I covers all aspects of the current state of the Amiga art of illustration. The advantages and disadvantages of different Amiga resolutions will also be covered.
GRAPHICS II will cover specific techniques on computer illustration. These topics include palettes, anti-aliasing, landscapes, and color- cycling.
INSTRUCTOR: BRADLEY SCHENCK Circle 1&5 on Reader service card.
The Amiga Animation Station ANIMATION I will cover the basics of animation in general and Amiga animation specifically.
Different animation options will be discussed with an emphasis on two dimensional animation.
ANIMATION fl is a continuation of Animation 1 and delves more specifically into artist's technique. Three dimensional animation is the primary topic for this course.
1NSTRUCT0R:STEVE SEGAL The Amiga as a Pro Video Tool VIDEO I covers basic technical video concepts that concern Amiga users. Amiga graphic techniques for video and informal questions and answer sections form the basis for this class.
VIDEO II is a continuation of Video I. This class will take an effcct-oriented approach, demonstrating the usage find combination of various Amiga programs.
INSTRUCTOR- ORAN J. SANDS III or GENE BRAWN ? Gaines ?
(Midwinter, continued from page 57) acter synopses presented in the 192-page manual.
The characters are controlled entirely through a well-done icon interface. If you want a character to rest, click on the icon with the sleeping figure. Thus, manipulating each character is a snap. It has to be, because you have to control a number of different characters in order to win the game. Wisely, the programmers make you take turns with each character, controlling their actions individually, instead of making you control all characters at once.
If desired, however, you can put several members onto one "team".
The graphics are 3-dimensional, and can be viewed from all angles. Scrolling is a little choppy in all of the transportation modes, regardless of speed. Most of the animation sequences are a bit limited, and the sound effects are adequate, though not astounding. They do put the Amiga's stereo ability to good use in that enemy vehicles on your left emit sounds from the left speaker, and so with vehicles approaching from the right. The point-and- click interface is well done, leaving the keyboard to be used for various commands such as firing weapons and saving the game.
Where "Midwinter" really shines is in the actual gameplay. This is a hard game to play strategically, yet I found myself spending hours trying to get my forces in position to overcome the opposition. Even though the graphics and sound weren't "great", 1 found myself coming back for more of this exciting challenge.
An interesting game scenario is presented in the manual. It givesa full historical account of the events leading up to the current situation; however, it is a bit long.
Although the story is interesting, the most important parts of the manual to read are on maneuvering the different transportation devices, and the strategic tips on winning the game.
[f you prefer pure action-arcade games, I would stay away from this one.
If, however, you would like to become fully enveloped in a strategic guerrilla war that needs to be fought with both brains and brawn, definitely take a look at "Midwinter". *AC* Midwinter Price: $ 39.95 Microplay Software Masters of Strategy Series ISO Lakefront Drive Hunt Valley, MD 21030
(301) 771-1 151 inquiry 213 (Imperium, continued from page 55)
Another helpful feature is the clipboard. You use the
clipboard to keep track of things to do. By using the
clipboard, you can send an item from the clipboard to
another window. This allows you to issue a command to a
fleet for instance.
You use the clipboard in conjunction with the map. The map is a computerized picture of the known universe. With it you can get a wealth of information. You find out where different solar systems and planets are located. You can also find out which are owned by you and the other empires.
One of the gadgets on the map allows you to send names of selected fleets and planets to the clipboard. My only complaint with this feature is that it is not large enough! The clipboard does not scroll like other lists. By sending a planet and a fleet name to the clipboard you can use it to issue orders to a fleet to move to that pla ne 1.1 just wish i t was larger and scrol led.
There isn't alot of graphics or sound with this game. The only sounds are some music at the startup and before news items are displayed. 1 found that the news item music slowed down the gameCyou get alot of news each turn with a large empire!) So I mostly ran with it turned off.
You get news pictures when viewing a news message. The whole game is done using black on gray. It would have been a little nicer to have some real graphics or even some simple animated sequences to liven up combat reports! The windows and graphics while simple allow you to move any window to the front by just clicking the mouse in the window.
The game is fast, even from a floppy.
There is only a small amount of disk accesses during a game. The play is fast, it just takes time to decide what you want to do! Tons of reports to look at each turn and many orders to issue! The game takes alot of planning, you have to design your ships, create fleets, build ships for those fleets. All this takes time, money, and natural resources. An empire might be able to build a small fleet with the available money and resources, or it might go into debtfyou pay interest on those loans) and try to create a large one. There is a limit of 10 fleets and 80 ships in the game.
This forces you to plan you fleets and balances the plav.
The disk is not copy protected, the game uses a simple manual protection that only occurs on the first turn after the A tjresi gift Idea, only $ 29-95 1 An Illustrated malt* sludy COURSE... the Nath Hdvrntfige giadfi 1 - 3
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Game is started. You are asked to enter one of the eight items listed in the manual for the subordinate shown on the screen. My biggest complaints are that there are no instructions for installing this gameon my hard drive and that it does not multi-task.
It was pretty simple to install on my hard drive, I just copied the disk to a directory and assigned "Imperium:" to the directory. I changed the startup-sequence file to do this and shut down some of my utilities prior to the Imperium startup.
Unfortunately, since the game will not multi-task, I had to dedicate time to play it. The game forces a re-boot when you want to quit, since the quit option in the menu will just allow you to start a new game. It would have been nice tobeable to play while my programs are compiling, or a download was occuring!
If you like strategy games like Balance of Power, or Empire, you will definitely like Imperium. I have only been around in my game for about 300 years and Matthew Stibbe, the author told me on BIX that there are many surprises still await my empire! Imperium was written in Great Britain bv Matthew Stibbe and Nick Wilson. It is distributed by Electronic Arts. I definitely recommend it!
Now.... How can I stop Saturn from revolting? Send in the Ur op Troops! Charge.
• AO Imperium Price: $ 39.95 Electronic Arts San Mateo, CA 94404
800-245-4525 455-571-7171 FAX 415-571-7995 Inquiry 214 AC
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AC V3.8 and V3.9 Gels In MulttForlh Parts 1AII: Learn how :o use Gels in MuitForth, Author: John Bushakra FFP A IEEE: An Example of using FFP & IEEE math routines in Modula-2. Author: Steve Faiwisxewski CAI: A Computer Aided Instruction program with editor written in AmigaBASIC. Author: Paul Castonguay TumblirT Tots: A complete game written in Asse mbly language. Save tie tailing babies in this game, Author: David Ashley Vgad: A gadget ed tor that allows you to easily create gadgets. The program then generates C code that you can use in your own programs. Author: Stephen Vermeulen MenuEd: A
menu editor that allows you to easily create menus. Tne program then generates C code that you can use in your own programs. Author: David Penrson Bspread: A powertjl spread sheet program written in AmigaBASIC. Author: Bryan Cately AC V4.3 and V4.4 Fractals Part I: An introduction to the basics ol fractals with examples in ArmgaBASIC. True BASIC, and C. Author: Paul Castonguay Shared Libraries: C source and executable code that shows the use of shared libraries. Author: John Baez MultiScrt: Sori ng and intertask communication n Modua-2 Author: Steve Fanmszewski Double Playfiekl: Snows how to
use dual playfieids in AmigaBASIC. Author: Robert D’Asio '831 Math Part I: Programming tne 68831 math coprocessor chip in C Author: Read Predmcre Args: Passing arguments to an Am gaBASIC program from the CLI. Author: Brian Zupke AC V4.5 and V4.6 Digitized Sound: Using the Aucio.device to play digitized sounds in Modula-2. Author: Len A. White
* 881 Math Part It: Part II of programming the 68381 math
coprocessor chp using a fractal sample.
Author: Read Predmore At Your Request: Using the system-supplied requestors from AmigaBASIC. Author: John F We.derh:rn Insla Sound: Taopmg sound from AmigaBASIC u$ mg the Wave command. Author. Greg Stnngfeilow MIDI Out: A MIDI program that you can expand jpon. Written in C. Autnor; Br, Serapnlm Winslow Diskless Compiler: Setting up a compiler environment that doesn't need floppies Author: Chuck Raudonis AC V4.7 and V4.8 Fractals Pari II: Part II on fractals and graphics on the Amiga in AmigaBASIC and True BASIC.
Author: Paul Castonguay Analog Joysticks: The code for using anaog joysticks on the Amiga. Written in C, Author: David Kinzer C Notes: A small program to search a fife for a specie String in C. Author. Stephen Kemp Better String Gadgets: How to tap the power o* string gadgets in C. Author: John Bushakra On Your Alert: Usng the system’s alerts from AmigaBASIC. Author: John F. Wiederhirn Batch Files: Executing batch files from AmigaBASIC. Author: kterk Aydeliotte C Notes: Tne beginning of a utility program in C. Author: Stephen Kemp AC V4.9 Memory Squares: Test your memory wtn tnis AmgaBASIC
game. Author: Mike Morr on High Octane Colors: Use dithering in AmigaBASIC to get tne appeararce of many more colors.
Author: Robert D’Asto Cell Animation: Us rg cell animation in Modula-2. Author: Nicholas C raseia Improving Graphics: Improve the way you: proc'am looks no matter what screen i* opens on. H C. Author: Rchard Martin Gels in Multi-ForttvPart 3: The third and final part on using Gels in Forth. Author; John Bushakra C Notes V4.9: Look at a simple utility program in C. Author: Stephen Kemp 1 D_Cells: A program that simulates a one-dimens.onai cellular automata. Author: Russell Wallace Colourscope: A shareware program that shows different graphc designs. Author: Russell Wallace ShowlLBM: A program
that displays lo-res, hi-res, interlace and HAM IFF pctures Author: Russeil Wallace Labyrinth_ll: Roll paying text adventure game. Author: Russe l Wa lace Most: Text Me reader that will display one or more Ties. The program will automatically format the text for you.
Author: Russell Wai-ace Terminator: A virus protection program. Author: Russell Wallace AC V4.10and V4.11 Typing Tutor: A program written in AmigaBASIC that will help you improve your typing. Autnor: Mike Morhson Glatt’s Gadgets: Using gadgets in Assemby language. Author: Jeff Gtatt Function Evaluator: A program that accepts mat-amatcal functions and evaluates them. Written in C. Author: Randy Finch Fractals: Part III: Am gaBASIC code that shows you how to save'oad pictures to disk. Author: Paul Castonguay More Requestors: Usng system calls in AmigaBASIC to buikj requestors. Author: John
Wiederhirn Multi-Forth: Implementing the ARP library Irom Forth. Author: Lonnie A. Watson Search Utility: A file search utility written in C, Author: Stephen Kemp Fast Pics: Re-wn*;ng the pixel drawing routine in Assembly language for speed. Author: Scott Steirtman j 64 Colors; Using extra-hatf-bhte mode in AmgaBASIC. Author; Bryan Catey J Fast Fractals: A fast fractal program written in C with Assemby language subroutines. Aumcr. Hugo M. H. Lypoens Multitasking in Fortran: All the hard work is done here so you can multitask in Fortran. Author: Jin Locker 7 AC V4.12 and V5.1 Arexx Part II:
Inlormation on how to set up your own Arexx programs with examples. Author: Steve Gilmor Leggo My LOGO: A Logo program that generates a Christmas tree with decorations. Author: Mike Morrison Trees and Recursion: An introduction to binary trees and how lo use recursion. Written in C. Author: Forest Arnold C Notes: A look at two data compressing techniques in C. Author: Stephen Kemp Animation? BASICally: Usmg cell animation with AmigaBASIC. Author: Mike Morrison Menu Builder: A utility to help build menus in your own programs. Wntten in C. Author: Tcny Preston.
Dual Demo: Hew to use dual playliekls to make your own arcade games. Written in C, Author; Thomas Eshelman Scannirra the Screen: Part four in the fractals series, This article covers drawng to the screen. In Am gaBASIC and True BASIC. Aunor: Paul Castonguay.
C Notes: Recursve functions in C. Author: Stephen Kemp.
8 AC V5.2 and V5.3 Dynamic Memory!: Flexible string gadget requester us-ng dynamic memory allocation. Author: Randy Finch.
Call Assembly language from BASIC: Add speed to your programs with Assembly. Author: Martin F. Comps Conundrum: An AmigaBASIC program tat is a puzzle-l ke game, similar to the game S mon. Author: Dave Senger Music Tiller: Generates a titer asplay to accompany the audo on a VCR recording. Autor Brian Zupke C Notes From the C Group: Writing functions that accept a variable number of arguments. Author: Stephen Kemp Screen Saver: A quick remedy to prolong the life of your monitor. Author Bryan Catley 9 AC V5.4 and V5,5 Bridging The 3S' Chasm: Making Amiga 3 5' drives compatible with IBM 3,5'
dnves. Author: Karl D. Belsom.
Ham Bone: A neat program that illustrates programming in HAM mode. Author: Robert D’Asto.
Handling Gadget and Mouse IntuiEvenls: More gadgets in Assembly language. Author: Jeff Glatt.
Super Bitmaps In BASIC: Holding a graphics display larger than the monitor screen. Author: Jason Cahi'i Rounding Oft Your Numbers: Programming routines lo make rounding your numbers a little easier.
Author: Sedgwici Simons Mouse Gadgets: Faster BASIC mouse input. Author; Michael Fahrion Print Utility: A homemade print utility, with some extra added features. Author: Brian Zupke Bio-feedback. Lie delector Device: Build your own he detector device. Author John lovine.
Do !t By Remote Build an Amiga-operated remote controller for your home. Author; Andra Theberge AC V5.6 and V5.7 Convergence: Part frve ol tne Fractal series. Author: Paul Castonguay Amiga Turtle Graphics: Computer graphics and programing with a LOGO-i;ke graphics system.
Author: Dylan MnNamee C Notes: Doing linked list and doubly limed lists in C. Author: Stephen Kemp Tree Traversal A Tree Search: Two common methods for raversing trees. Author: Forest V . Arnold Exceptional Conduct: A q uok response to user requests, achieved through efficient program logs Author Mark Cashman.
Getting to the Point: Custom Intuition powers in Am gaBASlC. Author Rcber: D’Asto Crunchy Frog II: Aoc.rg wncows and ether odds and ends. Author: Jim Fiore Synchronicity: Right and left bran lateralization. Author; John lovine C Notes From Ihe C Group: Douby linked lists rev&ted. Autho*: Stephen Kemp Poor Man's Spreadsheet; A simple spreadsheet program that demonstrates manipulating arrays.
Author: Gerry L. Penrose.
AC V5.8, V5.9 and AC V5.10 Fully Utilizing the 68831 Math Coprocessor Pari III: Timings and Tu:oo_Pixel Function Author: Read Predmcre.
C Notes From the C Group 5.8 A 5.10: Functions supportng coubly linked lists, and a program that wl examine an archve He and remove any Wes that have been extracted Author: Stephen Kemp Time Out!: Accessing the Amiga's system timer dev.ee via Modula-2. Author: Mark Cashman Stock-Portfolio: A program to organize and track investments, music libraries, mailing lisa. Etc. in AmigaBASIC.
Author: G. L Penrose, CygCC: An Arexx programming tutorial. Author: Duncan Thomson.
Programming in C on a Floppy System: Begin to develop programs in C with just one megabyte of RAM Author: Paul Miller.
Koch Flakes: Using the preprocessor to organize your programming. Author: Pauf Castonguay Audioillusion: Experience an ama2,ng audio illusion generated on the Amiga in Benchmark Modula-2.
Author: Craig Zuoke Pictures: IFF pictures Irom past Amazing Computing issues ACV5.11 &V5.12 Keyboard input In Assembly: Fourth in a series ol Assembly £3000 prograTning tutorials. Author: Jeff Gatt.
A Shared Library lor Matrix Manipulations: Creating a shared library can be easy. Author: Raney Frcti.
C Notes From The C Group: Acscusslon on Cryptography. Author: Stephen Kamo For PDS orders, please use form ort page 95. Visa and MasterCard available.
R O s The statements and projections presen ted in "Roomers" are rumors in the purest sense.
The bits of information are gathered by a third- party source from whispers inside the industry. At press time, they remain unconfirmed and are printed for entertainment value only.
Accordingly, the staff and associates of Amazing Computing" cannot be held responsible for the reports made in this column.] The news from West Chester continues to be interesting. Despite attempts to clamp down onsecurity leaks,The Bandito continues to find tasty tidbits seeping out through the cracks. There is nothing like a fast rummage through a dumpster to find some revealing memos or technical drawings, but the hard part is driving away at high speeds over those mountains in the pa rking lot (euphemistically referred to as "speed bumps"). It's just another day in the life of a
gossip columnist braving danger to bring you vour monthly diet of information.
From a memo found buried under a pizza box, The Bandito has discovered more information about the much-touted CDTV system. You know, the one that Nolan Bushnell is hawking. Did anyone happen to ask what year that "fall" shipping date was supposed to be in? Well, according to the latest data, it looks like CDTV may not ship until spring of 1991.
The Bandito has found out there are several reasons for this delay.
For starters, there's no real development system yet. According to one developer, Commodore's advice was to "put the software on a hard disk and we'll master it for you." So how does this help the developer put high-quality audio and full-motion video into his products?That's by The Bandito treating a CD-ROM just like a big floppy disk, and that is a big mistake, For one thing, it means a lot of developers won't take you seriously.
Another thing that's delaying CDTV is an attempt to be competitive with CD-I, which now offers full-motion video and CD-quality sound. Commodore thinks that CDTV needs support for real-time HAM mode movies, which is mostly a software problem. After all, anybody who saw NewTek's Demo Reel II (which was only shown and never released) knows that it's possible. Maybe Commodore could buy some technology fromNewTek and put it all together. Another possibility being considered is to include circuitry to create a video-quality mode with millions of colors, possibly even fast enough for animation.
Commodore has announced that CDTV will be "upgradable" to CD-I when that chip set is available. This means the hardware has to be redesigned to allow for that possibility, and the software must also take that into account. It's a tall order, and filling that order takes time.
Thus, there are quite a few issues that remain unresolved forCDTVrexactly what the hardware and software capabilities will be, what the software support will be, and what the market will be. Is it education? Corporate training? Games? The mythical "home computer"? The Bandito will be watching closely to see how this turns out. Stay tuned, sports fans. It promises to be an exciting game.
Speaking of games, Apple has been making some aggressive moves lately.
They finally woke up to the fact that their computers were too expensive, and started releasing cheaper ones, although they are still not cheap enough to beat the Amiga.
In Europe, where the price difference was even more amazing, The Bandito hears that the new Mac Classic may be priced the same as the A500 in the UK about 400 pounds. System prices will be comparable to an Amiga 500, though of course there's no color, the screen has lower reso- lution, and there's no animation support.
And, unless Commodore finally decides to lower the A500 price, the U.S. market value will also be fairly dose. The Bandito knows that they've been toying with the idea, but this move by Apple may be just the jolt Commodore needed to stir up some action. Look for a price cut before Christmas, and perhaps a significant cut early next year.
The Bandito thinks that the Mac Classic is not so much of a threat, but the Macintosh LC is more competitive. Espe- cialty in the business marketplace, it's priced and equipped comparably to an Amiga 2500. The Bandito fully expects that Commodore will engage in another round of price reductions to meet this challenge head-on. The emphasis will be on desktop video, since the Video Toaster is powerful ammunition for that fight.
The Macintosh market is now awash with 3-D animation software. It seems like they noticed how well that material does on the Amiga, and the prices are incredible! The least expensive is S500; many are S700 or SS00, and there are several SI500 packages. One of the more complete packages is priced at a low, low, $ 7995! And most of this software isn't complete! You have to go and buy a modeling package separate from the animation and rendering package.
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Ware, besides being remarkably less expensive, has had years to acquire the polish that you just can't find on the Mac.
Now if onlv Commodore can get the word out, they should be able to do very well in this market. That's why their Siggraph appearance was so important.
It seems that the bad news has finally arrived for A-Max. As of September 15, Apple has allegedly stopped selling Mac ROMs to dealers unless they are in exchange for a "broken" set. Previously, Apple dealers could buy as many ROMS as they liked, for $ 120 a set. But Apple has final 1 v noticed jus t how many ROMs were ending up in emulators like A-Max, and has decided to clamp down, particularly since Apple will now be selling a low-cost Macintosh. The Bandito doesn't know if this prohibition will be permanent, but you'd better make sure you can get Mac ROMs before you buy your A-Max.
Gold Disk has finally succumbed to the lure of other software platforms. They are currently working on a version of ShowMaker for the Macintosh. In fact, The Bandito hears they are working on both a low- and a high-end version. Of course, the low-end is a measly SI 95 and the high-end is $ 495. The Bandito hopes that Gold Disk is ready for a fight, since that Macintosh market is very expensive to compete in, and the boys from Canada don't know their way around the territory. Just look how well Bvte-By-Byte has done with Sculpt for the Macintosh that is, not well at all. But since that is
where they make most of their money, this won't mean less support for their line of Amiga products.
The Video Toaster was finally shipped out before the end of September, as promised, which is cause for cries of rejoicing. Unfortunately, thequantities sent ou t were very limited at first. A few lucky people are very happy to have received their wonder hardware, while the rest of the world awaits the volume shipments still to come. The Bandito predicts that Ham It Up! (v. 1.02) Displays and prints all 4096 Amiga colors!
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While NewTek will ramp up as fast as they can, the demand will grow even faster. It'll probably be months before NewTek can keep pace with the demand.
But now that the Video Toaster is finally out, The Bandito expects a bevy of videos to be created using this new technology.
Of course, when a home user begins to create videos, they'll probably be just as graphically appealingas the first desktop published documents ... that is, really ugly.
The Bandito also expects to see new records set for the number of digital video effects per second in rock videos once the Toaster gets around.
It's been a long wait for those who have been seeing the Video Toaster demo'ed for years. Why did it take so long before they shipped it? The Bandito hears that it's because they stuffed many more features into the Toaster than originally planned. Among other tilings, the Video Toaster now includes ToasterPaint, a 24- bit paint program which is based on Digi- Paint 3 technology, and Allen Hastings' LightWave 3D animation and rendering software. The hardware can now do a whole range of coloring effects, including some that can be found on no other piece of video equipment. Also add in lumi
nance keying, genlock, and switching between seven possible sources and you end up getting a mixture that's quite explosive. It's no wonder it took such a long time to put the Video Toaster package together.
The Toaster ha s b een attra cting attention from the mainstream computer press and even the national media, including coverage by CNN and Preview. And the venture capitalists have, of course, been waving their money around, but NewTek isn't taking any, preferring to maintain control of the si tuation. The Band ito th i n ks that's the smart move. Why some of these vultures would want the Toaster to be put into a Macintosh or a PC is anyone's guess.
But not to worry, Tim jenison would never allow that to happen to New Tek's prized possession.
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In other video news, NEC is introducing the PC-VCR, an S-VHS deck designed to be controlled by Pcs. It offers single-frame accuracy for about $ 2,000.
You may ask, "What's so important about that?" Well, it's just what you need to make those incredible animations you've seen from Allen Hastings. Lower-cost models are in the works, along with an inexpensive TBC built into the high-end model. PC and Mac controller software is also in the works; could the Amiga be far behind? Just think if you combine it with a Video Toaster, you could have a complete homemade TV studio, Commodore has upgraded the base A3000 hard drive from 40 to 50 megabytes with no price change. That's a nice little added bonus, don't you think? The Bandito hears that the
A3000 has been selling well, although a number of third-party cards don't work in it yet. The reason is purely mechanical; the space available changed between the A2000 and the A3000. So a number of products will have to be revised, but it shouldn't take too long. Chief among the products to be changed is the Video Toaster. Commodore is especially eager to get that working with the A3000 series as soon as possible.
The 68040 has been delayed again by Motorola; it's not expected in quantity until Christmas. That means the '040 Amiga won'tbeout until then, either. Do Learn the Alphabet and Have Fun Animation, Pictures, Letters, and Song Buy Now For The Holidays - $ 30.00 Check or COD - Maryland Residents Add 5% Dealer Inquiries Welcome PARTH GALEN 6281 Trotter Road, Clarksville, Maryland 21029 .301 -531 - 3527 expect, however, an introduction at the CeBit show in March. The 68040 delays are also holding up those accelerator card manufacturers. The first few cards probably won't be out until early 1991.
But those babies should really scream, especially for things like ray-tracing. Now let's see... who wants to do the first flight simulator with real-time, ray-traced, 3-D graphics? The Bandito will surely try his hand at one.
Commodore is working hard to push the Amiga, primarily because their other computer lines aren't doing particularly well anymore. They have allegedly shut down production of Cl 28s due to lack of COLOR RIBBONS & PAPER Colors: Black, Red, Blue, Green, Brown, Purple, Yellow Ribbons: price each Black Color T-Shfrt Ribbons Brother 1109
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Sales, while sales of the C64 and the Colt (CBM's low-cost PC clone) are also down considerably. So, more effort is being put behind the Amiga product line, particularly in the sales and marketing areas.
Commodore is now looking to the desktop video market to be the flagship application that sells the Amiga to businesses.
In line with their emphasis on desktop video, Commodore is said to be exploring a strategic relationship with a major manufacturer of video equipment.
It's possible that we may see versions of professional-quality video recorders designed to work specifically with the Amiga including special software to CRITICAL MASS SOFTWARE presents VIRTUAL REALITY 3D CRITICAL MASS SOFTWARE Professionally designed 3-0 objects for use in the most popular Amiga 3*0 modeling programs.
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Control those devices. There might also be a co-marketing agreement to help move the Amiga into professional video equipment stores. The goal is simple: low-cost, along with easy-to-use video editing capability. Add a Video Toaster to that and (again) you have a complete video studio.
Speaking of studios, more and more movies are using Amigas to prototype their effects and graphics. It's much cheaper to look at some titles done on ab Amiga to decide if they are the right style, rather than getting them done by traditional methods. It saves a lot of time, too, which is often more precious than money in the movie business. And it's not just prototyping, either. Many productions particularly science fiction movies are using the Amiga for on-screen graphics.
