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Amiga to be? Commodore UK successfully sold the Amiga as a game machine. Does Mr. Pleasance intend to continue this marketing strategy? He may have some success in Great Britain, but with the dominance of Nintendo and Sega in the U.S., we know that strategy won't work here. Video editing and multimedia was supposed to be the future of the Amiga in America, but Commodore went out of business waiting for that horse to finish. [am a long time PC user, and am intimately familiar with that system's many limitations. It is my opinion that the business market is ripe for a computer with the multi-tasking advantages of the Amiga. Couple the Amiga's advanced engineering with competent marketing, add sophisticated word processors, spreadsheets, and databases, and the Amiga would be very competitive in the business market. I strongly suggest that when Mr. Pleasance succeeds in acquiring the Amiga (alternatives do not seem viable), his management group should concentrate on persuading software developers to create sophisticated business programs for the new Amiga

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Document sans nom 1994 Readers’ Choice Awards Animate
• Create an Animated Five-Day Weather Forecast with DeluxePaint
• Weathering the Situation
• Adorage and ClariSSA
• TrapFax
• On The Ball 1.24
• Distant Suns v5.0
• Pixel3D-Pro Version 2
• Front Ending C and much more!
Beginning 0 i nti u r tf iu r All books are written and produced in Great Britain.
Ssi “To d quality guidance for Amiga users ”) Bruce Smith 0soks to E ; T(eCu
- , pis".
AMOS is ore of the most exciting and accessible programming environments on the Amiga. Phil South fully explains the fundamentals and the skillful shortcuts to great programs, with lots of example code to experiment with and develop your own programs with. Covers ail versions of Amos including AMOS, Easy AMOS and AMOS Professional.
Mastering Amiga Amos Phil South. 320 pages, $ 26.00, ISBN; 1-873308-12-4 Want to learn Assembly language but don't know your IntuiMessage from your Null termmtad stringl Then the Amiga Assembler Insider Guide is for you! With easy-to-follow examples and instruct ons it explains and demystifies the ]argon. Applicable to ali Amigas, il comes with a free disk which includes the PD A68k assembler and programs from the book.
Amiga Assembler Insider Guide Paul Overaa, 256 pages, S23.00, ISBN: 1 -873308-27-2 This book teaches you to use and care for all types of disks and drives in order to minimise 1he risk of problems, get a better understanding of how they work and what to.
Do if things go wrong. Topes include installing software, copying and moving Wes. Encryption and security, disk repair and back-up.
Formatting and fast filing, floppy, Rad, Ram and CD's.
Amiga Disks and Drives Paul Overaa, 256 pages, S23.00, ISBN: 1 -873308-34-5 The Amiga's operating system has proved a major obstacle to assembly language programmers, but this book is guaranteed to get the serious Amiga owner into the world of 68000 assembly language programming. It assumes some experience of high-level languages such as BASIC. Skeleton programs are provided for the beginner to follow and develop.
Mastering Amiga Assembler Paul Overaa, 416 pages, $ 29.00, ISBN: 1-873308-11-6 Perhaps We most comprehensive introductory tutorial ever written about the Amiga's operating system in a massive 384 pages, If you want to learn about AmigaDOS 2,
2. 1 or 3 then this is the book for you. It assumes you know
nothing about Ihe subject but - if you follow the step by slep
exercises - will turn you into an AmigaDOS expert.
Mastering AmigaDOS 3 - Tutorial Smith & Smiddy, 384 pages, S27.00, ISBN: 1 -873308-20-5 Written with the sole aim of getting you through those soul-searching first months with your Amiga, it doesn't promise to make you an expert in any one topic but vail give you the essential foundation stones from which you can progress. Step by step advice on specific subjects is balanced with genera! Advice on all major subjects relevant to the Amiga.
Mastering Amiga Beginners Smith & Webb, 320 pages, $ 26.00. ISBN: 1 -873308-17-5 E53 If you want to take over your Amiga then you need to understand and program the Amiga System itself.
This book is an introductory guide to just that. Assuming a base knowledge cf C but explaining all new System concepts, it teaches you how to handle tasks and processes, work with libraries, incorporate IFF graphics and much, much more.
Mastering Amiga System Paul Overaa, 400 pages $ 29.00, ISBN: 1 -873308-06-X Tnis is (he full reference guide fo Ihe AmigaDOS command set with complete coverage ot over 140 AmigaDOS 2, 2.1 and 3 commands. Arranged alphabetically, it includes many worked examples with full command synopsis and templates. Contains details on the Mountlist. AmigaDOS Error Codes, AmigaGuide, Ihe IFF, Commodities, and much more.
Mastering AmigaDOS3 - Reference Sm Ih & Smiddy, 368 pages, S27.00, ISBN: 1 -873308-08-6 The Arexx programming language is assured a bright future as part of Workbench 2 and 3. No harder to team than BASIC the examples and listings supplied will teach you Arexx from scratch. A complete understanding of the application control advantages of this powerful language can be yours with ease.
Aiso applicable to Workbench 1.2 and 1.3 users.
Mastering Amiga Arexx Paul Overaa, 336 pages S27.00, ISBN: 1-873308-13-2 Amazing Specification and Outstanding Value!
That's the Amiga A1200 Beginners Pack!
Now. For the very first time, you can get the complete beginners package in one bumper-value pack. Sure tc be We best seler, the Amiga A1200 Beginners Pack includes the best-seiiing Amiga A1200 Inside: Guide. Amiga A1200 Next Steps Insider Guide plus an exclusive 1 -hour high-quality video tape on At 200 basics from Wall Street Video. This special value pack also includes four disks ol essential PD and Shareware software -with specially written boo lo help get you going.
Programs include an easy-to-use database, a wordprocessor. A music editor, a file recovery virus checker disk compression package and dip-at selection.
Amiga A1200 Beginners Pack S49.C0 ISBN: 1-873308-30-2 CREDIT CARD HOTLINE
(800) 345-3360 To order, send checks made payable to ‘Pirn
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ImageFX ‘When Your Image Is On The Line” ImageFX is the only image processing software package you will ever need for your Amiga.,.Period. This phenomenal program comes with a complete array of professional 24-bit paint tools and unsurpassed special effects. When you're up against a deadline, you don't have time to second guess.
ImageFX gives you total control of the creative process with the fastest and easiest to use interface on the market.
When your image is on the line, you can't afford to make a mistake. Your image processor has to have all the tools an image processor should have. ImageFX lets you see your images as you work on them. Provides virtual memory for virtually unlimited image sizes. Supports framegrabbers and scanners.
Paints in full color, even emulating traditional media such as charcoals and watercolors, Supports dozens of image file formats. Other packages? They either can't do it, or you'll pay extra to get it. They stand still while ImageFX continues to grow and improve.
ImageFX 2,0 sets a new standard of quality for graphics manipulation on the Amiga.
When your image is on the line, don't settle for less. Step up to the best. Step up to ImageFX 2.0. For a complete iist of features in ImageFX
2. 0 call the Nova Design support line at
(804) 282-6528.
Ft jS NOVA DESIGN, INC. 1910 Byrd Avenue, Suite 214 • Richmond, VA 23060 Customer Support: (804) 282-6528 • Business Line: (804) 282-5868 • Fax: (804) 282-3768 Circle 104 on Reader Service card.
In This Issue 14 Create an Animated Five-Day Weather Forecast with DeluxePaint IV by Randy Finch Randy shares his experiences in producing an animated five-day weather forecast while working at an NBC affiliated local station.
18 Weathering the Situation by R. Shamms Mortier An interview with Tim Drawbridge, chief meteorologist for WVNY, who is attracting a lot of attention with his novel animations that he creates every night, all with his Amiga.
20 On The Ball 1.24 by Henning Vahlenkamp A review of Pure Logic Software’s On The Ball personal information manager.
23 1994 Readers’ Choice Awards The results are in and the winners are!
27 TrapFax by Mark Rickan A review of TrapFax, an integrated fax management utility from Austria’s TrapDoor Development.
29 Two from Spectronics: Adorage and ClariSSA by R. Shamms Mortier A review of Adorage, a software only package which creates animated wipes and fades and ClariSSA an animation accelerator in software.
34 Pixel3D-Pro Version 2 by R. Shamms Mortier A review of what Shamms considers a very significant upgrade to Pixel3D- Pro.
38 Distant Suns v5.0 by Rob Hays This review covers many of the new features added in the newly released version of Distant Suns.
57 A Tale of Two DOS’s by Keith Cameron Comparing AmigaDOS and MS-DOS.
63 Front Ending C by Randy Finch Create an interface for your C programs with an easy-to-use authoring tool.
Features 46 PD Update by Henning Vahlenkamp A close look at utilities to edit your Amiga’s memory or clean your floppy drives, plus three games from shareware authors.
50 Online by Rob Hays This month’s files include a ray tracing software package and accessories, as well as a security program to protect your disks from prying eyes, Columns 1994 Readers’ Choice Awards 9 New Products & Other Neat Stuff Moving Textures 100, Making Music with Bertie Bunny, Really Real Texture Images, International Flow Chart, Hypercache Professional v2.0, Magic Lantern v2.0, and more round out this month’s New Products.
Inside Arexx by Merrill Callaway This month we look at arguably the most powerful single instruction in Arexx, the interpret instruction.
52 Bug Bytes by John Steiner Using a standard serial cable on the A1000; Interleave questions and intermittent errors on a SCSI System; Amiga Network information: A scary Backup story; Workbench 2.1 floppy errors; Mega Midget Racer and the MegaChip; Ami-Back and high density drives round out this month’s Bug Bytes.
Inside Arexx, p.42 56 Beginning Assembly by Bill Nee The first in a series of articles covering the major machine language programming techniques for the Amiga.
Two from Spectronics, p.29 59 Roomers by The Bandito Commodore UK & CEI in, Samsung out, and NewTek retains Amiga loyalty while selling to other platforms.
Departments Editorial ..... 6 Feedback ... 54 List of Advertisers...... 72 Amiga Games 74 And furthermore... A mazing Cotnpiili wjlj For The Commodore AMIGA 1 ADMINISTRATION Coming Soon ac? Guide Amiga Reserve your copy today with an AC SuperSub For more information Call 1 -800-345-3360 MOVING?
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Oran Sands Perry Kivolowitz Brian Fox Merrill Callaway Shamms Morlier ADVERTISING Coordinator: Donna Viveiros Coordinator: Traci Desmarais AMAZING AUTHORS Keith Cameron Randy Finch William Frawley Rob Hays Jeff James John Steiner Dan Weiss Henning Vahlenkamp The Bandilo 1-508-678-4200, 1-800-345-3360 FAX 1-50B-675-6002 Amazing Computing For the Commodore Amiga"1 (ISSN 1053-4547) is published monthly by PiM Publications. Inc.. Currant [load. P.O. 8ox2140. Fall River. MA 02722-2I4D, Phone 1-508-678-4200. !-800-345-33«3,and FAX 1-508 675-6002.
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POSTMASTER Send address changes to PiM Publications Inc,. P.O. Box 2140. Fall River. MA 02722-2140. Printed in the U.S.A. Entire contents copyright© 1994 by PiM Publications. Inc. All rights reserved- No part of 1his publication may be reproduced without written permission from PiM Publications, Inc. Additional First Cioss or Air Mail rates available upon request. PiM Publications, Inc. maintains the right to refuse any advertising.
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Send article submissions In both manuscript and disk ‘ormal 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 AMIGAIU is a registered trademark ol Commodore Amiga. Inc.. Commodore Business Machines, International Amoving Computing s DsiribuTcxed in the U.S. & Canada by International Periodical rXstsbuiors 674 Va de to Vote, Ste 234, Solona Beach, CA 93375 & Ingram Periodicals Inc 1226 Ho. Cxroker Btvd. La Verne IN 37066 Printed in U.S.A. ETHERNET 3 . T S FEATURES INCLUDE:
• 3 Network Interfaces _ 10BaseT Thick AUI Cheapernet (10Base2)
Diagnostic LEDs 10MB second SANA II Compliant 1 Year Warranty
CEL 15 to 38 Khz Horizontal Scan Rate .28 Dot Pitch ssntmim ¦
¦ .
______ irna «¦ i 45 to 100 Hz Vertical Scan Rate International Power Supply Auto Sensing Compliant with Low Radiation Standards Position & Size Frontal Adjustments Swivel Base Displays All Amiga Modes including "Super 72 Color Matches the AMIGA 4000 See them at your CEI Dealer today..!
For the location of your nearest CEI Dealer call 305 266-2800
* Test comparison with Ihe Commodore A2Q65 Ethernet Board.
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EDITORIAL mm Waiting Again It is the November issue and we still have not been able to say who will be the winner of the Amiga technology. By all indications, there are only two Strong bidders for the prize. David Pleasance personifies the UK Commodore management group that have placed a bid to purchase the Amiga and begin production again. Alex Amor of Creative Equipment International is the bidder who has pushed to purchase the property and begin production as a US company. We have interviewed both men in our past issues (please see the David Pleasance article in the September issue of
AC as well as the Alex Amor interview in the October issue of AC), so 1 felt it was warranted to speak with each quickly and find out what they were doing and how much they could sav about their activities.
David Pleasance of UK Commodore ! Phoned David Pleasance at his offices and discovered a rare surprise. He was there. For the past several weeks, Mr. Pleasance has been competing in a nonstop race to secure this prize. With trips to and from the US and elsewhere, Mr, Pleasance has tallied a large amount of frequent flyer miles.
When I asked him about the impending purchase he replied, "It is still in the hands of the gods."
"As far as we are concerned," he continued, "we are in this thing to win it.
We are not in it for a game. We are definitely in it to win it. Whatever bid it takes, we intend to pick up this business."
1 went on to discuss some of the problems that the delay has caused in the market. 1 mentioned that the lack of any substantial news was doing more to erode confidence than the actual demise of Commodore had. He replied, "All this market is waiting for is for somebody to officially announce that the Amiga product line is a continuing product line and that it has a future."
There have been some concerns over the original statements made by the UK group concerning the US market. Would we be able to get machines? Would the US market see enough of the higher end machines such as the Amiga 4U00. Mr. Pleasance stated, "We wilt major on the Amiga 4000 for the first two to three months and the US market will certainly get well supplied on the product" Mr. Pleasance also restated his intention to hold a forum for Amiga developers and others both in the US and in Europe os soon as possible after the bid is finalized.
While he would not discuss his funding or his investors in the project (there has even been a wild rumor that China is financing the UK bid), he did say why he was being close lipped. "It would be completely inappropriate at this time to talk about where the finance is coming from."
This policy is being held by most bidders either now or in the past. The feeling is that if the competitor knows your source of capital, you are at a disadvantage. They could either try to poison the supply or create questions in the minds of the trustees as to how valid the source is.
I went on to ask about upcoming products. Would he be able to go on record with a statement concerning product announcements. He replied that without the company in his possession, he was blocked from making the decisions that would create the timetable and product line that we all need.
Deadlines more live than dead There was little doubt from his conversation, that Mr. Pleasance was more than disturbed by the delays. Time after time, everyone in the Amiga community has witnessed delays as each new suggested deadline (probably suggested by an anxious Amiga user) slides past our hopeful eyes.
The newest rumor that I heard from "a reliable source" was that the trustees had to place some document, even if it was nothing more than a progress report, before the Bahamas' Supreme court by October 15,1994. The beauty of this rumor is that by the time you read this, the deadline will have passed, but from my viewpoint as I write this, the new deadline will occur by the end of this week.
Alex Amor and CEI Later I called Alex Amor at Creative Equipment International. Although Mr. Amor has been on the same marathon run as Mr. Pleasance, I was also able to find him in the office.
In our discussion, Mr. Amor was just as positive as Mr. Pleasance had been about the CEI bid and the business, but he also was stymied by the delays. In an effort to get around the problem, CEI has placed a bid before the trustees which contains a cancellation date. This is designed to force the trustees to act on the bid within a certain time. Unfortunately, the same trustees ivere originally faced with a similar deadline from the UK bidders and they allowed the deadline to pass.
Good News?
Once again we are faced with the same problem that has tortured Amiga owners for such a long time. Inability of someone to make a decision.
For whatever reason, the Amiga user base remains stuck behind someone else's agenda. Before it was Commodore International officers, now it is the people they designated to complete the liquidation task.
While it is hard to be too demanding toward the liquidators, after all they are doing what they are being paid to do to find the best price they can for the Amiga, they still remain as a block to the Amiga's revival.
However, there is some solace to be taken from these events, Whoever wins the technology, either the UK group or CEI, both parties are committed to making the Amiga every tiring it can be. If we had had that commitment from CBM International's management, we would not be discussing this today.
$ 19.95 buys you hundreds of megabytes of great software for your Amiga Amiga Library Services and Fred Fish offer you the best compilation of freely redistributable software money can buy!
Introducing FreshPish”1, FrozenFish™, and GoldFish™ from Amiga Library Services (ALS). This unique CD-ROM series offers Amiga users hundreds of megabytes of the very latest in freely redistributable software.
FreshFish CD’s, published six times a year, are compilations of over 100 Mb of the newest material available in both BBS ready (archived) and ready-to-run (unarchived) form. Also included are over 200 Mb of the latest ready-to-run GNU software (EMACS, C C + + compiler, text processing utilities, etc.) with full source code included and up to 300 Mb of other useful utilities, games, libraries, documentation and hardware software reviews.
GoldFish. A two-disc CD-ROM set, contains the entire original 1,000 floppy-disk library created by ALS founder Fred Fish. This compilation of “Fish Disks” contains the entire library in both BBS ready and ready-to-run forms.
FrozenFish. Offered on a biannual basis, contains the entire 1.000 floppy “Fish )isk” library in BBS ready (archived) form only. Also included are over 200 Mb of material from previously released FreshFish discs.
NEW RELEASE: als is happy to announce that it is now an authorized distributor of the “new” AMINET™ CD's. These CD’s, produced quarterly starting in the summer of 1994, are archived compilations of the most recent material available on the Internet. Each disc will contain thousands of programs, demos, sound files, games, images, programming tools, etc. CALL TO ORDER
1. 8BB.8D4.B833 FAX TO ORDER
1. 682.817.8817 [~YES! I want to take advantage of this great
offer! Please ship me the following: l ? FreshFish ?
FrozenFish ? GoldFish ? AMINET™ Gold l Buy any single CD for
$ 19.95 • Buy any 2 CD's for $ 35.95 ] Buy any 3 CD's for $ 49.95
• Buy all 4 CD's for $ 59.95 I ~1 1 year subscription to
FreshFish (6 CD's) for $ 89.95 | “! 1 year subscription to
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Lr Commodore Out Amiga In mazing u: ouidk amiga Amazing Computing, the first Amiga monthly magazine, remains the first in new product announcements, unbiased reviews, and indepth reporting. AC’s unique columns like Roomers and Bug Bytes, step-by-step programming articles, and entertaining tutorials have made it the magazine of choice with devoted Amiga fans. With AC you remain on the cutting edge of Amiga product development.
AC'sGuide remains the world's best resource for Amiga product information.
A compilation of new product announcements from AC and exhaustive research, AC's GUIDE is a constantly updated reference to the ever changing Amiga market.
With an AC SuperSub, you will receive 12 issues of Amazing Computing and two issues of AC's GUIDE at a tremendous savings.
- ----JIHMRIttl ______.¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦I ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦
;s:*5SSSS55ii!iiSSS AC's TECH was the first disk-based
technical magazine for the Amiga. This quarterly collection
of programs, techniques, and developer issues has been
created for Amiga owners who want to do more with their Amigas.
If you want to expand your Amiga knowledge beyond the
ordinary, then AC's TECH is a must.
Complete your Amazing Computing library and FRS collection Mail or FAX (508-675-6002) the enclosed order form or call toll-free in U.S. or Canada, 800-345-3360.
Foreign orders please call 508-678-4200 NEW PRODUCTS and otk&n- n&at gtadd ROM and one videotape. Moving Textures 100 is made up of 22 image sequences that make it possible for computer animators to add natural phenomenon (such as clouds, fire, smoke, and water) to their animations.
The sequences were captured using high quality equipment and the resulting frames were optimized to conserve memory, finch sequence contains 300, 600, or 900 ready to use IFF frames.
The following ore press releases and news announcements from Amiga vendors and others. While Amazing Computing maintains the right to edit these entries, the statements, etc. made in these reports are those of the vendors and not Amazing Computing magazine.
Moving Textures 100 Precision Computer Graphics is now publishing a software package for the Amiga entitled Moving Textures 100 (MSRP $ 249.00). The package includes one CD Any software that can handle image sequences can make use of Moving Textures 100. The product has been tested with Aladdin 4D, Imagine 3.0, Lightwave MOVING TEXTURES TOO Moving Textures 100 is made up of 22 image sequences that make it possible for computer animators to add clouds, fire, smoke, and water and other natural phenomenon to their animations.
3D 3,1, Real 3D, Art Department Professional (Using FRED), and ImageFX (using the IMP hook). The sequences can be used directly off the CD ROM by every program except Imagine 3.0. Instructions for using Moving Textures 100 with Imagine 3.0 are included in the package.
Precision Computer Graphics, 634 N Clenoaks Blvd. Suite 367, Burbank, CA 91502-6542, Tel: (SIS) S42-6542. Inquiry 210 Rocky Mountain Amiga Users Group Update The Rocky Mountain Amiga Users can now be reached lay mail at: Rocky Mountain Amiga Users Group
P. O. Box 280403 Lakewood, CO 80228-0403 The Rocky Mountain Amiga
Users meet the 4th Tuesday of each month at Wheat Ridge Middle
School, 7101 West 38th Street, Wheat Ridge, CO 80033. For
further information contact: Joe Obrin 303-420-0403 Rocky
Mountain Amiga Users Group Video Toaster SIC
P. O. Box 280403 Lakewood, CO 80228-0403 The Toaster Sig meets
the 2nd Monday of each month at the Virginia Village Library,
1500 South Dahlia Street, Denver, CO. For further information
contact: Don James at the Computer Room, 303-696-8973.
Making Music with Bertie Bunny is Now Shipping!
WindShadow Software has introduced this title for young children to have fun while learning about music. With a suggested retail of $ 34.95US, it fully employs the multimedia capabilities of the computer. It requires AmigaDOS 2.0 or greater and 1 Megabyte of RAM. Even a 2 year old can "Bang Keys" to control Bertie. Bertie Bunny will automatically move from place to place on the display. Older children can use a mouse to quickly make selections. Musical skills covered include recognizing the sounds of various instruments as well as recognizing various musical tunes from one or more of 4
different parts. This title readily installs on a hard drive and supports NTSC and PAL as well as 6 languages.
WindSlwdow Software, 77 McIntyre Ct, Newmarket, Ont, Canada, L3Y SB9, Tt'I FAX: 905-836-4400. Inquiry 211 Make Money with Your PC!
By Lynn Walford Make Money with Your PCI The Revised Guide to Starting and Running Successful Businesses with Your Personal Computer by computer and business consultant Lynn Walford is a great source for anyone who needs the facts on how to choose, plan, market and manage a computer-based business. Though the press release states that it was written for people with a Mac or IBM compatible, the information and tips can be applied to any platform, Find out if starting your own computer-based business is right for you.
Learn how to determine the right business for your skills, and how to evaluate and choose hardware and software. Get plenty of successful business ideas, learn how to market and manage Lynn Walford Although written primarily for a Mac and PC audience, Making Money With Your PC offers a variety of ideas and insights on starting a computer-based business.
Your business, how to price, bill, and get paid for your services, how to set up your business, and where to go for help. Since starting your own business takes a lot of discipline, exercises have been created at the end of each chapter making it a breeze to develop business, marketing and management plans, and to set and accomplish goals. The book also contains examples and stories of how other computer-based business owners became successful and illustrations of common mistakes. Even if you already have a business this book will give you new ideas on increasing business and profits and avoid
client problems. Publication date on this book was August 29,1994 with a SRP of $ 7.95. Ten Speed Press, PO Box 7123. Berkeley, CA 94707, (510) 559-1600, FAX (510) 524-4588, Toll free order number (800) 841-2665.
Inquirtf 212 Really Real Texture Images The 3 disk set and bonus disk has a browser screen of 24 bit IFF, non-com- pressed, high resolution video images of the real thing, not C.G.I, Surface 3D objects with redwood bark, burl, moss, and more.
Also graphic backgrounds from the old growth forest. Bonus disk includes real marble textures. Tutorials are also included. The Version 1,0 of the old growth forest has a suggested retail of $ 36.95 and is currently available. System requirements include an Amiga 4000 with Toaster 3.0 or above, NTSC, Stroud Sight Video Productions, 2045 Ml Diablo St., Suite 102, Concord, CA 94520, Tel:
(510) 825-2309 or (800) 994-2308, FAX: (510) 825-2328. Inquiry
213 Cochlear Consciousness Presented by Pierceptron, this
new ear-training software for the Amiga retails for $ 150
(including shipping). The Cochlear Consciousness software
is actually a suite of six programs. Each program provides
you with an environment to explore some aspect of musical
sound, and a game or quiz to refine your perception and
knowledge, The games analyze your personal performance,
adjusting the strategy so you make swift progress. The six
sets include: the chords program, the harmonics program,
tire beats program, the just program, the temper program,
and the absolute program. The software implements a
microtunable wave table synthesizer on the Amiga. It runs
on any Amiga with 500k of RAM or more (and probably even
much less), and AinignDOS 1.3 or later. Stereo speakers, or
speakers with higher fidelity rather than speakers that are
built into a video monitor are recommended. Headphones
are also fine. The software is not copy-protected, and
includes installation software for hard disk drives.