Ironically, the artists often are told to make the graphics look worse than the best possible on the Amiga otherwise, they wouldn't look like the computer graphics producers want!
Of course, with all this video, animation, digitized sounds, and 24-bit graphics, data storage is becoming a problem.
The Bandito has some good news for those of you who just can't fit everything on your hard disk. A rewritable optical storage is coming for the Amiga, and from more than one company, too. This magneto-optical drive resembles a CD-ROM, but it's fully erasable and rewritable, just Circle 115 on Reader Service card.
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Like a floppy. And it stores 650 megabytes of data on one disk (some models can handle over 1 gigabyte). The access times are slower than hard drives, but still quite fast. Expect the first models early in 1991, though you should be prepared for some "sticker shock". Thedriveswon'tbe much less than 55,000 to start with, although prices should come down significantly in the next few vears.
If 650 megabytes isn't enough, there's new technology on the horizon that may be just the ticket. There's a company that is experimenting with holographic storage techniques using crystals. We're talking terabytes of storage (that's 1,000 gigabytes) with access times measured in microseconds, which is faster than most RAM chips. Lasers are used to scan for changes in the crystalline structure. And the crystal is entirely solid state with no moving parts, so it should be extremely reliable. The cost? Well, by the time it gets to market in 1995 or thereabouts, probably under $ 10,000 -and
dropping fast.
The Bandito hears that Commodore has finally dragged one of its top-secret projects out of the lab and into the marketplace. The big C has announced the debut of the C64 Games System, which is essentially a C64 with a cartridge port and a joystick included. They expect to compete against the Nintendo and similar game machines, except that the C64GS has an upgrade path.
For those of you who really want to expand your A500, there's the new Bodega Bay expansion chassis from California Access. It sports room for 4 Zorro slots, three drive bays, and a built-in 200 watt power supply. Yeah, throw that old powerbrick away. The price? Expect to see it for around S300, which is a real deal for turning your A500 into a reasonable facsimile of an A2000.
Will Egghead begin carrying Amiga software? It may well happen in 1991.
Egghead has been a staunch supporter of Apple II software, but with the market for that falling fast, it seems unlikely they'll continue to stock it. Amiga software is already selling far better than Apple II software, and Egghead is gradually beginning to recognize that fact. Of course, it's going to require a drastic change in attitudes at the head office, but money talks very loudly.
Workbench 2.0 looks like a New Year's baby, from the tea leaves that The Bandito has seen. Well, The Bandito can wait... barely. It'll be worth it if the bugs are kept to a minimum, which is the whole idea. The big question is: who will have the first 1280 x 400 resolution game?
Next time, The Bandito will once again present some fearless predictions for the New Year, attempt to make last year's predictions look like they came true, and throw in a few' surprises for everyone to sink their teeth into!
• AC* New for 1991!
From the Amiga technical information publishing leader.
% °*J aX Reserve yourcopy NOW.
For just $ 11.95!
Hurry- this special offer expires December 15,1990!
AC 3 tc In the beginning, there was just one publication to turn to for the latest, most detailed technical information available for the Commodore Amiga, Now, there are two.
The publishers of Amazing Computing - the first monthly Amiga publication - and AC's Guide - the only Amiga product guide - proudly announce AC's Tech For The Commodore Amiga - the first technical Amiga publication - available to you this January.
First highlighted in June, 1989 as a "special edition" within Amazing Computing, AC's Tech is now a separate magazine, designed to address ail your technical needs.
AC's Tech is both disk- and print-based, presenting more complex programs, more detailed studies of Amiga hardware, and more imaginative hardware projects than any other Amiga publication on the market today. It is the perfect complement to Amazing Computing, The disk contains everything necessary to get the programs appearing in the issue up and running on your Amiga, including all listings, libraries, includes, PD utilities - and MORE!
AC's Tech takes you to a new level of Amiga computing, explaining more advanced techniques and providing more stimulating insights and state-of-the-art information than you ever thought possible in one Amiga publication!
Use the attached card to order, or call toll free 1-800-345-3360 for fast credit card service!
AC's Tech For The Commodore Amiga available through authorized Commodore Amiga dealers, and by mail order only.
Pssst! Can I tell you a secret? Cryptography is the subject of this month's column. Defined as the process of writing or deciphering messages in code, the science of cryptography is usually divided into two opposing areas of expertise: constructing codes a nd breaking codes. One side's job is to create ciphers that cannot be compromised and, conversely, the other side's job is to prove that an unbreakable code cannot be created. Incredibly, thousands of people, employed by various governments, are devoted to one side or the other in the science of cryptography.
On our side of the world, encoding of databases and files is a common task that programs must support. Usually, the methods used to encrypt files are not tremendously sophisticated since the time required to encrypt and decrypt files and records must be kept to a minimum. Primarily, file encoding in the business world can be compared to installing an alarm system in your home. It may not stop the expert criminal, but it will stop the majority of thieves.
To make this discussion of cryptography a little easier to understand, a couple of definitions are in order. There are four primary items in a cipher system. First, "source" refers to normal text information. The simplest source contains the space character followed by the letters of the alphabet a total of 27 characters. Second, "cipher" refers to encoded text information.
Third, "method" is the algorithm used to create encoded information. Finally, a "key" is used by a method to encode and decode information. Naturally, the method is at the heart of any cipher system.
One of the simplest methods is named the "Caesar cipher", and there area couple of variations in this cipher system. The first method takes each letter from the source and adds a number (the key) to the letter before placing it into the cipher text. The letter for a result tha t is greater than 26 can be found by subtracting 26. Here is an example using this method with a key value of 2: Source Method Cipher H = H+2 = J E = E+2 = G L = L+2 = N L = L+2 = N O 0+2 = Q HELLO = JGNNQ It should be obvious that this method is reversed by subtracting the key instead of adding. Also evident is the
fact that this method would not be very difficult to defeat since there are only 26 possible scrambled key combinations.
The Caesar cipher can be improved by using a substitute alphabet as a key instead of a simple constant offset. In this method, each letter from the source text is substituted with the character found in the "true" alphabetic position of the key. For instance, the letter 'A' would occupy the second alphabetic position (the space usually occupies the first position). This method would substitute every 'A' in the source with the letter in the second position of the key alphabet. An example of this method might look like this: Alphabet: ABCDEFGHIJKLMNOPQRSTUVWXYZ Key: ZOBSAR_WGLHTEUIDPXCNYVFJMKQ
Source Method Cipher H - (H=G) G R E E D E - (E=R) L - (L=E) L - L=E O - «D=D) HELLO = ©REED This method is safer than the first one and is still very simple to implement. Unlike the first method, if you tried to break this cipher sequentially, it would take millions of combinations to find the key.
A codebreaker, however, would notstart randomly assigning alphabets to the cipher. Instead, an examination would be made of the cipher text and then the frequency of occurrence for each letter would be applied to the frequency commonly found in the language. For instance, most everyone knows that the letters "E", "S", "T", "R", and "N" are very common in the English language and, by using the knowledge of letter frequency, an expert code breaker could make an educated guess as to where each tetter corresponds in the key alphabet. By applying the common letters into the cipher text, breaking
the code becomes analogous to playing "Wheel of Fortune".
Very seldom in programming will you find methods like this in use because they are so simple. On the other hand, most file systems today simply require you to define a password in order to gain access. The password is the key, but the secret is in the method used in "applying" the password to the source. I won't claim inside knowledge of how other programs handle their encryptions, but we'll be able to examine a method using a password for protection.
Listing One contains a sample program named SECRET.C which uses a method of bit manipulation called "ExclusiveORing" (XOR) which is applied between the characters in the password and those found in the file. It is a code simple to implement, but more difficult to break than simple character substitution from an alphabet. This is made possible because all the characters in the file (not just the alphabetic ones) can easily be encrypted and later decrypted.
To discuss the method used in the program SECRET, assume that the password to be applied to a file is "SECRET" (pun intended). The first character in the file would be XORed with the first character in the password (S); the second character from the file XORed with the second character (E); the third with the third character (C), etc. When the end of the password is reached, the process simply begins again with the first letter. This continues until the entire file has been encrypted. Other than its size, the resulting file wiil bear little resemblance to the original.
For those who are unfamiliar with the logical XOR operation, here is a quick definition. Usually, a logic table is the easiest way to explain the operation. Logically there are only two values, TRUE and FALSE. Exclusive Oring each possible combination is shown in this table: TRUE xor TRUE = FALSE TRUE xor FALSE = TRUE FALSE xor TRUE = TRUE FALSE xor FALSE = FALSE In simple terms, an XOR operation can be explained as "one or the other, but not both." A value XORed with itself results in a FALSE condition, and any value XORed with FALSE equals itself. Exclusive Oring is a clean method because
the same method is used to reverse the cipher. This can be demonstrated best by examining the bitwise operation that occurs using binary numbers. First we'll need to XOR two numbers and find the result: Source 10 10 01 10 XOR key 01110 0 11 Cipher 110 1010 1 This example demonstrates the important concepts introduced by the logic table. Each "1" represents a TRUE value, likewise each "0" represents FALSE. Using the logic table presented above to determine the operations involved between the source and key, we can derive the cipher. To restore the source all you have to do is apply the same
key to the cipher. Here is an example: Cipher 11010 10 1 XOR key 0 1110 0 11 Source 101001 10 Now you know the secret of the program in Listing One. A password is used to encrypt an input file using the method that we just discussed. Once finished, the process can be easily reversed by re-running the cipher text through the program using the same password.
This method has a few flaws (like most ciphers), but they are not as serious as those found in the Caesar cipher. The primary flaw in the XOR operation can be found when the text file periodically contains a series of the same character. For instance, it is not unusual to find a series of spaces, or underlines, etc. If a short password is used, the repetition can be easily identified.
Once XORed with the appropriate character, the key can be discovered. Therefore longer passwords are much safer to use.
Listing One * SECRET.C is a program that accepts a list of filenames or I* wildcards and will read and rewrite each file altering the * text by encrypting it using the letters found in the password * - also supplied on the command line and distinguished from a ’ * filename by a leading hyphen (-). The same password is used I* for all files. To restore a file to its original state the ¦ file must be submitted to the program again using the same * password that was used during the encryption. Before actually * changing each file, the user is askec to confirm the changes.
I* During encryption, this feature is net of much value. During * decryption, however, this will allow the user to determine * that the file is being restored with the original password.
* If a "standard" open fails on a file it is skipped.
* If compiling with LATTICE the LATTICE keyword is defined for * you. With MANX, the alternate routes will supply the code * necessary to make the program operate, ?include stdio,h ?include fcntl.h ifdef LATTICE iinclude dos.h ?else char ¦ acdir(); strupr(buf) * this function is not supplied with Manx library * char *buf; I for(;*buf I' 0';buf-r+) *buf » toupper (*buf); } ?endif ?define TRUE 1 ?define FALSE 0 ?ifdef LATTICE main(short argc,char *argv[]) ? Else main(argc,argv) short argc; char *argv[); ?endif char *fptr; unsigned int count,ct; short cnt; short ndx; char
‘pword,"pw; char first; int ifp,ofp; char Ibuf[2551; Iifdef LATTICE struct FILEINFO info; iendif if large - 2) 1 program start * pointer to filename area * * counter for read writes * * counter for files * * index for arguments * * Encryption word pointers * !* first read indicator * • file io handless * * line buffer * * file info pointer * • if not enough arguments provided *t errout: • exit point if error discovered * printf("Encrypt the bytes of a file n"); * announce *!
Printf (" SECRET -password file [ file ] example * printff" where password is the encryption password r n") printf (" first run encrypts, second run 0 niczlcjlniaSVitaBI liu j. D MultiStart 11 A500 & A2000 Allows A500 and A2000 owners lo install Kickstart
VI. 3 and V2.0 Roms and switch between them with the keyboard.
Can also install a third Rom. Lets you stay compatible with
your software. No external wires or switches required.
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information. 832 First St. 48381 Allows A1000 owners to add
up to 1.5 Meg of Fast Ram internally. User expandable in 512K
increments. Includes battery backed clock calendar.
Simple installation, no soldering required. The Insider II is compatible with the KwikStart Rom board. From the maker of the First internal Ram board for the A1000. Retail Price $ 249.95 w 0K Allow* A1000 owner* lo install VI,3 or 2.0 Kickstart in Rom. Frees up 256K of memory to use as Fast Ram under V1.3. Upgrade to the latest operating system and still be able to use Kickstart from disk if needed.
Retail Price S 99.95 w o Roms Insider II
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VI. 3 or V2.0 The BattDisk Battery Backed Static RamDisk Super
fast Static Ram Disk for the A2000 & A3000.Allows you to have
up to a 2 Meg RamDisk and still have 2 Meg of Chip Ram and 8
Meg of Fast Ram. Easily cxpandible in 64K or 256K increments
to 2 Meg.
Excellent if you are working with Multimedia applications or animations where you need fast access to files. Can be used to boot your system, fully autobootable under 1.3 to FFS. Also can be hardware or software write protected.
Programmers - Keep your source code in fast guru safe static ram.
MegAChip 2000 2 Meg of Chip Ram for the A2000 If you use your Amiga for Graphics, Desktop Publishing, Desktop Video, 3D Rendering & Animation, or Multimedia * Then you need the MegAChip 2000.
Doubles the amount of memory accessable to the custom chips. Allows you to have a total of 10 Meg of Ram. Fully compatible with System 2.0 and the ECS Denise chip. Rclail 1 fice s 299 95( w Memoiy J r w o 2Mcg Agnus Circle 159 on Reeder Service card.
Exit the program * ciosefile: ¦ indicate no flag’ • examine arguments* * found an indicator* * remember the pword* oassword* ¦ simplify name * • examine arguments* • flags already found* * so skip to next * XOR * * * jifdef LATTICE fptr a info.fib_FileName; $ endi f for(ndx = 1; ndx argc ; ndx++)( if (argv[ndxj(0) ') continue; ?ifcef LATTICE if (dfind Sinfo,argv[ndxj,0) !¦ 0)1 * no matches * printf[*-No file matches %s- n",argv[ndx]); continue; forlndx ° 1; ndx argc ;ndx++)( if (argv[ndx](0] pword = &argv(ndx][11; I if (pword =« NULL || *pword°®' 0f goto errout; *
no password so exit * strupr(pword); * alter case’ printf("Applying password to file(s) Xn"); * Indicate message *
- Check for flags and switches here pword = NULL; decrypt; r n")
; exit(0); } printf " - skipped n"); if (ifp 0)
close(ifp); * close if open * if (ofp 0) closelofp); •
close if open * continue; • continue looping* ) for(;j) *
loop through file * if ( (count-read (ifp, lbuf, 256) ) *« 0)
1 * EOF * close(ifp); * close file * close (ofp); * close
again* break; * end loop *,' } for (ct-0; ct count; et + +
)( * time to work * if Cpw »= 1 01) pw - pword; ’reset:
Utility program specific code goes here -* first ¦ TRUE; *
first time flag ¦ pw = pword; * point to password * ifp “
open fptr,0_RD0NLY,01; * open file for read* ofp “ open
(fptr,0_WRONLY,Ol ; * open file for write* if (ifp » 0 [I
ofp 0)1 * if opens fail* ) if (first)( * if first line *
first - FALSE; * no longer first * if accepted(lbuf,count)
== FALSE)( goto ciosefile; * not accepted } printft* Accepted
n" ; * continue * lbuf[ct] *pw*+; write(ofp,lbuf,count); put
the line back* ?endif for lent « 0; ;cnt++)l tifdef LATTICE if
(cnt != 0) if (dnext(fiinfo) != 0) break; * end of the chain *
felse if l(fptr=scdir(argv[ndx])) ” NULL) break? * end of
chain • look for wildcards * * ¦ ) ifnrief LATTICE if (cnt
== 0) prir.tf (" - No files match %s - n", argvjndx)); fendif
?er.dif if (access(fptr,0) 0) * if file is found *
(continued on page 88) printf(**** %s *¦ * n", fptr) ; *
display filename * PO UTILITIES & SMALL PROGRAMS Adapt (FFD
378) Adapt is a Cll utility tha t will convert special German
characters while porting to an MS-DOS machine to the correct
Amiga codes. This version is set up to only handle the specific
letters listed in the documentation, but the program can easily
be changed. Adapt can also change a tab to a space or spaces if
needed.
Insight into the World of Public Domain Software for the Amiga To change the code to convert your special characters, all you need to do is find the code of the characters you want to convert. This can be found in the documentation of your PC. Simply plug in the character code in the correct line of the source code, and that's it. This is explained fully in the documentation provided with the program.
This is version 2.2. and includes source. Author: Lars Eggert Append (FFD 379) Append is a Cll utility used to append or join two or more files directly. It is similar to the AmigaDOS JOIN command, but shortens the steps. Includes source. Author: Oliver Euseling LLSort (FFD 379) LLSort can replace the AmigaDOS SORT utility. It has its Pure bit set and can be made resident. LLSort has more features than the SORT command. It can sort files in ascending or descending order, lets you sort with case sensitivity and has the ability to sort with numbers placed after letters. Includes binary only.
Author: Les Leist - - by Aimde B. Abreit TheGuru (FFD 378) Heee's Baaack! And better than ever.
For those of you who miss the Guru, Nico has brought him back in Kickstart 2.0. Ti IE Three programs are needed to make the Guru work: TheGuru (the main program), GuruSettings, and GuruEd.
GuruSettings allows you to change the speech settings of the Guru: change the volume, rate, pitch, sex, and mode of the speech. G u ru Ed is the phrase edi tor where you can display, speak, change, delete and add to all the phrases the Guru speaks.
As you might have guessed, this isn't the Guru we came to know’ and love, but it's sure a more humorous one. Once loaded, TheGuru will appear after a set time, speak oneof the phrases found in the GuruEd, then go away. One good thing about this Guru is he is not an eminent purveyor of bad news. Includes binary only. Author: Nico Francis UPDATES PPShow V1.2 (FFD 371) shows normal IFF ILBM files, as well as files crunched with the shareware program PowerPacker.
PPShow can be run from both the CLI and Workbench. Cycling routines have been rewritten in Assembly so there is less overhead when cycling. Memory wasn't freed when an IFF error occured. This has now been fixed. This is an update to VI .la. Includes binary only.
Author: Nico Francis.
PPMore VI.7 (FFD 371), written to complement the shareware program PowerPacker, reads ASCII text files just like More, plus read files crunched with PowerPacker. Now system and screen fonts are fully supported and automatically refresh when you resize the window. You can access PPMore through the CLI or Workbench. PPMore VI.7 is an update to VI.6a. Binary only.
Author: Nico Francis Mat (FFD 374) is a comprehensive String Search Pattern matching program. It can search for strings or patterns in text files, and examine text files and directories to produce output. Mat is said to be about three times faster than the AmigaDOS SEARCH command. Changes include the fast string search mechanism, file pathname resolution now generates full pathnames, and Mat can be made resident. This is an update to FFD 102. Includes binary only. Author: Pete Coodeve.
TextPlus V2.2E (FFD 375) is a simple word processor. Includes all the necessary options to type letters and reports.
TextPlus has both German and English versions. Changes from the previous versions include a backup-mode for saving files from overwriting them. Plus the block-operations mark, copy, delete, and delete mark can now be executed with the mouse. This is an update to V2.0 on FFD 339. Includes full source.
Author: MirfiH Steppler.
BI V1.3 (FFD 375) is a brush-to-image C code generator. BI loads ILBM or brush files and converts them to C code. Loads images in low and high resolutions, hi-res interlaced, and overscan mode. This is an update to VI,0. Includes binary only.
Author: Terry Cintz CardMaker V2.1 (FFD 375) creates card image data to be used in any card game.
This version now supports AmigaBASIC programmers. Card Suits are created with the Suit menu. An empty template is provided for the user to draw his own images.
This is an update to Vl.O on FFD 184.
Includes binary only. Author: Terry Gintz . FvCKJ j Simulator Now pby BLACKJACK on your Amlga™ lust as If you were h Nevada Doab up to 9 pfcjyorj using up to 9 declal BLACKJACK octuafy anal zes ond report* on your progress dur* g Ihe game so you can mathematical create your own system of belling crxJ wrtnlngl $ 34 95 POKER ¦ Worm up for ronl fx ker agahst 4 card stwria after your moneyl ICALL 50UTAIRE - Tt o mouse makes It easy to move rows of ccirds. And the Amiga™ organbos thorn toot $ 34 g5 J?fx .JrnsSI7XorydhastxJti hkvtnjcltonstocalchk) dirt'tQapatatlorx froestlpphghUS
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Multiplot V XLNc (FFD 373) is an intuitive data plotting program with flexible input options. Bug fixes include: 1) Plot dimensions reset now if a plot is redrawn without text; 2) The ZOOM option will no longer crash; and 3) Multiplot now handles greater than 20 data sets. Some new features are that all error reports are displayed with alerts or requesters, the number of X and Y axis tick marks or lines can now be defined independently, and the data file format is checked before loading.
This is an update to the original on FFD 333. Includes source. Authors; Alan Baxter, Tim Mooney, Rich Champeaux,and Jim Miller.
MuchMore V2.7 (FFD 378) is like More and Less in that it reads ASCII text files.
MuchMore opens a window and scrolls the text. It does more than More and Less by displaying four colors, and supporing bold, italic, underline, and inverse.
MuchMore also has commands to search for a string and print the text. This is an update to V2.5 on FFD 253. Includes source in Oberon and Assembly code.
• AC* All programs listed are new additions to the Fred Fish
Collections and can be found on disks 371 - 380.
Then it happened. The April '89 (V4.4) issue of Amazing Computing contained an article by John Baez entitled "Creating a Shared Library" (Ref. 2). Perusing the article and program listings, I began to realize that my suspicions were right: creating a shared library could be easy! As time permitted, I experimented with the code in Baez's article. Once I had it working, I was ready to begin creating my own library.
A Shared Library for Matrix Manipulations by Randy Finch I decided to first create a Matrix.library which would contain routines for manipulating matrices. There were multiple reasons for this choice. My profession requires me to solve simultaneous equations and calculate least- squares multiple regression coefficients.
Although 1 typically use commercial software for these tasks, 1 knew the calculations were based on ma trices and I wanted to learn more about the math behind the calculations. Also, I was personally working on a three-dimensional function plot- tingprogram. Two- and three-dimensional vector translation, rotation, and scaling are also based on matrix manipulation. A shared library should only be created if a variety of programs can use it.
Matrix.library meets this criterion.
As I began to create Matrix.Iibrary, I realized that some improvements could be made to Baez's code because I had Lattice version 5.04, a great improvement over the version 4 that Baez used in his article. Therefore, this article has three purposes altogether: 1) Present the source code for Matrix.Iibrary as well as an exhaustive test program, 2) Point out some improvements over Baez's code due to improvements ! The Lattice development system, and 3) Present several programs that illustrate how the library can be put to practical use.
REVEALING MY SOURCE Unlike most newspaper reporters, many software developers like to reveal their source. That is exactly what I am prepared to do. Matrix.Iibrary consists of four files, shown in Listings One through Four. Listing One is MatrixLib.a. The only Assembly language file, it consists of the standard shared library header data and the interface routines for the standard and user library functions that are written in
C. Listing Two is Matrix.c. It contains all the code for both the
standard and the user functions. Listing Three is Matrix.fd.
This is the standard file description text that provides
information about which microprocessor registers are to be
used for passing parameters to the library user functions.
Listing Four is MatrixProto.h, a C header file containing the
user function prototypes.
FOR SOME TIME NOW I HAVE WANTED TO LEARN HOW TO create a shared library for my Amiga. I looked over the ROMKernel Manual (Ref. 1) and at public domain libraries, but to no avail. The problem appeared to be twofold: not enough information, and lack of knowledge of the Amiga's Assembly language. I have, in the past, programmed the Commodore 64 quite a bit in Assembly language. However, 68000 Assembly language appeared to be much more complex than 6502 Assembly language. I was still in the process of learning C and was not inclined to learn 68000 Assembly. Still, I couldn't help thinking that
there had to be a simple way to create a shared library a way even I could understand.
Listing Five is Test.h, a header file that includes several other header files and contains vector and matrix display functions. It is used by several of the programs presented in this article. Listing Six shows a makefile that can be used with LMK (Lattice Make Utility) to create Matrix.Iibrary and other programs presented later.
A COMPARISON I do not intend to detail the inner workings of MatrixLib.a. Other than the XREF statements and jump vectors near the beginning of the file and the interface stub routines at the end of the file, it is essentially the same as slibh.a in Baez's article. I d o wish to point out some changes I made to Baez's code, so dig out your April '89 issue of Amazing Computing, place it alongside this article, and follow through the upcoming discussion. I have num- bered the lines inMatrixLib.a to make the discussion easier to follow.
Lines 27-53 are the user function XREF statements that allow the C functions in Matrix.c to be visible during linking. There are 25 user functions in Matrix.library. They will be discussed in more detail later. As more functions are added to the library, more XREF statements need to be added to this list. Also, new jmp statements will need to be added to the jump vector list in lines 94-120. It is important to remember that the jump vectors must be in reverse order of the function list in Matrix.fd. The jump table in MatrixLib.a uses the jmp instruction, whereas Baez used a hard
coded $ 4EF9 long jump) due to a bug in the assembler he was using.
In lines 151 and 157, I describe the size of the jump vector table and data section in terms of the difference of two labels rather than hard coding the sizes.
This allows additional functions (and thus more jmp instructions) and new data to be added without having to worry about changing these numbers.
Lines 237-408 contain the interface stub routines for all of the user functions in Matrix.library. These routines simply move the appropriate registers onto the stack and call the C functions in Matrix.c. One thing to keep in mind is that the addq.l instruction can only be used for a value of eight or less. Since each parameter requires the stack to be adjusted by four, addq.l can only be used when two or fewer parameters are passed. For more parameters, add.l must be used. It is very important that the registers placed on the stack match the registers declared in Matrix.fd because the
compiler will be placing the parameters in the registers according to the .fd file. Lattice version 4 only supported four parameters in the pragma statements (produced from the .fd file using fd2pragma). However, Lattice version 5 supports six parameters.
This extra support came in the nick of time as Matrix.library has two functions that pass this many parameters.
Baez's comments near the end of slibh.a state that Lattice is fuzzy (could he mean fussy?) About not having its own TABLE ONE: Summary of User Functions in Matrix.library
1. AllocLVector AllacDVector (numels) Allocates memory for a
vector containing numels elements and returns a pointer to the
memory space.
2. AllocLMatrix AHocDMatrix (numrows, numcols) Allocates memory
for a matrix with numrows rows and numcols columns and returns
a pointer to a vector of row pointers.
3. FreeLVector FreeDVector (v, numels) Frees the memory allocated
by AllocLVector or AllocDVector where v is the pointer
returned by these functions, and numels is the number of
elements in the vector. Returns either TRUE or FALSE.
4. FreeLMatrix FreeDMatrix (m, numrows, numcols) Frees the memory
allocated by AllocLMatrix of AliocDMalrix where m is the
pointer returned by these functions, numrows is the number of
rows in the matrix, and numcols is the number of columns in
the vector. Returns either TRUE or FALSE.
5. AddLVectors AddDVectors (v1, v2, vr, numels) Adds the numels
elements of vectors v1 and v2 from v1 and puts the results in
vector vr. If vr is NULL, it is allocated. Returns vr.
6. SubLVectors SubDVectors (v1, v2, vr, numels) Subtracts the
numels elements of vector v2 from v1 and puts the results in
vector vr. If vr is NULL, it is allocated. Returns vr.
7. AddLMatrices AddDVectors (ml, m2, mr, numrows, numcols) Adds
the numrows‘numcols elements of matrices ml and m2 and puts
the results in matrix mr. If mr is NULL, it is allocated.
Returns mr. startup code during linking, and provides a piece
of code starting with SECTION calculations. Therefore, this
library must be opened in ClnitO. If it fails to open, a NULL
is returned to inform Exec that Matrix.library failed to
initialize.
The user functions in Matrix.library are divided into two categories: long integer functions and double precision floating point functions. The former handle the manipulation of matrices containing integers, while the latter handle the manipulation of matrices containing floating point numbers. There area total of 25 user functions in Matrix.library: 12 for integer matrices and 13 for floating point matrices. A matrix with only one row or column is also known as a vector. Some functions MERGED that contains some XREFs and data labels. None of this is needed for Lattice version 5.04 and
beyond; blink now behaves just fine.
LOOKING THROUGH THE LIBRARY Let's take a look at the functions that area part of Matrix.c. The standard library functions ClnitO, LibOpenO, LibCloseO, and LibExpungeO are the same as Baez's except Cinit(). Some of the user functions in Matrix.c use floating point calculations.
Mathieeedoubbas.library is used for these
8. SubLMatrices SubDMatrices (ml, m2, me, numrows, numcols)
Subtracts the numrows'numcols elements of matrix m2 from ml
and puts the results in matrix mr. It mr is NULL, it is
allocated. Returns mr.
9. MultLMatrices MultDMatrices (ml, m2, mr, numrowsl, numcolsl,
numcols2) Multiplies matrix ml with numrowsl rows and numcotsl
columns and matrix m2 wilh numcolsl rows and numcols2 columns
(e.g., m1*m2). The result is placed in matrix mr with numrowsl
rows and numcols2 columns. If mr is NULL, it is allocated.
Relurns mr.
10. MultLVectorMatrix MullDVectorMatrix (v, m, vr, numels,
numcols) Multiplies vector v with numels elements and matrix
m with numels rows and numcols columns (e.g., v’m). The
result is placed in vector vr with numcols elemenls. The
order of multiplication implies that v and vr are both row
vectors. If vr is NULL, it is allocated.
Returns vr.
11. MultLMatrixVector MultDMatrixVector (m, v, vr, numrows,
numels) Multiplies matrix m with numrows rows and numels
columns and vector v withnumels elements (e.g., m*v). The
result is placed in vector vr with numrows elements. The
order of multiplication implies that v and vr are both column
vectors. If vr is NULL, it is allocated. Returns vr.
12. TransposeLMatrixfTransposeDMatrix (m, mt, numrows, numcols)
Transposes matrix m with numrows rows and numcols columns.
The result is placed in mt with numcols rows and numrows
columns. If mt is NULL, it is allocated. Returns mt.
13. InvertDMatrix (m, mcopy, mi, numrows) Inverts a square matrix
m with numrows rows and columns and puts the result inmatrix
mi with numrows rows and columns, mcopy is a duplicate of m.
if it is passed to the function as NULL, InvertDMatrix will
allocate it, copy m to it, use it for the inverse
calculations (it is destroyed in the process), and then
deallocate it. Also, if mi is passed to the function as NULL,
InvertDMatrix will allocate it. This function is not
implemented for long integers because it is highly unlikely
that a long integer matrix will have an inverse that is
composed of all integers.
Are written specifically with vectors in mind, while other functions are written for matrices in general. Table One shows a list of the user functions and describes the tasks performed by each. The letter "L" in a function name indicates that it is a long integer function; the letter "D" indicates a double precision floating point function.
One writing mathematical software.
Most of the code in Matrix.c is straightforward and requires no explanation. However, there are a few items that need to be mentioned. When a vector is allocated, a pointer to the allocated References
1. Commodore-Amiga, Inc., Amiga ROM Kerne! Reference Manual:
Includes and Autodocs, Addison-Wesley Publishing, 1989.
2. Baez, J,, "Creating Shared Libraries", Amazing Computing for
the Commodore Amiga, PiM Publications, Inc., April 1989
(V4.4).
3. Press, W. H., Flannery, B.P., Teukolsky, S. A., and
Vetterling, W. T., Numerical Recipes in C: The Art of
Scientific Computing, Cambridge University Press, 1988.
The code for the memory allocation and deallocation functions and the matrix inversion function were based on similar functions included in the book Numerical Recipes in C (Ref. 3). This book contains a world of algorithms for mathematical problems. 1 highly recommend it to anymemory space is returned to the calling program. This pointer can be used just like a standard C array pointer. However, when a matrix is allocated, the pointer that is returned to the calling program points to an array of pointers, each of which points to an array of numbers that represent the rows of the matrix.
Thus, to refer to an individual element of the matrix, the standard C notation for a two- dimensional array, m[row][column], cannot be used. Rather, the element must be referred to as (m[row])[coiumn]. In Numerical Recipes in C, Press, et.al. state that the standard notation can be used; however, it does not work with the Lattice compiler.
The method used for inverting a matrix in InvertDMatrixO is called LU decomposition. The explanation of how it works is rather lengthy so, if you are interested in this method, I refer you to Numerical Recipes in C. TESTING THE LIBRARY Listing Seven shows the C source of a program entitled TestMatLib.c. This program opens Matrix.library, allocates Several vectors and matrices, and assigns random numbers to the elements. It then calls every function in Matrix.library. The input vectors and matrices, as well as the result vectors and matrices, are printed to the standard output each step of
the way.
When the test is complete, all the vectors and matrices are deallocated and Matrix.library is closed. A sample output of the program is shown in Listing Eight.
Well, let's call it quits for now. In the second part of this article, we'll look at how to make practical use of the matrix.library. Listings One through Eight follow.
LISTING 1 - Assembly Portion of Matrix.library 106 jnp AallocCMatrix 107 jap AallocDVector 108 1 f 109 jmp AtransposeLHat rix 2 i KatrlxLlb.a - shared library assembly header 110 jap AmultLHatrixVector 3 111 jnp AmultLVectorHatrix 4 Contains tha Resident and Library structures, jump vector 112 j*P AhultLMatrices 5 ; table, user data, and function stub routines 113 jap AsubLMatricea 6 114 jap AaddlMatrices 7 ; This code is FREELY DISTRIBUTABLE but NOT public domain 115 jnp AsubLVectors e : (Written by Randy Finch) 116 jap AaddLVectors 9 117 jap AfreeLMatrix 10 118 jxp AF recLVector 11
VERSION equ 1 119 jap AallocLMatrix 12 REVISION equ 0 120 jap AallocLVector 13 121 14 CSECT te*t 122 System functions are always here in this order 15 123 16 XDEF _LibHara,_LibID,_SysBase,_MathIeeeDoubBasBa3e 124 jap AlibPesorved Not used at this time 17 125 jap AlibExpungo ;For removing library IB I Library C functions to be accessed from assembly 126 jap AllbClose Guess whst? Close the library 19 127 jnp AlibOpen Right again! Open the library 20 XREF _CInit 128 21 XREF _LtbOpen 129 Here is the Library structure. Must be at this location, just 22 XREF _LLbClose 130 after the jump vectors.
This must be inltialited if not using 23 XREF LibExpunge 131 MakeLibrary11.
24 132 25 i User C unctions to be accessed iron assembly 133 Llb: 26 134 27 XREF _AllocLVectcr 135 First five items make up the Node structure which is the first 23 XREF _AilocLKatrix 136 data iter, in the Library structure.
29 XREF _FreeLVeetor 137 30 XREF _FreeLMatrix 138
dc. l 0 ln_Succ (next node) 31 XREF _AddLVectcrs 139
dc. l 0 ;ln_Pred (previous node) 32 XREF _SubLVectora 140 dc .b 9
jln~Type (NT_LIBRARY) 33 XREF _AddLKatrices 141 dc .b 0
ln_Prl (priority) 34 XREF _S-b-Matrices 142
dc. l _LibName fin_Hasno (Library name) 35 XREF _HultLKatrices
143 36 XREF _Ku11 LvectorMat r ix 144 The next 9 items make
up the remainder of the Library structure 37 XREF
_MultLMatrixVectOr 145 36 XREF _TransposeLMatrix 146 dc .b 6
lib_Flags (LIBF_CHANCED ! LIBF_SUMUS£D 39 147
dc. b 0 ;1ib_pad 40 XREF _A1 locDV'ector 148 41 XREF
~AllocDMatrix 149 The next value will change when the 4 of
user functions change.
42 XREF _FreeDVector 150 43 XREF _FreeDMatrix 151
dc. w Lib-Funca ;lib_NegSize (size of jump vectors) 44 XREF
_AddDVectors 152 ; (6 bytes per vector) 45 XREF SubDVectora
153 46 XREF AddDMatrices 154 Next value will change when the
4 of user data items change.
47 XREF _SubDMatrices 155 Value is (Library structure size)+(User data size) * 34+User.
46 XREF _MultDMatrices 156 49 XREF _MjltDVectOrHatrix 157 dc ,w EndData-Lib ;lib_PoaSize (size of data) 50 XREF _MultDMatrixVector 156 51 XREF _T ran sposoDMs t r i x 159
dc. W VERSION ;lib_Version 52 160
dc. W REVISION lib Revislon 53 XREF _I five rtDMat rix no
equivalent for LONG 161
dc. 1 _LibID Ub_IdString 54 ;for obvious reasons 162
dc. l 0 ilib_Sum (the checksum) 55 163 dc . W 0 lib_OpenCnt
(number of opens on lib) 56 164 Si In case we are executed
as a program 165 User data can be placed here. If you are
using C, only the data 58 166 needed in assembly code needed
here. Make sure all user data 59 Start: clr.l DO 167 appears
before the Er.dData label so lib_PosSize is correct.
60 rts 168 61 169 seglist s
dc. l 0 62 ; rcata or Resident) structure - 170 SysBase;
dc. 1 0 63 i Exec locks for 54AFC followed by a pointer to it
near the 171 KathleeeDoubBesBase: dc.l 0 64 ; beginning of
load point.
172 65 ; ’eta Exec know how to set up library.
173 EndData label only used for data sire in lib_PosSiie above 66 174 67 InitDesc:
dc. w 54 AFC ;RTC_KATCHWORD 175 EndDaia: 69
dc. l InitDesc ;Pointer to beginning 176 69
dc. l EndCode ;Not sure it matters 177 Initialisation routine -
70
dc. b 0 lflags (NO STF_AUTOINIT) 17B This is only called once -
when the library is first loaded.
71
dc. b VERSION .‘version 17S Exec passes the load point or segliat
of the library in A3.
72
dc. b 9 ; NT_L IBRARY 180 Since we are not auto init, the Library
structure pointer, 73
dc. b 0 priority (doesn't ratter) iei Lib, n-Jj t be passed to C
routine so Addl.ibrary() can be called.
74
dc. l _LibNare Name of library (giver, belcw) 182 75
dc. l _LibZD .-ID string (note CR-LF at end below) 183 Init:
move.l A6,_SysBase Save A6 (SysBase) 76
dc. l Init Pointer to init routine 184 move.l A0,_segliat Save
segment list 77 185 lea Lib,Al Bring In Library base 79
_Lib.Na.-te:
dc. b “Matrix.library",0 186 move. 1 Al,-(sp) Put Library base
or. Stack 79 ~LibID:
dc. b “Matrix.library 1.00 (21 Jan 1990)", 13,10,0 187 jsr _CInit
Call our C init routine SO 188 addq.l 44,sp Reset the stack
pointer 81 Force word alignment 189 rts 82 190 83 ds. W 0
191 Open routine - 94 192 This ia called each time an
application opens the library.
35 Hare is tha function list or jump vectors.If you use 193 Just se t up stack here and call the C routine.
96 i KakeLib ary() this is not needed, but a table of vectors 194 97 ; must be passed to MakeLibrary0 which allocates space for the 195 A Li. BO pen: move.l DO,-lap) Put version number on the stack 3d ; jump vectors.
196 move.1 A6,-(sp) Put Library base on stack 39 197 jsr _LibOpen Call our C routine 90 Funcs: 19B addq.l 48,sp Adjust the stack 91 199 rts 92 ; First the user functions - reverse order fram .fd filo 200 93 201 Close routine - 94 j=p AlnvertDHatrix r.o equivalent for LONG 202 This is called each tire an application closes the library.
95 203 Again, just set up stack and call the C routine.
96 jrep AtransposeDMatrix 204 97 Jap AmultDMatrixVector 205 AllbClose: move.l A6,-(sp) Put Library base on stack 98 AkaltDVectocMatrix 2C6 jar _LibClose Call our C routine 99 j=P AkultCMatrices 207 addq.l 44,sp Adjust the stack 30 jnp AsubCKatrices 208 rts 31 jnp AaddDNatrices 209 32 jap AsubDVectors 210 Expunge routine - 33 jitp AaddDVectors 211 When ail application* that opened the library have also closed 34 jmp AfreeDKatrix 212 the library, this routine ia called to clean up and unload the.
35 jap AfreeDVector 213 library Again, set up stack and call the C routine.
AlibExpunge; move.1 A6,-(sp) ;Put Library base on stack jsr _LibExpunge ;Call our C routine addq.l 4,sp .-Adjust the stack rts l This is a reserved routine and not used at this time.
AlibReserved; clr.l 0 rta User routines - Again these are used to set up the stack to call our C “ functions. When the routines are called) the arguments will be in registers. These arguments must be put on the stack before executing the C function.
The stack will be adjusted by 4 for each argument after returning from the C function.Arguments are placed on the stack from right to left.
R Here are the setup routines for the LONG functions AallocLVector: move.! D0,-(sp) jsr _AllocLVector addq.l 4,ap rta AailocLMatrix: movers.1 DQ-Dl, - (sp) jsr _AllocLKatrix addq.l 9,sp rta AfreoLVector: move.l DQ,-(sp) move.1 A0,-(spI jsr _FreeLVector adds.! 3,sp AfreeLHatrix: movem.l DQ-Dl,-Op) move.l A0,“(sp) jsr FreeLKatrix add.l 112,sp AaddLVectors; move.l D0,-lsp) movem.1 A0-A2,-(sp) jsr _AddLVectors add.l 16,sp rta AsubLVectors: move.l DO,- sp) movem.l A0-A2,-(sp) jsr _SubLVoctors add.l *16,sp rts AaddLKatrices: movem.l DQ-Dl,-(sp) movem.i A0-A2,-(sp) jsr __AddLMat rices add.l
20,sp rts AsubLMatrices: movem.l D0-Dl,-(sp) movem.l A0-A2,-tap) jsr _SubLJ a trices add.l 20,sp rts AmultLHatrices: movem,1 D0-D2,-(sp) movem. 1 A0-A2, - (spj jsr _MultLKatrices add.l *24,sp AmultLVectorKatrix: movem.l D0-Dl,-Isp) movem.l A0-A2,-(sp) jsr MultLVectorHatrix add.l 20,sp rts Amult LkatrixVector: movers. 1 D0-Dl,-[sp) movers. 1 AQ-A2r-(sp) jsr _J4ultLMatrixVect©E add.l 20,sp rts AtransposeLMatrix: movem.l D0-Dl,-(sp) mavea.1 A0-A1,-(sp) jsr Jtrar.sposeLMatrix add.l *16,sp rts t Here ace the setup routines for the DOUBLE functions AallocDVectcr: TeleGraphics International,
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322 ngvera,1 DO,-(sp) 323 jsr _AllccDVector 324 addq.1 ? 4, sp 325 rts 326 327 AaiiocDMatrix 328 movem,1 D0-D1,- (sp) 32 9 jsr __AllocDXatrix 330 addq.l B, sp 3 31 rts 332 333 AfreeDVactor: 334 move.1 DO,- |sp) 335 move.1 A0,-(sp) 336 jsr _FreeDVectcr 337 addq.l
• 9,sp 338 rts 339 340 AfreeDKacrix; 341 moven.1 D0-Dl,-(sp) 342
move.1 AO,-(sp) 343 jsr _FreeDH*trix 344 add. 1
* 12,sp 345 rts 346 347 AaddDVectors: 348 move. 1 DO,-(sp) 349
xaoven, 1 AO-A2,-(Sp) 350 jsr _AdiDvectcra 351 add.l 16,sp 352
rts 353 354 AsubDVactors: 355 move,1 DO, ** (sp) 356 movers.1
A0-A2,-(sp) 357 jar _SubDVectors 358 add.l 16,sp 359 rts 360
361 AadcCMarrices: 362 novem.1 D0-D1,-(sp) 363 movem.1
A0-A2,-(sp) 364 jsr _AddDMatrices 365 add.l 20.sp 366 rts 367
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LISTING 2 - Matrix.library auncrions in C
* Matrix.c
* Contains the standard library and user functions
* for Matrix.library
* This code is FREELY DISTRIBUTABLE but NOT PUBLIC DOMAIN.
* (Written by Randy Finch) ?Include exee types.h ?include
exec libraries.h I include exec masory.h ?include
libraries dcs.h linclude proto exec.h ?include atdlib.h
?include mieeedouo.h * Useful definitions for allocating
vectors and matrices * ? Define ChJcLVactor (v,els) lifCv) |
v - AllocLVector (els); if(!v) return NULL; | | ?define
ChkDV ctor v,«l3i if I!v) v - AllocDVector[elsl; if(!v)
return NULL; ) I ? Define ChkLKatrixIm, rows, cols) if (in)
| m - AllccLKatrix (rows, cols); if(!tr.) Return NULL; } J
?define ChkDMatrixdn,rows,cols) if in) | a - AllocDKacrix
trows, cols) ; if(!tc) return NULL; } } * The Extended Library
structure is equivalent to the one in MatrixL pointer is passed
£ro= asseiebly to the C routines, the suae data can be frcre C
Or assembly.Make sure the two structures are EQUIVALENT'!! •
ib.a. Since a manipulated typedef struct Library LIS; struct
ExtLibrary LIB lib; * User data can go here • LONG seglist;
LONG SysBaae: LIB 'MathleeeDcubSasBase; typed*r struct
ExtLibcary ELIB; exterr. LIB •HathleeeDoubBasBase; tdefir.e
VERSION ?define REVISION “he Initialisation routine is given
only the library pointer.
Since we are NOT AUT0INI7 w* must add the library ourself and return the library pointer. Exec has Forbid( for us during the call.
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ELIB *CInit llib) 369 movent. 1 D0-D1,-(sp) 370 movers. I A0-A2,- sp) 371 jar _SubDMatrices 372 add.l ?20,Sp 37 3 rts 374 375 AkultDKatrices; 376 movea.l DQ-D2,-(spl 377 moves.1 A0-A2, -(sp) 375 _MultDMa:rices 379 add.l ?24,sp 330 rts 331 332 AmultDVectorKatrix: 333 roovom,1 D0-Dl,-(sp) 334 movers. 1 A0-A2,-Isp) 335 jsr _MultDVecto rMat c i; 396 add. 1 ?20,sp 397 res 333 393 AmultDHatrixVector: 390 stovers. 1 D0-D1,-(sp) 391 mOVtm.l A0-A2, -|sp) 392 jsr _MultDMat rixVectoi 393 add. 1 ?20,sp 394 rta 395 396 AtransposeDKatrix: 397 movers. 1 D0-D1,-(sp) 393 iwven. 1 AO-Al.-(sp) 399 jsr _T
ranspaseDMatr ix 400 add.l ?16,sp 401 rts 402 403 AlnvorcDMatrix: 404 move.1 DO,-(sp) 405 movem.1 A0-A2,- sp) 406 jsr _InvortDMntrix 407 add.l ?16,sp 408 rts 409 410 EndCode: 411 END ELIB *lib: I • Here is where other libraries are opened and internal data structures are initialized ¦ MathleeeDoubBasBase - OpenLibrary(“nathieeedoubbas.library",QL|; if IMathleeeDoubBasBase) return (ELIB *)NULL; lib“ KathIeeQD3ub3as3ase » MathIeeeDoubBas3ase: AddLibraryl(LIB •)lib); • Add ourself because we are not auto init* return(lib); Open is given the library pointer and the version request. Either
return the library pointer or NULL.Renove the DELAYED-EXPUNGE flag. OpenLibraryO will check the version for us; we do hot need to check. Exec has Forbid ) for us during the call.
» ELIB ‘LibOpon(lib,version) elib Blib; long version: I
• m- (l ib- lib. I ibJJpenCnt ; lib- lib.lib_Flags t-
-LIBF_DELEXP; * Hera is where you car. Do whatever is needed
each time the library is opened. * return(lib); Close is given
the library pointer. Be sure not to decrement the open count if
already zero. If the open count is or becomes zero AND there is
a LIBFDELEXPr we expunge the library and return the seglist.
Otherwise we return NULL.
Note that this routine never sets LIBF_DELEXP on its own.
Exec has ForbidO for us during the call.
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(313) 459-7271 ) • AddLVectOrs I) • ¦ Subtract two long
Integer vectors * LONG 'SubLVectors (vl, v2, vr, numels)
LONG *vl, *v2, 'vr; * Make sure pointer is not NULL and
numels is non-zero * IS (v ti numels) ( * * And now it
is time to put in tho USER FUNCTIONS * "-- -- Routines
for LONG INTEGER vectors and matrices ¦• * Allocate a
long integer vector with numels number of elements * LCNG
'AliocLVector(numels) LONG flume Is; ( LONG *v; if (numels
- OL) return NULL; * Number of elements must be zero ¦
v - (LONG *) Alloc.Mem(r.umols*3izeof (LONG) jKEKF CLEAR);
return v; * v will be NULL if allocation failed • ) '
AllocLVector * * Allocate a long integer matrix * LONG
*•AllocLMatzijc (numrows, r.uncols) LONG numrows, numcola;
I LONG i, j; LONG ¦»mj • Number of rows and columns must
be zero ¦ if ( (numrows - OL) || (nuncols - OL) )
return NULL; * Allocate row pointers • ra - (LONG *')
AllocMemfnumrgws'sizeof (LONG •) ,fi£KF_CLEAR) ; if (!tn)
return NULL; • allocation failed * I* Allocate row
vectors and equate row pointers to them • for (i-OL j
i numrows i++) | m£i) - (LONG
*)AlloeMemlnumcols•sizeof(LONG), NEMF CLEAR); if (!m[i]| (
for (j-OL ; j i i j++| | FreeHeml(void
Mm jj,numcols'sizecf(LCNG)); ) FreeMem((void Mm,
r.umrows*sireof (LONG *)); return NULL; • allocation
failed * ) • if • } * for ¦ return a; I *
AilccLMatrix * * Free a long integer vector * BOOL
FreoLVectoc (v, nurrels) LCNG ‘v, numels; f if
lib- lib.lib_Qper.Cnt) (
- «lib- lib.lib_Op«nCnt!: return(KULL); ” J if (lib- lib.lib
Flags t LIBF_DELEX?)
Return(LidExpur.ge (lib) ) ; return(NULL); } *
* Me expunge the Llbrory end return the Seglist ONLY if the open
* count is zero. If the open count is not xerc we aet the
OELAYED-
* EXPUNGE flag and return NULL,
* Exec has Forbid() for ua during tho call. NOTE ALSO that
Expunge
* might be called from the memory allocator and thus we cannot do
a
* WaitO or otherwise take a long time to complete (straight from
* RKM)
* Apparently RemLibrary (lib) calls our expunge routine and would
* therefore freeze if we called it ourselves. It appears that
* LibExpunge(lib) must remove the library itself as shown below.
LibExpungo(lib) EL2B *lib; i long seg; if lib- lib.lib_Op*nCnt) | lib- lib.lib_Flags [- LIBF_DELEXP; return(NULL); ) * Clean up yourself here * Closelibrary(KathleeeDcubSasBase); seg - lib- seglist; Remove((struct Node *)lib); return (seg) ; Reviewed in many popular Amiga Magazines: "... CmwflOS is 1,11- tf nest iwt ably the best utility I have seen far reading from am! Writ• itiH to 3.5 invft MS-DOS disks on the Amina. “ Tim Walsh Amiga World It IcroxsDOSI works sit unobtrusively that I don't even not in' it anymore.