Pierceptron, 375 North Quince, Salt Lake City, LIT 84103-1641, Tel or FAX: (801) 521-7215.
Inquiry 214 International Flow Charter International Flow Charter is packed with over 200+ ANSI standard shapes as well os shapes for boolean algebra diagrams and computer network diagrams. Other features include: 11 fonts; 4 line patterns; multiple flowchart editing; automatic text centering; portrait and landscape flowcharts in multiple densities; single page and multipage support; page and shape manipulation features; 1LBM page export; 1LBM clip art import export; and total keyboard or mouse control. Requires 1MB chip ram and 1 disk drive minimum.
Supports NTSC or PAL and 1.3, 2.0 or 3.0 ROM. MSRP is $ 129.95 and is set for release on November !, 1994.
Neal her Realm Software, 2939 8 th Street, Cuyahoga Falls, OH 44221, Tel: (216) 928-
1738. Inquiry 215 Northwest Arkansas Amiga User Group User Group
Update Please note that Peter Laws would like his name
deleted as the contact name for the Northwest Arkansas
Amiga User Group.
AmiTrix Development AmiTrix Development has a new address and phone number as follows: AmiTrix Development 5312-47 Street Beaumont, Alberta Canada T4X 1H9 Phone: (403) 929-8459 FAX: (403)929-5356 Hypercache Professional v2.0 Now Available Silicon Prairie Software has announced the immediate availability of HyperCache Professional Version 2.0, the most recent release of their filesystem and device accelerator software for the Amiga series of personal computers. Picking up where the Amiga's operating system leaves off, C f UfT
* 11 m of ~TB~ YwniiiF with, Qaniittf Products From ORFGON Am W.
• wUL © ( ) * Amiga Telecommunications enters the 90's!
Finally, everything you need to start cruising the Information Super Highway in one easy to use package.
Termite is so easy to use even a novice telecommunrcator will feel at home, yet it has all of the power and high end features to satisfy the most seasoned modem warrior.
• Designed from the ground up at Oregon Research to take full
advantage of AMIGA WB 2.0 and higher! • 100% Amiga Style Guide
• Supports communication speeds from 300 to 115,200 EPS!
• Flexible Phone Book with unique configurations for each number
• Support far Multiple Line BBSs
• Configurable review buffer with cut and paste editing
• Multi-tasking chat window to prepare text before sending it.
Great for real-time conferences.
• Configurable Macros
• Font and Screen sensitive__
• Configurable button bar! Assign any program function macro to
the button bar.
Want your own icons? No problem, just assign your own IFF brush to the button!!
• Fully AREXX programmable for fall automation!
• Automatic Call logging. Know where you were and how much you
Much Much More... i Aia TftAT 3 17713 Our new mascot's a cute little guy without o name. Send us your suggestions and register to win o 28,800 BPS modem and lots of other Oregon Research Products. No purchase is necessary to enter. Winners will be announced on SuperBowl Sunday '95.
Graphically in the interactive__ character animator CITAS. Customize all aspects of the object including sequence, placement, speed, display method & priority, object collision detection parameters.
Save everything out as a single object addressable by the sysiem! It's Easy!!
• Complete Audio System to make sound playback easy!
• Automatic load and play of IFF samples • Interupt driven
background sound replay • Real time effects.
• Easy to use Joystick polling routines • Very efficient ILBM
picture loader • Optional custom encryption to protect your
artwork and sounds! • Fully AGA compatible
• Transparent double buffering • Hardware level smooth scrolling
on a per viewport basis • Independently scroll playfields in
dual plnyfield mode • Parallax scrolling!
The perfect solution for shoot ’em ups to graphic adventures. Don't let the limitations of ihe yesterday keep you from forging ihe masterpiece of tomorrow!
Buy GameSmith today!
A C Compiler or 680x0 Assembler is required lo use GameSmith.
Development System Tired of the limitations of those "BASIC" game development systems??
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Over three years in development, the GameSmith Development system gives you the low level power to creole the masterpeice of your dreams. The package has over 400 pages of documentation fully describing the system, utility functions and 130 library functions complete with o detailed tutorial and many examples.
• Complete animation system with double buffering •Prioritized
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• Custom Object Object & Object Background Collision Detection &
• Automatic placement and Animation or Multi-Sequenced animated
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• Automatic Virtual Space object handling • Dynamic Animation
• Build up your animations ally in ‘ Jl----IL__2 L___ over
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Imredibl AMAZING Si wm § The perfect companion far GameSmith and for all of your 680x0 Assembly language needs. Integrated multi-windowed editor, assembler debugger. Supports all 680x0 processors, 6888x math co-processors, and all AMIGAs with WB 1.3,2, or 3 Hi®epf Bash© £ Advanced Structured BASIC Language Development System. A MAJOR upgrade lo the papular HiSoft Basic PRO with integrated multi-window ecfitor, compiler, and debugger with WB 1.3,2.x, and 3.x support.
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Call for more Also from Oregon Research... MaxonMAGIC a fully user configurable modular screen saver and sysiem audio manager. HighSp' compatible with Borland TurboPASCAL 5. VideoMaster A500 and AGA Color Video Audio Oigjtjzer & Sequencer outputs AHIM5 s, d PASCAL - A professional PASCAL language development sysiem electronic color splitter available. Call, wrile, e-mail, ar FAX (or mare internet: orres@telepDrt.com Genie: ORA CompuServe: 71333,2655 eed information: Oregon Research 16200 S.W. Pacific ttwy., Suite 162 Tigard, OR 97224 PH: (503) 620-4929 FA)L 5Q3) 624-294Q Circle 107 on Reader
Service card.
Ft 1 v Ja at sti ISA Ow O'Kium S Associates, 1st HyperCache Pro adds workstation stry*lc 1 0 caching to any Amiga storage device.
Performance increases of up to 3000% are attainable on typical hard drive usage. V2.0 adds complete write caching and write retention, as well as a new, fully-associative cache engine. This latest release also adds a complete Workbench interface, including Preferences, Installation, and Statistics Monitoring programs, all of which serve to make HyperCache easier to use than ever before. MSRP if $ 59.95 US, Owners of Version 1.0 HyperCache product may upgrade by sending their original program disk with S19.95, plus S3 S H ($ 5 overseas) to the above address.
Silicon Prairie Software, 4771 148th Ave NE Suite N202, Bellevue, WA 98007, Tel: (206) 556-0618, (Please note the new address and phone number.) Inquin 216 Magic Lantern V2.0 Released Magic Lantern V2.0 is the only commercially available program that allows users to create, edit and display delta- compressed animations in up to 24 bit color on all the popular true color display cards for the Amiga, as well as all the native Amiga modes including AGA). Ft will also play sound effects in either mono or stereo through the Amiga sound chip during animation play back. New features include
virtual memory support; now animations Discover unique ways io create software for the Amiga and 14 other computer platforms at the same time.
Can be as large as your hard disk. Double Time compression technology can double animation speed and reduce animation sizes by half. Another new compression technology has been added that can speed up some animations especially those in 16 and 24 bit) by up to 25%, and reduce animation sizes by up to 20%. Rebuilding animations has been optimized, and for large animations can be 75% faster. Direct support for the Retina Z3 has been added.
MSRP is 5125.00 US. System requirements include Workbench 2.0 or greater with one megabyte of memory. Recommended system has a hard disk with more memory.
Display boards supported include: EGS, Spectrum, Retina (Z2and Z3), Opal Vision and Picasso 11 in 8,16 and 24 bit resolutions, Amiga chip set, including all AGA modes, DCTV, HAME, etc. Multi-Platform Code Management Terra Nova Development, PO Box 2202, Ventura, CA 930032-2202, TEL: (805) 652- 0531, PAX: (805) 652-1639. Inquiry 217 Transporter 2.0 Price Reduction Visual Inspirations has announced a price reduction on Transporter 2.0. The new retail price will be S199.95. Transporter is an advanced animation control program designed to meet the ever increasing needs of the Amiga animator. It
provides the perfect link between your Display Device and Single Frame Controller by creating scripts of pre-rendered frames.
You can set up loops, reversals, and frame repeats quickly and easily. Once the script is completed, Transporter takes over and processes your orders. Frame Accurate Sequential Frame Grabbing is another feature. Rotoscoping has also never been so simple. Use the Time Lapse option or use Time Grab to send the frames directly to your hard drive instead of video and much more. Everything on your VTR can be controlled right from the screen.
Visual Inspirations, 809 W Hollywood, Tampa, FL 33604, Voice FAX (813) 935-6410, BBS (S13) 935-6513, Inquiry 218 Inc:li i)us Two 3. 3" MS-DOS Diskettes O’Reilly Publishes Step-by-Step Guide to Strategic Software Engineering O'Reilly & Associates has released Multi-Platform Code Management, a step-by- step guide to techniques from advanced software engineering environments that UNIX and MS_DOS programmers can use to structure large projects over many releases and platforms. On two diskettes provided with the hook, author Kevin Jameson offers a complete system for managing directories, makefile
templates, and source code revisions. Both free software and tools developed by the author are included. Topics covered include: Multi-platform directory structures for isolating and controlling platform dependent code, Automatic makefile generating tools to promote uniform, portable makefiles on your projects and to save you time, file sharing tools that make it easy to share the latest versions of files among multiple developers and software products, automatically and RCSDO, a tool that performs version control operations on entire trees of files at a time. The two accompanying diskettes'
source code runs on at least 15 platforms, including Amiga.
SRP is $ 39.95 (US).
O'Reilly & Associates, Inc., 103 Morris St Ste A, Sebastopol, CA 95472, Tel (707) 829-0515, FAX (707) 829-0104. Inquiry 219 Surface Pro for Lightwave 3D Surface Pro offers a wide variety of low memory seamless image-based lightwave surfaces. Most require less than 200K of ram to load. Surface Pro gives you over 60 new surfaces and a dozen new objects that are instantly available through Lightwave. Surface Pro retai Is for $ 99.95. Visual Inspirations, 809 IV Hollywood, Tampa, FL 33604, Voice FAX (813) 935-6410, BBS
(813) 935-6513. Inquiry 220 Road Signs Road Signs contains over
50 preconstructed signs ranging from stop to slippery
when wet. Also included is a sample LVV scone file with
tutorial to help you get started. All objects in the set
were modeled point by point in Modeler. No 2D or 3D
digitizer was used. All signs have single sided polygons
for quick render times. No image or clip maps are used.
Road Signs comes with a construction directory complete
with tutorials. All you have to provide is the text to be
placed on the signs.
This makes for an unlimited number of signs and the ability to tailor the sign to fit your scene.
Visual Inspirations, 809 W Hollywood, Tampa, FL 33604, Voice FAX (813) 935-6410, BBS
(813) 935-6513. Inquiry 211 TERMITE Oregon Research has
announced the release of TERMITE, a modem Telecommu
nications package for the Amiga. It is designed so even a
novice telecommunicator will feel at home, yet it has all
the power and high end features to satisfy the most
seasoned user. TERMITE takes full advantage of the Amiga WB
2.0 and higher and is 100% Amiga Style Guide compliant.
Features include: communication speeds support from 300
to 115,200 BPS, flexible phone book with unique
configurations for each number, support for Multiple Line
BBSs, configurable review buffer with cut and paste
editing, multitasking chat window to prepare text before
sending it, configurable Macros, font and screen sensitive
displays and much more.
TERMITE works on all Amiga systems with 1MB or more of memory and WorkBench
2. 0 or higher. TERMITE retails for S49.95 and will be available
in October 1994.
Oregon Research, 16200 S. IV. Pacific Hwy $ te 162, Tigard, OR 97224, Tel (503) 620-4919, FAX (503) 624-2940. Inquiry 222 GameSmith Professional Game development is made easy with the GameSmith Development System from Oregon Research. The system gives you the low- level power to create the masterpiece of your dreams.
With GameSmith you can easily create anything from arcade shoot 'em ups to graphic role playing adventure, from fast scrollers to hair raising strategy games.
Build up your animations graphically in the interactive character animator CITAS.
Customize all aspects of the object including sequence, placement, speed, display method & priority, object collision detection parameters. Save everything out as a single object addressable by the system.
The package has over 400 pages of documentation fully describing the system, utility functions, and over 130 library functions complete with a detailed tutorial and manv examples. GameSmith works on all Amiga systems and requires a C compiler or 680x0 Assembler to use, support for Pascal and HiSoft BASIC 2 is coming. GameSmith retails for $ 129.95 and is available now.
Oregon Research, 16200 S.W. Pacific Him Stc 162, Tigard, OR 97224, Tel (503) 620-4919, FAX (503) 624-2940. Inquiry 223 Announcements from Intangible Assets Manufacturing 1AM announces the arrival of Connect Your Amiga! A Guide to the Internet, LANs, BBSs and Online Sendees, a 256 page book packed with information for networking and going online. From background information for the novice to networking hints and tips for advanced users, this book has something for every Amiga owner. With a SRP of $ 24.95, the book covers the following topics: About the internet - what it is, what's so great
about it, how it works, how to access it, how to join it, how to use it; About telecommunications
- selecting and using modems and terminal emulator software,
finding downloading, decompressing and using public domain and
shareware software; and About networking hardware and software
- The SANA-II standard, Ethernet, ARCNet, serial and parallel
ports, selecting, configuring and using TCP IP, SLIP, PPP,
Envoy, DECNet, connecting to Pcs, Macs, Unix and more. Inquin
224 Also announced is the release of The Deathbed Vigil... and
Other Tales of Digital Angst. This 120 minute VHS video tape is
a documentary filmed, narrated and produced by Dave Hnynie,
former senior hardware engineer at Commodore, now senior
systems engineer at Scaln, inc. The video shows the famous
"Deathbed Vigil Party," tire West Chester facilities of
Commodore (including the secret engineering lab), as well as
interviews with dozens of famous Amiga personalities. It also
offers opinions and explanations of many "behind-the-scenes"
goings on. Inquiry 225 "Connect Your Amiga!" T-shirts are now
available from IAM. It comes in 100% black cotton with color
star-chart design from the cover of the book) and the words
"Connect Your Amiga!" List price is S19.95 for men's S, M, L
and XL (add $ 2 for XXL or S4 for XXXL). The shirt is available
directly from IAM and from Amiga dealers worldwide. Inquiry
226 Intangible Assets Manufacturing, S28 Ormond Ave, Drexel
Hill, PA 19026-2604, Tel: 610- 853-4406, FAX 610-853-3733.
Please try area code 215 if 610 does not connect as problems
are still being experienced due to tlw change in area codes in
the region.
On fhe Ball VI.3 Pure Logic Software has announced version
1. 3 of On the Bail, their third major upgrade in less than a
year. The new version will ship on or before October 17,1994
and contains over 40 enhancements and fixes over V1.24. Three
major categories of improvements include: 1) Smart reminders
- This version has the ability to create shadow reminders months
in advance, remind you of past appointments while the computer
was off, turn off all or individual reminders, and tire
ability' to launch programs, scripts, or Arexx at a reminder;
2) Integrated application files - Now users can save selected
information to a file, merge files, or append selected
information to an existing file to help with information
sharing, data categorization, and archive maintenance; 3) New
Address book printouts - On the Bali now creates customizable
table format output of your addressbook. A complete list of
new features will be available for fax retrieval from the
support line before the release date. The upgrade disk and a
manual addendum will be available to registered users fro $ 10.
Pure Logic Software, 789 Butterfly Rd., Quincy, CA 95971, Voice FAX (205) 802-7345.
Inquiry 227
• AC* New Product?
Industry Announcement?
Send it to: New Products Editor Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140
(508) 678-4200 FAX (508) 675-6002 Create An Animated Five-Day
Weather Forecast With DeluxePaint IV by Randy Finch Some
time ago, I worked with our local NBC affiliate to create
weather graphics for its local newscast. They had an Amiga
2000 and were using DeluxePaint for graphics production.
The main weather maps were downloaded from the AccuWeather
service; my job was to create specialized graphics.!
Created a five-day forecast, a severe weather map, and
several other custom graphic screens. One of the things 1
worked on was an animated five-day forecast. It was created
entirely in DeluxePaint. In this article, I will show you
how to create this animated forecast. In a future article,
I will show you how to use HELM to ease the process of
building a five-day animated forecast on a daily basis.
The Screen Layout Typically, a five-day forecast consists of a title at the top of the screen, five graphic elements for each of the five days, the names of the days, and a high and tow temperature for each day. I will follow this same convention. The major difference is that instead of static graphics or color-cycled graphics as is typical, 1 will be using animated graphics complete with blinking sun, moving clouds, flashing lightning, and falling rain.
To start tilings off, a screen resolution and size needs to be selected. Since the output will ultimately be used in a television broadcast, the screen needs to he interlaced and overscan. The resolution of TV is not that great (compared to computer output, this is); therefore, a 16-color low resolution screen should be sufficient. The lower resolution will also ensure that the animated screen will run smoothly with no jerkiness. A maximum overscan of 368x482 will be used to make sure there is no border around the screen.
Now the palette needs to be set. I used a blue background.
There is a yellow for text and lightning, some greens for the grass, some blues for the sky, and so on. Figure 1 shows the palette I selected.
The Building Blocks Once the selected screen resolution and palette are set, the graphic elements to be used in the animated forecast need to be created. There are many different types of days that can occur: sunny, partly cloudy, rainy, stormy, snowy, days of hail, flood warning days, etc. For this article, I will discuss the first five.
First, a basic screen design needs to be produced. Figure 2 shows the template I created. From the top down, it has the title, a blank area for inserting the text indicating the days, five boxes for inserting the AnimBrushes that will be created, and color rectangles for inserting the high and low temperature for each day. It is rather plain, but it gets the job done. You can be as artistic as you like putting this template together.
Now it is time to build the static graphic elements that will be used to produce the forecast. Figures 3 and 4 show the ones 1 created. The top row of Figure 3 shows the core graphics that will be used in each AnimBrush. Each has a dithered green ground and a solid blue sky. The graphic on the left has a light blue sky and will be used for sunny days. The middle graphic has a medium blue sky that will be used for partly cloudy days. The graphic on the right has a dark blue sky that will be used for overcast days. Each of these graphics is sized to fit inside the hollow rectangular boxes in
Figure 2. The graphics themselves are each 50x183 pixels in size.
The middle row of Figure 3 shows five singular elements (cloud, lightning bolt, sun, raindrop, and snowflake). The bottom row shows groupings of four of the elements. These groupings will be used to create the AnimBrushes. The three graphics at the top, the sun, and the four element groupings at the bottom of the figure should each he saved as separate brushes.
Figure 4 shows seven different brushes, each containing the names of five days of the week. Each brush starts with a different day. These brushes were designed to fit inside the blank area above the five empty boxes in Figure 1. Thus, for any given day, the days of the week can be added by simply loading the appropriate brush and pasting it in the appropriate location on the template.
A Sunny Day Now it is time to create the first AnimBrush. Clear the screen in DeluxePaint, load the brush containing the graphic with the light blue sky, and then choose Color Pnlette Use Brush Palette from the menu. This will set the screen palette to that of the brush, Now paste the brush in the middle of the screen. After some experimentation, I decided that a 10-frame animation running at 10 frames per second looked quite good. So, from the menu choose Anim Frames Set ft, enter 10, and select OK. Also, from the menu, choose Anim Control Set Rate and enter 10. This will set the frame
At this point you will have a 10-frame animation with each frame containing the pasted brush in the middle of the screen.
Load the sun brush and paste it down on the first frame in the blank blue area away from the ground and sky graphic. Notice that the sun is not symmetric. By rotating the brush 90 degrees, a slightly different looking sun can be created for the next frame of the animation. Choose the menu item Brush Rotate 90 degrees.
This will create a short wide sun due to the odd aspect ratio of a 368x482 screen. To resize this alternate image of the sun to better match the original image, choose the menu item Brush Size Halve once and Brush Size Double Vert twice. Position the resized brush over top of the original sun in frame one, press the 2 key to jump to the second frame, and paste the altered sun brush to the screen. By alternately pressing the 1 (previous frame) and the 2 (next frame) keys, you can see how good the "blinking" sun looks. Redo these steps if necessary.
Now it is time to add the sun to the light blue sky. Go to frame one. Choose Anim AnimBrush Pick Up from the menu. Draw a box around the sun, and when asked how many cells, type in 2.
This creates a two-frame AnimBrush of the sun. The frames are slightly different from each other so it gives a slight motion to the sun. To see how the blinking sun looks, hold down the 7 key. This will cycle the AnimBrush frames. Save the AnimBrush by selecting the Anim AnimBrush Save menu item. After saving, position the ?
L ?
I I Background High Temp Box Misc Use Low Temp Box Misc Use Day Names Title Lightning Shadow Temp Grass Title Grass Grass Sky Day Strip Sky Sky Clouds Clouds ?
I l ?
Sun AnimBrush in the light blue sky of the graphic in the center of the screen on frame one. Paste the AnimBrush. Press the M key (must be capital) to bring up the Move requester. Make sure all of the settings are as shown in Figure 5 and press the Draw button.
This will cause the two-frame AnimBrush to be pasted on each frame of the animation, alternating the two sun images for consecutive frames. The result is a ten-frame animation of a blinking sun in the light blue sky. To see how the animation looks, press the 4 key. Pressing the Esc key will stop the animation.
Make sure frame one is displayed and select the Anim AnimBrush Pick Up menu item. Draw a box around the ground and sky graphic and type in 10 when asked how many cells. Click on OK. A 10-frame AnimBrush containing the entire ground and sky graphic with a blinking sun will be created. It should be saved for later use, A Partly Cloudy Day A partly cloudy day consists of a sun with some clouds. Since the blinking sun AnimBrush has just been created, it can be used as the base for this graphic. However, the sky needs to be a medium blue. Therefore, there are two approaches that can be used.
First, the sky in all ten frames of the sunny day animation can he filled with the medium blue color. Second, the ground and medium blue sky graphic brush can be loaded and the steps to create the sunny day AnimBrush repeated. Either way is okay, but the first way is faster.
Once a 10-frame animation of the ground and medium blue sky with a blinking sun is in place, the moving clouds need to be added. Load the five-cloud grouping brush. Notice that there are two cloud layers in the grouping. The top layer has three clouds and the bottom has two. The clouds in each layer are purposefully offset from each other by 55 pixels. If the brush is moved horizontally the 50 pixel width of the ground and sky graphic over 10 frames (five pixels per frame), then frame one, which will come after frame 10 (the animation loops), will look identical to how frame 11 would have
looked if it existed. This allows the cloud movement to be smooth as the animation loops.
So, let's do it. Paste the cloud grouping on the screen such that the lower right-most cloud is centered horizontally in the sky. Press M to bring up the Move requester. Select a value of 50 for the X Distance and make sure the value of Count is 10. Click on the Draw button. The clouds will be pasted to each frame of the animation with a five-pixel offset between frames. Pick up an AnimBrush consisting of the ground and sky graphic area and save it. Now clear all frames of the animation and paste the AnimBrush on frame
1. Use the Move requester to add it to each frame in the same way
the sun was added earlier (X Distance set to zero). Play the
animation. The clouds will move across the sky. As the clouds
disappear off to the right, new clouds will appear from the
A Rainy Day For the rainy day graphic, no sun will be shown. Go to frame one and clear all the frames by pressing the CLR button and then selecting All Frames from the requester. Load the ground and dark blue sky graphic and paste it on the first frame. Use the Move requester to copy it to all frames. Next, create the moving clouds just as was done for the partly cloudy day. Go to frame one and load the raindrop grouping brush. Paste it on the screen such that the upper left corner of the brush is in ihe upper left corner of the sky, but such that the top raindrop is no higher than the middle
of the top cloud layer. Bring up the Move requester. Set the X Distance to about 10, the Y Distance to about -70 (remember Y increases upward in DeluxePaint), and Count to 10. Click on the Preview button. Look closely at how the raindrops appear as they fall towards the ground. Adjust the X and Y Distances until they appear the way you want. Finally, press the Draw button. Again, pick up the graphic as an AnimBrush and save it. To make the rainfall appear harder, repeat the steps for adding the raindrop grouping but begin the brush movement in frame five or six. The movement will loop around
to frame one and continue until 10 frames have been drawn.
A Stormy Day The stormy day will be just like the rainy day but with some lightning added. So, while on frame one of the rainy day animation, load the lightning bolt grouping brush. All that is needed is to add the lightning to various frames of tile rainy day animation so that the lightning appears to be flashing on and off. 1 found that lightning bolts on frames 1, 2, 5, and 6 look quite good. It gives the appearance of two quick flashes and then a pause. Make sure the lightning bolts are in the same position in each frame to which they are added. This is best done by positioning the bolts
at the appropriate location in the sky and pressing the Left Alt-Left Amiga kev combination (same as pressing the left mouse button).
Go to the next frame to which the bolts will be added by pressing the 2 key to advance frames. Paste the bolts with the same key combination. This method will prevent the slight movement that can occur when trying to hold the mouse steady.
A Snowy Day This one is quite simple now that the other ones have been created. Simply create the moving clouds on a dark blue sky as for the rainy day animation. Now, instead of adding falling raindrops, simply add falling snowflakes using the snowflake grouping brush.
Other Days What other type of days can you think of? Hail? How would you portray it in the AnimBrush? Perhaps the snowfall will be big.
The ground could be changed to white for that one. There are many different types of days that can be created. Play around with it. Let your creative juices flow.
Putting It All Together Now that the AnimBrushes for the various type of days have been created and saved (you did remember to save them all, didn't you?), it is time to bring everything together for an actual five-day forecast. Delete all the animation frames so there is only the one DeluxePaint work screen. This can be done by setting the number of frames to one. Load the five-day forecast template (Figure 2).
Then load the appropriate brush containing the names of the five days to be forecast. Paste is under the title in the appropriate position above the five empty boxes.
Next, select the font and font size to use for the temperatures.
Type the low and high temperatures for each day in the appropriate rectangles. Set the number of frames to 10; the filled in template will be copied to all frames.
Load the AnimBrush that represents the type of weather that will prevail on the first day of the forecast. Paste it inside the leftmost box of frame one. Use the Move requester to paste it to each frame of the animation. Do the same for the second day, the third, and so on until all five days have AnimBrushes associated with them.
The animation is now complete. It can be saved as an Anim file for use in a presentation package. Figure 6 shows frame two of a sample I created. Figure 7 shows frame seven of the same sample.
1 wish 1 could put the animation in the magazine, but technology has not reached that point yet. You will just have to put one together yourself.
Conclusions I hope you have had fun working through this tutorial Using DeluxePaint to build the final five-day forecast can be a bit cumbersome since you must manually load the brushes and paste them in the right location. Probably the most time consuming task is typing in the temperatures. In a follow up article, I will show you how to automate these tasks using HELM.
If you put together something like this fora TV station, 1 would like to know about it. See you next time.
• AC* Please Write to: Randy Finch c o Amazing Computing
P. O. Box 2140 Fail River, MA 02722-2140 Need More Weather?
Please read the article by Shamms Mortier Weathering the Situation on page 18 of this issue.
Weathering the Situation: Professional uses for Amiga by R. Shamms Mortier Tim Drawbridge, chief meteorologist for WVNY, is attracting a lot of attention with his novel animations that he creates every night, all with the Amiga.
The advantage of the Amiga is that it was designed for videographic purposes, which means graphics and video interfacing. The number of systems installed in broadcast situations throughout the world guarantees tire Amiga's use at least until the end of the decade (even if nobody picks up the technology and takes it the next step). The reasons are simple: low cost, ease of use, and fast quality results. Just how many news rooms and weather broadcast segments are augmented by the Amiga is unknown, but even a cursory investigation in any region of the U.S. suggests that the number is pretty
high. In my area, a region whose broadcast demographics include the area from northern Massachusetts to western New York up into Montreal, Canada, I know that three of the five TV stations use Amigas for various tasks. Of course, it is the Toaster that influences many small to medium studios to consider the Amiga (at least so far, while the Amiga remains the only platform that sports Toaster technology, a situation that may be very different by next year).
Channel 22, WVNY, is our regional ABC affiliate. Tim Drawbridge is WVNY's chief meteorologist. Tim is attracting a lot of attention with his presentation of the weather because of the novel animations that he creates every night, all with the Amiga.
WVNY has a Toaster that is used for various transitions and tasks, but that's not all Tim uses. I wanted to get some feedback from him on both his creative process with the Amiga as well as what tools and technology' he accesses, so I tracked him down for a short interview.
Q: How did you become interested in meteorology?
Tim: It began when I was a youngster living on Long Island. 1 began my college education at the State University of New York at Albany. 1 transferred to Lyndon State College in Vermont to further my' education. It was there that I devoted myself to my career. I completed two internships. The first was at WTEN, an ABC affiliate, and the other at WNYT, an NBC station. Then in New York city, I completed my final internship at WNTW, a FOX network station. It was at Albany, when I was interning there, that 1 transformed my hatred for computers to love.
A selection of animation frames created by weatherman Tim Drawbridge of ABC affiliate WVNY in Burlington, Vermont.
Q: Were you introduced to computers in your internship?
Tim: My responsibility was to prepare my forecast and graphics for the meteorologist in charge. 1 worked on a WSI (Weather Services Incorporated) 7000 weather graphics machine and learned how to animate and color cycle. I also worked on a "Live-Line 5" graphics machine and learned how important stenciling was to make temperature band maps and weather statistical maps. 1 also learned more about color cycling, opacity, and color movies at WNYW, where I worked with a "Live-Line 4''.
Q: Where were you first introduced to the Amiga?
Tim: My training on the Amiga began at Lyndon State College in my video presentation courses. The Amiga computer was an integral part of the course which prepared me for the college television station. A friend of mine, who had his own Amiga computer at home, assisted me in learning to use Deluxe Paint II!
And IV and Amiga Vision. After finding out how to use all the keyboard shortcuts, 1 was soon up and running. While at Lyndon, I had to abide by the standard format set out by the Communication and Meteorology departments in terms of graphics. Thus I wasn't able to use the knowledge that I had gained with the Amiga until I "Move" requester, however 1 haven't as yet been able to get the curved line tool to work. Thus 1 hand draw some animations that illustrate temperatures circling around on a temperature band map.
Although it does take a while to build some animations, this capability alone allows the Amiga to compete effectively with more powerful graphics weather machines. While in Amiga Vision, 1 utilize the Brush Icon to pop-on and wipe-on my weather brushes while we're broadcasting live on air.
Q: I understand you also use the NewTek Toaster in your work.
Tim: Yes. We have version 2.0 at Lhe station, I use the Toaster a lot for my "Good Morning America" presentations, mv Marine Forecast video, mv AM Weather slides, and soon, for my Garden Weather segment, I make these slides using the Toaster CG with a translucent background over video. When our Dubner character generator goes down for one reason or another, I type all my weather stats in the Toaster CG.
Q: What are your Amiga plans in the near future?
Tim: First, to upgrade WorkBench to 2.1. That way we could purchase and run "Quarterback" so we could service our own equipment better. We'll also be able to use the resizable fonts; and I'll be glad to leave the present blocky fonts behind. The computer is being used a lot by our production department to make coiruner- "I have tried to utilize the Amiga to its fullest extent. All work is done on an Amiga 2500, which has only WorkBench 1,3.1 prepare most of my graphics in Dpaint IV and run my weather sequence through Amiga Vision II. I enhance my weather graphics in ways that force the Amiga
to operate like the high-end systems I worked on while in Albany and New York City."
Arrived here at WVNY.
Q: And what was different when you arrived at WVNY?
Tim: Since I began here at Channel 22 in Burlington, 1 have made a great number of changes. I have initiated, organized, and directed two weather programs: Kid’s Art and Weather Watchers. I have also built my own walk-on ChromaKey which allows me to give the illusion that I'm walking on my weather maps during my weather casts. I have tried to utilize the Amiga to its fullest extent.
All work is done on an Amiga 2500, which has only WorkBench 1.3. I prepare most of my graphics in Dpaint IV and run my weather sequence through Amiga Vision II. I enhance my weather graphics in ways that force the Amiga to operate like the high-end systems 1 worked on while in Albany and New York City. That experience allows me to come up with ideas such as adding borders and shadows to my fonts. I color cycle "severe thunderstorm watch" boxes through the animation mode by adjusting the speed of the animation.
Q: Can you tell us a bit more concerning your use of Dpaint?
Tim: Most of my Dpaint animations are performed through the cials and the sports department is using it to design sports scoreboards as well. The latest Dpaint is also on our list of upcoming purchases, Q: Any final comments for our Amazing renders?
Tim: The Amiga is a great graphics computer that I utilize to the fullest at WVNY. With all of the changes that I have made here, the ones that utilize computer graphics remain the most startling, and 1 have the Amiga to thank for helping me in that process.
• AC* P ease Write to:
R. Shamms Mortier c o Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140 On The Ball consists of
a 235K executable accompanied by some small secondary7 support
files supplied on one floppy disk and a good 60-page
instruction manual. The program should work on any Amiga with
Amiga DOS 1.3+ and 330K free RAM. I'd recommend more than the
minimum 1MB total memory if, like me, you want to do other
things when On The Ball is active. A hard disk also makes it a
lot more practical.
On The Ball 1.24 reviewed by Henning Valtlenkamp Over the years, a number of personal information managers (PIMs) have been released for the Amiga. These types of programs generally provide some combination of appointment book, address book, to-do list, and note pad features. Pure Logic Software's On The Bull combines all of the above using a smart, versatile interface. In fact, I am inclined to believe its claim to be "the best information manager for the Amiga."
While On The Ball doesn't use the standard Commodore Installer, its custom install utility does get the job done without much trouble. Besides copying everything (except the sample Arexx scripts), it adds two lines to your User-Startup file so that On The Ball executes every time you boot. I was surprised to see a corresponding uninstall utility, but disappointed to discover that it doesn't remove the actual program, only the references from User- Startup.
The Front End When you run On The Ball, a small monthly calendar window appears showing the current time and day within the current month. From here, you can dick to move quickly to other days, months, and years. This window - the gateway to preferences, tags, and applications - is the only one of On The Ball's windows that must be open at all times.
Many of the preferences settings concern the appearance of the calendar window (colors, size, 12 24-hour dock). This window also lets you set reminder and snooze times before appointments.
Reminders and snoozes generate requesters when they come due.
In addition, snoozes can execute an associated function - an AmigaDOS command. A separate window is used to create up to 4tJ functions, which may also be executed by pressing associated function keys. Other assorted preferences settings include a timed autosave for your data file and the ability to change On The Ball's language, font, and screenmode (Workbench or custom screen).
Tags are fundamentally what their name implies: arbitrary labels that can be assigned to entries in each of On The Ball's applications. The tags requester makes creating and using them easy. This powerful feature lets you search for and organize groups of information (Business, Personal, etc.). Though optional, lags are particularly valuable when you're dealing with lots of data.
All of On The Ball's applications appear in a single multi- application window that changes its contents accordingly. An application may open supplemental windows too. The Add, Delete, Update, Search, and Print gadgets remain across applications however. A handy gadget panel across the bottom lets you easily switch among Appointments, Adressbook, To-Do List, and Note Pad. This design scheme nicely creates consistency and eliminates Workbench Screen 05 42S6PM t& ? I Workbench ? I Functlera On The Ball0 ©1993 Pore logic Software
o I Preference?
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- jeenB H Work Registered Uersion 01.24 ? I Tags r _X svs;too
ls caleu(ator 1 OnTheBa11:tools PlayFi(e OnTheBaI
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OnTheBa | OnTheBa I * !i iv' c r'** 1 =*,,r 5 l o (lnThfUal D.!
AbGut flnTlvnH - 1 r, a OnTheBaI 5:42 PM August 1994 1 Ill2 -t
7 3 9 10 11
i. 4 14 15 16 1 ; 1 rii'Ol 1,7 22|23 25 1 m 31
I. .I 2B l_l _l S I-I J1IJF" J A V l l *3 leans All of On The
Ball's applications appear in a single multi-application
window that changes its contents accordingly.
The confusion of having the applications jumbled together.
Appointments The Appointments application helps you organize your schedule (going places, meeting people, etc.) according to time periods. To make an appointment, you first select a starting ending time and a reminder time. Unlike the global preferences reminder, this one can vary with each appointment, and it can have an associated function like the preferences snooze feature.
Next, enter a note about the appointment.
Then you must decide how the appointment will repeat. The amazingly sophisticated repeat feature offers il modes ranging from No Repeat to Daily. And you get a choice of applying the repeat mode forever or a selected number of times.
Moreover, a requester warns when appointments overlap.
I am inclined to believe its claim to be "the best information manager for the Amiga."
Although the Appointments window handles individual days, it provides gadgets for viewing whole weeks, months, and years in their own windows. The weekly view is especially useful, as it displays a comprehensive overview of your schedule from day to day. Magnification and reduction capabilities change the level of detail in this view. All three views can he dumped to any Amiga graphic printer. The graphical outputs (matching those in the windows) are really professional, doubling as attractive custom-made calendars.
Adressbook The Adressbook serves double duty as an electronic rolodex and a mailing list manager. Each entry contains the usual fields you'd expect: name, street address, city, state, zip code, country, company, and phone number. There's also a work phone number field with a maximum 20-item cycle gadget, allowing you to store other things such as fax numbers and email addresses. Adressbook entries can be sorted on any field, and the "A..Z" rolodex buttons provide easy indexing. Entries may have associated notes, which are created with the same editor the Note Pad uses. There's even ViLliljd -i
hhz ViiJiD a dialer that calls phone numbers if you have a modem and a phone on the same line.
Workbench Screen 06:2? 46 FM IQ1 ? Workbench o | ? Notepad lETa ¦a 6:25 PN Rg-mjst 1994 .' T - a : i ft:i ¦fc-'i.y (Persona ( |Reg 1st rat ion Info: T T 3y»lcro3.Q ? I August 20 1094,06 22PM NotePad:- Jot doun and Load Savi.' Fea - ------ Easily attatches notes 73 ed ha down and organize stand-alone notes Save feature nakes.NotePad v unir iiu v ra .
Ad a powerful and handy text editor tuidual Calendar, 1000 List, and fid ___ to I nd i entr i os.
* Kaye as nany notec open at one tine as you like.
* Fast snooth scroI I Ina* resizable notes have nany standard
editing feat such as search and replace and cut and-paste to
the cltpbo
* RlI notes are autonatica I Iy t ine-date stanped.
¦ Find all notes containing certain keywords.
ConfIgurabIe: Rddressb board.
Create vour oun colorized "Tags" Cie. “Personal , _ .. __________ “n " ‘ ' 1 ‘ ou classify and prioritize inf ornat ion s
- - : ,i i ¦ __ Birthdays , Urgent ' t ize infornation s all
Project X , etc.5 to he Ip yo_ _ ___. . . .
You can focus on specfic categories of entrii- ... „rc.----- Extensive flrexx support with sanple routines provided on disk and nanuaI.
Besides a significant depth of features, On The Ball's greatest strength is its interface.
To-Do List Some users may find the To-Do List, a much-simplified version of the Appointment book, to be redundant. This application is supposed to organize your activities, but they can be combined just as well with your appointments. Of course if you prefer separating the two and don't mind the reduced functionality, then by all means use the To-Do List.
Unlike appointments, To-Do List entries are not grouped by days. Rather, they all appear in a single list whose entries with due dates are sorted chronologically.
Furthermore, this application has no reminder or repetition features.
The mailing list capabilities amount to printing labels using Adressbook entries. If you want to output to other things like envelopes or file cards, you should check out Address It! From Legendary Design Technologies or other similar dedicated programs. However, you do get quite a bit of control over label design. The label requester lets you choose the included fields as well as the label layout. You can select one of the three standard Avery label layouts or create your own custom ones.
Notes as separate text files. But Note Pad certainly doesn't rival powerful stand-alone text editors, although it can be very convenient.
Likes and Dislikes Besides a significant depth of features, On The Ball's greatest strength is its interface. As I mentioned earlier, the separation of the four applications keeps tilings orderly, yet their similar designs let you effortlessly move from one to another.
Once you get accustomed to the interface and how the program works, vou'll hardly ever have to dig out the manual.
Synchronization among windows is another big plus. For example, when you click on a dav in the calendar window, all Note Pad The Note Pad is for storing miscellaneous bits of information that don't fit anywhere else. As with the To-Do List, all entries appear in a single chronologically sorted list. An integrated text editor, sporting its own window and menus, handles the note editing. The editor has the basic features such as full cursor control, cut copy paste clear, line undelete, find replace, and the ability to load and save the other relevant windows automatically switch to that dav.
And various windows from different applications can be open simultaneously. Such conveniences along with healthy Arexx support (42 commands) clearly show that On The Ball was programmed with the user in mind.
Perhaps ihe biggest problem with On The Ball concerns importing and exporting information. For starters, Nag is the only other PIM from which On The Ball can import data, using a separate conversion program. You also can't export information from the Appointment book or the To-Do List unless you redirect printer output with the AmigaDOS C.Y1D utility - an inelegant substitute. These two applications should have the option to send output to the clipboard like the Adressbook does. At least all the applications support printer output.
Another thing is that the scroll arrows (for moving through days, weeks, months, and years) in the Appointment book work counter-intuitively, so "down" takes you backward and "up" goes forward. These are usually the other way around (e.g. moving through text files). It would also be nice if On The Ball had an optional autobackup in addition to the autosave for its data file. Finally, the manual is a bit inaccurate, as it was apparently written for the previous version 1.20. Summary Since high-quality management software is rarer than it should be for the Amiga, it's especially nice to see a
program like On The Ball. This excellent PIM can go a long way toward getting you organized.
Of course the catch with any such program is that you need to use your Amiga regularly to take maximum advantage of it.
However, you'll find that diligently using On The Ball is well worth the effort.
A demo of the previous version 1.20 is available on Aminet on the Internet ( biz demo OnTheBall_V120.1ha 206K), so you can try before you buy. And an upgraded version 1,30 is in the works.
Editor's Note: On The Ball 3.0 has just been released. Please see the New Products section beginning on page 9 of this issue.
• AC* On The Ball 1.24 Pure Logic Software 789 Butterfly Road
Quincy, CA 95971
(602) 628-8903 Inquiry 200 Your Choices!
Amazing Computing is proud to present the third annual Amazing Computing Readers’ Choice Awards. The 1994 award winners were determined by ballots completed by our readers. The Ballots were published in the June and July issues of AC 4 s in previous years, ballots were received from AC readers around the world.
We would like to express our sincere gratitude to all the readers who participated in this event and to congratulate all the winners.
Text Editors Desktop Video Turbo Text Oxxi, Inc.
P. O. Box 90309 Long Beach, CA 90809 0309
(310) 427-1227 FAX (310) 427-0971 Imagine Impulse, Inc. 8416
Xerxes Avenue North Brooklyn Park, MN 55444
(612) 425-0557 FAX (612)425-0701 Painting or Drawing Animation
DEUJXEM T!V Deluxe Paint Electronic Arts 1450 Fashion
Island Blvd San Mateo, CA 94404
(800) 245-4525
(415) 571-7171 FAX (415) 571-7995 AdPro Elastic Reality 925
Stewart St. Madison, Wl 53713
(608) 273-6565 FAX (608) 271-1988 November 1994 Word Processor
DeskTop Publishing Amimg PageStream Typesmrth Soft-Logik
Publishing Corp 11131 S. Towne Sq. Ste. F St. Louis, MO
(314) 894-8608
(800) 829-8608 sales FAX (314) 894-3280 Final Writer SoftWood,
P. O. Box 50178 Phoeniz, AZ 85076
(800) 247-8330
(602) 431-9151 FAX (602)431-8361 PageStream Soft-Logik Publishing
Corp. 11131 S. Towne Sq. Ste. F St. Louis, MO 63123
(314) 894-8608
(800) 829-8608 sales FAX (314) 894-3280 Presentation Program
DynaCADD Draw 2000 Oxxi, Inc.
P. O. Box 90309 Long Beach, CA 90809- 0309
(310) 427-1227 FAX (310) 427-0971 DynaCADD Ditek International
2800 John St., Unit 15 Markham, Ontario, Canada L3R 0E2
(416) 479-1990 FAX (416) 479-1882 Scala Scala, Inc. 2323 Horse
Pen Rd. Ste. 202 Herndon, VA 22071
(703) 713-0900 FAX (703) 713-1960 Education Authoring System
Music Electronic arts A MIG I Distant Suns Virtual Reality
Labs 2341 Ganador Court San Luis Obispo, CA 93401
(805) 545-8515
(800) 829-VRLI FAX (805) 781-2259 Deluxe Music Electronic Arts
1450 Fashion Island Blvd San Mateo, CA 94404
(800) 245-4525
(415) 571-7171 FAX (415) 571-7995 AmigaVision Commodore Business
Machines 1200 Wilson Drive West Chester, PA 19380
(215) 431-9100 FAX (215) 431-9465 Amazing Computing
Language Programming Business Package Directory Opus
INOVAtronics, Inc. SuperBase Pro Oxxi, Inc.
P. O. Box 90309 Long Beach, CA 90809- 0309
(310) 427-1227 FAX (310)427-0971 5AS C SAS Institute Inc. SAS
Campus Drive Cary, NC 27513
(919) 677-8000 FAX (919) 677-8123 8499 Greenville Ave., Ste.
209B Dallas, TX 75231
(214) 340-4991 FAX (214) 340-8514 Telecommunications Favorite
Game BEST! CDTV CD32 Lemmings Psygnosis Limited 675
Massachusetts Ave.
Cambridge. MA 02139
(617) 497-5457
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Massachusetts Ave.
Cambridge, MA 02139
(617) 497-5457
(617) 497-7794 FAX (617) 497-6759 Term Venn Software Ltd.
328-1027 Davie Street Vancouver, B.C. , Canada V6E 4L2 FAX (604) 682-8578 Hard Drive Controllers Emulator Emplant Series II Great Valley Products 600 Clark Avenue King of Prussia. PA 19406
(610) 337-8770
(610) 354-9495 Tech FAX (610) 337-9922 NEC Technologies, Inc.
Professional Systems Division 1255 Michael Drive Wood Dale.
IL 60191
(800) 562-5200 FAX (708) 860-5812 Utilities Unlimited 1641
McCulloch Blvd. Ste 25-124 Lake HavasCity, AZ 86403
(602) 680-9004 FAX (602) 680-9006 November 1994 26 Amazing
Computing TrapFax reviewed by Mark Rickau TrapDoor
Development's TrapFax provides fax transmission, scheduling
and phone book facilities.
As information increasingly becomes our most valuable commodity, we inevitably seek means to automate the transfer and storage of important data. While postal services and specialized couriers fulfill a large proportion of this demand, there are instances when it is critical for documents to be transmitted almost instantly. For those involved in consulting, product promotion or publishing, there are moments when something positively, absolutely has to be there now. Available in North America through Expert Services, TrapFax from Austria's TrapDoor Development offers a viable solution to this
As its name suggests, TrapFax (S129.95) is an integrated fax management utility which provides fax transmission, scheduling and phone hook facilities. Requiring revision 2.04 of the operating system, a hard drive and a minimum of 512k of available memorv, TrapFax offers support for any Class 2 CCITT TR29.2 modem with fax transfer capabilities. The package consists of a single program disk and a nicely documented, spiral bound manual. I took the opportunity to test the program on an A3000 system equipped with SMB of RAM, a Picasso 11 graphics adaptor and revision 3.1 of the operating system.
Installation and Setup Transferring TrapFax from the installation disk to an internal hard drive is accomplished hv means of Commodore's standard Install utility. By simply double-clicking on the TrapFax-Install icon you are able to specify the destination drawer and whether or not to include the sample files and Multiview fax data type. Once this process is complete you are ready to venture into the world of automated fax transmission and management.
Adopting an implementation strategy simitar to its predecessors on other platforms, TrapFax transparently integrates itself with the rest of the system. Activating TfaxAnswer monitors all incoming calls and stores any received faxes in a user-specified location. On the transmission side, virtually any program which has provisions for printed output instantly becomes capable of transmitting a fax. The program accomplishes this by intercepting and redirecting all printed information from the standard output device to the TrapFax driver. If for example, you would like to send a press release or
product announcement which you have generated within Final Writer or Pagestream, you would simply activate the TrapFax driver and then invoke the printing option within either of these applications. Toggling between the standard printer output and fax modes is simply a matter of double-clicking on the TfaxPrinter utility.
Fax Management Once you have chosen to print a document from within your current application, TrapFax allows you to direct the resulting fax to an appropriate phone number by means of its queuing module.
The TfaxQueue utility provides options for specifying fax recipients and their corresponding numbers, either individually or by means of a phone book. This approach will prove fo be especially helpful to those users that frequently send faxes to a set of clients or contacts. In addition, the TrapFax queue manager allows you to specify the time at which to send a fax and the duration to be used to compensate for busy signals or downtime at the receiving end. Once the specified time limit has expired, you may optionally select to re-send the fax the following day at the same time. All fax
transmission attempts are conveniently logged in a data file, with records indicating the sequence, times, remote fax identification numbers and other pertinent information.
The program also makes it possible to add, delete, view a fax or edit the scheduling or phone book information as desired. Arexx users will especially appreciate the program's ability to automate repetitive tasks and to customize the program for unattended fax transmission and reception. In fact, because TrapFax offers a modular design, it is quite conceivable that you could use it as the basis of a cost-effective 'fax-back' system for on-demand information transfer. When vou take into account the program's support for both networked environments and TrapDoor's self-titled Fidonet mailer
package, you quickly begin to appreciate its power and sophistication.
Accessories Apart from the central TfaxQueue utility, TrapFax offers a bevv of programs for making fax management an even more intuitive process. Perhaps the most important of these is the TfaxView application. This module allows you to load outgoing or incoming faxes saved in the FAXX I IT*' format, and to either print a TrapFax ($ 129.95) is an integrated lax management utility which provides lax transmission, scheduling and phone book facilities.
G| In-9,FBX frort 9854692B42 DI TrapFax Phonebook hanagei Ehone Book Rnazing Conput ing Bruce Stewart Eonputer Overture Xpert Service?
Great Valiev Products GVP) Randan Access Flultinedia, Inc
f. 882 2042 81 33 594 2 17PTT -
• Pcncetlmc Spells: I st Level: Cfitirm; r« (I .l , message 2nd
Level: IntJ metif, rt| ppto4lc: pa11err 3rd Level; suu iesllo
Zioid person Level: magtc mL hard copy of the fax or to export
it as an ILBVt bitmap for use in other programs. A particularly
handy element of this program is the selection feature, which
allows you to clip select regions of the fax and copy the area
to the clipboard or to a file. Among the other useful utilities
bundled with TrapFax, the authors have thoughtfully added a
TfaxJoin application, which allows you to append fax pages to
one another.
Just the Fax As a new entry into the realm of Amiga1 productivity packages, TrapFax offers the versatility and elegance of well-seasoned veterans. The user interface, Arexx support and execution are ail first rate and position the program as a stand out in its class. Even those relatively unfamiliar with fax transfer technology will find the program to be easy to use, yet capable of supporting even the most demanding environments. And provided that you have carefully configured your page dimensions and transfer settings, you will find that transmissions are flawless.