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Dim Locker Amazing (’output ing Amijj »¦ jslC-yn-yjyt. Ar-y ‘X U&-DOS .1‘t-;--ido’MiC¦ Inc AuilST atpgwpOf tf Aj*1 Q p return FALSE; I ¦ FreeLVectcr ¦ ¦ Free a long integer matrix * BOOL FreeLNdtrlx (m, numrows, numcols) LONG * *m; LONG r.umrews, numcola; I LCNG 1; • Hako sure pointer is not NULL and numrows and numcola are ncn-zero • If (m ic numrows it numcola) for (i-r.umrows-l ; i -0L ; i-) ( FreeN.eraf(void Mm[il, numcols'sizeof(LONG)); * Free elements • ) FroeMemf(void Mm, numrows*sizeof(LONG '!); • Freo row pointers mi return TRUE; I return FALSE; I * FreeLMatrix (J • * Add
two long integer vectors ¦I LONG ‘AdiLVectors (vl, v2, vr, numels) LONG 'vl, *v2, *vr; LONG numels; I LONG i; ChkLVectcr ( -r,numels); for (i-OL ; Kr.unels ; i ) f vr|i] - wifi) * v2[i] - I ' for • FreeNemfIvoid *)v, nunels'sizeof(LCNG)); return TRUE; Circle 117 on Reader Service card.
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LONG numels; I LctiG i; ChJcLVeetor (vr, numels); for (i-OL ; i nusvels ; I vrli] - vl[i) - v2lij; I • for *f return vr: J ? SubLVectors (I * * Add two long Integer matrices * LONS ••AddLKatricos (ml, m2 , mr, numrows. Numcols) LONG •¦nd, *‘m2, **mr; LONG numrows, numcolsj I LONG ChVLMatrix (mr,numrows,numcols) ; for (i-OL : i numrovs ; i++) I for (j-OL ; j numcols ; j**) i (ar|i))Ij) - Irnlti]) Ij3 ? |a2[1])133* } * for ) • | • for i * return rax; | • AddLMatrices ) ¦ ¦ Subtract two long integer matrices V LONG ••SubLKatrices (ml, m2 , mr, numrows, numcols) LONG **ml, “ntf, ••mr;
LONG matrons, numcols; t LONG i, j; ChkLMatrixtar,numrows,numcols); for (i-OL ; Knumrsws i++) I for (j*OL i jcnumcols : j+* I (mr li) I Ij) - 13) - (m2 ;i)) (3) I I • for J ? J * for i • roturn nr; ) * SubLMatricea () * LONG **MultLMatrices(ml, m2, nr, numrowsl, numcolsl, numcols2) long **stf, •¦mi, ••nr; LONG numrowsl, numcolsl, r.umcols2; ( LONG rowl, coll, row2, col2; LONG nunrows2; numrows2 - numcolsl; * This MUST be true for multiplication * ChkLMatrix(mr,numrowsl,numeols2); for (rowl-OL ; rowKnumxcwsI ; rcwl++ ( for (col2-QL ; col2 numcols2 ; col2-*-+) ( • Initialize in case
mr has non-zero elements * (mr[rowl])(eoi2) - 0; for (eoll-OL, row2-0L .* (coiKnumcolsl) St Ircw2 nuarcws2) ; coll++,row2++) ( (mrlrswl))|cal2] •- (ml[rowl])(coll) * (m2Irow2])[coi2]; } • for ¦ | • for • 1 • for * return nr; ) • MultLMatrices * LONG •MultLVectorMatri*(v, ns, vr, r.uaels, numcols) LONG *v, ••m, 'vr; LONG numels, numcols: * Elements in vector, columns in matrix • I LONG cron, ncol, vcol; LONG numrows; * This function calculates v*n, thus v MUST be a ROW VECTOR ' numrows - numels; • This MUST be true for multiplication * ChkLVector(vr,numcols); for Imcol-QL ;
rscoKnumcols ; mccl**) I • initialize in case vr has non-zero elements * vrlmcol) - 0; for (vcoi-QL.nrow-OL ; vceKr.umels : vcoi++,mrow++) I vrLmcoi] +- v(vcol] * (n[mrcw])[ncol]; ) • for • ) • for • return vr; | • KuitLVectorMatrix * LONG •MultLMatrixVectoc (a, v, vr, r.ursrews, numels) LONG *v, ¦•», 'vr; LONG numels, numrows; • Elements in vector, rows in matrix * I LONG mrow, ncol. Vrow; LONG numcols; • This function calculates B*V, thus v MUST be a COLUMN VECTOR • numcols - numels; • This MUST bo true for multiplication • ChkLVector(vr,numrows): for (mrcw-OL ; mrow numrows ;
mrow-**) ¦ Initialise in case vr has non-zero elements • vr[mrow] - 0; for (vrow-CL,acol-OL ; vrow r.umels : vrcw*+,mccl**) i vrlnrow) (nlarow] | [mcol] ¦ v[vrow]j ) I* for • | • for ¦ return vr; I ¦ KultLKatrixVector • LONG • ‘TransposeLKat.rix (LONG * T.r LONG ••mt, LONG numrows, LONG nuscol • s is the matrix to be transposed mt is the transposed matrix numrows is number of rows in m numcols is number of columns in m • t LONG i, j; •If mt is NULL, client wants us to allocate.
Notice that the number of cows and columns are reversed. * ChkLMatrix(mt,numcols,numrows); * Transpose the matrix • for (i-0 ; i numrows ; !¦*¦+) ( for (j-0 ; J numcols ; 3++) I (mt1311 U) - (fill)) lj]J ) I return rat; j • TransposoLMatrix * return v * v will be NULL ir allocation failed * MASK3.0 SHIPPING NOW The reviewers have labeled F-BASIC: The FASTEST Growing FASTEST Performing AMIGA Language F-BASIC Is Available Only From: DELPHI NOETIC SYSTEMS, INC. Post Office Bo* 7722 Rapid Cily, SO 57709-7722 Sent) Check or Money Order, o' Write For tnlo C ec-i Card ot C 0 D. Can (&15)
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: LONG 1, jl ) * AllocDVector • ¦ Allocate a double natrix * DOUBLE **AllocDHatrix numrowa, nuracola) LONG nuiTirowa, numcola; ( LONG i, j; DOUBLE • »hl; • Number of rows and columns must be zero * if (numrowa -- On || (nuacola OL) ) return NULL; ¦ Allocate roe pointers *f K - (DOUBLE ¦•) A110CHen(nunrowa*aizeof (DOUBLE *),MEMF CLEAR); if (!ra) return NULL; * AllocMom failed * * Allocate row vectora and equate row pointers to them • for (i-CL ; Knusirowa ; i++) | m[i} - (DOUBLE *)AllocKemfnumCola'aizeof(DOUBLE) ,K£MT_CL£AR; , if l!»Ei]) I for (j 01, ; j i ; j++ [
FteeMen((void *)m[jl, numcol3*3lzoof(DOUBLE)); FreeMea( (void *)a,numrowa*aizeof(DOUBLE •)); return NULL; * AllocKen failed • J f if * I " for ¦ return a; ) * AllocDMatrix * ¦ Free a double vector *t BOOL FreeDVector(vrnumela) DOUBLE •v; LONG nunela; ¦ Hake aure pointer ia not NULL and numela ia non-zero ¦ if (v it numela) ( FreeHeml(void •)vrnunela-aizeof(DOUBLE)); return TRUE 7 I return FALSE; ) * FreeDVector • t* Free a double matrix * BOOL FreeDMatrix (m, numrowa, nuncola) DOUBLE **111; LONG numrowa, numcolo; LONG i; * Make sure pointer ia not NULL and numrowa and
nuncola are non-zero • if (= 4; nuarowa il nuncola) | for (i-nuarcwa-1 ; i -CL ; i-) | FreeHeml (void - )rat i2 - nuzicola’aixeof (DOUBLE) ) J * Free elements * 1 FreeHem ((void *}n, nunrowa'aizeof(DOUBLE •)); • Free cow pointers • return TRUE; i return FALSE; } ¦ FreeDMatrix 0 • • Add two double vectors • DOUBLE *AddDVectors (vl, v2, vr, ousels) DOUBLE *vl, *v2» *vr; LONG numela; I LONG i; ChkDVector(vr,r.uaela|; for (i-QL ; Knuaela ; !+?) ( vr[i] - vl[i] + v2(i); ) * for • return vr; ) * AddDVectora O • * Subtract two double vectors • DOUBLE ‘SubDVectora (vl, v2, vr, nuroelal
DOUBLE *vl, *v2, *vr; LONG nunela; I LONG i; ChkDVector(vr,numela); for (i-OL r i numola l i**) ( vr[ij - vlti] - v2[ij; I • for • return vr; ) • SubDVectors () • • Add two double matrices • DOUBLE **AdcL,Katric03 (ml, m2 , at, numrowa, nuncols) DOUBLE ••ml -'m2, ••mr; LONG numrowa, numcola; ChkDMatrix (ar,nuarowa, numcols) ; for (i-OL ; iknuaEova ; i++) ( for (j-OL ; jknumcols i j++) ( (Kvr [ I ] * IJ ] - + (m2 [1}) (j]; ) • for J • ) • for i * return rsr; ) * AddDHatrice3 () * • Subtract two double matrices ¦ DOUBLE **SubCHatrice3 (ml, m2 , nr, nunrows, numcols) DOUBLE ••ml,
**n2, ••nr; LONG nunrows, nuncola; t LONG i, j; ChkDHatrix(»r,nuarowa,nuncola); for (i-OL ; i r.umrow3 ; i++) J for (j-OL ; j nuncola ; j++) (arti])[jj - - (m2[i]}(j]y J • for j * t • lot L • return nr; ) » SubDMatricoa () • DOUBLE ••HultDMatrices(ml, m2, nr, r.unrowsl, nuacolal, nuncclsZ) DOUBLE *‘31, *'n2, ••or; LONG r.unrowal, nuncola I, nunool32; Beals C And Other Basics! . v Beginner Can Immediately Use F-BASIC
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row2, col2; LONG Aumrowa2; nurarow32 - Aumcolal; • This MUST
be true for multiplication *f
ChkDMatrix(rar,nunrowsl,numcols2); for (rowl-OL ; rowKnumrowsl
; row!++) for (col2-0L ; col2 nuacol32 ; C012++) | *
Initialize in case nr has non-zero elements • (nrIrowl])[col2]
- Ot lot (coll-OL, row2-0L ? (colKnuncoisl) it (row2 numrows2)
7 coll++,row2++) (mr[rowl])[col2) (ml[rowl])[coll) *
(m2[row2J)(eol2]; } ¦ for * ) * for • ) * for • The
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Forecasting: Verify Utility And Credit Card Charges. Future
Values Of Investments. Print Complete Amortization Tables.
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Generate Reports Showing Home & Inventory Worth.
Recipes: Manage, Manipulate And Convert Recipes.
Organize Weekly Menus & Print The Shopping List.
Address: Complete Name And Address Manager And More.
Remember Any Important Date. Prints Mailing Labels Too!
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) * KultDHacrices * DOUBLE ’MuitDVectorMatrix(v, ja, vr, numels, numcols] DOUBLE *v, “si, *wcj LCS'G r.uncis, numcols; • Elements in vector, columns in matrix * ( LCS'G ":Cw, acal, veal; LONG nusrows; * This function calculates v‘m, thus w MUST be a ROM VECTOR * nunrows - numeis; • This MUST be true for multiplication • ChkDVector(vr,numcols)i for (oeol-OL ; mccKnumcols ; mcol++) ( • Initialize in case vr has non-zero elements • vrfmcol] - 0; for (vcol-OL,i&row-QL ; vcoKnumels ; vcol++,nrow**| vrlmcol] +- v(vcol] • m[arou])[mccl]; } * for * } • for • return vr; I •
MultDVeCtCrMatrix ¦ DOUBLE ‘HultDMatrixVector(ra, v, vr, numrows, nuraels) D0U3L5 *v, **10, ’vr; LONG numels, numrows; * Elements in vector, rows in matrix * I LONG mrow, mcol, vrow; LONG numcols; * This function calculates m*v, thus v MUST be a COLUMN VECTOR • nuaeols - numels; * This MUST be truo for multiplication * ChkDVector(vr,numrows); for (mrow-OL ; orow numrow3 ; mrow+t) ( * Initialize in case vr has non-zero elements • vs [mrow1 * 0; for (vrou CL,racol-QL ,* vrow nu®els ; vrow+-+,mcol++) ( vr[mrow] ?- (n[mrowJ)[mcol] • v[vrow]; ] * for • I ¦ for • return vr; } *
MultDMatrixvectar * DOUBLE **Trar.3p03eDKatrix(DOUBLE **o, DOUBLE **mt, LONG numrows, LONG nuaeols) • a is the matrix to be transposed mt is the transposed matrix numrows is number of rows in in
r. umcols is number of columns in n • I LONG i, j; * if mt is
hull, client wants us to allocate.
Notice that the number of rows and columns ace reversed. * ChkDMatrixtnt, nuaeols, r.umrews) ; • Transpose the matrix *[ for (i-0 s Knumrows ;!+¦*) | for (j-0 ; j numeol3 ; j++) I (mttjj)fil “ (m[i] [jjj J 1 return mt; ) * TranspOSoDHatcix * ,,- The next TWO routines are support routines for InvertDMatrix which follows.
• * LUDecompO breaks a matrix down into its lower and upper
triangular parts. ¦ LONG LUD©comp (DOUBLE * 'a, LONG n, LONG
‘index) * a is the matrix to decompose n la the number of
elements in the tows and columns index is an array for storing
row permutations * i LONG i, imax, j, k; D0U3LE biggest,
dummy, sum, temp; DOUBLE •rcwscale; row-scale - AllocDVector
|n); if (irowscale) return FALSE; • Allocation failed • for
(i-0 i i n ; i*-») I biggest - 0.0; for (j-0 ; j n ; J+*J ( if
( (temp-fabs ( (a[£]) [ j]) ) biggest) biggest-tenp; } * for
* if (biggest 0.0) return FALSE; * Singular matrix •
rowscale[i] - 1.0 biggest; ¦ Store the scale factor ¦ 1 *
foe * for (j-0 ; j n ; j*+) I for (i-0 ; £ j ? I+ + ) ( Sum -
(a[i])[j]; for (k*0 ; k i ; k++) sum (a [ i]) [k]*(a |k])
[jl; a ! 13 [ j} - sum; ) * for ¦ biggest - 0.0; foe (1-j;
i n ; i*+) ( sum - (a[i])[j]; for (k-0 ; k j ; k++) sum
(a[i]) k] • (a[k]) I j) ; (¦[!]) I j] - sura; if
((dumy-Eowscaieli] *fafcs (slug) ) - biggest) ( biggest -
dummy; ) !' If • ' j * for ¦; if (j !- imax) | for (k-0 ; k n
; k*+) ( dummy- (*[iaax])[k]; (a(imix])[k] - fa £ jl)(k); (a [
j]) (k] - duinnyr } * for • dummy - rowscale[imax]j
rcwscale[imaxj-rowscalo|j]; rcwscale!j] - dummy; ] * if «
index[j] - imax; if ((a I jl) I jl ““ 0.0) return FALSE; •
Singular matrix • if (j !- (n-U) dummy - 1.0 (a(j]) [j]; for
(i-j + 1 i i n ; i++) (*[!]) [J] *- duxmy; I • if • ) t* for
* FreeDVector(rowscale, n); return TRUE; I • LUDecorap * *
LUFwdBckSub() performs a forward and back substitution on an LU
decomposed matrix.* void LUFwdBckSub(DOUBLE ‘*a, LONG n, LONG
‘index, DOUBLE *b) * a is the LU decomposed matrix n is the
number of elements in the rows and columns index is the row
permutation array from LUDecompO b is the RNS vector ¦ ( LONG
i, nonzero - -1, ip, j; DOUBLE sum; for (i-0 ; i n ; i++) ( ip
- index[i); sum b[ip]j b[ip] - blij; if (nonzero*1) for
(j-r.enzero ; ; j+*) sum (a [13) [ j 1 *b (j ]; I else if
(sum) ( nonzero - i; ) b[i] - sum; 1 * for * for (i-n-1 ;
i -0 ; i-J I sura - b[i]; for (j=i+l ; j n .* j++) sum (a
|i]) [ j] ‘b[ j] ; b[i] - sum (a[i]][1]; I * for * I •
LUFwdBckSut ¦ Here is the InvertDMatrix function umrows) on if
t!i) goto Exitlrtvert; * Calculate inverse one column at a
tine « for (j-0 ; jCnumrows ? J++) | Matrix singular or alloc
failed, abort *f for (i-G ; icnumrows ; i++} columnJi) - 0.0;
column!j) - 1.0; LUFwdBcxSub(ncopy, nunrows, index, column);
for (i*0; i numrows ; i-") (ai[i])(j] - column[I]; 1 ¦ for
success “ THUS; ExitInvert: if (column) if (index) if
(mcopyflag) if (success) return (mi); FreeDVector(column,
numrow3): FreeLVectox(index, numrowa); FreeDKatrixtmcopy,
numrow3, numrows)?
) else ( * deallocate ni matrix if we created it since routim if (niflag) FreeDMatrixdai, numrows, numrows); return HULL; ) 1 * InvertDMatrix * LISTING 3 - File Description File for Matrix.library
* Matrix.fd - File description for Matrix.c functions ??base
_Matrix ??bias 30 ??public *
* LONG Functions AllocLUector(r.uinels) (DO)
AllocLMatrix(numrows,numcols)(DO DI)
FreeLVector(v,nunels) A0,D0) FreeLMatrix(ra,r.umrowa,numcol3)
(AO,DO Dl) AddLVectorstvi,v2,vr,numels)(A0 A1 A2.DQ)
SubLVectors (vl, v2, vr, numels) (A0 Al A2,D0) AddLMatrices(ml,
n2,mr,numrows,numcols)(AO Al A2,DG D1)
SubLMatrices(ml,n2,mr,numrows, numcols) A0 A1 A2,DO Dl)
Multi-Matrices (ml ,iri2,irir,xiu3irQwsl,nu.T.col3i,r.uracols2)
(A0 A1 A2,DQ DI D2) MultLVectorMatrix (v,m, vr, mewls, numcols)
(R0 A1 A2, DQ Dl) MultLMatrixVector(n,v, vr,numrows,numels)
(A0 AI A2,DO Dl) TransposeLMatrix(ia,mt, nunrows,numcols I
(AO Al,DO Dl)
* DOUBLE Functions AllocDVector(numels)(DO) AllocDMatrix
(nurtrows, r.umcols) (DO Dl) FreeDVector(v,numels)(A0,D0)
FreeDMatrix(m.numrows,numcols) (A0,DQ Dl)
AddDVectors(vl,v2,vr,numels)(AO AL A2.D0) SubDVectors(vl,v2,
vr,numels)(A0 A1 A2,DC)
AddDMatrices(ml,m2,mrfnumrows,numcols)(A0 A1 A2,DQ Dl)
SubDMatrices(ml,m2,mr,nunrows,numcols}(A0 A1 A2,DO Dl)
MultDMatrices (ml,m2rAr,r.uarowsi,.mmcolsl,numcols2) (A0 A1 A2,
DO Dl D2) MuitDVectorMatrix(v,nsr vr, numels,.numcols)
(AO Al A2,DO Dl) KultDMatrixVector (m,v, vr,numrows,numels)
(A0 A1 A2,DO Dl) Transpo3eDMatrix(m,n;t, numrows,numcols)
(AO Al,DO Dl) InvertDHatrix(m,mcopytmi,nunrows) (A0 A1 A2,D0)
* ?end LISTING 4 - Prototypes for Functions in Matrix.librarv Qt
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LISTING 5 - Header File Used by Example Programs This is a header file used by sex'eral programs.
It contains some ?includes, and vector and matrix display routines.
This code is FREELY DISTRIBUTABLE but NOT PUBLIC DOMAIN.
(Written by Randy Finch) ¦ Matrix?rote,h ?include exec types.h ?include prcto exec.h ?include math.h ?include fIcat-h ?include mieoedoub.h ?include stdlib.h ?include scdio.h Contains prototypes for user functions i * Prototypes for Matrix.library * extern LONG *AllocLVectar(LONG); extern LONG "AliocLMatrix (LONG, LONG) ; extern BOOL FreeL' ector(LONG *, LONG); extern BOOL FreeLMatrix(LONG ",1CNG,LONG); extern LONG ‘AddLVectors(LONG extern LONG 'SubLVectors(LONG '.LONG *, LONS .LONG ¦,LONG , LONG) ; ,LONG); ¦*AddLMatrices(LONG ",LONG ¦*,LONG ", LONG, LONG) ; "SubLMat rices
(LONG ",LONG ".LONG ", LONG, LONG); extern LONG extern LONG extern LONG extern LONG extern LONG extern LONG '•KultLMatrices (long ", 'MultLVectorMatrix(LONG "KulfcLMatrixVector(LONG
* *TransposeLMatrix(LCNG ONG ", LONG ", LONG, LCNG, LONG) ; ,
LONG * *,LONG *,LCNG, LCNG);
* ,LONG ¦,LONG *,LONG,LCNG);
* , LONG ", LONG, LONG) ; extern DOUBLE ‘AllocDVector(LONG);
extern DCUBLE "AllocDMatrix(LONG, LCNG) ; extern BOOL
FreeDVector(DOUBLE •, LONG); extern BOOL FreeDMatrix(DOUBLE ",
LONG, LONG); extern DOUBLE *AddDVeetOrs(DOUBLE *,DOUBLE
*,DOUBLE *,LONG); extern double ‘SubDVectars(Double *,double
*,double *,long); extern DOUBLE "AddDMatrices (DOUBLE ",DOUBLE
", DOUBLE ", LONG, LONG) ?
Extern DOUBLE "SubDMatrices (D0U3LE ",DOUBLE ",DOUBLE ", LONG, LONG) ; extern DOUBLE "Mu ltDKa trices (DOUBLE ", DOUBLE ".DOUBLE ", LONG, LONG,LONG) ; extern DOUBLE ‘KultDVectorHatrix(DOUBLE DOUBLE ",DOUBLE LONG,LONG)j extern DOUBLE ‘KultDHatrixVector(DCUBLE ",DOUBLE *,DOUBLE •,LONG,LONG); extern DOUBLE "TrensposeDMatcix (DOUaLE ", DOUBLE ", LONG, LONG) ; extern DOUBLE "InvertDMat rix (DOUBLE ",DCUBLE ", DOUBLE ", LCNG) ; Matrix.fi contains ail the ?pragmas created by £d2pragma.
MatrixProto.h contains all the Matrix.library function prototypes.
?include “Matrix.h" ?include "MatrixProto.h" struct Library ‘Matrix? * Global Library base pointer * Display routines void DisplayLVector(Iv,numels) LONG -lv, numels?
[ LONG Li printf(* n“); for (i-0 ? I numels ; i++) printf("%d t", lv[i]); ) f* for i-0 * STATEMENT OF OWNERSHIP, MANAGEMENT AND CIRCULATION I A, Title of Publication; Amazing Computing For The Commodore Amiga.
IB. Publication No.; 08869480. 2. Date of Filing: 10 1 90. 3- Frequency of Issue: Monthly. 3A. No. Of Issues Published Annually: 12. 3B. Annual Subscription Price: S24.00.4. Complete Mailing Address of Known Office of Publication: P.i.M. Publications, Inc., P.O. Box 869, One Currant Place, Fall River, MA 02722. 5- Complete Mailing Address of the Headquarters of General Business Offices of the Publisher. One Currant Place, Currant Road, P.O. Box 869, Fall River, MA 02722. 6. Full Names and Complete Mailing Address of Publisher, Editor, and Managing Editor: Publisher, Joyce A. Hicks, P.O. Box
869, Fall River, MA 02722; Editor, Donald D. Hicks, P.O. Box 869, Fall River, MA 02722: Managing Editor, Donald D. Hicks, P.O. Box 869, Fall River, MA 02722. 7. Owner: P.i.M. Publications, Inc., P.O. Box 869, Fall River, MA 02722; Joyce A. Hicks, P.O. Box 869, Fall River, MA 02722; Donald D. Hicks, P.O. Box 869, Fail River, MA 02722. 8.
Known Bondholders, Mortgagees, and Other Security Holders Owning or Holding 1 Percent or More of Total Amount of Bonds, Mortgages or Other Securities: None. 9. For Completion by Nonprofit Organizations Authorized To Mail at Special Rates: Not Applicable. 10. Extent and Nature of Circulation: 00 Average No. Copies Each Issue During Preceding 12 Months; CY) Actual No. Of Single Issue Published Nearest to Filing Date; 10A. Total No. Of Copies (X) 37.305 (Y) 40,584. 10B. Paid and or Requested Circulation: Bl. Sales through dealers and carriers, street vendors, and counter sales: (X) 17,741 CY)
27,874 B2. Mail Subscription:
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Circulation: (X) 29,272 (Y) 39,072,10D. Free Distribution by
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Other Free Copies; 00 116 CY) 112. 10E.
Total Distribution: (X) 29,388 (Y) 39.184. 10F. Copies Not Distributed: FI.
Office Use, left over*, unaccounted, spoiled after printing: 00 2,881 00 1,400. F2. Return from News Agents: (X) 5,036 (Y) 0.10G. Total: (X) 37,305 CY) 40,584. ’Issues held for back issue sales.
LISTING 6 ~ MAKEFILE for the Example Programs dummy: Matrix,library TestHatLib SimEqs LSReg 2DTtans Uocho " " 0«eho "Matrix, library, TestHatLib, SimEqa, LSReg, and 2DTrar.s created.'