This is not to say that TrapFax has reached the apex of its development however. By far the most glaring omission in the current release is the lack of support for Class 1 fax modems. While the industry has gravitated somewhat towards the Class 2 standard, those users with popular modems such as the US Robotics Sportster series will be disappointed that TrapFax will not be of any help to them. Fortunately, the authors have indicated that they are working on support for the Class 1 standard, and this may be incorporated into the program by the time you read this.
Another minor area in which TrapFax could stand for improvement is in handling outgoing calls. At the present time, the program dials out as a background process. While this is a convenient and efficient approach, it is quite difficult to cancel a call once it is in progress. In future editions, I'd like to see an option available for cancelling or retrying a call as desired. As you can imagine, if you type in an incorrect number and step out for a moment, you could come back and discover that you have a rather irate person on the other end of the line. A related concern is the current
duration system which is used to determine the time in which repeated attempts will he made to gain a connection. I'd prefer to see this option specified as an absolute number which would indicate the number of attempts rather than the total calling time.
Finally, TrapFax would become a virtually unbeatable program if it made provisions for a few extra features. Automatically appending predefined cover sheets to outgoing fax transmissions would he a welcome addition, as would the ability to "drag and drop" ASCII and IFF files for automatic detection and transfer.
Those concerns aside, the authors of TrapFax should be heartily commended for their efforts. This program fills a major void in the area of Amiga productivity software and further attests to the fact that the platform is equally suited to the demands of business and information management.
But please excuse me, I see that I have an incoming fax... Expert Services 7559 Mall Road Florence, KY 41042-1401
(606) 371-9690 FAX (606) 282-5942 Inquiry 228 Please Write to:
Mark Rickan c o Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140 Spectronics is one of
the newer players on the Amiga scene, at least in the States,
hut it comes in with a wealth of products. They market
Amigalink (a novel Joyport networking solution), Rcnderlink
(for LightWave render farm applications), DirWork (a user
configurable directory utility), Adorage (a video FX
generator), ClariSSA (an animation speed-up system for the
Amiga), PhotworX (a Photo-CD utility), ReproStudio (an
intended "PhotoShop" for the Amiga), the Merlin graphics
board, and more. In this article we will take a detailed look
at two of their wares: Adorage and ClariSSA.
Two from Spectronics: Adorage and ClariSSA Paradox in the making by R. Shawms Mortier Adorage Adorage is the simpler of the two wares. It creates "ADO's", which are the animated screen wipes and fades usually associated with high-end studio equipment and or the NewTek Video Toaster system. The trick is, Adorage does this entirely in software. The results of Adorage ADO's are designed to be targeted to videotape, and a genlock is suggested as a part of the Adorage animated process. Adorage is part of the overall "SSA" (Super Smooth Animation) system, a new animation format that promises to play
back animations at 60 frames per second on most all Amigas. Up to now, the ANIM formats that users are accustomed to placing their graphics in was not capable of these kinds of speeds except with very specific and expensive hardware (accelerators, etc.). i tested this software on a 68030 Amiga 2000, which although it is accelerated was never able to play animations (especially 16 color hi-res ones that had a lot going on) close to the 60 fps rate. One advantage of the Adorage SSA system is that no calls are made to CHIP RAM (as different from animation playback within Brilliance or Dpaint),
so that CHIP RAM is no longer a limitation to playback speed.
HAM animations, sadly, are not a part of Adorage's SSA diet at this time (severe fringing effects occur). All of the controls in Adorage are graphically represented. There are no verbal pull-down menus to access. That would be OK if the interface were easy to understand, which it isn't.
The problem here is that the process, as far as a High level view of it, is much more simple than the over-complicated interface would have you believe. You are looking to import a graphic, apply an effect to it, and save it out (cither as an IFF animation or in the new SSA format). There should be one Preferences screen that sits behind the action screen, and it should be available with all attendant Parameter info at all times. You shouldn't have to access Preferences for Adorage by the convoluted process it now employs.
As a long time user of effects processing software, I would recommend that the developers study Gary Bonham's program Lights, Camera, Action. Though "Lights, Camera, Action!" Is also complex, its arrangement of tools and techniques quickly becomes intuitive with just a little use, unlike Adorage.
The SSA animation format is a new attempt to overhaul the IFF animation standard. Just like the attempt to revise the standard television screen ratio from its present dimensions to HDTV sizes, the problem rests in the penetration of the older standard and that people get used to things as they arc. The advantages of the new _J| Eu-I 311 _l „l t si : r| . V t 11 iejb gai UY-iDJ'.Jii n ioi . I ¦ j J _j| _i _j! _u -*_j| (iiiit _-i . Lisripf UlltI... [ Kind cf r luj - vvv I Eiu't J Aiiijin.iiS'ju vvv1 I U'jith'il vvv Figure 1. The complexities of the Adorage interface.
Figure 2. The straightahead tools of ClariSSA.
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oil SSA standard are much faster animation playback, especially
when each frame represents a large change of data from previous
ones, and the fact that SSA file sizes are smaller. Obviously,
256 color animations or FHR ones require more processing, so
slower playback results from higher, denser resolutions.
Adorage Conclusions Too many times, software documentation from non-English speaking countries (when translated bv a person in that country who considers themselves as having a command of the English language) reads like a stiff lecture, and seldom is it authored to get the point across in ways that are needed by the English American videographic audience. The Adorage manual should be rewritten in a manner that will foster learning and creativity, and it should be written in plain English, This manual is severely dysfunctional. You can get to some interesting places in the software by
experimentation, but the docs don't help. The manual lacks any attempt at a serious tutorial walk through, and instead reads like a technical bulletin from some removed political office of information. That's all well and good if the interface is intuitive, but it is not.
How should the docs and the software interface he redesigned? In my opinion the documentation should teach vou the basics in a dear unobtrusive manner: how to load an animation or image, what you can do to it once it's loaded and how to do it, and how to save it out. Additionally, vou should get a clear impression on what your preference choices are. All of tins should be enhanced in the documentation with simple graphically enhanced walkthroughs. The interface needs to be revamped from the start, and common traditional terms should replace the arcane terms used at present. The effects
icons are fairly well done, but the quantity of tlie hierarchal and confusingly distributed buttons is enough to keep you at arms length from creative efforts you might otherwise pursue. Software with a great interface needs less documentation.
This software needs much more documentation (and docs of a clearer more precise quality) than it presently has.
Adorage needs to give the user more tutorial animation samples. It offers one sample animation which is poorly designed, though it does display some interesting effects. By the way, just how do you tell this software to display animations in NTSC? I'm sure there's a way, but it remains unclear and hidden. The actual effects and wipes are nicely conceived, but you've got to do too much work to apply them. To be adored, Adorage needs major reworking in the shop. It might be OK to play with at this point, but I can't recommend it for any serious video work.
ClariSSA it looks to me as if this manual was rewritten for the U.S. audience. It certainly is clearer and more friendly than the Adorage docs, and because of this, ClariSSA's techniques for creating results are fostered and enhanced. ClariSSA is the main engine of much of the ProDAD product line, as it generates the central animation format files other ProDAD products use: SSA’s (Super Speed Animations).
Why are SSA's interesting, and perhaps evert somewhat vital, to the Amiga creative user? Simple. If you are recording animations directly from your computer through a suitable interface or with the aid of a genlock, you will want them to play hack at speeds approaching the accepted professional 30 per second rate (or 60 "fields" per second) as closely as possible. Users with more expensive single-frame recording equipment need not worry, because they always get the 30 fps rate. Users without singie- framing capacity may put their animations together as glued sequences, also called "assemble
editing". For users who work with this method, ClariSSA becomes an important add-on. There are generally two "fields" in one "frame" of video. They are sewn together bv what is called the "interlace method". Field rendering produces faster and higher-end animations than frame rendering, and the SSA technique relies upon field rendering just as high-end animation systems do. That's why SSA animations look so much faster and smoother.
ClariSSA is an animation accelerator in software, applying a new animation file algorithm to image data. This new fife format (SSA) is faster and more compressable (smaller file sizes) than Us ANIM file counterpart. ClariSSA takes in ANIM5 files or single frame sequences and transforms them into SSA files. These files can be played back with a stand-alone SSA player, or right from ClariSSA itself. SSA does not demand palette matching either, so two disparate animations can be combined into one fast playing result. ClariSSA is also Arexx compatible, opening it up as an accessory to other art
and animation software. Other functions used by ClariSSA are called DDO and DMO, and stand for "Dynamic Disk Operation" and "Dynamic Memory Operation" respectively.
What each of these processes results in is virtual memory so that a system uses its storage capacity for animations more effectively, and the quick purging of unneeded memory. What this means to a user is less RAM to play back large animations, and less space needed to store them. CiariSSA is also designed to be kinder to CHIP RAM needs.
A Walk Through The first thing to do is to load an AN1M5 animation that you have already completed. The process follows the standard methods.
When loaded, all of the pertinent file data that the animation contains is displayed. You are then asked to toad the animation into "Master", Source A, B, C, or D". "Master" holds the final SSA animation data. Sources A to Dare the targets for ANIM5 imports.
You can guess that separate ANIM5 files (up to 4) can be combined into one SSA animation. A slider appears above the Source Requester you dump your animation into that allows you to step through the animation for preview frame by frame. To re-record the AniMS to an SSA format, you simply hit a record button and wait a few seconds while the frames are processed. As an example of file compression comparisons, my "dolphin animation" whose frames are shown in Figure 3 (notice the extensive frame to frame differences) weighed in at 3,128,058 bytes as an ANIM5 file, compared to a lesser 2,097,288
bytes as an SSA file. And let me tell you, where the playback speed of the ANIM5 sequence was about 2 frames a second, I clocked the SSA animation at about 25 frames a second!
There is a special requester, Playback Modes, that allows you to tweak various settings for animation playback. Selecting "Looping" plays the animation over and over from the start, "Mouse Start" allows you to delay the playback until the Left- Mouse is clicked. A special "Slow" setting, believe it or not, can actually help in the playback, because sometimes the animation piavs back so fast that you may want to slow it down, i would prefer a variable slider here to a simple toggle, though I realize that to slow the animation down too much is not good as you will then see the “half frames"
(fields)., DFP Mode toggled on will increase the speed of playback (which you will seldom want to do!). FFStop makes the pause frame interlaced, and By the way, just in case you think that the translation from IFF ANIMs to SSAs might be time consuming, let me assure you it is anything but. The translation takes place at about three to five frames a second by my estimation. There is also a special pop-up requester that allows you to translate any loaded animation according to new quantity of colors or new resolution formats. It'll do anything your machine supports, aside from 24-bit (this
includes HAM and SuperHiRes). There is a separate module that translates any DCTV animation into a 256 color version for AGA users (what a great idea, especially when you play the 256 coior animation back at SSA speeds,., and store it that way!). ClariSSA offers three selectable compression ratios. The first gives equal priority to both file size and the playback speed. A second sacrifices a bit of file size for faster speed (which E doubt that you'll ever need), while the third does the opposite. The third is used when animations look jumpy in arts, as when you have a too horizontally linear
unitary background. A separate monitor centering function is also included.
Dn you own the V-Lab video digitizer? If so, you may have yet another reason to purchase ClariSSA. The program allows you to automatically grab video frames as the V-Lab processes them, building an automatic animation file. It can also incorporate already processed V-Lab sequenced animation files. I have a V-Lab external unit and tested this out to my ultimate satisfaction.
Color Effects There is a requester that deals with applying special coior effects to SSA animations. With it you can add color cycling in chosen ranges, color "flashing", add variable color fades, re-mix the palette, add "color chaos", strobe the animation, and more. This is usually what you buy high-end hardware to do, and ClariSSA is able to do it quickly in software. Obviously, you don't want to do this to a DCTV file, because the data lines that are hidden on the top and to the left of the displayed frames will be adversely effected. Normal Amiga register resolutions (not HAMs) will all
display just fine.
Single Frame Sources ClariSSA will allow you to add single frames in a special process. It can then translate these into the SSA format.
DCTV animators are going to love this software. No more will you have to work in DCTV 3 bitplane mode (8 colors to the Amiga), but you can now plan to work in full 4 bitplane mode, leading to richer colors and more apparent resolution. There is one main drawback, be careful not to have large areas of non-moving images in the animations. That's because field rendering produces a shimmer in static imagery, especially when the image contains a lot of horizontal lines (like the mortar in a brick wall). Now listen carefully for the storage facts concerning DCTV animations. I loaded three separate
DCTV animations: 2,097,420, plus 2,642,916 plus 2,472, 736 bytes. I combined all of them into one SSA animation that ran at a real 30fps speed. The total size of the SSA animation was a mere 4,284,231 bytes! That's a storage savings of almost 507o, and that represents a lot of disk space available for other stuff! Now again, you won't want alt your animations to be SSA's, especially those that have static backgrounds that can flicker.
But what about those huge flybys, where the camera is making everything in every frame change, and the background is either a single color or it too is moving? You should be able to get two much needed assets in that case a tremendous savings of space and a tremendous upgrade in speed. At the moment, ClariSSA doesn't allow for ping-ponging an animation, and playing it in reverse is also not implemented. Otherwise, though, this simple little disk of software can save you thousands of dollars when your client wants a speedy result and you can't afford single-framing technology.
And now for the chocolate pudding. ClariSSA couldn't care less about the resolution or the palette that your animations are in when it combines them into one seamless SSA whole. That's right.
And get this, I combined a regular 16 color high-res animation and a DCTV 8 color animation. Result. One continuous animation that played back at 30fps without any distinguishing boundaries between these two very different formats. Do not attempt this in other animation editors, as the results will be chaos. This software will probably get my vote as the most important all-around animation utility to hit the market in 1994, Conclusion of conclusions 1 am only one poison with one opinion, and I would hate to think that what I alone tell you might cause you to either purchase or avoid purchasing
any product I look at. That being said, however, I must say that I regard Adorage as a failure and ClariSSA as a tremendous success. Perhaps the next version of Adorage will bring it closer to the level of its beautiful sister ClariSSA. How can one company cover both ends of the quality spectrum? I don't know, but given the fact that even developers are human and subject to the same conditions that we ail face, I guess it's no great surprise. Adorage, no. ClariSSA, YiZS!
• AC* Adorage Inquiry 201 ClariSSA Inquiry 202 Spectronics
International, USA, Inc. 36 East Main Street 3, Champaign, IL
(217) 352-0061 FAX (217) 352-0063 Emulation Module ie Macintosh
emulation module is a ’generic' Macintosh with the speed of
the emulation depending on the processor your Amiga is
using. An A3000 is equiva it to a MAC llci. An A4000 is
equivalent to a Quadra 900. Support for up to 16 colors is
provided for non-AGA machines. A4000 owners can use a full
256 col 3! Up to 24 bit (16 mil!ion+) colors is supported
using 3rd party video boards such as: Picasso II,
EGS-Spectrum, Vivid-24, Rainbow II, Rainbow III, Vision
lint, Merlin, Retina, Retina Z3, Piccolo, EGS110 24, and
OpalVision! Built in multiple file transfer allows for
quick, easy transfers between the Amiga and MA lulation.
Macintosh E586DX Emulation Module e are now in the final testing stage! We have added the next generation CPU instruction set! The E586DX emulation module offers a high speed 586DX (FPU MU, and new instruction set) emulation with complete low-level architecture support, giving you the ability to run DOS, OS 2, NT, Windows 3.x, and eve licago! Support for MDA, CGA, EGA, VGA, SVGA video modes, sound, joysticks, floppy drives, hard drives, extended memory, and more!
Utilities Unlimited International. In 790 N. Lake Havasu Avenue 16 Lake Havasu City, AZ 86403 U.S.A.
(602) 680-9004 24hr order line
(602) 453-6407 24hr Fax line
(602) 680-9234 Technical support dept.
(602) 453-9767 24hr BBS (2400-14.4K)
(602) 453-3909 24hr BBS (14.4K-28.8K) Four different versions of
EMPLANT are available, ranging in price from $ 279.95 to
$ 399.95 All emulation modules require an Amiga with Zorro
II slots, and a 68020 (or later) CPU.
Circle 114 on Reader Service card.
Pixel3D-Pro Version 2 Reviewed by R. Shamms Mortier Over the years since its inception, Scott Thede (Axiom's CEO) has always wanted this software to do more, and to be very distinguishable from its competition, it's not only what the file format looks like when it is exported as different from its imported character, but what happens in between that makes this software unique. That's where this package differs from any other, so that at this point it has no competition at all.
Pixel-3D Pro 2.0 can import (read) nineteen different 3D object file types: 3D Pro, 3D Studio ASCII and Binary, AutoCAD DXF, IFF Bitmaps, Caligari, Draw 4D and Pro, Imagine, LightWave Objects and Scenes, PostScript ASCII and EPS, Scenery Animator DEMs, Sculpt 3D and 4D, Turbo Silver, VideoScape ASCII and Binary, VistaPro DEMs, and Wavefront. Absent is the long included support for PageRender-3D, a long-dead Amiga package.
It can output to (write) fifteen different formats: LightWave Object and Scene, Imagine, Turbo Silver, Sculpt 3D 4D, Caligari, Draw 4D Pro, Aladdin (with the VideoScape ASCII option), 3D Pro, DXF AutoCAD, 3D Studio, Wavefront, VideoScape ASCII and Binary, and Digital Arts. My tests included importing from DXF, IFF Bitmaps, Caligari, Draw 4D Pro, LightWave, PostScript, Scenery Animator, Imagine and VideoScape. The ReaI-3D format is supported through the DXF file alternative.
This software can accomplish a lot more than mere file conversion, it has lightning fast drawing rendering routines, most of them much faster as far as previewing 3D objects than any Amiga 3D rendering software. Ptxel3D-Pro 2 allows you to render your objects in your choice of the following: Wireframe, "Hidden" (Wireframe with hidden lines), Flat (filled shaded polys), and Zbuffer 1 & 2 ("]" is a bit less accurate than "2"). You can toggle an objects color on or off (except for Zbuffer options). How much actual color you see on your display depends on the type of Amiga you have, if you have an
AGA machine (A4000 or A1200), objects are rendered in 256 colors or shades of gray.
Editing 3D Objects You can also "double" the polygons contained in an object, while "points" shows all editable vertices. "Grid" toggles a wireframe only grid display (like the ground grid in LightWave, Caligari, and Aladdin 4D). Most rendering animation packages offer loads of editing tools so that objects can be altered almost infinitely. Pixc*L3D Pro 2.0 gives you a selection of its own basic editing tools, so that you may choose to alter some aspects of the object before you export it.
Basic editing consists of either deleting or moving selected points on the object. Moves are accomplished by selecting points and dragging them via the mouse in the desired direction, with either a single or a group of points selected. Selecting points for editing can be done by either individual point-click methods or by using a "lasso" to encircle any number, i was able to easily transform a good number of 3D objects in this fashion, saving them out as new objects.
Figure 1. Pixel-3D
2. 0’s Text capabilities show in this graphic. L to R, T to B:
Zbuffer2, Flat, Hidden, and Wireframe renders.
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CaakfcltJj riijltir . Vir r Iri; 1 Iriil iliiliil S.irlt.l hi
zi- ZituiJij Ci, t Cu ! J, 1 The “Modify” Sub-menus:
Smoothing "Smoothing" makes the edges of your 3D objects less
jagged, which is especially desirable when you import and
expect to extrude bit-mapped fonts. Expect to spend a fair
amount of time exploring what the best parameters are for each
separate Bitmap that you want to smooth out using the
Detail Segment and Horizontal-Vertical Elimination numerical
input option. There are two additional spline fitting
operations: coverage and vertice spacing. If you want to smooth
out a lot of Bitmaps using these tools, I suggest you get ready
for some long sessions. I recommend staying with the default
settings until you get the hang of what you're doing. The
setting that 1 found most useful for a typical jaggie bitmap
font a serif typeface at a thirty point size) was to set
Detail Elimination at 60%, Segment Elimination at 25%, and
Horiz Vert Elimination at 20%. I kept the Spline Fitting off
in most cases.
All bitmaps differ, so you'll have to tweak these settings for your specific project.
Extrude Extrude operations ask one major question: how deep do you want the extrusion to be. Most any input will produce a 3D result (though the system balked when 1 attempted the number 999,999,999,999). Standard numbers lie between 1 and 10,000, with about 100 being the most common. You can choose to extrude the single selected object or all on-screen objects at once ( a useful feature for multiple lines of text). Extrusion is used for 2D Bitmaps or Bitmap fonts as it gives depth to flat graphics, and animations of a virtual 3D world make flat objects look out of place. It took me about
thirty seconds to create a simple 16 color graphic in Dpoint, import it into Pixel3D-Pro 2 and develop an extruded 3D object from it. Pixel3D-Pro 2 extrudes objects much faster than any of the 3D packages that I might choose to use to accomplish the same thing.
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It’s easy to select the object tile format you want to save to.
Jg-i , ,_j ' VijmurwA _ Bevel This is an operation meant for 3D fonts and logos that gives them a finished professional beveled edge look. Unique to PixeDD- Pro 2 is the ability to apply "router bit" edges, constructed from your own saved-out graphic "router bits" (saved-out brushes of your own making). Very fancy edges can be created with a little experimentation.
3D Polygon Painting ?!
Tliis is one of the newest buzz items to hit the computer graphics workplace, offered by such high end packages as Caligari Corporation's TrueSpace for Windows. After selecting polygons for painting, you turn them to whatever color is desirable. If the color you want isn't already in the object, you can add any number of colors by bringing up the Surfaces requester and adding them there. Pixel-3D Pro 2.0's actual 3D painting process is addressed by a 3D Painting Requester. The same requester allows you to see which colored polys are "smoothed" and the quantity of their appearance in the
targeted object. 3D Polygon painting works best on large flat surfaces (like the front of letters), and is a little harder to manage on perspective curved sides.
Text Most users will want to use this software to manipulate and extrude text strings and bitmap logos. First design your logos in a high-end vector drawing package like Soft Logik's Art Expression, or import it from a previously scanned image. Pixel-3D Pro 2.0's Text Requester is divided into two sections, one for PostScript fonts and the other for standard Amiga bitmap fonts. Bitmapped fonts require a selected size as well. I always choose the largest Bitmap size to minimize jaggies, since the curved sections will have more points to work with. PostScript fonts always produce better 3D
images, and should be used whenever possible. I had great success With both Toaster fonts and ones that 1 found on the Micro R & D CD-ROM collection. With this option, you arc no longer limited to a small selection of 3D font strings for your animations.
You'll have to reconfigure Adobe Illustrator PostScript imports. One solution is to import Adobe files into Soft Logik's Art Expression, then save them out as standard PostScript files. From there, Pixel-3D Pro 2.0 can import them. If vou colorize them in Art Expression, Pixel-3D Pro 2.0 will also bring in the color (which will show on-screen on AGA machines). 1 also found that Pixel-3D Pm 2.1) doesn't like importing PostScript over the network from a CD-ROM. The files should he copied to RAM on the machine you're working on first.
3D Object Data Adjustment In addition to viewing all relevant data concerning the selected object, you can interactively modify it. Redundant vertices can be deleted, and a "Polygon Reduction" tool deletes polygons that are co-planar (on the same plane), which is best when saving objects to LightWave (though not suggested if the target format is Imagine). You can also alter the maximum number of sides that a polygon has (some rendering packages don't care how many sides a to-be-rendered polygon contains, while others demand triangles). "Divide Polygons" divides all polys into triangles, a
necessity when exacting rendering is to occur in most Tenderers. You can also set this operation to however many sides you desire for the polvs. Many Tenderers expect the polys to be ordered in a clockwise fashion, otherwise incomplete rendering may occur (I've always found tills to be especially true for VideoScape objects that are ported to other formats), "Flip Polys" will make a valiant attempt to perform this operation tor you. Sometimes it's best to "Double" the polys first, another process that Pixel-3D Pro 2.0 can accomplish. "Apply Surface” allows you to globally change any or all of
the objects surfaces as to color or smoothing attributes, and is a great help when you decide to apply alternate surfaces to an object in LightWave.
My Personal 3.0 Desires I would like to have the ability to move requesters around, to drag them to parts of the screen that don't obstruct my view of the object. Pixel-3D Pro 2.0 assumes that vour Bitmapped fonts are in a drawer called "Fonts", and you cannot change the path of the drawer name (except by a complicated series of assign statements in the CL!), and because I have several Font drawers (like many of you), it would be useful to be able to change bitmap font paths. The manual needs to have some visuals that depict what happens when the Smoothing operator is used on a bitmap.
This would he better thari pages of words. The docs should also have an index added.
Eventually, I'd like to see everything that gels imported come in as a Bezier curve, so absolutely no jaggies appear in any output once adjustments take place (perhaps this could be done by emulating Aladdin-4D's excellent "SpoToPol" tool, which turns a spline back into a poly curve or vice-versa for extruding and lathing). Lathing, turning a selected poly object on a selected axis, is another thing that I would like to see re-added in the software. This capability was present in the last version. 1 would also like to have the ability to copy (clone) and paste selected objects from a menu
Conclusions From the looks of the interface, Pixel-3D Pro 2.0 has been redesigned with the LightWave user in mind, right down to the familiar 3D ground grid and object camera moves. The software requires Workbench 2.x or 3.0 in addition to an accelerator with a math coprocessor and though it'll work with only 512K of CHIP RAM, more RAM of every kind is much better (and required for Figure 6. Even very polygon intensive multiple objects like this Triceratops and Cow can appear simultaneously in 256 colors on the Pixel-3D Pro 2.0 editing screen.
Extensive operations). All of my tests were done on an Amiga 4000 with 18MB of RAM (2MBs of CHIP RAM).
For a software package to be called an “upgrade", it has to differ significantly from its preceding version. Otherwise the term to be used is "revision", is Pixel 3D Pro 2.0 really an upgrade? I consider the 2.0 version of this software to be not only an upgrade, but a very significant one. Axiom is committed to adding even more features when the Amiga is rolling again.
• AC* Pixel-3D Pro 2.0 MSLP: $ 299.99; $ 99.99 from Pixel-3D Pro
previous version; $ 125.00 from earlier versions.
Axiom Software 1668 East Cliff Road Burnsville, MN 55337
(612) 894-0596 Inquiry 205 Recently updated to version 5.0,
Distant Suns from Virtual Reality Laboratories, is an Amiga
classic that just keeps getting better. T his latest
version represents a complete re-write of the program code,
and is the smoothest, most feature packed version yet.
Distant Suns v5.0 by Rob Hays News items indicate that this summer's celestial fireworks on Jupiter have spurred sales of telescopes. Whether you are still considering joining this fast-growing hobbv, or you are an advanced amateur astronomer, Distant Suns is a program you need on your Amiga's hard drive.
If you have never heard of Distant Suns (DS), the premise is disarminglv simple. Put dots of light on the monitor screen so that it matches what you would see in the actual sky. The reality is a program that has grown to require 4 megabytes of free hard disk space, a minimum of 2 megabytes of memory, and Workbench 2.04 or higher.
Because the stars and planets will appear in different places depending on where on Earth you are observing from, DS has always included provisions for entering the longitude and latitude of your location. DS5 enhances this with the addition of a scrolling list of more than 100 major cities around the world. If you don't know the longitude and latitude of your home, choosing the nearest major city will be good enough for casual observation. If you need more precise information, check with vour locai library.
Tlie date also determines what is visible, and while DS reads the current date and time from your system, you certainly are not limited to what is visible today. Any date between 4713 B.C. and 9999 A.D. is fair game for observations, with one caveat. The further away you are from the present date, the less accurate calculations of positions are likely to be. As a practical matter this would have little consequence, even if you could take your telescope into the far past or future.
Once you have chosen a date and time to view, you can control the passage of time by making it stand still, move forward or backward, or run in real-time. Further controls allow you to have each screen update reflect any interval from one minute to 10(1 vears, Used with the look down feature, you can watch the planets whiz around the sun from a vantage point above the sun. You can choose to view the sky from earth in either of two modes. Planetarium mode provides a view unobstructed by the Earth itself, or Local mode, which actually places a silhouette of hills and on the screen for a more
natural view. There are so many options available that you could spend many hours just exploring different ways to look at things. For example, the left mouse button can be set to perform any of three different actions when clicked.
Center the view on the point where the mouse was clicked, zoom into the point clicked, or identify the point, lire field of view presented on your monitor screen can range from 180 degrees, to an ultra-narrow .01 degree.
Moving about the virtual sky can be accomplished in several ways. You can use the mouse in centering mode, or you could select a quick move direction from a menu. Alternately, you may choose an object by name from a scrolling list, enter a specific location coordinate, or use the motion control arrows that are part of the control panel. I his is a small window that also gives quick access to the field of view setting, and current time and date settings. Also available, and new to 5,0, is a tool box window. This gives instant access to 20 of the most frequently used commands.
If you have the mouse set to identify, and click on an anonymous point of light, a small data window will pop up. This provides information ranging from astronomical data such as position, magnitude, distance, the next rise and set times for viewing, and folklore. If the object is one of several that images are included for, this box also gives you the chance to view those images. These are full screen 16 color images from either NASA space probes or ground-based telescopes. Owners of AG A machines get 256 color images.
Also new to 5.0 is the ability to render planetary bodies as shaded spheres. A requester allows you to pick any of the nine planets, the sun, or moon, then choose any of eight positions relative to your object to view from. Combining this feature with the built-in animation functions would allow you to produce your own fly-by animated tour of the solar system. While the detail of these renderings is limited to solid colors, it is more interesting than simple points of light.
The backyard astronomer often wants a quick overview of what will be visible that evening. While books and magazines can provide this information. Distant Suns can do it quicker and more informatively. Picking the What's up menu item provides a choice of three different displays. A planet chart that shows the relative positions of the planets currently visible from your location, a Rise set plot that is a bar-graph chart which shows the planetary visibility over the next 24 hour period, as well as sunrise and sunset times, and the current time, or the Summary selection. This lists the solar
system objects, with their location information, and highlights the currently visible objects. Also shown here is the current moon phase and upcoming meteor showers. A Lunar Phase chart is also available to quickly judge how much moonlight will be competing with the fainter starlight.
The supplied databases contain more than 8000 stars, and 100 nebulae. Virtual Reality Laboratories has additional data sets available if you desire. Best of all, you can update this information yourself, entering orbital parameters for asteroids or comets as they are discovered. You can even customize the data used for the ground silhouette to more closely resemble your location.
Distant Suns Version 5.0 from Virtual Reality Laboratories, is an Amiga classic that just keeps getting better. This latest version represents a complete re-write of the program code, and is the smoothest, most feature packed version yet. The supplied databases contain more than 8000 stars, and 100 nebulae. You can control 1he passage of time by making it stand still, move forward or backward, or run in realtime. Further controls allow you to have each screen update reflect any interval from one minute to 100 years.
Used with the look down feature, you can watch the planets whiz around the sun from a vantage point above the sun.
• “s ( ~ If f i' (
- jupiter ‘ saturn ‘ ‘ ' J ¦ - ¦ '% __¦ J
'"'’--v--- -'""uranus r’" “'-pluto , , i • „_______nepfcune
The 128 page spiral-bound manual contains information ranging
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details of the program. There is even a section about buying a
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eye- opening lessons. For example, one of the tutorials
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asteroid passed within 400,000 miles of earth, and because of
its direction of travel, no one knew of its approach until
after it had passed us.
Distant Suns 5.0 is supplied on 5 disks, which contain versions of the program suitable for systems with or without math coprocessors. The Commodore Installer will evaluate your system and install the correct version, as well as the support files and images. The program is not copy protected. DS supports Arexx for control of the program features externally with more than 40 different commands supported, and sample scripts are included.
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The animation utility of the year! Assemble single images into animations and converts AnfM-5 and ANIM-7 to SSA format for playback up to 60 fields per second while greatly reducing the size. ClariSSA also features flexible editing capabilities like cut. Copy and paste on single frames or ranges and color functions such as fading, chaos and lightning. Animations with different resolutions can be comb ned Into a single animation. Full arexx support and a built-in screen grabber make ClariSSA integrate seamlessly with other applications. A redistributable SSA playback program is Included
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AGA compatible! Automatic Flash macros automate most layout tasks and create custom page designs. Create your own macros with recordable Arexx!
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Includes bme 2 image processor. Pageiiner 2 text processor, 50 fonts and 100 graphics! ______ TV Paint- lrSMRH True State df the Art in Amiga 24 bit paint packages. The many feature of tv Paint induce image Manipulation, Drawing Toots. Editing Toots. EmOOSS.
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COD soirs 54 Ada is Prtc*t ta Atrrxf ret-ce RetiArs j atteoKr 10 ci'ti after aace of ptrcruw Ch Ciswwr IPYH ‘V Raa oe*o-f retir*.*; oefKtnes 'eoii:«! Kcti «-y; frem MS hu«uij f«for ivtirj fKufnei xra not firhingeo fa: si-t CullO-Tifr rnponi:5lj fpi rpiuin in-cpf The Arexx Interpret Instruction by Merrill Callaway This month we look at arguably the most powerful single instruction in Arexx, the INTERPRET instruction. Its efficient or advantageous use requires new thinking about programming, but once you understand how it works, INTERPRET will help you solve some very difficult programming
problems, even some that are impossible to solve in all but a few other languages. In a nutshell, INTERPRET allows a program to create its own instructions and then execute them dynAMIGAlly (during program execution). It is possible, in other words, to run programs whose instructions are not fully determined until run time. Depending upon conditions, the instructions executed by the program can vary or even be constructed on the fly from expressions during execution. First we will look at the most famous REXX program adapted for Arexx.
The ArexxTry.rexx Program This short but powerful and interesting program is derived from a REXX program, REXXTRY, available on other platforms such as OS 2 and IBM mainframes, and mentioned in most books on REXX. It is a popular learning tool because it allows you to enter Arexx programs interactively, either one instruction at a time or as in-line programs with statements separated by semicolons (;). You may try out Arexx without writing a program, so it is a great learning experimenting tool. The heart of the program is the INTERPRET instruction inside a DO FOREVER loop.
The Code The program starts off displaying two lines telling you to enter an Arexx statement. (Here is where you would enter any valid Arexx statement(s), or simply press [Rtn] to exit the program.) In the next iine, we change the prompt with an OPTIONS PROMPT 'ARexx ' statement, so that you will know when you are in the program. A label, restart: is used for an entry point whenever control is to go back to the main program. Next, the error traps SYNTAX and ERROR are enabled as we discussed last month. If you type in a wrong syntax, the program won't bomb, but wili give you another chance in
the SYNTAX: trap subroutine, Note that the traps are enabled each time the restart label is signalled. This is because error traps need to re-enabled after each use. In other words they are good for only one use per enable; as we mentioned last month they act exactly like circuit breakers which must be reset after each use.
The ERROR trap is for those of us who use Wshell instead of the Amiga Shell. Wshell (unlike Amiga Shell) is an Arexx host application (with Arexx port) and therefore will attempt to pass "commands" it doesn't recognize to the underlying AmigaDOS (ADDRESS COMMAND being the default address for commands from Wshell). For example if at the "ARexx " prompt, you entered "date(d)", then in Wshell, the day of the year (suppose it's 205) will be passed to AmigaDOS for attempted execution as a command.
An error will be generated. The trap simply prevents an excessive amount of error messages from displaying. In the Amiga Shell, nothing will happen, except another fresh prompt will display.
Unfortunately (meaning you must go out and buy it), Wshell acts the way a shell is supposed to, and Amiga Shell does not. Remember that ArexxTry simply executes the Arexx statement, so to see the result of a function, output to the Shell, you must enter "say date(d)" (without quotes), and the day of year number, such as 203, would then display.
The DO FOREVER loop is straightforward, letting us enter a statement, which by way of a PARSE PULL instruction is put into a variable, myowncommand. Make sure that this variable is a fairly The SYNTAX: trap gives you the error message, shows you the offending statement again, and SIGNALs the restart label for another try. The ERROR: trap merely SIGNALs restart before too many error messages display in Wshell. This trap has no affect on Amiga Shell performance.
The FUNCTION: label marks a test function which merely displays that the control is hi the test function subroutine. You may use this to practice CALLing a function from inside the INTERPRET range to see that control returns satisfactorily.
Let's try some examples to see how ArexxTry works. Start up the program in a Shell, typing in "RX ArexxTry" or simply "ARexxTry" if you use Wshell. Now, at the prompt type in this sequence: x = 3 y = 5 ft = x + y say a Its efficient or advantageous use requires new thinking about programming, but once you understand how it works, INTERPRET will help you solve some very difficult programming problems, even some that are impossible to solve in all but a few other languages.
Long string and unlikely that you would use it as an assigned variable entered at the prompt. Your test variables should NOT match "myowncommand" used by ArexxTry, or strange results may occur. You may enter one statement, or several in a line separated by semicolons. As we will see shortly the program "remembers" variable values in between loop iterations, so you may also enter a program line by line and see results interactively.
The next line checks for a null string and LEAVEs the loop if one is entered. This is the way the user exits the program.
The heart of the program is the INTERPRET myowncommand line. Arexx evaluates the expression, which is the line you entered at the prompt, substituting any values that have been established in earlier loop iterations or previously in the same line. It evaluates the expression exactly like any other Arexx expression according to the regular rules (substituting from left to right, function argument values first). Once the expression is evaluated, Arexx constructs a control space and executes the resulting string just as if it were an Arexx program composed of one or more statements. You may
insert DO...END loops, SELECT BLOCKS, and even SIGNAL instructions as long as their entire range is contained inside the INTERPRET range. LEAVE or ITERATE must refer to a block contained inside INTERPRET, but CALL may jump outside the INTERPRET block and safely RETURN. Label clauses are not illegal within INTERPRET ranges, but only labels defined in the main source code are searched during a transfer of control. If SIGNAL is used, it immediately terminates the INTERPRET block.
BREAK also terminates the processing of INTERPRETed statements.
The I RACE OFF instruction is so that if you wish to trace an in-line program, the trace will turn off and not trace ArexxTry itself.
The program should do nothing until you enter "say a" at the prompt. Then it will display "8" before putting up a fresh prompt.
It has "remembered" the values of x and y, and made the appropriate substitutions. Try this sequence (note the quotes): a = 'x 4 y' x = 1 y = 6 say a interpret say a What did you learn? You may use INTERPRET itself recursively in this program and see how it evaluates and substitutes values, You should see the string representation of a the first time and 7 when you interpret say a. Try this line at the prompt: cnsd='say';var='x';x='Here I an!';say x;interpret 'say x’;interpret end var You should take note of the three equivalent ways to say "Here I am!". If you try to enter only cmd var at
the prompt, if you have Wshell, the Amiga speak utility will "speak" the letter x; if you have Amiga Shell, nothing will happen. This shows how Arexx hosts (in this case Wshell) will pass commands to the external environment (AmigaDOS) for execution (if possible). Finally test the ability to CALL an external function and return where we left off: a=l; b=2; CALL FUNCTION,* SAY 'a+b='ft+b;SAY 'FINISHED!'
In the next use of INTERPRET, we will see an entire DO loop INTERPRETed by this remarkable Arexx instruction.
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The ArexxCalc.rexx Expression Calculator This program is a slight variation on ArexxTrv.rexx. It allows you to calculate expressions, not only arithmetical, but strings as well.
It PARSEs the input looking for the pattern for assignment clauses, if it is an assignment clause (meaning there is something to the right of the then it INTERPRETS the entire user input line.
If there is an but nothing to its right, the program only interprets "SAY" myownexpression the string without the (patterns are removed by PARSE). This way, you can enter a=l; b=2 and then a+b or a+b= and get the result 3. This program is handy to help vou evaluate expressions the way Arexx does.
Interpret for Indirect Function Invocations With INTERPRET, you can write code with syntax that looks very much like an ordinary function call, except that it expands into customized code. Languages like C and PL 1 and assemblers have such a "macro" feature; and the Arexx INTERPRET instruction, mimics this behavior quite easily- The second listing shows ArexxMacro.rexx, a demonstration of how to call a function indirectly by reference. That is, the call passes the name of the function itself, so one syntax can invoke many different functions by reference rather than literally, The problem is
this: How can you take some arbitrary (source) array, and apply an arbitrary function to each one of its elements and put each result Into its corresponding place in a second (target) array? This problem is discussed in Programming in REXX by Charles Daney, McGraw Hill, 1992, pp 221 ff. 1 have modified his REXX example to work in Arexx. An array assignment function is easy, provided you don't need to pass the name of the function. For a specific function, you would write code such as: DROP target. * uninitialize the target array * DO i = l TO n * n is the number of array elements *
target.i a function)source.i) END If we wish to name the function at run time or have conditions dictate which function is to be applied, we need to use INTERPRET.
To separate the array definitions from the rest of the example, we will construct the array function as a macro (an internal function procedure) called by the main Arexx program. Refer to the listing.
First we construct a small array, source.l=A, source.2=2, source.3=C etc. You may of course use any array here. Next, we make a DO FOREVER loop so that we can try out different functions on the array. Three are named, two built-in functions, and one, FUN, interior to our program (which just concatenates XXX on the array element). The point is tu demonstrate the structure and syntax of the call. The array assignment function is named fun2nrray and it is called with four arguments: the name of the target and the source arrays, the function name, and finally the number of elements, n. This CALL
to fun2array branches to that label and continues.
The MACRO Procedure Inside our procedure, we need to expose the two stems. Why?
Because these must be exposed if an entire array is to be passed to a subroutine. Nurmal ly we would expose n as well (left of the array stems), but it is passed explicitly as an argument, so we do not need to. We use the ARG() function to assign the four arguments to more mnemonic variables within the subroutine. (You can also use ARC or PARSE ARG to do the same thing.) We have targ, srce, funct, and num representing the target stem, the source stem, the function name and the number of elements, respectively. Next we use INTERPRET to execute a block of instructions including a DO loop! Note
the quotes so that the expression is evaluated properly.
Because we exposed the stems, they evaluate properly in this expression. This loop is just an INTERPRETed version of the example code above where a function is applied to each element of an array. Finally the RETURN instruction passes control back to the main program, and the results are displayed. The last code is the test internal function FUN. You should have some ideas by now of how to use INTERPRET for powerful, original programming, listimas ArexxTry.rexx * ArexxTry.rexx * 1 i* A program to try out Arexx • • instructions and functions * SAY 'Enter Arexx Statements.'
SAY '[Rtn] to quit.'
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¦•I b Be isisMt * ’ ISS K fiBir S&¥ 'Seer F3X, cr Jig; 'M s|e Saw -feaSiiS §&¥ ? FliiT i§ sgiis * Pi&Bie Write So: Merrill Galloway c o Amazing Computing
P. O. 30X2140 Fall Riv&r, MA 02722-2140 if § 'carfesA* A close
look at utilities to edit your Amiga's memory or clean your
floppy drives, plus three games from shareware authors.
PD UP by Henning Vahlenkamf Starting this month, PD Update will list file sizes in addition to all the other usual program information. This is an important consideration with larger files, since costs can accumulate quickly when downloading them with slower modems.
The programs mentioned here are usually obtained from Aminet (ftp.wustl.edu::pub aminet) or FUNET (ftp.funet.fiipub amiga) on the Internet. They also should be available via various other sources such as online services (Portal, Delphi, etc.) or BBSs.
Some of them eventually appear in the Fred Fish Collection too.
Unless otherwise noted, they work with all Amigas and 1.3+. Amiga Boulder Dash 1.1909 (donationware, $ 20; 2.04+) by Jeff Be vis Aminet: game misc nbdashl 1909.lha (261K) Amiga Boulder Dash brings another classic game into the modern age. Lit Amiga Boulder Dash, you must collect a specified number of diamonds from each cave before moving on to the next.
Hazards in the 2D caves include boulders (hence the name), butterflies, fireflies, and expanding amoebas among others. The game is not as shallow as it sounds, as you really have to be careful; your movements can easily produce chain reaction consequences.
Also, you'll often need to use the hazards to your advantage.
Convenient cave codes prevent the frustration of starting from the beginning every time you play.
If you get tired of the 79 caves supplied in three sets, you can make your own (or modify existing ones) with the integrated cave editor. This wonderful, OS-compliant utility is clearly one of the easiest, most useful level editors ever to grace a freely distributable game. It gives you an enormous amount of control over level creation, even allowing you to test caves during development.
The audiovisual aspects are both faithful to the original and improved for the Amiga, although there are no AGA enhancements. While the game should run on all 1MB 2.04+ Amigas, a hard disk and faster CPU make it much more enjoyable. System friendliness is another one of ABD's strong points. The only problem I found was that the keyboard functions (pause, quit, etc.) sometimes don't work. I'm surprised something so obvious escaped correction; ABD hasn't been updated in well over a year.
Anyway, it doesn't spoil this otherwise superior Boulder Dash clone.
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Ar ) row ) t-Grow anent c ) ble) Okay Cane eI Azap 2.20 (2.04+) by Denis Gounelle Aminet: disk moni AZap_v220.1ha (63K) One of the latest binary editors for the Amiga, Azap allows you to manipulate files, memory, and disk devices. For each item to be edited, Azap opens a window displaying a block of up to 512 bytes in both hexadecimal and ASCII formats, and the number of windows is limited only by free memory. A VCR-style icon panel complete with keyboard shortcuts makes moving among blocks as simple as moving within a block.
Azap also includes things you might expect in this type of program. You can search for (but not replace) bytes or text strings, fully or partially undo changes, get information on a block, as well as print, save, and fill a block. And there are handy safety features like a read-only mode and an automatic backup copy. One other notable feature is the ability to move through a disk's directory file structure by jumping links. Unfortunately, this seems to be just partially implemented, because you can neither go up and down directory levels nor go backwards through the links.
With a clean, modem design and a good feature set, Azap certainly proves to m insTRucTions m Gpn'TRPLE' IER SHRREUJRREhnFD FtaguT ETFinupins EXIT TP 5y5TEtll gaoirtG 0RRPIH gouno be one of the better binary editors available.
Besides a more comprehensive way to traverse a disk's structure, 1 would also like to see Azap identify fields within directory blocks, not only the block type.
MflRTin KIFT ROLURIT CRRLUFDRD ROB LUELL5 StarWoids (shareware, Si5) by Kift-Crawford-Wells Aminet: game misc StarWoidsl.lha (377K) StarWoids2.1ha (459K) Since its release in July, StarWoids has generated quite a bit of interest online - for ftZap c2.20 jaj ia ? | Memory 0106GCC1 01400000 01200001 01300000 0CO1FFFE 00000000 00000000 00000000 00000014 FDFFFBFF 0039C1FF 01E30363 1F0O0E00 00000000 FC003EOO 03FFC1FF G1FC3004 01480000 Q12201FS 013204CC 0C01FFFE 00000000 00F8774O 00000000 FFF1FFE7 13FF97FF 0QE1C1FF 06630FE3 FFF1FFE7 00000000 E07COEOO 1F83F1FF .a...a, .a. £00000 008E0181 01500000
01240000 01340000 00800000 00000000 O0DA20O0 00000000 FFCFFF9F C7FFCFFF 03FFC1FF 3CF3C007 FFCFFF3F 00000064 3FFFF800 .P.
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6. 1.1 -
h. .p. 01 01 01 FF 00 00 00 OF 00 IF 00 OF 3F ______ C00007FF
0003C1FF OOOFC1FF 0039C1FF 00E1C1FF HD0: scsi device 2 98 170
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000002 00000000 00000000 00000048 00000000 S41383E9 00000000 0000203B H____T. E. 00000000 00000000 00002041 00002047 00000000 00000000 00002078 00002079 ... A. . G. . . X 00000000 00000000 00000000 00000000 00000000 0000204D 00000000 0000207B tt 00000000 00000000 00000000 00000000 0000207C 00000000 0000207E 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 0000207F 00000000 00000000 00000000 00000000 00002080 00000000 00000000 u 00000000 00000000 00000000 00000000 00002081 00000000 00000000 00000000 00000000 00000000 00002053 00000000 000020S9 00002082
00002065 00000000 S V e 0000206B 00000000 00000000 00000000 00000000 00000000 00000000 00002071 k 00000000 00000000 00000000 00002084 00002086 00000000 FFFFFFFF 00002036 piibij 00002037 00002038 00002039 00002030 00000000 00000000 00000000 00000000 7 8 3 ; 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 0000176C 00000497 00000695 09537973 746S6D33 2E300000 00000000 1 Spstem3 0 ' 00000000 00000000 00000000 00000000 00000000 00000000 000017BS 00000203 0000Q7B6 0000174F 00000493
00000B15 00000000 00000000 00000000 00000001 91 0 ..... H 1 . 1 _ 1 ? 1 ?1 | GOTO flddr : B loc : 0x80406a00 Ofs: 0x808 008245 Type: ROOT V ¦ 1 Azap, by Dennis Gounelle, allows you to manipulate files, memory, and disk devices. Azap’s interface displays a block of up to 512 bytes in both hexadecimal and ASCII formats for each device.
Workbench Screen ? | Workbench 12+1 36PM g] I BD|t& ? | Ram Disk 100% M, OK free. 1 | Bit | cga HeadCleaner and an inexpensive cleaning kit can greatly reduce errors on your floppy drives.
% T A 3yjtffm3,0 Trtsh v 1 ZE good reason. Mostly based on Asteroids with a Star Wars theme (name changed for obvious legal reasons), this game casts you as a Rebel X-Wing fighter pilot. Your job is essentially to rescue fellow soldiers from such memorable places as Hoth and Endor, while fighting off enemies from the evil Empire. The X-Wing behaves much like the ship in Asteroids, so you need to be aware of your direction, thrust, momentum, and gravity to successfully maneuver around the 2D terrain. And rescuing people requires careful vertical landings.
Undoubtedly part of StarWoids' appeal is how its implementation, which features excellent graphics and sounds (especially the theme music), captures the magic of the Star Wars movies. Yet the movie tie-in doesn't eclipse the game's playability. The unregistered, 3-ievol demo version is fun and extremely challenging, although the registered version (when completed) should he easier. That version promises improvements including many more levels, raytraced animations, and AGA graphics.
Despite the lack of multitasking, StarWoids remains system friendly, running on all Amigas with at least 1MB RAM. System requirements can be reduced by disabling the music and title animation. Mv one quibble is that you can only see the entire game screen by first booting your computer in PAL mode. Recommended for all Amiga gamers, not just Star Wars fans.
BACMAN (shareware, $ 10; AGA) by Freddy Ki ysztofiak Aminet: game mlsc bacmandha (490K) As you may have guessed from its name, BACMAN is a take on PacMan, the most famous video game ever. Not |ust another mediocre clone, BACMAN is the first and only Amiga PacMan game featuring beautiful 256-color AGA graphics. The visuals are accompanied by great music and sound effects. The price for all this is a huge 1.3MB executable that must tit in CHIP RAM, but there's no more disk access after it finishes loading.