Matrix.library: MatrixLlb.o Matrix.c blink FROM MatrixLlb.o Matrix.o TO Matrix.library LI3 lib:lcmioee,lib lib:1c.lib iib:aniga.lib SC SC ND copy Matrix.library libs: TestHatLib; TestHatLib.o blink FTCM LIB:c.o TostHatLib.o TO TestHatLib LIB Libilcadeee.lib llbtlc.lib lib:aaiga.lib SC SD ND SimEqsr SimEqs.o blink FROM LIB:e.o SirnEqs.o TO SimEqs LIB lib:lcnleee.lib lib:1c,lib lib:amiga.lib SC SD ND LSReg: LSPog.o blink FROM LIB:c.o LSReg.o TO LSReg LIB Hb:l«ni«ee.lib lib:1c.lib iib:oraiga.lib SC SD ND 2DTranh: 2DTrans.o blink FROM LIB:c.o 2D7rans.o TO 2DTrar.s LIB lib: lcmieee. Lib lib;lc.lib
iib:erdga.llb SC SD ND MatrixLlb.o: MacrixLib.a asm -d HatrixLib.a Matrix.o; Matrix.c 1c -d3 -ii -cc -bO -rO -v -sc-text -sd-text Matrix.c TestMatLib.c; 7ostK4tLlb.c Matrix.h MatrixProto,h Test.h lc -d3 -fi -cc TestMatLib.c SirrEqs .o; SimEqs.c Matrix.h KatrixProto .h Test.h lc -d3 -£i -cc SimEqs.c LSReg.o: LSReg.c Matrix.h Matrix?rotc.h Test.h lc -d3 -fi -cc LSReg.c 2DTrans,o: 2DTrans.c Matrix.h MatrixProto.h Test.h lc -d3 -fi -cc 2DTrans.c Matrix.h: Matrix.(A fd2pragma Matrix.fd Matrix.h LISTING 7 - Comprehensive Test Program for Matrix.library TestMatLib.c Here is a test program that calls
all of the functions in Matrix.library using Ipragmas.
Printf(" n"): 5 • DisplayLVcctcr • void DisplayDVactQr (dv, slime la) DOUBLE *dv; LONG numels: I prirvrf r r.-| ; for (1-0 ; i numeis ; i** ( printf("Hf t", dv[i]); ( • for i-0 * print! ("Vr."): 1 • DiaplayDVectar • void DisplayLMatrixdn, numrows, r.uncols) LONG **ln r.unrovs, numcols; ( printf(“ n“»; for (i-0 «* i numrowa ; i++) | for |j-0 j j numcols ; j++) ( printf (wld t". (lmtilHj)): | • £oc j-0 ¦ printf f*" n"3 ; ) I* for i-0 • } ' DisplayLMatrix * void Displ&yDMatrix(dm, numrows, numcols) DOUBLE ••dm; LONG numrows, numcols; LONG i, j; printf(“ n"); for (i 0 ; iOrnimrCvS ;
i*4) | for (j-0 ; j nurcols ; j**) printf("If t", (dafinljj); } * for }-0 • printf (“ r."| ; ! • for i-0 • J * DisplayDHatrix * This code is FREELY DISTRIBUTABLE but NOT PUBLIC DOMAIN (written by Randy Finch) » ?include "Test.h" ) printf (" rLong natricos a!lotted. r.“) : printf (" nCould not allocate matrix %d. n%ij exit (0); for (i-0 ; i 3 .* i++) i if ! (drain - (DOUBLE **) AllOCDMitrixK, 4) ) prir.tf (" nCould not allocate matrix d. n”,i) exit(01 j I 1 printf (" r.Double matrices allotted. n-) ; for (i-0 j i 3 : !*? I for (j-0 ; j -3 ; j++) I * assign values to vector
elements ¦ (lv[i]l til - (LONG) fl0.0*drand4S 1)1; (dv[i])[j] - 10,0*drand48 (); for lk“0 ; k -3 ; k++) i * assign values to matrix elements • ((Ixn[ 1 ]) E j] ) Ik] - (LONG! (10.0*drand4B()); ((dn[i]) I j}) [k ] - lC.0*drand43 ) ; 1 ) ) 1• for i-0 * printf(" nVoctora and matrices assigned. n")j AddLVectors(iv|0),lvI1],lv[2],4); printf(“ nLong vectors added. n"); DisplayLVector lv[0],4); DisplayLVector(lv[l], 4) ; Display!,VoctorUvrZ], 4) ; SubLVectors(lv(0],lv(1J,lv[2),4): printf(" nLong vectors subtracted. n"); DisplayLVector(lv[0),4); DisplayLVector tlv[l] ,4) ,- DisplayLVector(lv[2]r
4); AddLMat rices (lm[0], lm[l] , lis(21, 4, 4) ; printf(" nLong matrices added. n“): DisplayLMatrix(im[0],4,4): DisplayLMatrix(lm[l],4,4); DisplayLMatrix(lm|2], 4, 4); SubLMatrices (lrr.[0),lm(l],lm[2],4,4); printf " nLong matrices subtracted, n"); DisplayLMatrix (lffi[0), 4,4); DisplayLMatrix(lm[lj,4,4); DisplayLMatrix (lm|2), 4, 4) KultLKatrices(lmtOl,lm(l],lm(2),4,4,4); printf (" r.Long matrices multiplied. n"); DisplayLMatrix(1m[0],4,4); DisplayLMatrix(lm[l],4,4); DisplayLMatrix(lm(2] ,4,4); MuItLVectOrHatrix(lv[0],lra[G],lv[2],4,4); printf(" nLong vector and matrix multiplied. n”);
DisplayLVector(lv[03.4); DisplayLMatrix llm[Q],4,4); DisplayLVector(lv[2],4); MultLMatrixVector(lm|0),lv[0),lv(2], 4,4); printf(" nLong matrix and vector multiplied.Vn"!; DisplayLMatrix(lra[0],4,4); DisplayLVector|lv[0]r 4); DisplayLVector(lv12], ); lm]2] - TransposeLMatrix(lm(0],ln[2],4,4); printf(” nLong matrix transposed. n") ; DisplayLMatrix(lntO),4,4); DisplayLMatrix (lm (2 3,4,4); AddDVectors dv[C],dv[ 1 ], dv [2], 4); printf(" nDcuble vectors added, n"|; DisplayDVectorldv[0],4); DisplayDVector Idv (1], 4); DisplayDVector(dv[2], 4); SubDVectors(dv(0],dv[l],dv(2] ,4) printf(“ nDouble
vectors subtracted, n”); DisplayDVector(dv[0], 4); DisplayDVector(dv[1], 4) ; DisplayDVector(dv[2], 4); AddDKatricesldm[0], cbn[l J,dm[2],4, 4); printf (“ n.Dcubie matrices added. n”), DisplayLMatrix(dm(0], 4, 4); DisplayLMatrix(dm[1j,4,4); DisplayDMatrix(dm[2], 4, 4): SubDMatricesIdmIO],dm[1],dm(2],4. 4); printf (” r,Double matrices subtracted. Vn"); DisplayLMatrix(dmE0],4,4) ; Di3playDMatrix(dm[l],4,4); DisplayLMatrix(dm[2] ,4,4); MultCMatrices (dm[0], dm(l], dm [2], 4, 4, 4) ; printf (“NnDouble matrices multiplied, r."1 ; DlsplayDMatrix!dn|0],4,41 ; DlsplayDMatrixIdmll],4,4); DlsplayDMatrix
(dm.[2J ,4,41; MultDVectorMatrix(dv[0],dm[0] ,dv[2] ,4,4); printf (“ nDouble vector and matrix multiplied, n"’) , DisplayDVector(dv[Q) ,4); DlsplayDMatrix(dm[0] ,4,4); Alllnl’rnmpt ii a sophisticated scrolling prompter and lent cdil program designed for TV script prompting nml information displays. It Has been developed in consultation w ilh TV industry professionals, with flexibility, simplicity and speed as the primary design considerations.
¦ ArlltiTrompI Iras a full intuit inn interface sviili mentis anil keyboard shortcuts.
* Selectable rout, fnnl si,e. Pallet, speed and scroll direction.
* Markers fur instant movement toprc dcrinedcue points.
* Message window anil graphic scroll speed indicator.
¦ Simple easy-to-use menu driven text editor with load, save ami print options.
¦ Imports A,srii or II P 1TXT fnnirat rail files.
* Supports PAL and N ISC In both interlace and nrm-inter lace,
high nr low resolution.
* Rcf|iiircs 512k of incmnry and Kickstart 1,1 nr later.
Aulol'rompt its $ 295.00 Demonstration dish ...US $ 15.00 DiqlSoft 12 Dinmore St Mtxnrx&a llri.sbanc -1105 Queensland Australia International loll free order numbers from the USA and Canada: from USA 1-800-525-2167 from Canada 1 -ROO-663-39do other countries 61-7-277-3255 svithin Australia [07) 277-3255 PAX 61-7-277-8 (73 Aui'I'mmft if tupjri if lit (e) P (i.Ly) 1970 Knl siiii is ¦ Iii.lrinaik i | fT.,urnr.|,.ie Aiiuji In.
Circle 162 on Reader Service card.
DisplayDVector(dv[2], 4) ; MultDKatrixVector(dm[0],dv[0]r dv[2),4,4); printf(” nDouble matrix and vector multiplied. n"); DisplayDMatrix(dm[0],4,4); DisplayDVector (civ 10), 4); DisplayDVector(dv[2], 4) ; dm[2] - TransposeDKatrix (dm[C],djri[2], 4, 4); printf (“AnDouble matrix transposed. rt”) ; DisplayDMatrix(dmiO],4,4); DisplayLMatrix(dm(2],4,4); inverse - InvertDMatrix (dm[0),N’JLL,l.’ULL, 4) ,* if (inverse) I printf (“ vnDouble matrix ir.vcrted. n") ; MultCMat rices(dm(0],inverse,dnf2],4,4,4); OisplayDMatrlxldT.(0], 4,4) ; DisplayLMatrix(Inverse,4,4); DisplayLMatrix(dmI2],4,4); } else (
printf(“ nDouble matrix inversion failed. n”); for (i-0 1 3 ; i**) I FreeLVector(iv[i], 4); FreeDVector(dv[iJ,4 ; FreeLMatrixllmli],4,4); FreeLMatrixldmt i],4,4); ) if (inverse) FreeDMatrix(inverse,4,4); printfCNftVectbra and Matrices freQd.Nn"); CloseLibrary(Matrix); | ¦ main • LISTING 8 - Output from TestMatLib (Listing 7) Opening Matrix.library Matrix - 2a£442 Doublo vectors allotted.
0. 009654
B. 212916
5. 315569
1. 183517 Long mat rIcon a Hotted
0. 062295
3. 672466
7. 692211 5 .691350 Double matrices allotted.
- 0.052441
4. 640452
- 2.376643
- 4.500333 Veet srs and matrices assigned.
Double matrices added.
Long vectors added.
1. 766426 0,913306
4. 072172
4. 544334
5. 600596
0. 508319
o. ie?i4e
2. 931972 C 2 e 3
5. 154312
1. 004203
5. 7C6140
3. 152739
7. 044036
2. 533106
3. 753775
6. 809230 7 7 e 4 1,264624
7. 709283
4. 967217
3. 159390 7 9 16 13
3. 709947 4 .278346
6. 679786
9. 307791
9. 667296
0. 820965
0. 742624
3. 101506 Long vectors subtracted.
5. 865103
8. 716080
9. 647036
3. 928260 D 2 - 3
3. 031051
8. 522589
9. 839389
7. 703724
9. 390543
4. 736665
6. SE3934
11. 265763 1 7 6 4
14. 021608
2. 7Q516S
6. 448764
16. 254324
13. 709940
11. 249994
13. 430811 1C.737510 -7 -5 C 5 Double matrices subtracted.
Long matrices added.
1. 766426
0. 913306
4. 872172
4. 544334 0 3 : 5 £.600596 0 .508319
0. 189148
2. S81972 3 5 7 2
5. 154312
1. 804203
5. 706140 B .155739 3 B c 0
7. 844636
2. 533106
3. 703775
6. 009230 a 1 : 6
1. 264624
7. 709283
4. 9=7217
3. 155350 6 6 l 5
3. 709947 4,278346
6. 679796
8. 307791 a 5 5 1
5. 667290
0. 820965
0. 742624 8-101586 0 3 2 6
5. 865103
3. 716668
9. 647036
3. 920200 5 " 5 3
0. 501802
- 6.795977
- 0.095045
1. 384944 6 9 1 10
1. 970649
- 3.770026
- 6.490639
- 5.325520 17 1C 12 3
- 4,512985
1. 063237
4. 963516
0. 051153 9 11 10 6
1. 979733
- 6.183762
- 5.363261
2. 980951 13 B 5 5 Double matrices multiplied.
Long matrices subtracts A
1. 766426 0,913306
4. 372172 4 .54*334 C 3 S 5
5. 600596
C. 508319
0. 189146
2. 961972 5 5 7 2
5. 154312
1. 884203
5. 706140 S .152739 9 e 0 0
7. 044836
2. 533106
3. 733775
6. 309230 9 l 0 6
I. 264624
7. 709263
4. 567217
3. 153350 i 6 1 S
3. 709947 4 .276346
6. 679786
0. 307791 S 5 5 1
9. 667296
0. 820565
0. 742624
0. 101536 c 3 2 6
5. 865103
8. 716880
9. 647036
3. 929280 5 7 5 3
79. 375906
61. 137653
62. 332459
70. 492123 -6 -3 -1 0
28. 387775
72. 116854
60. 515871
35. 4166*6 0 2 1 116,408163
123. 548370
121. 075932 110,193063 9 5 6 *6 9S.834172
133. 777213
124. 306423
103. 232552 3 -8 -5 3 Double vector and matrix mult lplled.
Long matrices multiplied.
0,009854
0. 312918 5,315569 1, 163517 0 3 0 5 9 5 7 2
1. 766426
0. 913306
4. 672172 4,544334 9 8 e 0
5. 680596
0. 500319
0. 189148
2. 931972 6 1 c 6
5. 154312
1. 834203
5. 706140
8. 152739
7. 044836 2,533106
3. 783775
6. 809230 6 6 1 5 e 5 5 1
33. 922330
17. 248197
36. 42592*
76. 2289*9 0 3 2 6 5 7 5 3 Double matrix and vector suit iplied.
49 50 40 10
1. 766426
0. 913306
4. 872172
4. 544334 104 114 58 99
5. 680556
0. 500319
0. 199148
2. 9E1572 119 119 65 101
5. 154312
1. 394203
5. 7061*0
6. 152735 89 95 43 59
7. 844636
2. 533106
2. 783775
6. 8CS230 Long vector and matrix multiplied.
0. 009854
3. 312918
5. 315569
1. 103517 0 2 8 9
35. 886308
8. 816235
55. 654297
45. 306562 0 3 0 5 Double matrix transposed.
9 5 7 2 9 9 S 0
1. 766*26
0. 913306
4. 372172
4. 544334 9 1 0 6
5. 680596
0. 508319
0. 109140
2. 9S1972
5. 154312
1. 684203
5. 706140 8,152739 192 S3 78 58
7. 344836
2. 533106
3. 733775
6. 009230 Long matrix and vector multiplied.
1. 766426
5. 680596
5. 154312
7. 644836
0. 913306
C. 508319
1. 334203
2. 533106 0 3 0 5
4. 872172
C. 189146
5. 706140
3. 783775 9 5 7 2
4. 544334
2. 961972
8. 152735
4. 0C923O 9 9 0 0 9 1 0 6 Double matrix inverted.
0 2 8 9
1. 766426
0. 913306
4. 872172
4. 544334
5. 660596
0. 508319
0. 189146
2. 931972 51 94 80 56
5. 154312 1 .864203
5. 706140
9. 152739
7. 844036
2. 533106
3. 733775
6. 809230 Long matrix transposed.
0. 367334
0. 273577
- 0.391602
0. 104005 0 3 0 S
- 0.549834
- 0.900882
- 0.027173
0. 794006 9 5 7 2
0. 786954
0. 106033
- 0.587945
0. 132319 9 a 8 0
- 0.655954
- O.O3096B
0. 738072
* 0.341870
1. 000000
- 0.000000
0. 000000
0. 000000 0 9 9 8
- 0.000000
1. 000000
O. GOOOOO
0. 000000 3 5 8 1
0. 000000
0. 000000
1. 000000
0. 000000 0 7 8 0
- 0.000000
- 0.000000
0. 000000
1. 000000 5 2 0 6 Vectors and Matrices freed.
Doubl*» vectors added.
0,009854
8. 312918 5.315569 1.183517
0. 062296
3. 67246 6 7.692211 5.691850
0. 072140
11. 985364 13.007780 6.975360
• AC- (Stepper Motors, continued from page 22) buffer in place
the transistors are kept off. This allows you time to go
through the Startup-Sequence and load AmigaBASIC and the
stepper program without worrying about damaging the computer or
draining the batteries.
PROGRAMS Each of the 3 basic programs performs a specific function.
Program 1 rotates the stepper one revolution in a CW direction.
Program 2 accomplishes the same thing in half steps. The rotation of the shaft is noticeably smoother in the half step mode.
Program 3 performs a scanning function, first rotating CW for 180 degrees, then reversing direction CCW for 180 degrees. The program operates until a key is pressed.
I have placed a timing loop in each program to slow the program down (how’ many times have you ever done that to a basic program)? Without the timing loop, the rpm of the motor in full step is approximately 100-120 RPM.
All the programs are simple, and you should be able to modify them without any problem. You do have to watch to make sure you keep the signals inverted. A simple analysis of the signal inversion section of the program might be a littlesticky, so we'll do that now.
As its name implies, the inverter 1C inverts a signal. So, a binary 1 on its input becomes a binary 0 at its output, and vice versa. Because we are using a 4049 inverter between the parallel port and transistor switches, we need to invert the signals to the inverter to get the correct signals to the transistors.
In the test circuit, we simply pressed the switches SI, S2, S3 and S4 in sequence to rotate the shaft 15 degrees (4 steps x 3.75 degree step). On the Amiga, these lines are connected to PB0 thru PB4. To activate the same sequence, we can poke the binary numbers 1,2,4 and 8 into the data register (dr). But wait, we must compensate for the inverter. To turn on a particular line, we actually have to turn it off by outputting a binary 0, while the remaining lines must be turned off by outputting a binary 1. One line in the program accomplishes this for us: cw(i) st = 15 The number st is poked into
the DR register.
TROUBLESHOOTING If you use the stepper motor listed in the parts list, you should not run across any problems. If you do, the first thing to check is the diodes. Make sure you have them in properly, facing in the direction shown in the schematic.
If the stepper motor moves slightly (quivers back and forth), chances are the batteries are too weak to power the motor.
Replace them with fresh batteries, and be awrare for now that the ba tteries will wear ou t pretty quickiy. This problem will be solved later in this project, when we modify your existing circuit board to use line voltage with a step-down transformer.
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.. . 1 Circle 149 on Reader Service card.
GOING FURTHER There area number of dedicated integrated circuits available for powering and controlling stepper motors. Use of these IC's in conjunction with the Amiga would reduce the amount of dedicated lines required off the parallel port.
Paris List SI0,00, plus $ 2.50 s& h Images Company
P. O. Box 313 Jamaica. NY 11419 Radio Shock 276-1620 RS
276-1388 RS 276-1547 RS 276-2449 RS 276-1998 RS
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IM-Step 3.75Stepper Motor (6 wire) Available from D1-D4
lN914diode (50 pak) PC board terminals stackable DB-25 PIN
male connector 4049 Inverting Hex Buffer 16-pin socket for
4049 SI-S4 momentary push switch (4 pak) Q1-Q4 NPN transistors
(15 pak) Battery holder Battery PC board Program 1: stepper
one setup: ddr - 12575489S dr a 125749774 POKE dr,15 POKE ddr
,255 DIM cw(4 cw l) “1 :cw (2) =2:cw (3) =4 :cw(4)=8 REM run
srepper FOR j - 1 TO 24 FOR i = 1 TO 4 st 15 - cw(i} POKE
dr,st FOR t - 1 TO 50:NEXT t NEXT i NEXT j POKE dr,15 END
Program 2: half step REM Stepper-Motor setup: ddr = 12575469*
dr » 125749774 POKE dr,15 POKE ddr ,255 DIM cw(8) cw (1) = 1:
cw (2) *=3: cw 3) =2:cw(4)¦6 cw(5)=4:cw(6}=l2;cw(7)=0:cw(8)“9
FOR j = 1 TO 24 FOR i = 1 TO 3 st = 15 - cw(i) POKE dr,st NEXT
i NEXT j POKE dr, 15 END Program 3: scanning function REM
Stepper-Motor setup: ddr - 125754894 dr = 125749774 POKE dr,15
POKE ddr ,255 DIM CM(4) CW (1)¦1:CW(2)=2;CW(3)*4:CW 4)»3 fig -
0 scan: a$ = INKEY$ IF a$ THEN Finish FOR j * 1 TO 12 IF
fig - 0 THEN GOSUB Cwl IF fig - 1 THEN GOSUB CCW1 NEXT j IF
fig - 0 THEN fig - l:GOTO scan IF fig = 1 THEN fig = OiGOTO
scan POKE dr,15 END Cwl: FOR i = 1 TO 4 st - 15 - CW(i) POKE
dr,st FOR t - 1 TO 50:NEXT t NEXT i RETURN CCW1: FOR i = 4 TO
1 STEP -1 st * 15 - CW(i) POKE dr,St FOR t - 1 TO 50:NEXT t
NEXT i RETURN Finish: POKE dr,15 END
• AC- f C Notes, continued from page 68) i exit (0); } * *
fifdef LATTICE inc accepted(char *lbuf,unsigned int count)
lelse int accepted(lbuf,count) char "lbuf; unsigned int count;
ersdif I char buf[80}; if (count 65) count = 65; * this is
display length" for(; count 0; count-, lbuf«*+) ( * print
out characters * printf(" c","lbuf); * one char at a time *
) printf(" n nls this okay (Yes or No)?"); ¦ ask for approval
• if (gets(buf) != NULL)( * get the answer * if
(toupper(buf[0]) == ) return(TRUE); * accepted " )
return(FALSE); * not accepted * The comments in the listing
should adequately explain the functionality of the program, but
here are a few side points that may help in your
implementation. First, the program should compile equally well
for both the Manx C and the Lattice C compilers. When you
compile with Lattice, the keyword LATTICE is automatically
defined for you and, therefore, the appropriate code is
included (or excluded). Likewise, when compiling under Manx,
LATTICE is not defined and therefore the alternative code is
included.
The primary difference between compilers can be found in how each one’s library handles wildcard "pattern" filename searches. Lattice uses the more common approach of separating the "find first" and "find next" operations with the functions dfindO and dnextO. These functions return the file information into a predefined structure. Manx's library, on the other hand, hides these operations and simply returns a pointer to each filename. The program only requires each filename that matches a given pattern. Therefore, pointing at the area in the structure that contains the name is a satisfactory
alternative in the Lattice environment.
One final point regarding the difference in how these environments handle wildcard patterns is the wildcard characters that are supported. Manx supports the asterisk for multi-character references, and the question mark for single-character references, which are more common in the IBM PC world. Lattice offers the same support by changing a global reference (see the manual) but defaults to the wildcard characters supported by the AmigaDOS environment.
Of course, other methods could be employed instead of the one used in the program SECRET. We have just scratched the surface in the world of cryptography. Take the program and try it out if you like, but be careful if you forget a password, you'll have to develop your own expertise on the flipside of the science.
• AC* BACK ISSUE CAD ON THE AMIGA!
X'CAD Designer & Professional, Ultra Design, Aegis Draw 2000 and more!
1 ., Saxon Pubttsher Perfect Sound A MosIbi Sound Stripping Layers Oft Workbench
- Commodate s VAR Program INDEX ¦i ¥ Vol. 1 No. 1 Premiere, 1986
Highlights include: "Super Spheres", An Abasic Graphics
Program, by Kelly Kauffman "Date Virus", by J. Foust "EZ-Term",
An Abasic terminal program, by Kelly Kauffman "Miga Mania",
Programming fixes & mouse care, by P. Kivolowitz "Inside CLI",
A guided insight into AmigaDos, by G. Musser If Vol. 1 No. 2
1986 Highlights include: "Inside CLI: Part Two", Investigating
CLI & ED, by G. Musser "Online and the CTS Fabite 2424 ADH
Modem", by J. Foust "Superterm V 1.0", A terminal program in
Amiga Basic, by K. Kauffman "A Workbench "More" Program", by
Rick Wirch if Vol. 1 No. 3 1986 Highlights include: "Forth!", A
tutorial "Deluxe Draw!!", An AmigaBASIC art program, by R.
Wirch "AmigaBASIC", A beginner's tutorial "Inside CLI: Part 3",
by George Musser ¥ Vol. 1 No. 4 1986 Highlights include: "Build
Your Own 51 4" Drive Connector", by E. Viveiros "AmigaBASIC
Tips", by Rich Wirch "Scrimpen Part One", A program to print
Amiga screen, by P. Kivolowitz ¥ Vol. 1 No. 5 1986 Highlights
include: "The HS1 to RGB Conversion Tool", Color manipulation
in BASIC, by S. Pietrowicz "Scrimpcn Part Two" by Perry
Kivolowitz "Building Tools", by Daniel Kary ¥ Vol.! No. 6 1986
Highlights include: "Mailing List", A basic mail list program,
by Kelly Kauffman "Pointer Image Editor", by Stephen Pietrowicz
"Scrimper Part Three", by Perry Kivolowitz "Optimize Your
AmigaBasic Programs For Speed", by Steve Pietrowicz ¥ Vol. 1
No. 7 1986 Highlights include: 'Try 3-D", An introduction to
3-D graphics, by ]im Meadows "Window Requesters in Amiga
Basic'', by Steve Michel "1C What I Think", A few C graphic
progs, by R. Peterson "Your Menu Sir!", Programming AmigaBASIC
menus, by B. Catley "Linking C Programs with Assembler
Routines", by G. Hull if Vol. 1 No. 8 1986 Highlights include:
"Computers in the Classroom", by Robert Frizelle "Using Your
Printer With The Amiga" "Using Fonts from AmigaBASIC", by Tim
Jones "Screen SaVer", Monitor protection program in C, by P.
Kivolowitz "A Tale of Three EM ACS", by Steve Poling ".bmap
File Reader in AmigaB ASIC", by T Jones 1? Vol.! No.9 1986
Highlights include: "The Loan Information Program", A BASIC
program for your financial options, by Brian Catley "Starting
Your Own Amiga-Related Business", by W. Simpson "Keep Track of
Your Business Usage for Taxes", by J. Kummer "Using Fonts from
AmigaBASIG Part Two", by Tim Jones "68000 Macros On The Amiga",
by G. Hull ¥ Vol. 2 No. 1, January 1987 Highlights include:
"What Digi-View Is Or, What Genlock Should Be!", by J. Foust
"AmigaB ASIC Titles", by Bryan Catley "A Public Domain Modula-2
System", by Warren Block "One Drive Compile", by Douglas Lovell
"A Megabyte Without Megabucks", An internal megabyte upgrade,
by Chris Irving ¥ Vol. 2 No. 2, February 1987 Highlights
include: "The Modem", Efforts of a BBS sysop, by Joseph L.