If you're familiar with PacMan, you essentially know how BACMAN works. Your objective is to collect all the little dots scattered around a maze while avoiding the bad guys intent on killing you. Of course there are the requisite "power pills" and bonuses. BACMAN provide 18 levels of dot-collecting action, complete with different mazes, enemies, and special effects to add some variety.
All the addictiveness of the original PacMan is still here.
BACMAN is more difficult however, as the enemies continue to move around after you eat them, rather than temporarily returning to a home base. It's also very easy to get caught while turning a corner in a maze. The game isn't too system friendly either. You must use a PAL screen mode before running it, it doesn’t multitask, and you must reboot the system to quit. Nevertheless, BACMAN remains a high-quality, fun game.
HeadCleaner 37.2 (2.04+) by Richard Waspe Aminet: disk misc headcieaner372.1ha (9K.)
While modern floppy drives arc very reliable, frequent use can result in a build up of contaminants (dirt, dust, magnetic oxides, etc.) on the read write heads. This might lend to disk errors or - even worse - lost data. Though these dangers aren't as extreme as some people think, it’s still a good idea to clean the heads every now and then. All it takes is an inexpensive cleaning kit and a small utility: Stich as HeadCleaner.
HeadCleaner opens a window with four floppy drive gadgets and a progress bar. First apply some cleaning solution to your cleaning disk, insert it into the desired drive, and click on a drive gadget. The program then steps the heads across the spinning disk for 20 seconds so that the cleaning surface is used evenly. Simple and effective best describe HeadCleaner.
• AC* Please Write to: Henning Vahlenkamp c o Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140 CD-32 $ 329 £459 CDNS
- 68EC020 Cpu @ 14 Mhz
- AGA 32-Bit Chipset
- 2 MB Chip RAM
- 600 MB CD-ROM Drive
- Double Speed CD-ROM | Limited Supplies! | A1200 $ 359 £499 CDNS
- 68EC020 Cpu t® 14 Mhz
- AGA 32-Bit Chipset
- 2 MB Chip RAM
- IDE Hard Drive Controller
- 880K Floppy Drive | Back in Stock! J 4000 030 $ 1499 S2099 CDNS
- 68EC030 Cpu 25 Mhz
- Math Chip Optional
- 2 MB Chip RAM
- IDE Hard Dnvc Controller
- 1.76 M B Floppy Drive f Backln Stock! | 4000 040LC $ 1799 S2499
- 68LC040 Cpu @ 25 Mhz
- Math Chip Optional
- 2 MB Chip RAM
- IDE Hard Drive Controller
- 1.76 MB Floppy Dnvc pSuppliee LimitedT~| 4000 040 $ 1999 S2769
- 68040 Cpu @ 25 Mhz
* Math Chip built-in
- 2 MB Chip RAM
- IDE Hard Drive Controller
- 1.76 MB Floppy Drive | Call for Availability!"!
4000 Tower $ 2499 S3449 CDNS
- 68040 Cpu @ 25 Mhz
- Math Chip built-in
- 2 MB Chip RAM
- SCSI & IDE Drive Controller
- 1.76 MB Floppy Drive | Call for Availability! | The details of
the Commodore buy-out were not finalised when (his ad was
printed, however all indications are that this change of
direction will put the Amiga in it’s strongest position ever!
We are very excited about the future of the Amiga and are
continuing to offer the best possible prices, guaranteed!
4000 Tower $ 3099 S4299CDNS
- 68040 Cpu & 25 Mhz
- 6 MB RAM
- 540 MB SCSI Hard Dnve | Call for Availability! ] 4000 040LC
$ 2149 S2999 CDNS
- 68LCQ40 Cpu @ 25 Mhz
- 6 MB RAM
- 210 MB Hard Drive | Supplies Limited!~~| 4000 040 $ 2349
- 68040 Cpu @ 25 Mhz
- 6 MB RAM
- 210 MB Hand Drive | Supplies Limited! | 4000 030 $ 1699 S2379
- 68EC030 Cpu @ 25 Mhz
- 4 MB RAM
- 120 MB IDE Hard Drive [ Limited Supplied CD-32 $ 379 S519 CDNS
- 2 MB Chip RAM
- Double Speed CD-ROM
- MicxoCosm A: Chaos Engine | Limited Supplies!- A1200 HD $ 579
- 68ECG20 Cpu @ 14 Mhz
- 2 MB Chip RAM
- 120 MB Internal IDE Drive Limited Supplies!
Amiga 1200 HD Amiga 1200 030 Amiga 4000 50Mhz Amiga 4000 40Mhz Toaster @ 40Mhz
- Amiga 1200 Computer
- Amiga 1200 Computer
- Amiga 4000 Computer
- Amiga 4000 Computer
- Amiga 4000 Computer
- 68020 CPU @ 14 Mhz
- 68030 CPU @40 Mhz
- 68030 CPU @ 25 Mhz
- 68040 CPU FPU @ 40 Mhz
- 68040 Card @ 40 Mhz
- 68882 FPU @ 50 Mhz
- 8 MB RAM
- 14 MB RAM
- 210 MB Internal Hard Drive
- 210 MB Internal Hard Drive
- 6 MB RAM
- 210 MB Hard Drive
- 420 FAST Hard Drive
- All Cables & Connectors
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- 340 MB Hard Drive
- Ideal LightWave Platform
- Video Toaster 3.1 Cattl $ 699 S969 CDNS $ 1,299 S 1,799 CDNS
$ 1,999 S2,7y9 CDNS $ 2,999 54,049 CDNS $ 5,499 57,599 CDNS (Yes,
we actually have 1200’s) (Yes, we actually have 1200’s) (High
Speed Rendering!)
(Faatest Amiga Ever!)
(Best Toaster Starter Ever!)
14,400 Baud Modem
- Send & Receive FAX
- V.42bis.MNP5
- Compatib le with GP-FAX Eiectrohome 1440
- Color MultiSync Monitor
* 15-JOKhz, .28mm dot Pitch
- Developed here in Canada!
Deluxe Paint 4.5 (AGA'
- AGA Support (HAM 8)
- Animation & Morphing
- THE Amiga Standard!
Commodore 2024
- 1024X800 Non-Interlaced Regular Price is over $ 800!
$ 69 S95 CDNS $ 189 S259 com
- Perfect for Desktop Publishing I Video Toaster 3.1
- Digital Video Effects
- LtghtWave, ToasterPaint WordsWorth WordPro
- WYSIWYG on Screen
- Best WordPro Available
- With Spell Checker $ 1799 S2769CDNS
- with the purchase of any 4000 System $ 59 $ 79 CDNS Image FX 1.5
- Image Manipulation
- Painting Program Included Great Games, $ 9 Each
- Pinball Fantasies, Soccer Kid, Syndicate, Donk, Kxusry’s Fun
Great Games, $ 9 Each
- Chaos Engine, ZooL, SpellBound, Body Blows, Disposable Hero,
Nick Faldo Game Pack 2 (all 6!)
- Ultimate Golf, Gunship, Toyota Celica GT, SWIV Gazza II,Test
Drive ILDuel $ 149 $ 25 $ 35 CDNS $ 9 ea S13 CDNS House, Beast
Lord, Trolls, Morph $ 9 ea in cons S209 CDNS Controlls Scanners
& 24-bit Cards A1240 40Mhz Board
- 68030 CPU al 40Mhi
- 1,2,4or S MB of RAM |»S9CDNS
- Clock & Calendar with Battery A1200 RAM Board
- l,2,4or SMBofRAM
- Math Chip Socket $ 279
(306) 953-8960
(306) 953-8961 9:30 - 6:00 Mon-Sat (Central Time) Info: (306)
764-2888 Fax: (306) 764-0088 BBS: (306) 764-0S88 (7 Lines)
Circle 111 on Reader Service card.
This month's files include a ray tracing software package and accessories, as well as a security program to protect your disks from prying eyes.
POV Personally, I have always been fascinated by ray tracing software. The idea that my personal computer can create photorealistic images that have no basts in reality still amazes me. Persistence Of Vision is a multi-platform ray tracing package that is copyrighted freeware. This means that the authors retain copyright ownership of the program, but no fee is requested. Versions of the POV program are available for IBM compatibles and Macintosh, in addition to the Amiga version. POV is based on an earlier program named DKBTrace, and is the product of a large programming team headed by Chris
Two separate versions of the POV program itself are included in the distribution archive, one for systems with a math co-processor, and one for systems without.
Also included are sample scenes and the data files used to construct them. The output from the program is saved to a file in either the program's own format, or TARGA format. Images can be displayed in HAM6, HAM8, HAME, or Firecracker modes. Utilities are included to convert the I’OV format files to Amiga 1FF24, and Amiga HAM6 files. You can also convert TARGA files to POV or GIF formats for transportability to other systems.
Scenes to be rendered are generated from a text file whose format bears a striking resemblance to the C programming language. Figure 1 is a 24 bit rendering of one of the sample scenes, and Listing lisa portion of the text file that generated the scene. Objects such as light sources and the camera (your view point), are pre-defined items for which you specify characteristics. These characteristics include such things as position, size, or color, and are usually defined with a scries of numbers. More complex objects are built using so-called primitive shapes, such as spheres, planes, and
cylinders positioned and joined by the program.
Also included are more complex primitives, and textures that can be mapped onto the surface of an object. Any text editor that will save plain ASCII text can be used to edit or create scene files.
There are more than 100 of these files included in the distribution archive that you can experiment with.
POV by itself is not for the Shell- challenged user as everything is command line driven. If you are a confirmed Shell- hater see the next file for salvation. The documentation files run close to 200 pages, covering everything from setting up the software to the theory of ray tracing itself, and a suggested reading list for those who want to know moTe.
POV requires Workbench 1.3 or higher, and will run simple files on a system with only 1 megabyte of memory.
Currently POV is at version 2.2. PovPanel If the thought of trying to control ail of the complicated aspects of POV through command lines that can include over 29 switches and modifiers, not to mention filenames and paths, gives you nightmares, then read on. Colin Bell has developed a graphical control panel for the POV ray tracer called PovPanel, which is currently at version 1.3 (Figure 2). When started, this nifty program opens its own window, and through various Intuition gadgets, allows the user mouse-control of POV's features.
PovPanel is shareware, the requested fee is a minuscule $ 5, and will save you hours of typing command line parameters if you use POV very much. The distribution archive also includes a small documentation file to get you up and running in very short order.
Chances are excellent that there are files on your Amiga that you would rather keep private. Unless you live alone, there is always the possibility that someone else using your system may accidentally or otherwise find these files. How would you like to come home and find all of your business correspondence erased through someone's carelessness? The solution is to lock tire files drawers you want to keep private. Locklt! (Figure 3) from Andreas Linncman is a program that allows von to accomplish just this.
Once installed, individual files or entire drawers can be locked. Unlocking requires you to access Locklt!, select the item you wish to unlock (or lock) from a list and type in the correct password. Every item in the control list can have its own password to allow different users access to different files depending on their needs.
While the documentation points out that this is far from absolute security, it should provide a suitable deterrent to the casual file snooper. Locklt! Is freeware, and requires Workbench 2.0 or higher.
Where to look 1 found the POV files on all 4 systems that 1 frequent, CompuServe, Genie, Portal, and Delphi. The file sizes vary somewhat from system to system, due to different combinations of files and documentation being uploaded. On CompuServe, look in the AmigaArts section for the files POV.LHA, and POVPAN.L! LA. Genie has file 21218, POVAMLLZH, which is the executables, and file 21217, POVDOC.LZH which are the documentation files.
PovPanel can be found as file 23625, POVPAN.LHA. The main program archive is 25)8,240 bytes, the docs are 218,112 bytes, and PovPanel is 12,672 bytes. These sizes are for tine files on Genie, Download times at 2400bps for these files will be approximately 25, 18, and 1 minutes respectively.
Genie also lists several sample scenes and utilities available for POV. Delphi has the POV2.2 archive, as well as a couple of older versions. Portal has the largest collection of POV files, including a version for the A4000. Use POV as a keyword to search for related files.
Locklt! 1 found only on Genie, as file 22870, LOCK1T.LHA. it is 18,432 bytes, and should take about a minute and a half at 2400bps.
Where to find me
R. HaysS on Genie RHAYS on Delphi 72764,2066 on CompuServe Rob
Hays on Portal In ter Net users, the quickest response will
probably occur if you use:
R. H AYS5@GENIE.GE 1S.COM For U.S.Mnil: Rob Hays, P.O.Box 194,
Bloomington, IN 47402, Please include a SASE if you need a
personal reply.
If you run an Amiga specific BBS, send me the information callers will need to access your system. Phone number(s), modern speeds, software settings, etc. As a service to the Amiga community 1 will include the information I receive in this column from time to time. Send the info to any of the addresses above.
That is all for now. Since the next issue is December, 1 will start listing some of the BBS information that has been forwarded to me. This will let everyone who gets a new modem for Christmas put it to immediate use. See you on line!
• AC* include "shapes.inc" Uinclude "colors.inc" Sinclude
"textures.inc" raytracer called PovPanel is currently at
version 1.3 allows you to lock individual files or entire
Camera. location 59, 20, -48 direction 0, 0, 1 up 0, 1, Q right 4 3, 0, 0 look at 0, 0, 1 light_BOurce 800, 600, -200;- colour White } declare Pawn = union sphere 0, 7, 0 , 1.5 sphere 0, 0, 0 , 1 scale 1.2, 0.3, 1.2 translate 5.5*y } intersection plane y, 5.5 } object Hyperboloid Y translate 5*y scale 0.5, 1, 0.5 plane -y, -2.5 } } sphere 0, 0, 0 , 1 scale 2, 0.5, 2 translate 0, 2.3, Q } intersection sphere ( 0, 0, 0 , 2.5 } plane -y, 0 ) } Bdeclare Book = union intersection I union plane +x, -0.5 } plane -x, -0.5 } plane y, 9 } union
plane +z, -0.5 } plane -z, -0.5 } You May Also Write to: Rob Hays c o Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140 tips hints workarounds
suggestions bytes lipdates fixes by John Steiner Using a
Standard Serial Cable on the A1000 Richard Norman sent Email
with comments on several topics.
He writes, Regarding the A1000 and 14.4K modems, I installed cue on mi friend’s AlOOO running 7.3- We took a "normal" cable, and looked at the Amiga manual and clipped the wires that it said shouldn't be used.
Works great!
Interleave Questions and Intermittent Errors on a SCSI System Mr. Norman also asked about his friend's C Ltd. Controller and 50MB Okidata 570 hard drive. He is having intermittent R W errors. He's also using theC Ltd. External 1MB ram card (can this be expanded beyond 1MB In changing to denser chips?) He’s not sure all the driver software is the latest version. We did a low-level format using an interleave of 6, which gave us the fastest low-level format time. We tried high-level format interleaves of 6,1 and 0. No matter what the interleave, we were only getting about 87K per second
throughput, less than the 150K promised in the manual. Docs anybody know the best interleaves for this hardware? He's using the ACB4000 driver software, which the manual slates is for the C Ltd. Adaptec 4000 MFM-SCSI controller. However, il was stated to be a 50MB system, which required RLL mode and the ACB4070 driver software to be used, and prestnnabli , the C Ltd. Adaptec 4070 RLL-SCSl controller. We have no idea which number controller he has, but we do need to get the ACB4070 device driver. He's looking for others with C Ltd. Controllers, and leads on where lo contact ihe developers for
advice. He also needs the right driver device.
Another symptom he’s having is that whole drawers and subdirectories from one partition arc being duplicated on the other two partitions. I initially thought he was making some sort of mistake, but!
Have verified that these "cloned" files re-appear by themselves.11 can delete them, but in a few days, the files from that one partition (one containing the highest cylinders) wind up copied onto his other two partitions.
Amiga Networking Information Mr. Norman also commented about networking on the Amiga. He comments, I thought you and Mr. Everett Greene might like a cop y of my Amiga Networking FAQ. You can download it from Aminet in the docs help directory.
Mr. Greene may or may not know that the Commodore networking products were sold to various third party vendors. Envoy from 1AM is the Amiga-to-Amiga software that would have been part of 3.1, but was pulled out, Envoi is available now, David Ferguson of Pontotoc, MS also supplied some information on Amiga Networking. He uses an A2065 Enet card with the AS225 TCP IP software. They have three Amiga systems running 10Base2 Thin Enet. He noted that with help from their system administrator, they were able to get up and running, even though the process was "a little tricky " While space doesn't
allow me to include all of his positive comments on Amiga networking, he notes, can easily say that networking is virtually invisible to the end-user.
He also notes, Commodore's A2065 has been replaced by Ihe A2Q66 (available only from CE1) with a 25% performance boost and is A2000 3000(T) 4000(T) compatible. The AmiTCP shareware, ENLAN's DBS and Oxxi's Novell networking software is said lo be compatible with the A2065 2066 Enet cards. The ASDG LanRovcr will not work with the AS225 TCP IP software but is SANA-11 compliant. Interwork s ENLAN networking software does work with the LanRovcr.
A Scary Backup Story Harry Rungesent Email with a very long description of his scary' experience with Quarterback 6.0.1 edited Ihe letter heavily due to space limitations. He writes, What follows is an anomaly and a truly scary one. It has to do with QuarterRack 6.0. First, let me describe my setup and system. The sysiem is an A1000 modified with the Rejuvenator and the CSA Derringer 25MHz 68Q30 boards. Ram total is 6.5MB with the 2MB Agnus and 2MB 32-bit in the Derringer. There are two HD’s, Quantum 52 LPS and Quantum 170 ELS. They are divided into six partitions, four on the ‘170 (contains
the boot partition) and two on the '52. Four floppy drives consist of three 3.5’s and one 5.25 make up the rest of the Drives' configuration. DOS Version is 2.1. The drives are named SupraDriveO-6 (DH0: - DH6:) with '5 and '6 occupying the Quantum 52. DH5 and DH6 at the time were 15MB and 34MB respectively. I had installed the virtual meinnn program swap file on DH5; I sized it at 10MB which left SMB unused. I decided to reconfigure the drive lo 10MB for DH5 and the rest, 39MB, for DH6.
There tens only 12MB to backup and restore. Using QuarlerBack 6.0, the backup took 12 floppies in all.
After warm rebooting, I started Qbnck 6, selected DH6 and hit 'Restore'. It started reading the ‘Catalog’; after a few seconds, it popped a requester saying that the catalog was corrupted. After I elected to continue, the listing stalled out about halfway. 1 clicked the 'Proceed' button and everything locked up immediately. 1 warm booted and tried again. This time, the listing stalled out at a different place.
I tried the alternate catalog with Ihe same erratic results. I tried the New Horizons support number and got a recording. I tried DiskSalv 2 and Recover unsuccessfully. Then 1 tried Qback 5 and 5.02; both of those versions exited before 1 even got to the 'Proceed' phase.
Next the thought occurred that backups of the other drive's partitions might also have problems. Running Qback 6 once more, i hit 'Restore'for DH0. This backup set was also corrupt! Next 1 loaded up V
5. 02 and backed up DHO. That done. I powered down, wailed at
least a minute and powered up. After all had settled down, I
ran through the ‘Restore’for DHO. Il read the entire catalog
without problem.
That completed. I gave Qbnck 6 another go. This time 1 made a copy of the original program disk and started with that. Hitting the 'Restore' button, this time it read through the full catalog without error. I punched ’Proceed'. The first four were Icon files which popped the requester. The program proceeded to recover the remaining files just as if nothing had ever happened. I zapped the four corrupt Icon files with new ones. Next I reinstalled Qback 6 on DHO and did a backup on DH6. After shutting down for severai minutes, J powered up and ran Qrack 6 'Restore' on DH6. Although just restoring
a few files, those with the originally corrupt icons, the program functioned flawlessly, Mr. Runge speculated on several reasons why he might have had the problem in the first place. He notes that he had compressed Qbnck 6 with Imploder. He also suggests there might he some obscure bug in Qback 6. He mentioned the August '94 Bug Bvtes column which describes a similar problem. He also lives in an area of frequent electric power interruptions. His last speculation was the possibility of an obscure virus. He concluded his letter with some very good advice, After doing a backup, check the
'Restore' function to determine if you have a valid backup.
Workbench 2.1 floppy errors Pat Fish sent Email with questions about floppy access on an A1000 running 2.04 KickStart and Workbench 2.1. He writes, I have
8. 5MR of RAM and a 130MB HD.
Under 2.04 and above I notice that multitasking isn't as smooth or reliable as it was under 1.3. Particularly during simultaneous serial IO and floppy writes. Worse, the floppies no longer seem reliable. Both OF 3 and FFS floppies are unreliable. Often write read errors are given. When dragging icons to the floppies, a requester often pops up with the ambiguous message: Error while copying 'filename' Error 20 Remove incomplete object ?
Note that the disk for this example was only 48% full and the file being copied was only 78K and plenty of room was left.
When copying via the Shell, it says:
6. Ram Disk: copy 2.l:Trck Ynr dfO: Error writing d OtYar Remove
incomplete destination file? Y Destination file "dfl):Ynr"
removed Continue after error? Y Pat wonders if anyone has any
suggestions for him.
Mega Midget Racer and the MegaChip.
Greg Bastow sent Email with some suggestions for topics discussed in the August 1994 Bug Bytes. He writes, John Warren teas inquiring about gelling a MegaChip (by DKB) working in his Amiga 500.
I don't specifically have a solution for him, but I did notice that he does only have a 512k of chip ram. He should attempt the 512k to 1MB Agnus upgrade. By running a program like Syslnfo by Nick Wilson (Shareware) you can determine which Agnus he actually has. If Iw has an 8372, then a couple of simple changes to the motherboard will enable the other 512k of ram as Chip Ram. If he has a 8370 8371 then he will have to purchase a newer Agnus chip (8372 or 8375 will both work).
As far as moving the MegaChip using cabling, that would he inadvisable. The current MegaChip’s are small daughter cards that plug directly into the Agnus socket, and trying In alter this method can cause problem with the chips.
Ami-Back and High Density Drive Mr. Bastow also commented on the high density drive issue and Ami-Back. J believe the problem you are experiencing is a general fault with how Ami-Back (and every other such program I have ever fried) deals with floppies.
When you first run Ami-Back it goes out, ami sends a CetGeometryO command to all the devices it can find. When you run Ami-Back with 1 low density disks in those high density drives, this command will not return FI1GHDENSITY. The simplest solution is to have 2 high density disks in the drives when you first start Anti-Back.
I am hoping in the upcoming V3.0 of Ami-Back, the boys at Intelligent Designs (new company name, formally Moonlighter Software - same programmers) will allow a "Refresh Device" command, so you don't have to quit the program and restart it because you forgot to put a HD disk in the drive.
Problems with Reason Under Workbench 2.1 From Stockholm, Sweden, Dr. Claes-Gustnf Nordquist, sent E- mail with a problem when using his grammar checker. He writes, have, a problem with the grammar checker program Reason from Two Guys, for my Amiga. I recently upgraded my computer with a 33 Mhz 68030 with MMU and a FPU and 12MB of RAM. My system also has an 85MB hard drive, an X-drive, n modem, a printer and a scanner. I also upgraded to WB 2.1. Since then, Raison can not be run from the hard drive. It -works from floppy though, and it worked fine on WB 2.0 without the accelerator. English is
not my native language and I need the program to check what 1 write in English. To work it from floppy is also a nuisance.
It sounds like something in the new startup-sequence is causing the problem. You might try temporarily removing items from the startup and test the program. Of course, some startup commands may be necessary to make sure all of your other applications work correctly. If you find an offending application, you will have to decide which you value most, or disable one while you run your grammar checking tasks. How about it readers? Any other suggestions?
Mathieeedoubbas Revisited Heman Rodrigo Eguituz of Argentina (no city given) writes with a suggestion on locating a compatible version of SetPntch. He comments, There is a version of Set Patch in the Frozen Fish CD-ROM.
It is located in the BBS MAR94 DEV MISC directory and it's called setpatch.llm. In it's documentation, the aforementioned problem is cited explicitly. After using it in my Amiga 1200, the guru hasn't come up any more.
That's all for this month. If you have any workarounds or bugs to report, or if vou know of any upgrades to commercial software, you may notify me by writing to: John Steiner c o Amazing Computing Box 2140 Fall River, MA 02722 ...or leave Email to John Steiner on Portal 73075,1735 on CompuServe Internet mail can be sent to 73075.1735@com p userve.com FAX John Steiner at (701)280-0764 (8:30 A.M. to 5:30 P.M. Central time, Monday-Friday)
• AC* I I ..... F E lE 1 1 ° L B : lA ¦ lc Li Feedback Letters to
the Editor Amiga Technology in the Public Domain?
Amiga Spreadsheets Please.
CD32 worldwide compatiblity problems.
Dear AC, The Iasi 3 Bandito articles were, to me, a waste of paper.
Worse, Bandito errors could be quoted as a "noted authority" and without the Editor's corrective comments.
If the Bandito's rumors were about planned or developing hardware or software, then we could respond in ways that would support new Amiga products and product improvements, instead Bandito runs replays of Commodore management problems that we can't help and Amiga bashers can feast upon, I used to give issues of AC to prospective Amiga users, but quit last year after being questioned about a very negative Bandito article and a contradictory editorial.
The last page of the August 94 Byte issue was a positive and constructive obituary. Possibly the best Amiga article I've seen in a non-Amiga magazine. That obituary could sell more Amigas than the last dozen Bandito articles.
It may now be a dead issue, depending on the future use of Commodore assets, but Bandito articles don't help me use my Amigas, improve my Amigas, plan to upgrade or buy or sell Amigas.