Rothman "The ACO Project. Graphic Teleconferencing on the
Amiga", by S. R. Pietrowicz "Flight Simulator II: A Cross
Country Tutorial", by John Rafferty "A Disk Librarian In
AmigaBASIC", by John Kennan "Creating And Using Amiga Workbench
Icons", by C. Hansel "Build Your Own MIDI Interface", by
Richard Rae "AmigaDOS Operating System Calls and Disk File
Management", by D. Haynie "Working with the Workbench", by
Louis A. Mamakos ¥ Vol. 2 No. 3, March 1987 Highlights include:
"An Analysis Of The New Amiga Pcs A2000 k A5001", by J. Foust
"Subscripts and Superscripts in AmigaBASIC", by I. Smith
"AmigaTrix", Amiga shortcuts, by W. Block "Intuition Gadgets",
by Harriet Maybeck Tolly "Forth!", Put sound in your Forth
programs, by Jon Bryan "Assembly Language on the Amiga", by
Chris Marlin "AmigaNotes", No stereo? Y not?, by Rick Rae ¥
Vol. 2 No. 4, April 1987 Highlights include: "Jim Sachs
Interview", by S. Hull "The M ouse That Got Restored",by Jerry
Hull and Bob Rhode "Household Inventory System in AmigaBASIC",
by B. Catley "Secrets of Screen Dumps", by Natkun Okun
"Amigatrix II", More Amiga shortcuts, by Warren Block ¥ Vol. 2
No. 5, May 1987 Highlights include: "Writing a SoundScape
Module", Programming with MIDI, Amiga and SoundScape in C, by
T. Fay "Programming in 68000 Assembly Language", by C. Martin
"Using FutureSound with AmigaBASIC", Programming utility with
real digitized STEREO, by J. Meadows "Waveform Workshop In
AmigaBASIC", by J. Shields "Intuition Gadgets: Part II", by H.
MaybeckTolly ¥ Vol. 2 No. 6, June 1987 Highlights include:
"Modula-2 AmigaDOS Utilities", by S. Faiwiszewski "Amiga
Expansion Peripherals", by j. Foust "What You Should Know
Before Choosing an Amiga 1000 Expansion Device", by S. Grant
"6S000 Assembly Language Programming", by Chris Martin ¥ Vol. 2
No. 7, July 1987 Highlights include: "Video and Your Amiga", by
Oran Sands III "Amigas & Weather Forecasting", by Brenden
Larson "Quality Video from a Quality Computer", by O. Sands "Is
IFF Really a Standard?", by John Foust "All About Printer
Drivers", by Richard Bielak "68000 Assembly Language", by Chris
Martin ¥ Vol. 2 No. 8, August 1987 Highlights include: "Amiga
Entertainment Products” "Modula-2 Programming" "Assembly
Language" "Disk-2-Disk", by Matthew Leeds "Skinny C Programs",
by Robert Riernersma, Jr.
¥ Vol. 2 No. 9, September 1987 Highlights include: "Modula-2 Programming", Raw console dev. Events, by S Faiwiszewski "AmigaBASIC Patterns", by Brian Catiey "Programming with Soundscape", by T. Fay "Bill Volk, Vice-President Aegis Development", interview by Steve Hull "Jim Goodnow, Developerof Manx 'C"', interview by Harriet M Tolly ¥ Vol. 2 No. 10, October 1987 Highlights include: "Max Headroom and the Amiga", by John Foust "Taking the Perfect Screen Shot", by Keith Conforti "Amiga Artist: Brian Williams", by John Foust "All About On-line Conferencing", by Richard Rae "Amiga BASIC
Structures", by Steve Michel "Quick and Dirty Bobs", by Michael Swinger "Fast Fue VO with Modula-2", by Steve Faiwiszewski "Window I O", by Read Predmore ¥ Vol. 2 No. 11, November 1987 Highlights include: "Jez San Interview", StarGHder author speaks!, by Ed Berea vitz "Do-it-yourself Improvements To The Amiga Genlock" "AmigaNotes", Electronic music books, by R. Rae "Modula-2 Programming", Devices, I O, & serial port, by S, Faiwiszewski "68000 Assembly Language", by Chris Martin "The AMICUS Network", by John Foust "C Animation: Part II", by Mike Swinger "SoundScape Part HI", VU Meter and more,
by Todor Fay "Fun with Amiga Numbers", by Alan Barnett "File Browser", by Bryan Catley ¥ Vol. 2 No. 12, December 1987 Highlights include: "The Ultimate Video Accessory", by Larry White "The Sony Connection", by Stewart Cobb "CLI Arguments in C", by Paul Castonguay "MIDI Interface Adaptor", by Barry Massoni "Modula-2", Command line calculator, by S. Faiwiszewski "AmigaNotes", Audio changes made in the A500 &A2000, by Rick Rae "Animation for C Rookies: Part III", by M. Swinger "The Big Picture", Assembly language programming, by Warren Ring "Insider Kwikstart Revie v", RAM & ROM expansion:
Comments & installation tips, by Ernest P. Viveiros, Sr.
"Forth!", DumpRPort utility for your Multi-Forth toolbox, by Jon Bryan 1' Vol. 3 No. I, January 1988 Highlights include: "AmigaNotes", Amiga digital music generation, by Rich Rae "C Animation: Part IV", by Michael Swinger "Forth", Sorting out Amiga CHIP and FAST memory, by John Bryan "The Big Picture", CLI system calls and manipulating disk files, by Warren Ring "6SOOO Assembly Language Programming", Create a multicolor screen without using Intuition routines, by Chris Martin "Modula-2 Programming", by S. Faiwiszewski "The Ultimate Video Accessory: Part II", by L. White "FormatMaster
Professional Disk Formatting Engine", by
C. Mann "BSpread”, Full featured AmigaBASIC spreadsheet, by Bryan
Catley ¥ Vol. 3 No. 2, February 1988 Highlights include:
"Laser Light Shows with the Amiga", by Patrick Murphy "The
Ultimate Video Accessory: Part III", by L. White "Hooked On
The Amiga With Fred Fish”, by Ed Bercovitz.
"Photo Quality Reproduction with the Amiga and Digi- View", by Stephen Lebans "Balancing Your Checkbook With WordPerfect Macros", by
S. Hull "Solutions To Linear Algebra Through Matrix
Computations", by Robert Ellis "Modula-2 Programming",
Catching up with Calc, by Steve Faiwiszewski "68000 Assembler
Language Programming", by Chris Martin "AiRT", Icon-based
program language, by S. Faiwiszewski ¥ Vol. 3 No. 3, March
1988 Highlights include: "Desktop Video: Part IV", by Larry
White "The Hidden Power of CLI Batch File Processing", by J.
Rothman "A Conference With Eric Graham", edited by John Foust
"Perry KivolowiU Interviewed", by Ed Bercovitz "Jean "Moebius”
Giraud Interviewed", by Ed Fadigan "PAL Help", A1000 expansion
reliability, by Perry Kivolowitz "Boolean Function
Minimization", by Steven M. Hart "Amiga Serial Port and MIDI
Compatibility for Your A1000", by L, Ritter and G. Rentz
"Electric Network Solutions the Matrix Way", by Robert Ellis
"Modula-2 Programming", The gameport device and simple sprites
in action, by Steve Faiwiszewski "The Big Picture", Unified
Field Theory by Warren Ring ¥ Vol. 3 No, 4, April 1988
Highlights include: "Writing A SoundScape Patch Librarian", by
T. Fay "Upgrade Your A1000 to A500 2000 Audio Power", by H.
Bassen "Gels in Multi-Forth", by John Bushakra "Macrobatics",
Easing the trauma of Assembly language programming, by Patrick
J. Horgan "The Ultimate Video Accesory: Part V", by Larry
White "The Big Picture, Part II: Unified Field Theory", by W.
Ring ¥ Vol. 3 No. 5, May 1988 Highlights include: "Interactive
Startup Sequence", by Udo Pemisz " AmigaTrix III", by Warren
Block "Proletariat Programming'', Public domain compilers, by
P Qua id 'The Companion", Amiga's event-handling capability,
by
P. Gos selin "The Big Picture, Unified Field Theory: Part 111",
by W. Ring "Modula-2", Termination modules for Benchmark and
TDI compilers, by Steve Faiwiszewski "6S00Q Assembly
Language", Peeling away the complication or display routines,
by Chris Martin "The Command Line: The First Installment”, by
Rich Falconburg ¥ Vol. 3 No. 6, June 19S8 Highlights include:
"Reassigning Workbench Disks", by John Kennan “An IFF Reader
in Multi-Forth", by Warren Block "Basic Directory Service
Program", Programming alternative to the GimmeeZeroZero, by
Bryan Catley "C Notes from the C Group", A beginner's guide to
the power of C programming, by Stephen Kemp An Amiga Forum
Conference with Jim Mackraz The Amiga market as seen by the
"Stepfather of Intuition.” The Command Line: Exploring the
multi-talented LIST command", by Rich Falconburg ¥ Vol. 3 No.
7, July 1988 Highlights include: "Anlntcrview with'Anim
Man Gary Bonham" by B. Larson "Roll Those Presses!", The
dandy, demanding world of desktop publishing, by Barney
Schwartz "Linked Lists in C", by W. E Gammill "C Notes from
the C Group", The unknown "C” of basic object and data types,
by Stephen Kemp ¥ Vol. 3 No. 8, August 1988 Highlights
include: "The Developing Amiga", A gaggle of great programming
tools, by Stephen R. Pietrowicz "Modula-2 Programming",
Libraries and the FFP and IEE math routines, by Steve
Faiwiszewski "C Notes from the C Group: Arrays and pointers
unmasked", by Stephen Kemp "TrackMousc", Converting a standard
Atari trackball into a peppy Amiga TrackMouse, by Darryl Joyce
"Amiga Interface for Blind Users", by Carl W. Mann "Tumblin'
Tots", Assembly language program, by D. Ashlev Plus A Look At
Amiga Entertainment ¥ Vol. 3 No. 9, September 1988 Highlights
include: "The Kideo Tapes", A Georgia elementary school puts
desktop video to work, by John Dandurand "Speeding Up Your
System", Floppy disk caching, by Tony Preston "Computer-Aided
Instruction", Authoring system in AmigaBASIC, by Paul
Castonguay "Gels in Multi-Forth, Part II: Screenplay", by John
Bushakra "AmigaNotes: How IFF sound samples are stored", by
Richard Rae "C Notes from the C Group", Operators,
expressions, and statements in C uncovered, by Stephen Kemp ¥
Vol. 3 No. 10, October 1988 Highlights include: "The Command
Line:NEWCLI: A painless way to create a new console window",
by Rich Falconburg "Record Keeping for Freelancers: A
Superbase Professional Tutorial", by Marion Deland "On The
Crafting of Programs", Optimization kicks off our series on
programming savvy, by David J. Hankins "Bob and Ray Meet
Frankenstein", Create, animate, and metamorphose graphics
objects in AmigaBASIC, by R. D'Asto "Digital Signal Processing
in AmigaBASIC". Perform your own digital experiments with Fast
Fourier Transforms, by Robert Ellis "HAM & AmigaBASIC", Pack
your AmigaBASIC progs with many of the Amiga's 4096 shades, by
Bryan Catley "CAI Computer Aided Instruction: Part II", by
Paul Castonguay ¥ Vol. 3 No. II, November 198S Highlights
Include: "Structures in C", by Paul Castonguay "On The
Crafting of Programs", Speed up your progs, by D. Hankins
"Desktop Video VI: Adding the Third Dimension", by L, White
"More Linked Lists in C Techniques and Applications",
Procedures for managing liso, storing diverse data types in
the same list, and putting lists to work in your programs, by
Forest
W. Arnold "BASIC Linker", Combine individual routines from your
program library to create an executable program, by B. Zupke
1‘ Vol. 3 No. 12, December 19B8 Highlights include: "The
Command Line: What to do when the commands of AmigaDos fail",
by Rich Falconburg "Converting Patch Librarian Files", by Phil
Saunders "The Creation of Don Bluth's Dragon's Lair", by R.
Linden "Easy Menus In Jforth", by Phil Burk "Extending
AmigaBasie", The use of library calls from within AmigaBASIC,
by John Kennan "Getting Started In Assembly", by Jeff Glatt "C
Notes From The C Group: Program or function control coding",
by Stephen Kemp "AmigaDos, Assembly Language, And FileNotes",
Weapons in the war against file overload; accurate,
descriptive file naming, by Dan Huth W Vol. 4 No. 1, January
1989 Highlights include: "Desktop Video", by Richard Starr
"Industrial Strength Menus", by Robert Dasto "Scrolling
Through SuperBitMap Windows", by Head Predmore "Sync Tips: Dot
crawl, the Amiga and composite video devices", by Oran J.
Sands "Stop-Motion Animation On The Amiga", by Brian Zupke
"The Command Line: New and Improved Assembly Language
Commands”, by Rich Falconburg "Pointers, Function Pointers,
and Pointer Declarations in C", by Forest VV. Arnold "Death of
a Process", Developing an error-handling module in Modula-2,
by Mark Cashman "e Vol. 4 No. 2, February 1989 Highlights
include: "Max Morehead Interview", by Richard Rae "A Common
User Interface for the Amiga" by Jim Bayless "SPY:Programming
Intrigue In Modula -2", by Steve Faiwiszovvski "Sync Tips:
Getting inside the gcnlock",by Oran Sands "On the Crafting of
Programs: A common standard for C programming?", by D J.
Hankins "C Notes from the C Group: An introduction to unions",
by Steven Kemp "The Command Line: Your Workbench Screen
Editor", by Rich Falconburg "An Introduction to Arexx
programming", by Steve Faiwizewski ¥ Vol. 4 No. 3, March 1989
Highlights include: "Fractal Fundamentals", by Paul Castonguay
"Image Processing With Photosynthesis", by Gerald Hull
Benchmark 1: Fully Utilizing The MC68881", Part I:
Turbocharging the savage benchmark, by Read Predmore "Breaking
the Bmap Barrier", Streamline AmigaBASIC library access with
Quick Lib, by Robert D'Asto "Double Play", AmigaBASIC program
yields double vision, by Robert D'Asto "The Video Desk: The
Amiga meets Nikon Camera", by Larry White Vol. 4 No. 4, April
1989 Highlights include: "AmiEXPO Art and Video Contest
Winners", by Steve Jacobs "Adding the Not-So-Hard Disk", by J
P. Twardy "The Max Hard Drive Kit", A hard drive installation
project, using Palomax's Max kit, by Donald W. Morgan "Sync
Tips: A clearer picture of video and computer resolutions", by
Oran J. Sands "Passing Arguments", Step-by-step on how to pass
data from the Cll to AmigaBASIC, by Brian Zupke "Creating a
Shared Library", by John Baez if Vol. 4 No. 5, May 1989
Highlights include: 'The Business of Video", by Steve Cillmor
"An Amiga Ad venture". The globetrotting Amiga in Cologne,
Germany, by Larry White "Uninterruptible Power Supply (UPS1,
Part I", by S. Dender "Building Your Own Stereo Digitizer", by
Andre Theberge "MIDI Out Interface", by Br. Seraphim Winslow
"Digitized Sounds in Modula-2", by Len A. White "SyncTips: The
secrets hidden beneath the flicker mode", by Oran J. Sands
"Insta Sound in AmigaBASIC", by Greg Stringfellow "C Notes
from the C Group: Formatted output functions", by Stephen Kemp
1’ Vol. 4 No. 6, June 1989 Highlights include: "Adventures in
Arexx", by Steve Gillmor "At Your Request: Design your own
requesters in AmigaBASIC", by John F. Weiderhirn "Exploring
Amiga Disk Structures", by David Martin "Diskless Compile in
C", by Chuck Raudonis "(UPS), Part 11", by Steve Bender
"Programming the '881 Pari II", A discussion on how to
calculate Mandelbrot Sc Julia sets, by Read Predmore "C Notes
from the C Group: Ways to avoid problems when passing
parameters between functions", by Stephen Kemp if Vol. 4 No.
7, July 1989 Highlights include: "An Inside look at
UltraCard", by Steve Gillmor "Adapting Analog Joysticks to the
Amiga", by David Kinzer "Using Coordinate Systems: Part 11 of
the Fractals series addresses the basis of computer graphics",
by P.Castonguay Plus A Look At Amiga Entertainment i Vol. 4
No. 8, August 1989 Highlights include: "Getting Started in
Video", by Richard Stan "C Notes: Directing programs via the
Command Line" by Stephen Kemp "Executing Batch Files in
AmigaBASIC",by Mark Aydellotte "Building a Better String
Gadget", by John Bushakra "On Your Alert; Using System Alerts
from BASIC", by John
F. Wiederhim t Vol. 4 No. 9, September 1989 Highlights include:
"Digitizing Color Slides And Negatives on the Amiga", by Ron
Cull "Improving Your Graphics Programming", by R. Martin "Cell
Animation In Modula-2", by Nicholas Cirasella "More Requesters
In AmigaBASIC", by John R. Wiederhim "DeluxcPaint III The
Inside Story", EA's Dan Silva tells how DeluxePaint III
evolved, by Ben Sc Jean Means "Amiga In Desktop Presentation",
Presentation techniques to enhance your meetings and seminars,
by John Steiner "Multitasking In Fortran", by Jim Locker "Gels
In Multi-Forth: Part III", by John Bushakra Frem Tfca «m: tl*
Jmvu&c* CwtJ x»* My &«$ *. Bafxt C«»*« Vo TV* Taw AmSgi MX If
Vol. 4 No. 10, October 1989 Highlights include:
"BctterTrack.Mousc", A iruecne-handed trackball mouse, by
Robert Katz "Conference w ith Will Wright and Brian Conrad of
SirnCity fame", edited by Richard Rae "A10Q0 Rejuvenator,
Conference with Gregory Tibbs", edited by Richard Rae "APL Sc
the Amiga", by Henry Lippert "Saving 16-color pictures in
high-rcsolution", Part Three of the Fractals series, by Paul
Castonguay "More requesters in AmigaBASIC", by John Wiederhim
"Glatt's Gadgets", Adding gadgets in Assembly, by Jeff Glatt
"Function Evaluator in C", by Randy Finch "Big Machine On
Campus", Humboldt State University in Northern California goes
Amiga, by Joel Hagen.
Typing Tutor", by Mike"Chip" Morrison H Vol. 4 No. 11, November 1989 Highlights Include: "The Amiga Hardware Interface", by John lovine "The Command Line: Examine the features in the AmigaDOS 1.3 Enhancer software package", by Rich Falconburg "C Notes from the C Group: Creating your own libraries in C", by Stephen Kemp "APL Sc the Amiga, Part II", by Henry Lippert "FastPixO", A faster pixel-drawing routine for the Aztec C compiler, by Scott Steinman "64 Colors in AmigaBASIC", by Bry an Catley "Fast Fractals ", Generate Madelbrot Fractals at lightning speed, by Hugo M.H. Lyppens "Multitasking
in Fortran", by Jim Locker Vol. 4 No. 12, December 19S9 Highlights Include: "The MIDI Must Go Thru", by Br. Seraphim Winslow "View From the Inside: Bars&Pipcs", Bnrs& Pipes designer gives a tour of Blue Ribbon Bakery's music program, by Melissa Jordan Grey "ARexx Part II", by Steve Ctllmor "A CLI Beginner's Questions Answered", by Mike Morrison 'Trees and Recursion", by Forest W. Arnold "C Notes from the C Group", A look at two compressing data techniques, by Stephen Kemp "The Command Line: Exploring commands in AmigaDOS", by Rich Falconburg "Amiga Circuits", The techniques required to input
information via the parallel port, by John lovine W Vol. 5 No. 1, January 1990 Highlights include: "The Making Of The 1989 BADGE Killer Demo Contest Winner, The Sentinel", by Bradley W. Schenek "Animation For Everyone", by Barry Solomon "Animation With Sculpt-Animate 4D", by Lonnie Vvatson "Animation? BASICallyl", Using Cell animation in AmigaBASiC, by Mike Morrison "Menu Builder", Building menus with Intuition, by T. Preston "Facing the CLI", Disk structures and startup-sequences, by Mike Morrison "Dual Demo", Programming an arcade game, by Thomas Eshelman "Scanning The Screen", Part Four in
the Fractals series, by Paul Castonguay "It's Colder Than You Think", Calculating the wind chill temperature, by Robert Klimaszewski H Vol. 5 No. 2, February 1990 Highlights include: "A Beginner's G uide to Desktop Publ ishing On The Amiga", by John Steiner "A Desktop Publishing Primer", Clearing up some of the mystery surrounding printers.
"Resizing the shell CLI Window", by William A. Jones "Call Assembly Language from BASIC", by Martin F. Combs "You Too Can Have A Dynamic Memory", Flexible string gadget requester using dynamic memory allocation, by Randy Finch "An Amiga Conundrum", An AmigaBASiC program for a puzzle-like game, by David Senger "View From The Inside: Scanlab", ASDG's President shares the development of ScanLab, bv Perry Kivolowitz "AMIGANET", by Ernest P. Viveiros, Jr.
3f Vol. 5 No. 3, March 1990 Highlights include: "Screen Aid", A quick remedy to prolong the life of your monitor, by Brvan Catley "An Introduction to MIDI", by R. Shamms Mortier "The Other Guys' Synthia Professional", review by David Duberman "Passport's Master Tracks Pro vs. Blue Ribbon Bakery's Bars&Pipes", by Ben Means "Microillusions' Music-X", review by Rob Bryanton "Diemer Development's C-ZAR", review by R. Shamms Mortier "Dr. T's Keyboard Controlled Sequencer", review by Phil Saunders "MusicTitler", Generating a titler display to accompany the audio on a VCR recording, by Brian Zupke ?
Vol. 5 No. 4, April 1990 Highlights include: "Handling MS-DOS Files", Adapting your Amiga to MS- DOS using a 5.25" disk drive, by Jim Locker "Bridging the 3.5" Chasm", Making Amiga 3.5" drives compatible with IBM 3.5" drives, by Karl D. Belsom "Bridgeboard Q £c A", by Marion Deland "Handling Gadget & Mouse IntuiEvents", More gadgets in Assembly, by Jeff Glalt "Ham Bones", Programming in HAM mode in AmigaBASiC, by Robert D'Asto "Gambling with your video, Amiga-style", Problems with trading genlocks with your friends, by Oran Sands "Distant Suns", review by Mike Hubbart e Vol. 5 No, 5 May 1990
Highlights include: "Commodore's Amiga 3000", preview "Newtek's Video Toaster", preview "Getting started With Deluxe Video III", tutorial by David Johnson "Do It By Remote", Building an Amiga-operated remote controller for your home, by Andre Theberge 'Turn Your Amiga 1000 Into A ROM-based Machine", by George Gibeau Jr. K Dwight Blubaugh "Super Bitmaps In BASIC", Holdinga graphics display larger than the monitor screen, by Jason Cahill "Rounding Off Your Numbers", by Sedgewick Simons Jr.
"Faster BASIC Mouse Input", by Michael S. Fahrion "Print Utility", by Brian Zupke i' Vol. 5 No. 6, June 1990 Highlights include: "Convergence", Part Five of the Fractal series, by Paul Castonguay "C++: An introduction to object-oriented Amiga programming", by Scott B. Steinman "APL and the Amiga: Primitive Functions and Their Execution”, by Henry T. Lippert "Amiga Turtle Graphics", by Dylan McNamee "Building A Rapid Fire Joystick", by John lovinc 'The AM 512", Upgrade your A500 to a 1 megabyte machine, by James Bentley "PagcStrcam 1.8", review by John Steiner "WordPerfect Macros", bv Mike
Hubbartt "Mail Order Macros", Addressing envelopes using WordPerfect macros, by Armando Ordenas "DigiMate III", review by Frank Me Mahon H Vol. 5 No. 7, July 1990 Highlights include: "Commodore announces CDTV" "Apples, Oranges, and MIPS: 68030-bascd Accelerators For The Amiga 2000", by Ernest P. Viveiros, Jr.
"Pixound", review' by R. Shamms Mortier "Hyperchord", by Howard Bassen "Exceptional Conduct", Quick response to user requests, through efficient program logic, by Mark Cashman "Poor Man's Spreadsheet", A simple spreadsheet program that demonstrates manipulating arrays, by Gerry L, Penrose "Tree Traversal and Tree Search", Two methods for traversing trees, by Forest W. Arnold "Crunchy Frog II", by Jim Fiore "Getting to the Point: Custom Intuition Pointers In AmigaBASiC", by Robert D'Asto "Synchronlcity: Right k Left Brain Lateralization", by John lovine "Snap, Crackle, k POP!", Fixing a monitor
bug on Commodore monitors, by Richard Landry « Vol. 5 No. 8, August 1990 Highlights include: "Mimetics' FramcBuffer", review by Lonnie Vvatson "The VidTech Scanlock", review by Oran Sands "Amigas in Television", The Amiga in a cable television operation, by Frank McMahon "Desktop Video in a University Setting", The Amiga at work at North Dakota State University, by John Steiner "Credit Text Scroller", review bv Frank McMahon "Graphic Suggestions", Other ways to use your Amiga in video production, by Bill Burkett "Title Screens That Shine: Adding light sources with DeluxePaint III", by Frank
McMahon "The Amiga goes to the Andys", by Curt Kass "Breaking the RAM Barrier", Longer, faster, smoother animations with only one meg of RAM, by Frank McMahon "Fully Utilizing the 6S881 Math Coprocessor Timings and Turbo_Pixel functions", by Read Predmore "APL and the Amiga: Part IV",by Henry T. Lippert "Sound Quest's MidiQuest", review by Hal Belden V Vol. 5 No. 9, September 1990 Highlights include: "Dr.Ts Keyboard Controlled Scquencer3.0 ", review by Phil Saunders "Acting On Impulse", A visit to Impulse, by John Steiner "3-D Professional", review by David Duberman "How- Professional is 3-D
Professional", review by Frank McMahon "Programming In C on a Floppy System", Yes even a stock A500 with a 512K RAM expander, by Paul Miller 'Time Out", Accessing the Amiga’s system timer device via Modula-2, by Mark Cashman "Stock Portfolio", Here’s and original program to organize your investments, music library, mailing lists, etc., G.L. Penrose "Voice-Controlled Joystick", by John lovine "C Notes from the C Group", by Stephen Kemp "FramcGrabber", review by Lonnie Watson "KARAfonts", review by R. Shamms Mortier "Gradient Color Dithering on the Amiga Made Easy", by Francis Guardino "Sculpt
Script", by Christian Aubert "The Art Department", review by R. Shamms Mortier "Scene Generator", review by R. Shamms Mortier "Breaking the Color Limit with PageRender3D", review by R. Shamms Mortier W Vol. 5 No. 10, October 1990 Highlights include: "Notes on PostScript Printing with Dr. T’s Copyist", by Hal Belden "BioMetal", Make the Amiga flex its first electric muscle, by John lovine "Atlanta 1996", Will Atlanta host the 1996 Summer Olympics?