Thanks for your time and consideration.
Eric Elliott Batesville, AR Dear AC, Thanks for setting the Bandito straight: that man would depress a hvena, Doran A Jones Santee, CA The Bandito has always held to "his" own counsel. As the Amiga market improves, I believe we will see a little better life hi the Bandito columns.
Unfortunately (or fortunately if you can take it that way), the bandito was correct about Commodore. Not that am one, including CBM stockholders could have done anything about it. What I would like to see the Bandito uncover is what lawsuits, if any, are following the merry see-uo-cvii board of directors and officers.
Dear AC, I want to congratulate you on finally inten'iewing David Pteasance. I believe that without the driving force of this man's love, devotion, and enthusiasm for the Amiga and its technology, the Amiga would not have established the foothold in the UK that it has. If only Commodore had placed other individuals of the same caliber in key management positions throughout the company, maybe the Amiga and its users would not be in the position we are today. We can only hope that he is successful in his bid for the company.
One item that 1 did find confusing while reading the article was AC's very first question. You ask Mr. Pleasance, "You are heading up a Commodore management group to purchase Commodore and the Amiga technology?" He answered, "That is correct..." Does this mean that if Mr. Pleasance's group is successful in purchasing the company, Commodore stock will he worth something again? It has been my understanding that other companies interested in Commodore would only be buying the Amiga technology and not Commodore itself. What was stated in AC is radically different from any of the other offers put
Since the demise of Commodore, what has become of the Commodore Shareholders movement and its leaders?
Keep up the good work AC. The quality of this magazine continues to improve. You serve alt Amiga users and not just those involved in Video, and graphics. There are still those of us out here who continue to use our machines for business applications, personal productivity, and entertainment. Thank you for not forgetting us.
Sincerely, Doug Libby Folsom, CA No, Commodore is gone and those people who placed their J'aitli (or at least their money) in the hands of Commodore International's directors have suffered greatly (sec above). Whoever "Buys Commodore" is only buying the assets which are being sold to satisfy debtors, not stockholders.
As far as the Commodore Shareholder's movement, we have not heard from them. However, since here is no Commodore stock, we doubt if there will be any more action in the movement. This is unfortunate and unfair, but it does not make it any less real.
Dear AC, The interview with David Pleasance was encouraging, but an important question was not asked: what kind of computer is the resurrected Amiga to be?
Commodore UK successfully sold the Amiga as a game machine. Does Mr. Pleasance intend to continue this marketing strategy? He may have some success in Great Britain, but with the dominance of Nintendo and Sega in the U.S., we know that strategy won't work here. Video editing and multimedia was supposed to be the future of the Amiga in America, but Commodore went out of business waiting for that horse to finish, 1 am a long time PC user, and am intimately familiar with that system's many limitations. It is my opinion that the business market is ripe for a computer with the multi-tasking
advantages of the Amiga. Couple the Amiga's advanced engineering with competent marketing, add sophisticated word processors, spreadsheets, and databases, and the Amiga would be very competitive in the business market.
I strongly suggest that when Mr. Pleasance succeeds in acquiring the Amiga (alternatives do not seem viable), his management group should concentrate on persuading software developers to create sophisticated business programs for the new Amiga, and market the computer as an office automation workstation.
After all, considering that the old strategies resulted in bankruptcy, what does Mr. Pleasance have to lose?
Sincerely, Jeffrey T. Powel!
West Covina, CA As our coverage continues at press time, neither Mr. Pleasance nor any other party have yet won the bid for the Amiga. The situation is frustrating but it does not change. However, in preparation fora time when Mr. Pleasance for someone else) will win the bid, we will forward all letters addressed to a bidder and sent c o AC. This is your opportunity to get your message in early. I can't promise definitive action by the recipient.
But, if we do not try, we have already been defeated.
Dear AC, I've been buying your magazine off the newsstand for about a year now, and luckily 1 ran across it in the beginning by accident. 1 get all the Amiga magazines that I know about, and I feel that yours is by far the BEST! I can't wait to get my hands on the new issue every month! I read the magazine from cover to cover in about a day. I base almost all of my purchases on your magazine reviews and articles.
1 currently own 4 AMIGAs and my A2000HD is equipped with a Video Toaster 20(10, I own my own production company and do a local Real Estate Show for a local broadcast station. I also work for a cable ad insertion company and we also have a Video Toaster there. I have used and have seen what some of the new PC's can do, and the Amiga alone without the Video Toaster has been better than that for many years! And with the tips your magazine has given me, 1 know that with the Amiga technology, I will still be ahead of the game for at least a couple of years without any new development.
So now to my real point. Enclosed is my check for a subscription to your magazine, this way rather than buying it off the newsstand you know you have my support! Good luck Amazing!
You are truly an AMAZING Magazine!
Yours Truly, Chris Wurtinger Antigo, WI Dear AC, I have been a subscriber to both Amazing Computing and Amiga World for the past few years. This year I decided to reduce my subscription to the one magazine that best fits my needs.
Amiga World has reduced their Amiga coverage from 96 pages to 64 pages... a whopping 33% less content for exactly the same price. I wonder if they can possibly imagine an everyday salaried or hourly worker going to their boss and saying "I've decided to work 33% fewer hours but I require you to continue paying me as if I were still working full time"? The sound of the front door hitting them in the rear end as they exited their job for the final time would be the next sound heard... at least in the REAL world.
In as much as AC has not reduced their Amiga coverage and continues to bring Amiga users 80 pages of the best editorials, reviews, new product previews, and even some how-to articles each and every month. I'm voting (with my wallet) for AC as the best Amiga coverage available to US Amiga users. I especially like the fact that AC, unlike your primary competitor, has not gotten totally bogged down in video, which is of virtually no interest to me.
I am pleased to extend my AC subscription for another year.
To you and the entire AC staff, a hearty well-done is in order... WELL DONE, Guys 'n Gals... and best wishes for a great 1995!
Sincerely, Edward E Brown Vancouver, WA In these difficult times, each person must make decisions and create policy that they believe is not only economically viable, but important to the industry. Everyone at AC has worked at least twice as hard as we did before this crisis to get the best news to our readers quickly. I owe a special thank you to the Amazing authors who have worked diligently to continue their columns and provide information. While the Amiga will once again be sold, it is only through the hard work of its true supporters that there will be a market for it.
If you have a letter for Feedback, send it to: Feedback do Amazing Computing
P. O. Box 2140 Fall River, MA 02722 Beginning Assembly by Bill
Nee Welcome to assembly language programming. In the next
several articles I'll cover the major machine language
programming techniques for the Amiga - libraries, screens,
windows, graphics, sound, menus, gadgets, math co-processor
and other topics. In addition each article will have a working
program for you to assemble that demonstrates that particular
topic. I'll be using the PHXASS assembler, a Public Domain
program available from many sources (Fish Disk 749); I like
this assembler for some reasons I'll discuss in a future
article and 1 suggest you start now to get a copy so you can
follow along. Other assemblers will probably work with minor
(11) (1101)
(13) C (1110)
(11) E a 7BDE ADDiTION 0 0 X
* 0 *1 +1 0 1 10 SU5TRACTION 0 1 1 1(3
Assembly language cede communicates directly with the computer. You have to write your program in great detail, but the speed at which it works will astound you. A well-written machine language program will run 10 times faster than a Basic otic, and two to five times faster than most compiled ones. It does take time to learn assembly procedure and techniques but once you have a good routine it can he saved and used later in other programs. And there are even some things you can do in assembly language that are almost impossible to do in Basic. Take the time to follow these articles and
listings and I think you'll be quite impressed with what you can do using assembly language. Now let's get down to some basics.
GOOD NEWS AND BAD NEWS The bad news is that assembly language uses math; the good news is that there are only two digits - 0 and 1. These two digits are the foundation for the Base 2 (binary) system. We humans normally use Base 10 (decimal) numbers, but programmers thrive on Base 2 and it's cousin Base 16 (hexadecimal). The rules for binary math arc very simple: Since each number in the binary system is a power of 2 it's very simple to convert numbers from our decimal system to binary and vice versa. For example, the binarv number 1011 represents l*23+0*22+l,,2I+l*20 or 11 decimal. The decimal
number 30 can be represented in powers of two as 16+8+4+2, so in binarv it's 11110.
Each 0 or 1 is called a bit and eights bits in a row is a byte; the bits, however, are numbered from right to left as bitO to bit7. With eight available bits, one byte could contain a maximum value of 11111111 or 255 decimal. Two bytes in a row (bitlS to bitO) make up a word and two words in a row are a double or long word. Quick, what's the maximum decimal value of a word?
Because binary numbers can get rather large, programmers found it easier to use the Base 16 or Hex to represent values. Since there must he sixteen numbers in this base, the letters A through F MULTIPLICATION DIVISION 0 11 0 11
* 0 xo xi ii n o 0 0 1 0 1 OTFSM!
What three values could "11" represent?
This works well with regular positive numbers, but how is a value such as -10 represented? The computer thinks of nil numbers as being on a wheel; reading the numbers to the right reads them in a positive direction but reading to the left indicates a negative value. Let's use a range of 0 to 255, or 0 to FF. Starting at 0 and reading to the right indicates 1, 2, 3..., but going to the left reads FF, FE, FD, etc. Since the first value to the left is FF, it must represent -1; the next value FF represents -2, and so forth. Tile middle of the wheel is the boundary between positive and negative
values. The positive values range from 0 to 7F and the negative from FF to 80.
Using negative numbers cuts the effective range of values in half; instead of 0 to 255 signed numbers have a range of -128 to +127.
Time out! Isn't FF also 255 in decimal? Yes, it is. How does the computer know if we want FF to represent -1 or 255? The answer is that it doesn't care! The only difference to the computer between positive and negative numbers is that in a negative number the leftmost bit (called the most significant bit - MSB) must be set; that is, it must be a 1. The MSB of any positive number is always 0. If the MSB is set, a flag within the computer is also set. When we discuss assembly commands later on you'll see that there are different commands for signed (positive and negative values) or unsigned
values (only positive). The computer will let you know what you have, but it's up to the programmer to interpret tile result.
For now, remember that if you need to use signed values, your range of numbers is cut in half. If you want a positive value greater than 127 you would probably use a word to hold the value. Now the numbers from 0 to 7FFF are positive and those from FFFF to (continued on page 58) are used to represent decimal 10 through 15. To rapidly convert from binary to Hex, arrange the binary number in groups of four adding zeroes to the left group if necessary; then write the Hex equivalent of each group. For example, convert 111101111011110 to a Hex number: binary (01111 decimal (7) Hex 7 A Tale of Two
DOS's Comparing AmigaDOS and MS-DOS by Keith Cainewti Computers are so wide-spread these days that most of us come into contact with them innumerable times daily. Likewise, there are numerous computer types out there. It, therefore, becomes important to be able to function on various machines. In my own case, I learned computer basics on Apples, then moved on to Amigas and Macs, and now I use IBMs extensively. Admittedly, it does get a little confusing at times. Sometimes I find myself typing in an MS-DOS command line on my Amiga or vice-versa.
Although most of us would hate to admit it, IBMs are still the dominant computer type on the market. (When ! Say IBM,! Do so in a generic sense; all IBM compatible computers are intended to be covered by this term.) Many of you probably came to the Amiga from an MS-DOS environment. Some of you may find yourself in the same situation. I am now learning how to use MS-DOS after first learning AmigaDOS. For my own sake as well as the benefit of my readers, 1 decided to compare these two systems to clarify a few points. Hopefully, this comparison will help you function more effectively on an Amiga
if you are accustomed to using an IBM, or vice-versa.
The Amiga is a logical computer system and it is very easy to use that's why most of us purchased one in the first place. About two years ago, i was forced to use some IBMs in my classroom. At first, i was intimidated because everything seemed so different.
After a while, though, i discovered that both operating systems were basically the same with what I call some surface differences. I now find myself moving back and forth between the two systems easily, although the first few moments of use require that I orient mvself to the computer I am using.
Since computers use a "startup-sequence" when they are booted, that's a good place for us to begin. On the Amiga, this startup file is found in the 's' directory. In the world of MS-DOS, the equivalent file is called "autoexec.bat", and it is found in the root directory. Both do the same thing, fn addition, MS-DOS machines also have a file called "config.sys" which establishes the configuration of the computer and allows users to customize their systems as regards device drivers, buffers, and so forth.
That brings up another point. In AmigaDOS, we have script files which utilize various AmigaDOS commands. In MS-DOS, these script files are known as batch files. In AmigaDOS, a script file can immediately be executed after it is written simply by typing in its name on a command line. However, to make such a file executable from the Workbench as an icon requires a little more effort (I dealt with this topic about one year ago). Batch files in MS- DOS can also be executed immediately from the command line (or the DOS prompt, as it is commonly called in MS-DOS). An advantage, though, is that it
can also be executed from the File Manager in Windows, or from the file list in the DOS-Shell, without any special configuring. However, to create an icon in Program Manager (Windows) for the batch file would require some effort.
From my experience, 1 would argue that batch files in MS-DOS are more common than are script files in AmigaDOS.
On the Amiga, most of the major commands used in AmigaDOS arc located in the 'c' directory. There are others which are internal. These include the more commonly used ones, like DIR and DELETE. On MS-DOS machines, most of the commands are stored in the 'DOS' directory. As with their Amiga counterparts, commonly used commands are internal. They are actually stored in a file named COMMAND.COM (found in the root directory) and then loaded into memory when the system is started.
One minor difference between the two systems which still gives me fits is the use of the slashes. MS-DOS uses the back slash ( ) between directories while AmigaDOS uses the forward slash ( ). MS-DOS uses the forward slash to indicate switches. We will discuss this in more depth later. I prefer the Amiga version, as it is slightly more awkward for me to reach the slash next to the backspace key than the one by the right shift key.
Another thing I like about AmigaDOS is that the names of files and directories are not limited as they are in MS-DOS. In MS-DOS, all such names can be no longer than 8 characters. This causes some rather cryptic names for files and directories. It is much simpler and clearer to be able to name something in full. What I do like about MS-DOS names, though, is the use of three-letter extensions.
Simply by looking at the extension found on files, it is often easy to identify what that file does. The major three types of files are .BAT, .SYS, and .EXE. .BAT (or batch) files are like AmigaDOS scripts.
.SYS (or system) files contain configuration information about hardware. .EXE (or executable) files contain programs. When you get a new program that might contain, say, 20 files, you know that either a batch file or an executable file will probably start that program. Such programs may also be started by the lessor used .COM files. As is commonly used in AmigaDOS, a .DOC file is often used for document files.
This use of file extensions is much more widespread in MS- DOS than in AmigaDOS. Perhaps this is why the use of wildcards is also much more prevalent in MS-DOS. Even major applications, such as word processors and spreadsheets, make extensive use of such wildcards. Most major applications save files they create with a specialized extension. For example, a document saved using the MicroSoft Works for Windows word processor might have the extension .WPS. Thus, when you use this application to open a file, only .WPS files will be shown by default. You can, of course, alter this. That way, you
don't have to look through all the files in that directory. I'd like to see AmigaDOS make more extensive use of this feature.
Since MS-DOS machines are not, by nature, intuitive, special files have to be implemented to make the mouse run. This has been known to cause a problem or two. Of course, if you are working from the command line, you really don't need the mouse, though, do you?
In some of my articles, I have made mention of the history of AmigaDOS command lines that can be referenced by using the arrow keys. Each time you execute a command line, it is stored in this history. This saves a great deal of retyping when you are doing work that involves repeated use of the same or similar command lines. This is a natural feature of the Amiga; in other words, you do not have to invoke this in any way.
MS-DOS machines do not have this feature naturally; at least not to the extent of the Amiga. By pressing the F3 key, you can call up the most recently used command line, but that is all. To have a larger history, a file called DOSKEY has to be loaded into memory. This can be done directly at the DOS prompt or in the autoexec.bat file that boots the machine. Sure, all you have to do is type it once in the autoexec.bat file, but why couldn't this have been done internally, i must admit, though, that once it is loaded, it does have more options than the history on AmigaDOS, although 1 question
the use of such options. It will allow the user, for instance, to display a list of commands that have been stored.
You can then select one of these to reuse. But really, how useful is this? By the time you hit F7 to show the list then use other keys to cycle through the list and or select one of the commands, you could have used the arrow keys to simply move forward or backward to select a command. Yes, MS-DOS allows you to do this as well.
That pretty much lays a foundation for the basics of these two machines. Next month t will begin discussing how specific commands on the two systems compare. My goal here is not to prove that one system is superior to another; rather, by showing the differences, perhaps I can encourage a more efficient system to be created for the Amiga. Let's face it, AmigaDOS could stand some improvement. It is a fine system (yes, I'm partial), but there are some shortcomings as you may be able to see already. For example, in this article, you should be able to tell that I would like a more rigid name system
used. I would not like to see a limitation imposed 8 characters, as with MS-DOS), but a more widespread use of extensions on file names, if used in a standard manner, could result in wildcards being used more extensively. Those of you comfortable with wildcards can vouch for their efficiency.
As always, 1 welcome your comments. If you have recently come to the Amiga from an IBM, what difficulties did you encounter? If you are now having to use an IBM after using only an Amiga, what kinds of problems are you having?
• AC* Please Write to: Keith Cameron c o Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140 (continued from page 56)
8000 are negative. What are the largest positive and smallest
negative word values?
AND, OR, ETC. In addition to the arithmetic operations in the binary system there is also a set of Boolean operations for you to use. Named for mathematician George Boole these operations include AND, OR, Exclusive OR, NOT, etc. You probably won't use any more than the first three of these, but here are the rules for several functions: AKD OR EOR NOT NEG 001 001 001 01 1 -1 011 Oil 011 001 oil 010 10 -11 At first, these rules don't look that informative, but think of them this way: X AMD o = o x MID 1 = x X OH 0 = X X OR 1=1 X EOR X = 0 X EOR Y = 1 The AND rule, for example, could be used to
keep a number between 0 and 7; any number AND 7 will always be within this range. You can also force a specific bit to 0. If we want bitl in a word to be 0, AND the word with 11111101 or FD. All the values remain the same except for bitl which will always go to 0. In the same manner you can set any bit using OR; if the MSB in a byte must always be 1 OR the word with 10000000 or 80. You can even combine AND with OR to produce specific required results.
'Ihe EOR function is very interesting and is also the basis for simple codes. Since same values EOR'd result in 0 and different values EOR'd produce 1, it can be used to toggle values. Keep EOR'ing a counter with 1 and react differently if the result is 0 or I, This function is also helpful in multiplication or division where a positive times positive, or negative times negative result must be positive while a positive times negative result must be negative.
Since opposites result in a 1, repeating the EOR on one of the original numbers will produce the other number. In other words; X EOR Y = Z, Y EOR Z = X and X EOR Z = Y. Try 11 EOR 9 and then EOR (hat result with 11 or 9.
CODING A MESSAGE You can make a simple code using the EOR principle. First, pick a value known only to you and the recipient of your code.
Then EOR the ASCII value of each letter in your code with the secret value and send the result to the other person. The recipient now only has to EOR the values in the code with the secret value and then print the ASCII values or letters. If the code value is 15, what would the message "IJNK NBNUFAH BNHNUFAJ" decode to?
One final operation that is used in many programs is MOD.
This produces the result or remainder after dividing by a specific number. The equation 11 MOD 7 would equal 4 since division (11
7) gives a result of 1 with a remainder of 4. How do 17 AND 15
and 17 MOD 15 compare? What about 17 AND 15 and 17 MOD 16?
There's no assembly.language program this month. But use the time until the next article to get an assembler. I guarantee you'll be writing, testing, and using an assembly language program
• AC* Please Write to: Bill Nee c o Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140 by The Bandito oomers
C-UK & CEI in, Samsung out, and NewTek retains Amiga loyalty
while selling to other platforms.
(These statements and projections presented in "Roomers" are rumors in the purest sense. The hits of information are gathered by a third-party source from whispers inside the industry. At press time, these rumors 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.] Raising The Titanic?
While the Bandito has been monitoring the air-sea distress frequencies, precious little information about the efforts to raise the hulk of Commodore have been broadcast.
Some coded transmissions have been intercepted, however, and some information can be gleaned. As of this writing, the fate of Commodore and (more importantly) the Amiga remains undecided.
Supposedly cash bids had to be on the table by July 15, and then the evaluation began. The process is still continuing, and delays are rampant. From what whispers are about, it seems that some of the bidders were given extra time to come up with the cash bond to go along with their bid. The trustees set a deadline to weed out the serious bidders from the fan boys; all bids to purchase Commodore's holdings had to be received in writing and with hefty cash deposits by July 15th. This made things difficult, because it turns out that the bidders with the most serious interest in all of Commodore's
assets (who also wanted to revive the Amiga) were the bidders with the least financial resources. So the trustees granted them some extra time to make up their bids.
Apparently some bids are (as the Bandito had heard earlier) consortiums that combined forces in order to get various pieces of the pie. In fact, some of the Bandito's informants claim that a couple of the weaker bidders are thinking of combining forces; notably, Cef and Commodore UK may join their bids to present a united front. Don't get all excited about this concept, though, because it's certainly not confirmed. But you can be sure that CEI would look for ways to work with Commodore UK if C-UK won the bid.
Several of the half dozen interested parties have expressed their intention of resuming production and distribution of current Amiga systems (the A4000, A1200 and CD32) and the development of new Amiga technology. Of course, the exact timetable of such production and development is still entirely theoretical at this point.
Certainly producing current Amiga models shouldn't be too difficult, given sufficient capital. Developing new Amigas is not so simple, though.
One important point: we stiil have no clear idea of where the various pieces of Amiga technology will end up. Will they be held bv one company, or sold off piecemeal? Will Amiga technology be licensed to all interested parties, or closely held by one company? All of this is still up in the air.
The Bandito suspects, though, that the company who ends up with the Amiga technology won't be too shy about making money from it through licensing. After all, whoever starts producing Amigas again will doubtless need all the capital they can get their hands on. Have you looked at the price of television advertising lately?
Some of the bidders were getting very frustrated by the process. Though that may be because most of them were looking for extreme fire sale prices, and they were disappointed because the trustees wouldn't give away the company for a song. Nice try, guys. Why don't you go over and see if Atari's for sale yet?
Samsung Blues The company that had long led the rumor parade as the purported best chance for the Amiga was Samsung. Well, the Bandito feels that was more wishful thinking than actual information. According to what the Bandito has heard, the actual Samsung hid was under $ 2 million. Not a very serious bid, if that's indeed the case. The Bandito has heard that Samsung is bidding even less now than it was when the process started. Maybe the true answer lies in another tidbit of information the Bandito came across.
It seems that Samsung was never interested in making and selling Amigas.
Their interest (such as it was) lay in various pieces of the Amiga technology, specifically the AGA chip set. This would explain why their bid was so low; Samsung was only interested in one small piece of the pie, so they didn't feel thev had to bid as if they AGA+M2 Enhanced !
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Wanted the whole thing. Still, in the Bandito's view $ 2 million is an. Awfully small price for something as important as the AGA chip set.
Anyway, the point seems to be moot now, as the latest data indicates that Samsung has pulled out of the process.
They may be pursued by the trustees, begging them to reconsider and submit a real offer for all of Commodore's assets.
Then again, maybe not. The trustees surely have better candidates to deal with, and they shouldn't waste their time on a reluctant suitor.
Message Found In A Bottle Here's an anecdote that's both amusing and depressing at the same time. One of the Bandito's well-placed informants passes along the word that the trustees for Commodore have actually sent a package of materials about the company to prospective bidders. No, this isn't to companies who have expressed an interest; this is to some people that the trustees hoped would be interested. Even more interestingly, this happened well after the bidding was already under way. Hmmm, makes the Bnndito think that the trustees were rather desperate to find someone who could offer a
reasonable bid, don't you agree?
But even more fascinating than the very fact of this package being sent were the contents thereof. All sorts of info was included, such as the exact disposition of all assets and purported product plans. There were reams of spreadsheets, charts, graphs, and piles of documents. (No doubt, all generated on Amigas... hah. Just kidding.
These accountant types no doubt use PC clones.) There were lots of juicy nuggets buried deep within the mass of raw, untreated data. Like this one: According to this package, Commodore was planning the oft-rumored AAA Amiga using the Hewlett-Packard PA-RISC chip by the beginning of 1995. This is presented as a work in progress, which the savvy buyer could no doubt just step in and complete with a minimum of fuss and bother. Unfortunately, the document doesn't appear to state on which planet or alternative universe this hardware exists, because it sure doesn’t exist anywhere in our corner of
the space-time continuum.
These guys must have had a few too many Bacardi 151's down by the beach in the Bahamas. Or perhaps there minds were clouded by staring too long at the amount of compensation Mehdi Ali earned for driving a billion-dollar company straight into bankruptcy.
Whatever the excuse, it's clear this document bears little relation to life on Earth as we know it. (You'd almost think it was written by a Congressman.) It's possible that a new hardware design could be thrown together in less than a year, though by all accounts no such design with a PA-RISC processor had actually been worked on. Except for the minor annoying fact that the AAA chip set was not complete, and by the best estimates of Commodore's chief engineers, it would take another 12 to 18 months to debug i t and get it ready for manufacturing (at a cost of several million dollars). Oh,
and then there's the little matter of software. Either AmigaDOS would have to be completely rewritten to work on the PA-RISC chip, or an emulation routine would have to be written. Either task would take a top-flight team of software engineers a couple of years to complete. Again, no such project was under way.