Their best salesperson is an Amiga 2500.
"Be A VAR!", With Commodore's new Value Added Resaler program, creating specialized Amiga applications could make you a VAR.
"CAD Overview: X-CAD Designer, X-CAD Professional, IntroCAD Plus, Aegis Draw 2000, UltraDesign", by Douglas Bullard "Saxon Publisher", review by David Duberman "AutoPrompt", review by Frank McMahon "Centaur's World Atlas V2.0", review by Jeff James "Sound Tools for the Amiga", Sunrize Industries’ Perfect Sound and MichTron's Master Sound, reviews by M. Kevelson "ProMolion", review by Michael Dispezio "Stripping Layers Off Workbench", Remove unneeded files on your Workbench to make room for other programs, by Keith Cameron "Audio Illusion", Produce fascinating auditory illusions on your Amiga,
by Craig Zupke "Call Assembly Language From Modula-2", Integrating small, fast machine language programs into BASIC, by Martin Combs "Koch Flakes", Using the preprocessor to perform selective compilation, by Paul Castonguay "New Products and Other Neat Stuff", Walt Disney animation comes to the Amiga, Alaska on videodisc, more.
"Snapshot", Journey through NYC with the Teenage Mutant Ninja Turtles and more, by R. Brad Andrews "PDSerendipity", A look at SID Vl.06 a directory' utility for the Amiga, by Aimee Abren "Bug Bytes", Upgrades this month include: F-BAS1C 3.0, ProWrite 3.1, and shareware program GeoTime 1.2, by John Steiner "Roomers ", Will those people who bought an Agnus upgrade for their A2000 have to buy it again to get the new Denise chip?, by The Bandilo "C Notes from the C Group", A program that examines an archive file and removes any files that have been extracted, by Stephen Kemp H Vol. 5 No. 11,
November 1990 Highlights include: "Getting a lot for a Little", A comparison of the available Amiga archive programs, by Greg Epley "Amiga Vision", Commodore delivers multimedia with every new Amiga, by John Steiner "Video Expo New York", The Cammp multimedia show and Commodore in Manhattan "H igh Densi ty Mcdia Comes to the Amiga", A look at Applied Engineering’s AEHD drive, by John Steiner "Fixing The Flicker", MicroWay’s Advanced Graphics Adaptor 2000, by John Steiner 'The KCS Power PC Board", If you have an Amiga 500, and need IBM PC XT software compatibility, the KCS Power PC Board can
help, by Ernest P. Viveiros, Jr.
"Build an Amiga 2000 Keyboard For The Amiga 1000", Get a better-feeling keyboard for under $ 7.00, by Phillip R. Combs "Looking Beyond the Baud Rale", The Baud Bandit 2400 k Baud Bandit MNP Level 5 Plus modems, by Ernest P. Viveiros, Jr.
"New Products and Other Neat Stuff', Draw 4D, A-.MAX II, and the GVP Series 11 RH-5500 top this month’s list "Snapshot", The popular board game, Pictionary, plus BrainBlaster, a dual game release from Electronic Arts, by Bradley Andrews "Bug Bytes", The DeskJet 500 has been released by Hewlett- Packard. And there is a bogus version of VirusX on People Link, by John Steiner "PD Serendipity", more updates to the Fred Fish library. Plus, a look at SuperView 3.0, an IFF display program, by Aime£ B. Abren "C Notes From The C Group", Programming with definitions known as "enumerated" data types, by
Stephen Kemp "SAS C Compiler'’, The name is not the only thing that’s different with the former Lattice C Compiler, review by Bruce
M. Drake "Mlndwarc's 3D Text Animator", You no longer have to
purchase a "do-all" animation system if all you want to do is
spin some 3-D graphics, review by Frank McMahon "A Little
Closer to Excellence", Kim takes us through the highlights of
Micro-Systems Software's excellence!2.0, review by Kim
Schaffer The Fred Fish Collection Due to the increasing size
ol the Fred Fish Collection, only the latest disks are repre
sented here. For a complete lisl of all AC, AMICUS, and Fred
Fish Disks, cataloged and cross-referenced lor your
convenience, please consul! The current AC's Guide To The
Commodore Amiga available at your local Amazing Dealer.
FrM fish disk at 3DTfeTacToe A inree-dtrr ensional 'four-ina-row' V ol TtcTaeToe, roman against computer, VI.2. binary only. Author. Ron Charlton DosError A small CU utity that will return a stigntiy more verbose description of a DOS error code than lhat re turned by the System. Can save a trip to the marua!
For '.¦ague or untanJiar error codes. V2.0, includes source in assembly .Autoor Robert Lang Into Face An rtubai nferlaco that handles the impcrtanl functions cl creating. Rsening. Extracting and fisting fifes lor toreo popular archmng utiitfes: ARC, ZOO and LHARC.vi.00. txnary orty. Shareware-Autoor.
Madras Zepf LoanCale Entirety keyboard driven mortgage unity. Although similar programs exist, this one is uiique n ffial (is designed to rack Open' mortgages that anow arty sze payment t be made at any time as welt as prowing an amortization tario lor fued mortgages with monthly, semi monthly, bi-weekly andweeWy payment schedules. Vt.2.binaryonly. Auaior: Robert Bromley RhoneWord takes a fufl or partial telephone number and attempts to create a word Irom the various
• alphabet’combinatons. Includes source.Author: Ron Chart Ion
Urftxnbfe may be useful in solving the Sunday morning newspa
per 'Scramble'. Includes source.Aulfior: Ron Charlton MeMeter A
small utlly for monitoring the Amiga's memory usage. Unique
snapshot facility allows you la Store the current numbers,
launch a program, see how much memory it requres, end the
program, and see il it returns all the memory. V2.I. binary
only. Author: Gaylan Walls Ndebl Amusing, but saddening, this
program opens a small window that dsptays a continuously
updated taly of America's rational debt, based on its
historically phenomenal growth rate. Vt.l, includes source. Au
thor: Ron Charlton PrinlSludoVory nice inLnbon-based general
purpose pnnl utility thal pnrts leit win a vanely ol options.
Ports several graphic formats with ysn more options. Pnn any
part ol a picture, prnt secern and windows, sava screens and
windows as IFF files, modify color palenes, change pmting
parameters and tots mere! V12.
Binary criy, shareware. Author Andreas Krebs Fred Flsn Dish 367 Enigmas Nifty graphic simiiaton of the World War I German Enagma-Wacfvne. A message encodmgdecodng device thal produced extremely rilfictft to crack cryptographic code. Binary onfy. Author: Gaytan Wafks GwPrnt An intuition-based text file print utilfy. Offers a wide selection of adjustable features tor connoting pagination. Headers, trailers, margns, date and page* numbering and various print styles'sues. V2.0, binary only, shareware. Author: Gaylan Walis HyperOialer Database for names and addresses, lull mtu- ilton Interface
DynAMIGAlly allocated, with configurable script startup Ihe.Icorifies lo tide bar icon.
Search, sort, insert, delete, Ml file requestors. Uses modem to control dialing ol multiple phone numbers.
Binary only, shareware, with source available Irom author. Author: David Plummer SCM Screen Color Modifier. A palette program that afiows me changing'savogtoarirxg of a screen's cokxs. Includes a separate loader program mat can te used in batch files lo set a screen's colors lo predefined values alter a program has been launched. Vi 0. Binary orJy.Authsr: JeanMjrc Nogfer SuperVfew A shareware i»e-viewer lhat displays al types of IFF files wtn many features like: Workbench sipport, al display modes, auto overscan, color cyde (CRNG, CCRT). AimgaBasic ACBM fifes, firs! Cefl In and ANIM fife,
Type 5 animations and mere. Written massembty, pure code tor residency under 1.3, V3.0, binary OrtyAuffOr: David Grotoe Tncky Another ol Peter's innovative and addfetrvt games.
Sort of a ¦’rtJeo-bowling' oxepl where the object is to wipe ouf groups of ‘computerized* symbo s in such a fashion trial me last Hem hi becomes me target kx me next ball (writ a few mcks of course'), Lots ol levels and the usual level edrtor that accompanies most cl Peter's games Binary only .Author: Peter Handel Freti flgft Dish 255 Elements Veiynfee interactive cfispiay of the toe Periodic Table of Elements. This is V2.Q, an update lo FF297. Ths version adds general row and column Information, plus a test mode where the program asks specific questions about the selected efem ent or
row,“column.
Binary only, shareware. Author: Paul Thomas Milter GraphicsPak A set ol functions for general graphics operations such as boxe&lnes. Blitting, and opening dosing fie libraries, it is used by both ol toe PopMenu and LislWindow test programs. Includes source Author: Paul Thomas Miler Ufa A shareware utity thal aiows you to print listings or other text files on Postscript primers, with header, page nwnbers. And muticoMnn pages. Can pnm in portrait or landscape ooertabon. V8912a, bnary only.
By Bertrand Gros UstWindcw Gives simple initialization, handing, and freeing ol Macintosh-are Tist-windows.’ These are user-sizeable windows with a scroflahie 1st of Seri strings, optionally sortabfe. The list can be scroled with a scroJ-bar, up and oo*n arrows, arrow keys, or a SHIFT-koy combination which searches tor toe first ocarance of the speofied key. Source and a sample program nfludedAuthor Pad Thomas Miter NewEx An assembly program tc repiace icon, IconX and sim8ar uSBfes. Unique n the tact that it uses a WorXBench Tod" icon instead ol a 'Project' con Ttis aitews workbench startup of
programs thalcodd ordnarSy onry be started by the CU. VI .1. incfudes assembly source Author: njeii Cederteidl PopMenu A set ol Mictions tor the setting up. Drawing, and handling ol pop-up menus thal are affixed to windows.
Cfieking on me menu box area will open up me fuff menu, with me fist ol menu items inside. Source and a sample program included. Autoor: Paul Thomas Milter Super Menu An information display system you can use to quickly and easily display lex t files (and sections of text files) wifrt the pro ss of a button. V2.0, shareware, binary crty.Authcr: Paul Thomas Msfer Syslnlo A program which reportsinieresting information about the configuration of your machine, inducing some speed com pan sens with other configurations, versons cl the OS software, el:. VIA, binary only.B Nic Wilson Today Amiga
implementation ol IBM PL 1 history program.
Teis you imponani events and birthdays on current or specified day. Command fine options include once- per-dey setting tor startup sequences. VC.9t, bnary onfy. Shareware Author David Pkmmer. Data lies originally from an IBM VMCMS version by lAka Butier End Flsn DteK m AQOata Information to ad users In updating B Lennart Olsson’s Aquanum Vl .12 database, Includes intor- mation on risks up to number 3€0. Author: Howard Hut rip Another program in Delong traritionol screen hacks.
Run a and see what happens. Binary only Author Andreas Schiidbach Fortune Randomly display a ‘fortune' selected Fom a fortunes fife (suppiedl, by text or voce. New version wfil work from the Workbench cr CU. V2.Q4g, update to FF3t 1.
Source included. Aulhor: George Kerber Spy A program thal tracks cats to AmigaDOS and Exec functions, reporting them to the screen, along with their caing parameters and the results. Vt.O, in- dudes source Autfcr: Fedenco Gianrtici VAXterm A VT220 terminal emufatx lhat is etose lo the real VT220 terminaJ n both supported facilities and user interface. Designed primarily for connection to VAX VMS. It should work with any host computer with VT22Q terminal support. Supports lie transferring for ASCII fifes by means of DCL commands. V2.4, includes source. Author: Tuomo Mickelsson XprTransmrt
XprTransmit is a Cfi-based command thal allows you to easily acces s to any Xpr Ubrary wthout having to wony about cal-back-functionetcetara. It is able io access every ‘seriai.deviceNike exec-device.
Onfy fittte documentation. V1.0, binary only,Autnor: Andreas Schi&ach Qaiflapia 37Q Sksh A ksh-lke shell for the Amiga. Seme ol its features include command substitution, shell functors with parameters, aiases, oca! Variables, local functions, local aiases, powerful control structures and teste, eroacs style tine edrtmg and fitskxy Micbons. LO recSrecbon. Ptpes, large variety cl butB-in commands, Una style wSdcarote. Unix style filename conventions, filename completcn, and coeosSnca with scripts from other shells. Very we-1 documented. Vti, an updas to FF342. New feat es ndude user definable
keymaps. An Area port, many new internal and external commands, selective disabling cl widcards.
Preparing ol senpt Wes, b j fixes, and more .Author Steve Keren Fred Fish Dish 371 Fractals A Fractal generator that generates many rSRerenl types ol fractals based on the iteration of complex- valued formulas. The program can generate the Mandelbrot and Julia sets, as well as the sets ol more unusual formulas such as :ambda'COS(Z} and Newton R. Version 2.t, includes source and some sample creations. Author: Ronnie Johansson.
LockDevice A package to protect filing devices from being accidentally formatted. Can be used with any filing device and file system. Verscn 1.0, indudessource. Author Qlal Barthei Port2 Sample C program showing how lo control a mouse connected to the second mouseftystick pen Executable creates a second mouse pointer that is contrckied by a mouse plugged into port 2. Version 1 J), includes source. Auttor: Oaf Bsrttei PPUb A shared, runtime library toad in the devetopmentoI programs mat need to decanch tiles crunched with Power- Packer. Version 34.1 (release 1.1), binary only. Author
NicoFrangois PPMore A *more‘ replacement program that reads normal ascii text lifes as welt as Ites crunched with Pcwt Packer. The crunched fifes can reakt in consto- erabie cisk space savings. Version 1.7. update to verson on disk run Per 334, binary only. Author, Nco Franks PPStow A *stow* program tor normal IFF ILBM files or ILSM fifes crunched wtffi PowefPacker. The deenjnehing is done auto- matica'ly as the file is read. Version 12.
Update to version on disk nunber 334, binary only.
Author. Nfeo Frangcks PPType A *prinr program that wit print normal ascii fies or files crunched with PowerPacker. Several nice features such as page headers and numbers, adjustable tab sizes, page info taken from preferences and more.
Version 1.1, bmary only. Auttor: Nico Frangois Fred Fish Disk 372 Magnetic.Pages A software package that allows you to create and display a disk-based magazine. The magazine produced is ol a similar form al to that of a tracettonai paper magazine. You can combine text and graphics on a single page, branch to different sections by clicking on icons and play soundand muse. Features a full intuition driven interface. Version 1.0, shareware, Canary only. Author: Mark Gladding PLW Ptone-Line- Watcher. For users ol Hayes compatible modems. Momiors ne serial port end records aJ incoming cans. Aitows
a remote user jo login, receive and leave a message, and transfer fifes via Zmodem in either drecson. Two fevel DOS access, Disabled DOS-reguestors ato more. Greaty enhanced wer- sfon of intol release on s* 363. Version 2 . Binary orfiy.Ai hor: ChrtsSanFnes Remap Icon A utiriy to remap icons to be exchanged between Kickstart 2.0and Kfekstart I21J Workbench errri- rorvnents. The icon images are remapped to reflect ne different colour paietis used by toe Wcrkberch refeasei Ve on i .0. toudes source. Auttor Oaf Bartnei Fred fish Disk 373 Mmlptoi An irAxfive data plotting program feasjri-ng Dex e
input opjons, arbiffary text adctison, automate scaling. Zoom and slide win dipping at boendarfes, a range o! Output file formats and publication quality printed output Workbench printers are supported via transparent use o! The PLT; device. This is version XLNc, an update to the version on disk 333, Includes many new features, a nicer user interface, and tow memory options alowing it to tie used in hall megabyte machines. Includes source. Authors: Alan Baxter, Tim Mooney. Rich Champeaux. Jim Miller fiefl fish Dish 374 iPDewce Pipes lor Power People. A pipe-Tke DOS device that passes data
nmediaiely rattoer than wasting until a buffer is full, ft afso afows multipfe writers lo a single channel, mainlained connections, and piped connections to a Shell. Binary only. Author: Pete Goode ve Mat A comprehensive String-Searcfi'Pattem-Match Utility tor both text fifes and directories. A powerful command fine syntax allows automatic Re erStng, construcoon of command schfxs, and so on. Example Shel scrpts are included Bnary only (a much en- Hancedvers;oricHheoriginaJon[XsklJ02). Author Pete Goode-re.
PopArt inflation based image data generator and arimaur.
InckxJes source. Autoor: Phip ScftSpan Soft Span BBS program, intitive, commahd-Sne based merxj system with mess e bases, uploads, downloads, fife crecfit system, extensive help system, etc. Version 1.1. an update to that on risk number
343. Incfodes tuj fixes and some enhancements.
Binary orfy. Autoor: Mark Wotfskehf FfSdEsn DISK 375 Bi A brush io C code image converter. This is version 143, an update to version t.O on risk number 104.
Contains bug fixes and support lor AmgaBasto Binary only. Author; Terry Ginlz CardMaksr A programmer's aid lor creating card image da ta lhat can be used in any card game that uses toe standard 52 card deck. This isversion2.t, an updalelo version
1. 0 on disk number 184. Contains bug fixes and support for
Amiga3asic. Binary only. Author. Terry Gintz ParM
Parameterabte Menu. ParM allows you to budd menus to run
programs in either the CL) or WorkBench environment. ParM can
have it's own itae wndow. Or attach menus to the CL! Window
you are running it from. Verjiont.l.mciudessource.Autoor:
Syfvain Rougier, Pierre Carre tie TextPlus A word processor
tor the Amiga, with bon German and Engish versiors. TeitPius
enables you so write fetters, books, programs etc. r a very
easy and comfoftabfe way, Version 2,2. An update to version
2. 0 on risk number 359. Now indudes fJ source.
Autoor: Martn Sfefpfef Egflfflft.DttK.37B Artec Arp An Ajp package rued to work witi ne 5 0 release of toe Aztec‘C’com pier. The ongtnaJ Manx support ‘fes were ncomplete, contend bugs, and had toe wrong InkerformaL This is an update totoe version on disk number 353. Fixing a couple of rigs and adding some new useU features, includes source. Autoor: Ota?
Barthel Manx SoVes systems of linear equations, rxtodes both PAL and NTSC versions. Version 1.00. includes source. Autoor: Ruriger Dreier Ploner A rwo-rimensiona' mathemaxal lunction plotting program. Includes both PAL and NTSC versions.
Version 3.71, includes source. Author: Rudger Orerer ToetUbrary A shared library for the Amiga. Contains some mathematical (eva'uaticr of strings) and Intuition (menus, requester) functions. Version 2.06, indudes sou'ce.
Author: Rudiger Dreier.
Eldfflft.DJg.K3ZZ AniiRead2 Bndges the gap between IBM and Amiga ANSI by displaying IBM ANSI text and graphic animations (as usually captured from bulletin boards] in their W Intended colors and motion, includes several samples. Verson 0.2. binary Only, shareware Author; Glerei Kauffman Formatter A risk formatting program with an intuition interface which supports write verification, disk hstalasion, fas: tormatting and automatic start. Formats a 35* risk m a mjwaskrg environment m about 136 minutes (win verify turned on). Version 2.4a. rdudes sou'ce Author: Oiaf Barttoel lcon2C A ample tool
lo turr amy Wcribench con Ife into C souroecode. Smvtar to toe program of toe same name by Carotyn Stfreppner on risk number 58. Ths version has an arp interface and offers support tor Kcksfart 2.0 icons. Verson 12. Includes source.
Author: Ofef Barthe E An con editor whch can create and morify icons up to 640x200 pixels m sue (also dual render) ticanset stack size, position cl toon (also tree-fioa tng). Default tool. 10 tori types and control over opened wtfxfew, it can also generate the C soiree code berind toe iron for program indusan. Now reads*wntes IFF files and handles 4 or 0 colour cons. Ver&on 2.0, update to verson on disk number 342, source available from author. Author: Peter Kfem IntutionEd Inturtion based utility thal creates C source code far screen, window, border and text structures.
IntuidonEd can afso write toe code for several fire- lions required tor the opening and closing ol these structures. The code can then be compiled by eirter Manx and Lattice. Shareware donation to toe author will receive an enhanced version capable ol writing gadget structures as well. Version 1.0. binary only, several samples included. Author: Niels Tborwtm PowerLOGO An experimsntal programming language based on Lisp and LOGO. It is versatile, highly interactive, organizes programs as collections ol procedures, and indudes fists as first-class data objects. Version I DO. Binary onfy. Author:
Gary Teachout El£d-ffllUM37B Abac! CU utiUy that converts special German characters in fifes imported from MS-DOS systems into me nght Arjga codes, Can easily be changed to work with otoer languages. Version 22, indudes source. Author: LarsEggert ANS l Master ANS ted tor tost provfees toe fui IBM tont set ahd txtor eapahtiiy. Ve7 uselJ for the design o! Custom ANSI screensgraphcs lor telecommunications. Verson
1. 0,bnaryod ,Autobrs: Jamies Da isandJoeRair.
Jr.
Devflen A Devfos RENam«f, ovgtraiy deigned to allow the renaming cl an external drive on an A2QQ0 always recqgnizedasDF2:)tot»DFl: However, wefts with any m ounted devtoe such as BAD. RAM: RAW: CON: elc, as long as the origmal and renamed version have the same character length. Version 1.5, includes source. Author: Staton Rotewig Jo Lib Both a iflktime verson and a shared library of Joystick roubnesleaturing a technique which proresto be extremety last on 63010 or higher proces sors. And st II faster man most of the Other routines or standard processors, mciudes source lor Sbrary in
Assembler and the demonstration program in C. Author: Oliver Wagner Machlll A ‘mouse accelerator* program mat also incbdes hotkeys, me features ol sun mouse, d *to‘rent, popefi. TDe bar dock vrtha bts onfine charge accu- raialor. Area support and much more. Ths is version 3.0, an update lo verson 2.6 on disk 254.
Bfiary criy. Author: Bran Moats and Polygfct software MuchMore Anofrw program Ike ‘more*, less', •pa', ec. Ths one uses its own screen to show the lextusng a stow scroJ. Todules bu t-in he-'p, commands to search lor text, and commands to pmt me text. Works with PAL or NTSC, in normal or overscan modes Supports 4 color lexl in bold, italic, underlined, or inverse lonts, Version 2.7, this is an update to verson 2.5 from disk
253. Includes source in Obercn and assembly code.
Author-; Fridtjof Siebert MuchMarePoPa Extended version ol MuchMore V2.7. Displays texts that have been packed with PowerPacker, Version 2.7, includes source in Oberon and assembly code. Author: Fridtjof Steberl Observer Working example for a Lattce LSR-program. Opens a small window and displays volume names ol a!
Inserted disks (DFO: through OF3 ). Includes sotrce in Lafoce C, Autoor; Oiver Wagner TheGuru A program to brrg me Guru back nto iGckstan 2J), lor those who wfl mss it, (well sola anywayr). VERSION 1JJ. Binary onfy. Author. F*co Franpw FrrtFish Disk 273 Append CLI unity that alcws you lo *ec3y append one or more fifes to anciher without having to use the roundabout methods necessary wKh the AmigaDOS ¦Join* command. Verson l.Q, tocfodes source, Author: Oliver Enselng Fie Encrypt Another intuition based file encryptor to enable you to scramble your higtty secra L hard earned source code and
prevent your co-workers Irom takxig credit lor il!
Includes (unscrambled) source. Author; Lorenz Wiest LLSort Repiacemenl for the AmigaDOS SORT command.
Pure M set and may be made resident. Features COLSTART and FIELDS parameters and sorts in eimerascendngdescendingordei. Also sons withor without case sensitvty. Binary only. Author: LesLeisl TheA&4Package A comprehensive emuiator utijfy package to assist Commodore 64 users in upgrading to the Amiga. Accordng lo the author, Lhs parage compares to cr surpasses me commercially avatabie packa s of Pie same nature. Many of lie unities require a hardware Interlace that allow the Amiga to access C64 peripherals such as disk crires and printers. The hardware interface is free »th a shareware
deration to me audw. Version 1.00, binary only. Aumor: Clil Cugan, QuesTromx Xnum A useful CLI converson utility that takes a decimal.
Exrary, octal or hex number as input and displays the number to a! Tour formats. Binary only. Author: Oliver Enselng Yawn! A srnaJ WorkBench siding block puzzle lo Keep your mind and fingers busy while your compiler is busy crunching away on your highly secret, hard earned source code that you hopefully remembered to unscramble first! Features selectable size irom 4x4 to 7x7 and European Hmd or Arabic numerals. Includes source. Author; Lorenz Wiesl Fred Fish BisK m Oberon A freely distributable demo version ol a powerful Oberon compiler. Oberon is a modem, object oriented language
developed by Prol. Or. Mklaus With cl ETH Zurich in Switzerland as a successor to Modufe-2. This smgte pass compiler creates standa*d Amiga object lies, uses a large variety of optrniza- bons to create lasl code, supports wntng of reentrant programs, a ows you to cat code tom othe- languages like C and Assembler, etc. The package indubes the compter, an editor. A fink utiity. A program to display comp ason errors and some demo programs. Verson 1.16. binary only. Author Fridtjof Stebert Fred FjahPi t.Mi Sksh A ksfi-lka shea for toe Amiga. Some of ia features indude command substitution.
Shell (unctions with parameters, aliases, local variables, local functions, local afiases. Poweilul control structures and tests, emacs style line editing and history functions. LG redirection, pipes, large variety of built-in commands.
Unix style widcafds, Unix slyte filename conventions, filename completion, and coexistence with scripts from other shells. Very well documented. Version 1.6, an update to version 1,5 on ssk 370. Todudes several important bog fixes and a lew minor new features such as command line cut and paste, Binary only. Author.
Sieve Koran Fttd Fish Disk 352 CrossOQS A Tryware* verson ol a mamtabte MS-DOS He system tor the Amiga. This fs a software produci that atews you to raad and write MS-DOSPC-DOS and Atari ST tormatted disks (Version 2.0 or higher) directly Irom AmigaDOS. This tryware version is a ¦readonly* version, which does nol allow any writes lo the disk. A My functional re-$ ion is available tor a very reasonable pnee from CONSULTRON. Ths is version 4.00b, an update to version 3.05b on ftsk 252.
Snaryorty. Author: CONSULTRON. Leonard Puma Msh An Amiga tte system hardier that handles MS-DOS tonratted tfskeces. Version *i.30' (Release 1 patch
3) , You can use ties on such disks in almosl exactfy toe same
way as you use Wes on native AmigaDOS dsKs. ThtstsafuPy
functional, readwhie version, rat supports B. 0. Or to sector
dsks ol 60 tracks, and snotid also work on 40 track drives and
hart disks with 12 or 16 bit FAT cl any dimension the FAT
allows.
Update to version *15* (Retease 1) on disk 327.
Irctodes source. Author: Oial Seibert FntiFfstiPfsnffl LHArc An archive program ike Arc and Zoo. With a heavy emphasis maximum compression for minimum axhire size, using LZHUF compresston, This is version U1. An update lo version 1.10 on disk 312.
Binary only. Author: Paoto Zibetfi Li txary Killer A small uslty mai allows you to remove libraries mat aren't used any more. Version l .0, includes source in assembly. Author Roger Fischtin MandelMountains A program that renders three-dimensional images of blowups ol me Mandelbrot set includes several example Images. This Is verson 2.1, an update to version 2.0 on disk 354. The most significant enhancement for mis version is mai is is two to Wee times faster due to inck&on ol a speedy tuned fixed point arithmetic package. Shareware, binary only. Author: Martas Omam Pcopy An intjson based
dsk copfe’ tor AmigaQOS Ssks feaLaing hgh speed dsfceopy win wnie verify. Data recovery Irom damaged tracks. Multitasking compatibly, and a user friendy ratface. Ths is versco
2. 11. an update to reracn 2.0 cn cSsk 243. With new date
recovery routines and some mm bug fates.
&narycnly.AuStor: DiftReisg Fred Fish Disk 334 Contact Demo version of a *pop-up‘ program ter managing personal contacts. Aeows you to keep a name and address s$ l along with phone numbers and comments. Can print mailing labels with a couple of mouse cficks (supports PosiScript printers). Names and address can be ’dipped" into other programs such as word processors, and Contact can even dial your modem lor you. Version 1.0, binary only. Author: Craig Fisher. CMF Software Elements Very nice interactre display ol the me Penod-c Table o! Elements. Includes general row and column information.
Plus a test mode where the program asks specific questions about the selected element or row column. This is version 2 3. An update to version 2.0 on risk 333. Binary only. Shareware. Author Paut Thomas hUter NorthC A beefy redsotouabfe programming package con- uinng aa the programs reared fordereiopmg in C. Based cn ne Sozobon Ltd C compiler. Charlie Gtob's assembler, ne Softwara DisUery s linker, and portions from other sources. StevshaspuSedereryTing together and added Some enhancements in the process. ThiSiS version U, an uodaie lo version 1.1 on dsk353. Changes include extra
examples, many bug fixes, further documentation and some improvements. The environment is suppled compressed and Lnpacks to two disks. Partial source is induded.
Aulhor: Steve Hawtm, Charlie Gibbs, Sozobon Lid, The Software Disllaiy and many oihers.
Fred Fish DISK 335 MonCaic Yet another loan calculator, but this one was written with accuracy in mind, The monthly payments times She number of months Should baiarxte the total principal plus Interest to the cenL Version 2.5, freeware, source induced. Aumor: Michel Ueiberte XlispStat A statisScai program based on David Betz' xusp. It does some ot the mosl advanced dyna-mic stafistca: jrapfics. Included brushing, linking, and 3D rotations.
Mertrs and requestors can be created dynAMIGAlly with simple isp commands, and treated as Ssp objects, so that the program cctid be used tor many ether non- statistical purposes, such as mjeracare expert systems. Xusp-Stathasan Areo port so fat an editor may be used lo prepare isp programs and send them (Sreotfy to Xlsp-Stat 10 be executed.
Commands, as character stnngs, may also be sen: tom Xusp-Stal with the fisp command, ‘arexx*. A graphics produced may be saved to files to IFF format This version of Xusp-Stat (v2.1, release 1) has been ported to the Amga by James Lindsey, from ihe Mac rersicn supplied by Luke Tiemey. Requires anumeri- cal coprocessor (W68881 M63862) and an M68020.1 M6BD30 processor. This disk contains the executaMes, manual, and Ssp files. The sources can be found on dsk 386. Auffror: David Betz, Luke Tierney, James Lindsey Fred FisH Disk 356 Statpaek Demo rerston of a statistics and data mantxiation
program, Version 32. Binary only. Author. James Lindsey XlispStat A statistical program based cn Davd Bet:' Xlisp. It does some o! The most advanced dynamic stafistical graphics, incfuded brushing, linking, and 3D rotations.
Menus and requestors can be created dynAMIGAlly with simple ksp commands, and treated as *sp objects, so that the program could be used lor many other non- statistical purposes, such as interactive expert systems. Xusp-Stat has an Arexx port so chat an editor may be used to prepare lisp program s and send them tfirecfiy lo Xusp-Stat to be executed.
Commands, as character strings, may also be sent from Xusp-Stat with the Ksp command, *arexx'. AI graphfos produced may be sared to ties in IFF format This version cl Xusp-Stal (v2.1,release Ijhasbeen ported to tr» Amiga by James Lindsey, Irom me Mac version supfhed by Luke Tierney, Requres a numerical coprocessor (M63SSUM63382) and an M6S02CLM6S033 processor. This 6sk contains me sources. The executables, manual, and lisp fJes can be found on disk 365. Author: Davfo Betz, Luke Ttefney, James Lindsey FrrtFlSHpiskff?
B-inerSand An interesting cefUaraulcmata program that gets its roots from a‘sandple'. Totngumgtowalch. Includes assembly source. Author Mke Creuu EnFuncProc External Function Process. Aiows executon of any library function from simple tasks even rl these functions require a process environment. For experienced programmers only because there isn't any documentation written yet but only an example.
ExtFuneProc is used by GMC. I* runs under KS 2 0.
Binary only. Author: Goetz Mueller GMC A console handler with command fine editing and function key support. GMC provides extended command fine editing, fire ton key assignment In tour levels, extended command Ine history, onlne help for fonctons in the hander, arto an conify knPon. This is version S.2, an update ia version 4.0 on disk 291, wart many r*?w features, induing an cdpu*. Buffer (ftxnp to printer and window), filename completer, script function, undo function, prcrrp*. Beeper, paliname in window tte. Dose gadget lor KS 2,0, etc. Shareware, bnary only. Authcr; Goetz Muefier H2I
Translates Cndude Wes into assembler mdudettes.
Useful lor programmers that use both C and assembler code in the same program. Helps to keep the siruclure definitions consisted. Version 1.1, shareware, binary only. Author; Goetz Mueaer MandArim A Mandebrot Animation program that allows you lo easily generate series of to-rea'16-cotor pictures.
Features foi mouse and'or keyboard operation, zooms, auto-save, high (crteal) speed, conization, ete. The gerveraled pictures aO remember their po- siSonsand settings so they can be re-loaded Version
1. 1. binary only. Author: EkkeVerheuL MandelBlitz Very fast
Mandelbrot plotter with lots cl handy functions such as
color cycling, zoom, special paleile control, fife requestors
and more. Version 1.0, binary only Aufrvor; Nico Franks Me.nu
A last-access menu system configirable via a script file that
aitows the user run selected programs. Version 2.0. txnary
only. Author: Stefan Momhag NTSC-PA1 Two progrart s that grre
A500'A2000 owners win the new ECS 1 Mb Agnus instated me
atokty to boot into either a NTSC or PAL ervronmenl. ’Very’
useful tor boih NTSC and PAL owners alike. Version 1.1,
includes assembly source. Author: Nico Frantjois Wreq Replace
'pop-up' requestors win inerorferted requesters (smiiar to
those found in an MS-DOS environment) that can be easiy
handled from the keyboard. B there is no interactre console
for die process, the requester won'i appea’. FncJudes as-
semdty source. Author: Tuomo Mickelsson Ei£a£iaH-PisL3aa Calc
A shel style, command-lne calculator. Cat does not hare a
fancy keypad display as many ottvtr calculator programs do.
Instead, il is capable ol taking its input Irom a file, dia
keyboard, or a command line and output ¦ ting its results to a
file or the screen It can a: so apply a single equation to ai
of me values stored in a fils (or files). It handles all
common mathemabca] expressions, can cpSonaJy predefine
physicaT constants and sore variables. Version 2 0. Binary
only.
Aufroft BilDtoim Dctocx A *D-jrnb Clock’ utiity rat displays the cae axl trie in DeWoftbench screen tSe bar. This s version 127, an update version 1.12 cssk number 325 Many mere useld enhancements.bug fixes, indudng an Arexx irterface. Inducfes souroe. Au’Jtot Olal Bamei Died A fj:-screen ANSI edtcr maxjrg an animation ufi rty.
Frcvdes PAL and NTSC compasblity. Many useluf features such as horizontal and rental dock cuv pasting operations, Ine-btock'screen centonng, wre defaults 2nd more. Version 2.4, binary only. Author: P-E Raue Free Display how much Iree space (bytes or bixks) you hare on any or ail ol your mounted disk relumes.
Runs Irom CLI only. Based on ’Free* by Tom Sm.ythe on R$ h Disk 66, but totally rewritten and enhanced.
Version 1.0f, indudes source. Author; Daniel Jay Barren KeyMapEd Afiowsyouto change the KeyVapsused with SefMap.
This is a fiJl featured edior proving support for normal, string and dead keys. The keyboard represented is from an A3000'A2000 A500 but it iS luHy compattfe with A1000 keytxtards. This Is verson
1. 1i, ai update to version 1.02 on tisk njmber 193.
Binary onfy. Autoor: Tim Friest SnoopDcs A utiity for monitoring AmSgaDOS calls, in parttcUar.
If allows you to see wha: libraries, devices, fonts, environment varabfes or startup files a program is locking for. Very useM when you're trying to Install a new application. Version 1.0, includes source in C. Author; Eddy Carroll EfSdflih.Cl5k.3S9 Kick Another screen hack, specifically lor A500- A2000 owners. I don't want to spoil any surprises but reportedly causes some machines to crash. Binary oriy. Author Tony Solomon, Pau! Fonto Plot A 3-0 function ptotJng program with provisions tor coordinate translation sn both axes, parametric equations, and standardized station ol the pow
function (x y wtxh now wefts as speafied.). This ts verson 5.1, an update Ip verson 4.1 on disk 175.
With some enhancements and bug fixes. B-nary onfy.
Authcr: Terry Gintz PofySys An extended version ol trw 0_-system ruing rewnt- tog) descrbod in The Science ol Fractal images (edited by Pfetgen and Saupe). The base aigwidm has been expanded and modified extmsirefy, and Iccptog commands similar to those found to Olher Turtle graphics systems (Logo, elc) have been added.
Support lor three-drmenslonaJ drawing, with perspective, is also included. Vers-on 1 0. Binary only.
Author; Terry Gintz Relab Useful command-line rtab-to-space' and ‘space-to- tab' expansion unity, Several command-fine opwns to specify size settings end the ahfisy to protect material enclosed by delimiters (quotes, brackef s, carais, elc.) From expansion. Version i .03, binary only.
Author; PaJKSnk Zpto! Graphs formulas based an 4-D compex number planes. Zptot currently supports the Mandelbrot set Jtyia sets, and Phoenix cones, wi to orer 500 mapping variations. The math functions supported rtiixte Sin(Z), Sinf z). Z*z. 6*2. ZY . Sqrt(z), CQS(Z). COSh(Z).
Tan(z)r 5anh(z), fog(z). Ir(z) and n*z. Versioa 1 Jd.
Binary orty Author Terry Gintz Fip Aiows you a qufokfy ard ea$ iy $ wifoh between various screens. Cap close screens, put them up, and actrrate windows. Has ne unique feature of sorting screens in a way that al I tto bars are wsibfe at one tme. This is verscn 2.0, binary orfy, Author: Lars Eggen ReadmsMaster A nifty little database lor finding those programs that you know exist somewhere (???) In the AmigaLjbDisklibrary. Mairtainsa keyword dictionary ol the Contents descriptions lhat allows searching by disk number, program life, author's name, or some other descriptive word Currently supports
disks 1*
360. An update lo the VERSION on dsk number 163, Binary only.
Author: Haro'd Morash SelCJock A utiity to sel cr read the
hardware dock on a Spirit Technology memory expansion board.
Wofts m a manner similar to the SelCJock utiity wrtch
issuppiied by Commodore with A-ngas nat hare hardware docks
as standard equipment includes source in ? CO Pascal and
assembler. Author: Wii Kusche SV Smalt utiity to ceraer the
display. Recoded version of ‘ScreenSfhft’ by Anson Mart
(Disk 88), orty naif me size intfudes source. Autoor: Anson
Mah. Latfice V5.04 recotSng by Giver Wagner To Be
Continued.___ In Conclusion To the best ol our knowledge,
the materials in this library are Ireely d.stributable. This
means they were either publicly posted and placed in the
public domain by their authors, or they have restriclions
published in their liies to which we have adhered, II you
become aware ot any violation ol tho authors’ wishes, please
contact us by mail.
IMPORTANT NOTICE!
This list is compiled and published as aservice to the Commodore Amiga community for informational purposes only. Its use is restricted !o non-commercial groups only! Any duplication for commercial purposes is strictly forbidden.
As a part of Amaaing Computing™, this fist is inherently copyrighted. Any infringement on this proprietary copyright without expressed written permission of the publishers will incur the full force ol legal actions.
Any non-commercial Amiga user group wishing to duplicate this list should contact: PiM Publications, nc.
P. O.Box 669 Fall River, MA 02722 AC is extremely interested in
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Introducing: ACS TECH AmIGA Due January 1991. Special $ 11.95 ONLY until 12 15 90. Affer December 15,1990, use this form to order AC's TECH at the regular cover price of $ 14.95. Freely Distributable Software: Subscriber Special (yes, even the new ones!)
1 to 9 disks $ 6.00 each 10 to 49 disks $ 5.00 each 50 to 100 disk $ 4.00 each 100 or more disks $ 3.00 each $ 7.00 each for non subscribers (Ihree disk minimum on all foreign orders) Amazing on Disk: AC 1.. .Source & Listings V3.8& V3.9 AC 2.. .Source & Listings V4.3 & V4.4 AC 3.. .Source & Listings V4.5 & V4.6 AC 4.. .Source & Listings V4.7 & V4,8 AC 5., .Source 3. Listings V4.9 ACSfi.. .Source A Listings V4.104 V4.11 PDS Disks: $ _ ACJ7.. .Source a Listings V4.12 S V5.1 AC 8.. .Source & Listings V5.2 4 5.3 AC 9.. .Source & Ustings V5.4 & V5.5 AC 10 ..Source & Listings V5.6 4 5.7 InNOCKulation
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Today, or Telephone 1-800-345-3360 Mmeim.
The Need for a National Amiga Users Association Sometimes a single voice can produce results thatrender historical events. Inmost cases, however, it seems that many voices banded together can make a much greater impact. Like you, I have heard the rumors of the new computers from various other manufactures (other than Commodore Business Machines). These rumors weigh heavy on my irdnd. Have I got the right computer, will it do all that I want it to do, or are the other guys supplying the better answer?
In an attempt to find out what is going on, 1 decided to visit a few different computer stores just to see if the advertising The voice that the Amiga has is not BEING HEARD, AND WE NEED TO TURN UP THE VOLUME.
Was a small voice or a combined power voice, I was amazed: the other computers were for the mos t part slow, and they didn't have a great quantity of software. I found that there were several titles all doing the same thing, while the cost for the most part was much higher than the Amigas. I specifically asked about products for multimedia, many of the sales people claimed that they had these products. However, when pressed for a demo they fell short of the mark. They either didn't have the software or weren't capable of giving me a demonstration of these alleged new powers.
As the day came to a close and the fuel tank in my car became depleted, I realized that the real story of how powerful the Amiga compu ter really is has no t made i t to the masses. Wouldn't each of the sales people, that I spoke with, be surprised to see the power of a multitasking computer that deals with visual communications as easily as a bird does flying.
The voice that the Amiga has is not being heard, and we need to turn up the volume. It is incumbent on each of us to let the other guys know that we have a real power base of hardware and software that makes the others pale by comparison. The Amiga may have not sold as many units as the others have, but the reality is that the Amiga has delivered on the promise of being the computer for the creative mind.
We can help the cause. It is time to join our voices in one song. I am asking each of you who take the time to read this open letter to send a SASE for more information about the Amiga Developers Association (ADA) and the National Amiga Users Association to Impulse, Inc. (address follows) You can become a member of the first national computer organization dedicated to the promotion and continuation of the computer platform, namely the Amiga.
With your help the National Amiga Users Association can attack several problems that are present in the market.
1. Let business men and women know that there are other ways of
communicating ideas and concepts with the use of the Amiga.
No more slide projects, use multi- media to convey the bottom
line.
2. Help Commodore reach a greater awareness through other formats
of the media, tha t have not seen or been told of the power of
the Amiga.
3. Assist dealers with training tapes and hypermedia demos that
show the power of the Amiga to potential buyers.
4. Create a clearing house for users who have problems and need
help either with hardware or software related concerns.
5. Position our group in a positive light with Commodore and take
advantage of the unique investment opportunities that exist
for all of us.
6. Set up a grant program for new developers to help them bring
better products to market.
7. To take full advantage of the new technologies coming: CD
ROM and Video Networking.
8. To make our combined voice heard throughout the world. To make
a difference.
Become part of a positive solution, help yourself and your friends grow in the Amiga marketplace. Let's get more and better products for this "power" computer, the Amiga. The success of tins notion is based entirely on your involvement. Show your support for the Amiga by joining our forces today.
Send SASE for more information to: National Amiga Users Association c o Impulse, Inc. 6870 Shingle Creek Parkway 112 Minneapolis, MN 55430 Attn. Mike Halvorson WANTED!___ Elite Amiga Game Programmers!
The Nickelodeon cable network is looking to hire several elite Amiga game programmers, in a work-for-hire basis IMMEDIATELY! The work will be used in the production a nationally televised show.
The job is not language specific, and does require programming straight from rigid design specifications. If you area Top Gun Amiga game programmer, have previous programmingexperience, major references, and want to get national exposure, call Karim Miteff at (407) 363-3403.
Send your resume package to : Karim Miteff c o Nickelodeon Studios 1000 Universal Studios Plaza Orlando, FL 32819 or FAX (407) 363-8661 (407) 363-8590 Besuretoincludeadaytimephonenumber.
Sapphire 68020 68881 Fits in the Amiga 1000, Amiga 500 and Amiga 2000 computer systems.
Unbeatable Retail price of $ 399.00!
Fits snugly in 68000 processor socket!
Easy installation - Included is a disk with pictures, a text file reader, and benchmark software to help with installation!
Factory installed 12 Mhz 32-bit 68020 and factory installed 12 Mhz 32-bit 68881 processors!
Speed increases of up to 2.4 times the speed of a normal Amiga in integer, 3.2 times the speed in floating point!
Small, compact size makes it the smallest accelerator yet
- Only 3 1 8" x -t 1 4" x 1 2" total size!
Not a psucdo accelerator, but a true ,32 bit accelerator card using 32 bit processors!
A full, one year warranty!
Workbench Management System Only $ 44.95 The Workbench Management System (WMS) is a revolutionary idea in software for the Amiga! WMS is based on a button concept where a simple click of a button launches your applications!
"1V3 5 is one of the most simple and elegant systems for using the Amiga that we bare seen!'" - Amazing Computing - AngusI 1990 Eight pre-programmed buttons including a text editor, calendar w reininder, phone book with dial, and more!
UNLIMITED programmable buttons!
Buttons can be assigned to any application on a floppy, hard drive, or network!
Launches multiple programs as fast as you can click - no longer do you have to wait for application to load!
Free updates to all registered users - First major upgrade is also free!
MrBackup Professional Outstanding value at $ 54.95 MrBackup is the first full feaftired backup system for the Amiga utilizing the full potential of the Amiga! With over 60 Arexx™ commands, MrBackup gives the user the power to reach beyond standard backup capabilities! The first full featured hard drive back up system with built in tape drive capabilities.
Will back up to floppy or SCSI streaming tape - tested with Commodore's A2091 Full Arexx™ integration - Over 60 usable commands!
Utilizes the option to use standard AmigaDOS formats or our own Fast DOS format!
Has full built in file compression to save disk space - User selectable!
Uses AmigaDos intuition for full compatibiltiy and ease of ti.se!
User can back up their system to four floppy drives!
System is compatible with versions 1.3 and 2,0 Amiga operating systems!
Memory Challenge Series 1 Now only $ 39.95 Memory Challenge is a new educational system for children ages 3 and up which helps teach memory retention and memory recognition! Allows for the use of our supplementary data disks. It also allows parents to configure and enhance the program for their child's specific needs!
Easy to use point anti click system - even the hard drive install is built in!
Has many different possible combinations for playability!
The first part of the system has children match the blocks by sight, sound and shape.
Tlie second part of the system lets the children put together the pieces of a picture just like a puzzle!
Has a built in help system in case the child gets stuck putting pieces together!
Allows parents to add their own special winning messages and standard IFF pictures!
Great price of $ 44.95 Brigade!
A new revolution in gaming software for the Amiga! Most war games work on a turn by turn basis. Brigade brings you another step forward in quality by implementing real time action! Brigade offers excitement not found in other war game simulators. If you do not pay attention, you may lose the battle. You may take a break, but the computer does not. As you issue orders to units, the enemy may be bombarding!
Real-time game play The action never stops!
Built in scenario campaign editor create your own vehicles, weapons, platforms, aircraft, maps, and more!
Oversize map system allows battlefield to be as large as possible!
Full digitized sound and animated weapons firing!
Full control over units, their orders, and missions!
Editor creates maps, unit spec sheets or full scenarios that can be traded with friends.
For more information on these and other exciting products, contact your local dealer or call: TTR Development, Inc. 1120 Gammon Lane, Madison, Wl 53719 608-277-8071 FAX 608-277-8073 Circle 164 on Reader Service Card ae TJXDE'R P For the Amiga Not just a graphics utility...a graphics necessity!
Have you ever loaded a graphics file only to discover that it wasn’t the one you want D Well, now there’s ImageFind J j I fiimgefiy er is a program that creates a pictorial catalog of all your graphics files automatically. When you want to find a particular picture, pop up the Im.i: window and browse through the miniatures.
Double-click on the one you want and watch asTfnagH'indtut types the name into the file requester for you.
Do you have too many pictures to look through? ImageFinder makes it simple by letting you sort by name, size and depth. You can also sort by primary and secondary color.
Inm: r! Hide supports both ILBM and ANIM files, allows multiple index files and will even update the index as you create new images.
Give fmagt a try and you'll wonder how you ever found images without it!
ASK YOUR LOCAL DEALER FOR DETAILS Zardoz Software, Inc.*6114 LaSalle Avenue Suite 304*Oakland, CA 9461 Ph: 415-339-6280 Fax: 415-339-6862 Amiga is a registered trademark of Commodore-Amiga, Inc. ImageFinder is a trademark of Zardoz Software, Inc. 1 DOUBLE *v; if (numels - OL) return NULL; * Number of elements must be zero v - (DOUBLE •)AllocMem(numels*siieo£(DOUBLE),MEMF_CLEAR);

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Information cookies

Cookies are short reports that are sent and stored on the hard drive of the user's computer through your browser when it connects to a web. Cookies can be used to collect and store user data while connected to provide you the requested services and sometimes tend not to keep. Cookies can be themselves or others.

There are several types of cookies:

  • Technical cookies that facilitate user navigation and use of the various options or services offered by the web as identify the session, allow access to certain areas, facilitate orders, purchases, filling out forms, registration, security, facilitating functionalities (videos, social networks, etc..).
  • Customization cookies that allow users to access services according to their preferences (language, browser, configuration, etc..).
  • Analytical cookies which allow anonymous analysis of the behavior of web users and allow to measure user activity and develop navigation profiles in order to improve the websites.

So when you access our website, in compliance with Article 22 of Law 34/2002 of the Information Society Services, in the analytical cookies treatment, we have requested your consent to their use. All of this is to improve our services. We use Google Analytics to collect anonymous statistical information such as the number of visitors to our site. Cookies added by Google Analytics are governed by the privacy policies of Google Analytics. If you want you can disable cookies from Google Analytics.

However, please note that you can enable or disable cookies by following the instructions of your browser.

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Visite depuis
03-10-2004
Visite depuis
23-02-2014