So if the rest of the data in the package is as reliable as this claim, you might begin to understand why the trustees haven't managed to unload the assets yet. Anybody who does even a modicum of fact-checking would find that the prospectus has more hoLes than Commodore's marketing strategy. Let's hope the eventual winners of the bidding war have enough sense to sort out the truth from the fiction.
Setting A New Course The latest rumor has it that the Commodore UK bid has been accepted, though this is not as yet confirmed. (The Bandito expects that this means that C-UK is the leading contender right now', but of course there's a million different ways a complex deal like this one can fall through.) (Editors note: It was a rumor and at press time, no new information is available.) From the scuttlebutt, the intent of the UK crew (led by David Pleasance) is to start producing the entire Amiga line once again, possibly before the end of the year. Of course, one might reasonably suppose that
their first focus would be the UK market, where they are based. But it's certainly true that the best market for the A4000 is the United States, where Toasters are eagerly awaiting Amigas to fit into.
Now, this would certainly solve the problem of the Amiga in the short term, by making available some machines. But this isn't like waving a magic wand and restoring the Amiga to life. It's a fact that a lot of Amiga distributors and retailers have already left the market, and they are unlikely to return. If you thought it was hard before to get hardware and software for your Amiga, it'll be even more difficult.
This is not going to expand market share, folks. The new Amiga maker's challenge (whoever it might be) is to convince retailers (either mom and pop stores or mass-market chains) to carry Amigas, and this is a big challenge.
Some minor changes to the Amiga product line would help. Drop a 68030 chip in the A1200, or even a 68LC040, and make sure that there's a hard drive in every unit sold, and keep the price under S600 (total system with monitor, bundled software and printer should be under S1000 out the door). There's a machine that would sell some units.
For the A400U, drop the price substantially. The A4000 030 should be less than S1000, and the A4000 040 should be less than S1500 (those would be complete system prices). CD32 should be hitting S250, and trying for under $ 200 as soon as possible. And the new owner needs to create retail outlets for all of the Amigas; given the past experiences of retailers with Amigas, this is a tall order.
Most importantly, you have to define a future for the Amiga and then make it happen. Unfortunately, this is the toughest job of all, requiring a lot of guts and capital and talent. What form should an Amiga 5000 take? The Bandito has heard a lot of speculation. It seems like the most achievable design is to use a 68060 as the CPU, and either use AGA chips or pick up one of the latest, hottest SVGA chip sets (with accelerated graphics, including a blitter) and rewrite the OS for that. Throw in a DSP for 16 bit audio and other useful processing functions, and a Fast and Wide SCSI-11 interface
for screaming hard drive performance. The toughest part is the software engineering; that could take up to a year even with a crash effort of experienced Amiga geniuses.
Even then, all such an Amiga 5000 would do is buy you some time while you work on the Amiga 6000 and its OS support. This machine would be based around a RISC chip (perhaps the PowerPC), an even better graphics chip set and DSP support, and the OS would have to be recoded along the lines of what Apple has done (including full emulation of the previous OS for software compatibility).
The challenge would be to get this done in a reasonable time frame and get software developers to write to it. Perhaps using the PowerPC would help, since many applications are being coded for it already.
Some have suggested that the answer is to use an existing operating system, such as Windows NT or OS 2. Leaving aside aesthetic comments (such as you really wouldn't let your ugliest, smelliest dog sit on the Windows interface, let alone use it), if you don’t use AmigaDOS, are you really using an Amiga? The answer is no; the operating system is really what makes the computer sing (literally, in the case of the Amiga). What good are a few custom chips if you have to go through Windows to get to them, and none of the programs take advantage of them?
In any case, the effort to move AmigaDOS to another processor would require millions in R&D. Can it happen?
Will the new Amiga owner have the deep pockets necessary to make this happen?
We'll just have to wait and see.
NewTek News Those of you who are familiar with the elasticity of product release deadlines in the high-tech business will not be at all surprised to learn that NewTek's Flyer (the "Tapeless Editor" that works with the Video Toaster) has been delayed. Initially NewTek planned to release it in the summer, but obviously that date has gone to the great Release Date Graveyard rumored to be somewhere in Seattle, Washington (conveniently close to Microsoft headquarters). What's the latest word? It looks like the beta version won't go out to dealers until November or December; when those arrive,
production models should be expected within six to eight weeks.
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Why the delay? Problems with the availability of key parts are a contributing factor, along with (as you might expect) those pesky engineering problems (AKA bugs). Along the way, NewTek has raised the price tag to 54995 (a 51000 increase).
Also, you'll have to buy special hard drives from NewTek (two 1.7 gig drives) and that brings the cost up to $ 80(10. Not bad for a non-linear editing svstem, but still a hefty hit on your wallet. There won't be many casual hobbyists picking this up, says the Bandito. Forget about editing those videos of your last part)', unless you've got a lot of money burning a hole in your budget.
You also have to wonder how manv Flyers can be sold as long as there are no new Amigas to put them in. Sure, there's an installed base of Toaster owners, and certainly many of them are interested in non-linear editing solutions (particularly with the Flyer's attractive price-perfor- mance compared to other non-linear systems). But once you've taken care of demand from the installed base, you're left with sales to new owners. And there won't be manv of those until such time as new Amiga 4000's are being offered for sale in the US. And that mav not happen until 1995, or indeed it may never
VideoStage Pro Perhaps with these considerations weighing on their minds, NewTek has announced that the premier jewel in the Video Toaster's crown is being made available on other platforms. Yes, Lightwave 4.0 has been announced not only for the Amiga, but also for Windows Windows NT and SGI machines. When will these new versions be out? The best estimates say early 1995, and just coincidentally all versions of Lightwave will be priced at 5995.
The interface and features of Lightwave will be as identical as possible on all platforms. This has occasioned a great deal of excitement among Lightwave fans, especially among power users who depend on Lightwave for broadcast production.
Why the excitement? Because when these new versions of Lightwave ship, these power users will be able to get a lot more rendering power than an Amiga can provide, and the)' also don't have to worry about whether or not Amigas will be around any longer.
At the same time as this announcement, Tim Jcnison stated that the Toaster is not in development for anv other platform.
So if the Amiga fails to revive, then essentially NewTek becomes the Lightwave company. After all, even with the Flyer there are only so many Video Toaster owners to sell it to. And according to reports, the Flyer is also not under development for any other platform. Oh, sure, there are a lot of Toasters out there already. But how many of them are going to want to take an 58,0(10 fiver on a Flyer when there is no way to get a replacement Amiga if their computer breaks? This is a significant problem.
And the unbundling of Lightwave isn't going to help Toaster sales any. In fact, if indeed any Toasters are selling right now in the absence of new Amigas, the very announcement of Lightwave's availability on other platforms will no doubt cut into their remaining sales. Many owners consider the Toaster to be merely a dongle that lets them run Lightwave (a fact that explains the existence of LightRave).
Foundation Imaging, the company that does all the Babylon 5 graphics using Lightwave (and not incidentally owns dozens of Toasters) is already planning to switch over to Pcs or SGI machines. Other heavy-duty Lightwave users can be expected to do the same thing. While this is good news for NewTek (because they'll sell more software), it's not great news for the professional Amiga market. One of the more important reasons to buy an Amiga Lightwave is no longer a reason to buv an Amiga.
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The Video Toaster is still an important reason to buy an Amiga (if you could buv an Amiga, that is). But the rest of the market isn't standing still; other products are threatening the Toaster's spot as king of inexpensive video production. FAST has a new low-cost Video Machine for well under $ 1000, and their higher-end solutions for $ 4000 (Mac and PC) are getting better. And there will be more competition, you can bet on that. The Toaster may need to move to another platform for its long-term survival, if the Amiga isn't being sold any more, And even if the Toaster does make the move, it'll
be in for a tough tight. Other companies will have been in the PC market for some time, and they'll be occupying the high ground. NewTek had better buy more ammunition...
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Become n professional latlle- tale.Send rumors, tidbits, and other gossip to: The Bandito c o Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140 Front Ending C by Randy
Finch Create an interface for your C programs with an
easy-to-use authoring tool.
As many of you know, C is a very good higher level language for writing speedy applications. Typically, however, there are just a few places within the program code where this speed is critical, i.e. important from the user perspective. Usually, handling input from the user through an application's interface is not one of these critical points. One then might ask, "Could 1 build the interface using an interactive authoring tool such as HELM or CanDo, write the speed critical parts in C, and then combine the two?" The logic behind this is that an interface is easier to build with an authoring
tool than with C. Even if an interface creation tool kit that writes C code for you is used, it is sometimes confusing adding the event handling. In this article, 1 show you one way an authoring tool can be used to build a front end to a speed critical C application. There are not many applications that are as floating point math intensive as those that plot the Mandelbrot set and Julia sets. I wrote the core calculations for such an application in SAS C 6.50 and then added a user interface designed in CanDo 2.51. To point out the speed advantages of writing the calculations in C as opposed to
CanDo's scripting language, I have also written the calculations in CanDo so a speed comparison can be done.
The Mandelbrot Set and Julia Sets For those of you unfamiliar with the Mandelbrot set and Julia sets (where have you been the last 10 years, under a rock?), 1 now give a brief explanation. The Mandelbrot set is a mathematical entity known as a fractal. It can be defined semi-formally as the set of all points, ci, in the complex plane such that the value of z in the iteration formula zn+1 = zn2 + ci remains bounded as n approaches infinity for an initial value of z (zO) of O+Oi. It can be shown that if the distance of z from the origin ever exceeds two, then the value of z approaches infinity
as n approaches infinity and is therefore not bounded.
Julia sets are fractals also and are similar to the Mandelbrot set. However, there are an infinite number of Julia sets whereas there is only one Mandelbrot set. There is one Julia set for each value of ci in the complex plane. The Julia set for a particular value of ci is the set of all points, z, in the complex plane such that the value of z in the iteration formula zn+1 = zn2 + ci remains bounded as n approaches infinity.
Weil, so much for definitions. If you have seen any Mandelbrot or Julia set plots, you know that the points that make up the set are usually not the main point of interest; the points immediately surrounding the set are, Typically, the points belonging to the set are all one color and the points nearby are colored differently based on the number of iterations necessary to cause the distance of the point z from the origin to exceed two. This results in an image like that shown in Figure 1, which is the Mandelbrot set. Since the criteria for ceasing the iterations of the equation is that the
distance of the point from the origin be greater than two, the image consists of a circle of radius two with inner distorted circles of decreasing radius. As the number of iterations approaches infinity, the distorted circles approach the shape of the outline of the Mandelbrot set. The same holds true for Julia sets. Of course, any program that actually carried the iterations to infinity would never end; therefore, a limit is specified. The number of iterations it takes to cause the distance of z from the origin to exceed two is known as the dwell of the point ci (z for a Julia set).
The iteration limit is known as the maximum dwell or dwell limit.
All points that allow the equation to be iterated the number of times specified by the maximum dwell are assumed to be a member of the Mandelbrot or Julia set being calculated. My program, CanDoMJ, allows the user to set the maximum dwell at either 15, 31, 63, or 127 via a menu selection. The larger this value is, the more accurate the plot will be but the longer it will take to calculate points close to and in the set. Let's now take a look at the CanDoMJ program. It is shown in Listing 1.
The CanDoMJ Deck The CanDoMJ deck consists of two cards; MJSettings and MJPlotPic. The former is the main user interface where various settings related to the type of plot to generate can be entered. This card is the first to appear when the program begins execution. The latter is used for actually plotting the Mandelbrot or Julia set.
MANDELBROT OR JULIA SET BOUNDARIES ? IcanDottJ Real Value: R,S ...... 1 High Real Value: [ZTF Lon Imaginary Value: RTF See Picture Hitfi Inaginary Value: jITF Julia Real Value: ITT Julia Inag Value: £7F so ( Figure 2. CanDoMJ User Interface (MJSettings Card) The MJSettings Card This card is shown in Figure 1. It consists of six text fields, one image button, two text buttons, and one menu containing four menu items. Some of these items also have sub items associated with them. The card also has BeforeAttachment and After Attachment scripts as well as a local routine named Draw MJ Pic.
The BeforeAttachment Script for the MJSettings Card This script executes just before the card is displayed. It checks to see if this is the first time the script has been executed (Invocation-0; all uninitialized variables default to a value of zero) and, if it is, sets default values for the maximum dwell, plot resolution, and plot type. These defaults can be changed via menu selections.
The value of Invocation is set to one so these defaults will not be set again while the program is running.
The AfterAttachment Script for the MJSettings Card This script first removes the check mark from all menu sub items and then adds a check mark to the appropriate sub items as determined by the current values of MaxDwell, Resolution, and PlotTvpe. This is necessary since CanDo automatically puts check marks on the sub items with their Checked property set at design time. Next, the value of the first argument passed to the card, Argl, is checked. If it is equal to "Reset", the six text fields are filled in with the current values of six variables. If this is not done, CanDo will automatically
fill in the fields with the default values specified at design time. Finally, all of the text for the card (see Figure 2) is displayed.
The Text Fields The six text fields are named LowReal, HighReal, Lowlmag, Highlmag, Jreal, and Jimag. The first four fields (on the right side of the card) are for entering floating point numbers that define the rectangular plot region on the complex plane. The default values for these fields are -2.9, 2.9, -2.0, and 2.0, respectively. The Jreal and Jimag text fields (on the lower left corner of the card) are for entering floating point numbers that define the complex value, ci, that is used when plotting a Julia set. The default values are 0.5 and
0. 0, respectively.
All six text fields have an OnRelease event script that simply activates the next field in sequence. This eliminates the need to activate each field by mouse clicking between entries. Be aware that the text fields will allow any alphanumeric character to be entered into the field. It would be nice if INOVAtronics would add a masked input field object to CanDo or, more preferably, provide a KeyPress event for field objects. The latter feature would allow a script to be executed each time the user presses a key while entering text into a field. This would allow programmer filtering of user
input, The Image and Text Buttons The image button is named SeeMJPic and appears on the left side of the card. Clicking on the button causes the last generated plot to be displayed. The image for this button is a brush named CanDoMJButton.br. The OnRelease script for this button executes the routine DrawMJPic, passing the argument "SEE" to it.
The two text buttons are named GOC and GO. They appear in the lower right corner of the card. The former is used to generate a plot by calling a C program; the latter is used to generate the same plot using CanDo code. The OnRelease scripts for these buttons execute the DrawMJPic routine, passing arguments of "GOC" and "GO", respectively.
The DrawMJPic Routine This routine extracts the text from each text field on the card and assigns their values to six appropriately named global variables. It then activates the MJPlotPic card, passing to it the argument that was passed to the routine itself. The content of the fields must be assigned to variables because the MJPlotPic card knows nothing of the fields on the MJSettings card but can access global variables.
The Plotlnfo Menu The MJSettings card has one menu structure named Plotlnfo that contains four menu items. Some of the menu items have sub items. The menu structure looks like this: Plotlnfo Max Dwell 15 31 63 127 Resolution 1 2 4 8 Plot Type Mandelbrot Julia Default Settings Each selectable menu item or sub item has a shortcut key associated with it. They are shown in the definition sections of the menu objects in Listing 1.
Figure 5. MJPIotPic Card with Change Palette Requester Figure 6. Julia Set (Max Dwell=63, c=-0.75+0.1i) The menu sub items under Max Dwell are mutually exclusive; only one item can be active at a time. A check mark appears next to the selected value. However, CanDo does not automatically handle mutually exclusive menu sub items. It will check the selected item, but it will not remove the check mark from any of the other items.
This must be done by the programmer. As you can see from the Occurred scripts of the sub items (named MD15, MD31, MD63, and MD127), not only is the value of MaxDwell set, but the non-selected sub items have their check marks removed using the SetObjectState command. The same procedure is used by the sob items for Resolution and Plot Type. For the check marks to appear and disappear properly, be sure that the Checkmark property of the sub items are set at design time (see Figure 3).
The definition of maximum dwell has already been given and will not be discussed further. The meaning of plot type is obvious.
So, let's discuss resolution.
The value of Resolution can be 1,2,4, or 8. When the value of Resolution is N, then an NxN pixel area will be drawn on screen for each calculated point in the Mandelbrot or Julia set. Thus, if Resolution is equal to 4, a 4x4 block of pixels will be colored for each calculated point. This allows rough but quick plots to be generated before actually plotting with a resolution of 1. Figure 4 shows a Julia set plot with a resolution of 4.
When the Default Settings menu item is selected, the text fields containing the plot range and ci value are set to their default values. This is accomplished by reactivating the MJSettings card without passing the "Reset" argument (see earlier discussion of the AftcrAttachment script).
When creating a menu structure in CanDo, several levels of requesters must he filled in to create the menu items and sub items.
These different requesters are shown together in Figure 3. Stepping through these requesters when creating a complex menu structure can be confusing. 1 would like to see these requesters combined into one well thought out requester.
The MJPIotPic Card This card consists of a 320x200 32-color window with no system window objects. Thus, the card appears totally blank.
However, the card does have one area button named NewRange and one menu structure named Options. The card also has an AfterAttachment script.
The AfterAtlachment Script for the MJPIotPic Card This script first checks the value of Argl. If it is equal to "GO”, a plot is generated with CanDo code. If it is equal to "GOC", a plot is generated using the C program, CanDoMJC. If it is equal to "SEE", the last generated plot is displayed.
If CanDo code is to be used to generate a plot, several variables are initialized, and either a Mandelbrot set or a Julia set plot is created depending on the value of PlotType. 1 leave it to you to follow through the code and see how it implements the formulas given at the beginning of this article. Several references are also given at the end of this article.
If the C program, CanDoMJC, is to be used to generate a plot, an AmigaDOS command line string is built up using several string concatenation operations and then executed using the Dos command. The final command will look something like this: RCF:C_Progs CanDoMJC CanDoMJC 3811064 31 2 -2.9 2.9 -2.0 2.0 J -0.5 0.0 The zeroth parameter (as viewed by the C program) is the path and filename of the C program. The first parameter is the memory address of the Window data structure for the MJPIotPic card. This address is available through the CanDo system variable, Window Address. The second and third
parameters are the s'alues of MaxDwell and Resolution. The fourth through seventh parameters are the values representing the plot range. The eighth parameter is the plot type, M or J. Finally, the ninth and tenth parameters are the real and imaginary parts of the ci value used in Julia set plots. The C program is described below.
If the user just wants to view the last generated plot, then the file ram:CanDoMJPic, which is used to store the last plot (see below), is loaded into the MJPic buffer and displayed. Be aware that if no plot has yet been generated, the file ranuCanDoMJPic will not exist. In this case, CanDo will automatically display a file requester so the user can make a selection. Also, if you use TheMultiBinder to create a tool from this deck, do not include CanDoMJPic during the binding process. If you do, TheMultiBinder will add the current picture in this file to the bound deck. This prevents the
program from loading the file each time it is to be displayed, thus always showing the same picture.
The NewRange Area Button This button allows the user to dick the left mouse button at any location on the screen, drag out a rectangle, and then release the button. By doing so, a new plotting range is set based on the rectangle boundaries. The button is 320x200 pixels in size and has no highlighting or border. Therefore, it covers the entire card and is invisible. Tire only reason for its existence is to detect mouse button clicks and movements. Neither the window object nor the card can handle mouse events. Thus, the entire card has to be covered with an invisible area button. The button has
three scripts to allow it to function properly: OnClick, OnDrag, and OnRelease. OnCiick executes when the left mouse button is pressed, OnDrag executes as the mouse is moved about while continuing to hold down the left mouse button, and OnRelease executes when the left mouse button is released.
The OnClick script determines the current location of the mouse from the system variables MouseX and MouseY. Also, the width and height of the rectangle are set to zero, the draw mode is set to COMPLEMENT, and an initial rectangle is drawn. As the mouse is moved, the OnDrag script executes over and over, it first draws another rectangle over top of the previously drawn rectangle. Since the draw mode is COMPLEMENT, this causes the previous rectangle to disappear. Next, the rectangle width and height are updated and another rectangle is drawn. This gives the appearance on screen that tire
rectangle is elastic and is stretching to match the mouse movements. This continues until the left mouse button is released. The OnRelease script first draws one final rectangle to erase the last one drawn. It then updates tire real and imaginary plot ranges based on the boundaries of the rectangle.
Next, the current picture is moved into buffer MJPic and saved to file ram:CanDoMJPic so that it can be recalled later if needed.
Finally, card MJSettings is activated, passing an argument of "Reset" so the plot boundary fields will be updated. Be aware that the code only provides for the rectangle to be drawn from upper left to lower right. Trying to create the rectangle any other way will cause high and low values to be interchanged, thus producing upside down and backvvard plots.
The Oplions Menu The MJPIotPic card has one menu structure named Options that contains three menu items. The menu structure looks like this: Options Save Picture Set Colors To Settings Each menu item has a shortcut key associated with it. They are shown in the definition sections of the menu objects in Listing 1.
When Save Picture is selected, a file requester is displayed, allowing the user to select a filename to which to save the current plot. This is useful if you would like to move the picture into a paint or image processing software package for modifications.
When Set Colors is selected, the ChangePalette card in the ColorChange deck is opened as a requester, allowing the user to modify the colors of the plot (see Figure 5). The ColorChange deck was described in another one of my articles (AC 9.5). When To Settings is selected, the current plot is saved to the temporary' file rnrmCanDoMJPic for later recall, and the MJSettings card is activated.
The CanDoMJC C Program This program consists of two source files: a header file named CanDoMJC.h and the main file named CanDoMJC.c. The former is shown in Listing 2, the latter in Listing 3, CanDoMJC.h, which is included by CanDoMJC.c, includes several system header files, defines some macro variables, and declares some useful structures. It also contains two functions for opening and closing the intuition and graphics system libraries.
CanDoMJC.c contains two functions in addition to the mandatory main function. The first is named MJPlot. It is used to plot the requested Mandelbrot or Julia set, If you are familiar with C programming, you will see that the code is very similar to the CanDo plotting code in the After Attachment script for the MJPIotPic card. In fact, the algorithms are exactly the same and will produce identical plots for the same settings. The second additional function is named SetComplexRange and simply fills in a ComplexRange data structure with four floating point values passed as parameters to the
The main function declares several variables, calls the OpenLibraries function (see CanDoMJC.h), and then reads and converts all of the parameter strings passed to the program from the CanDo deck. The first parameter is the address of the Window data structure for the MJPIotPic card. The striog is converted to an unsigned long integer which in turn is converted to a pointer to a Window data structure. With this address, the C program can draw directly on the MJPIotPic card. The remaining parameters are as described earlier and have their data types converted appropriately. Once the
parameters are read (note that the last two parameters arc only read if a Julia set plot is requested), the Mandelbrot or Julia set is plotted. Afterwards, the CloseLibraries function (see CanDoMJC.h) is called and the program ends.
The CanDoMJC program was compiled as shown in the listings with no errors or warnings using the SAS C Development System Version 6.50. The compiler options were set such that the program uses the IEEE floating point libraries supplied with AmigaDOS. These are the same libraries used by CanDo for its floating point calculations. Thus the CanDo and C code are on equal footing when it comes to the actual floating point calculations. The difference in speed comes from the C code being compiled whereas the CanDo code is only semi-compiled. Also, CanDo spends time converting between data types
whereas C uses variables with predetermined data types.
Speed Comparisons As suspected, the C code generated plots quite a bit faster than did the CanDo code. The plot times discussed below apply to my Amiga 2000 with a 68030 68882 28MHz GVP accelerator card.
In general, the C code executed about 40-50 times faster than the CanDo code. For instance, the Mandelbrot set shown in Figure 1 (maximum dwell of 31) took 50 seconds to generate with the C code and 41 minutes to generate with CanDo code. The Julia set in Figure 6 (maximum dwell of 63) took 55 seconds in C and 38 minutes in CanDo. Thus, for floating point math intensive CanDo programs, it is advisable to write a C language support program to enhance the performance.
Other Front Ending Methods CnnDoMJ has a very7 simple link to its back end C program. It simply passes a window address along with some other numerical values to the C program. Tire C program does its thing and then exits. In other programs, there may need to be a two-way communication between the front end program and the C program. In this ease, data could be transferred between programs via data files on the RAM: device. Or, if more sophisticated communications are needed, Arexx communications could be added to the C program.
Of course, the authoring tool used for the front end would also need to support Arexx communications. CanDo does.
More Mandelbrot and Julia Set Information If you have an interest in Mandelbrot or Julia sets, then you might want a subscription to AMYGDALA. This is a newsletter devoted to fractals, especially the Mandelbrot set, and is published by Rolln Silver, Box 219, San Cristobal, NM 85764. A 35mm slide supplement is also available.
There are ninny books on the market that discuss the Mandelbrot set, Julia sets, and fractals in general. Below is a list of several I own that you might find interesting.
Barnsley, Michael; Fractals Everywhere; Academic Press 1988.
Barnsley, Michael F. and Hurd, Lyman P.; Fractal Image Compression; AK Peters 1993.
Cvitanovfc, Predrag; Universality in Chaos; Adam Hilger Ltd. 1984.
Feder, Jens; Fractals; Plenum Press 1988.
Gleick, James; Chaos; Making a New Science; Viking 1987.
Mandelbrot, Benoit B.; The Fractal Geometry of Nature; W.H. Freeman & Co. 1983.
Oliver, Dick; FractalVision: Put Fractals to Work for You; SAMS Publishing 1992.
Peitgen, Heinz-Otto, Jurgens, Hartmut, and Saupe, Dietmar; Fractals for the Classroom: Parti introduction to Fractals and Chaos; Springer-Verlag 1992.
Peitgen, H.-O. and Richter, P.H.; The Beauty of Fractals; Springer- Verlag 1986.
Peitgen, H.-O. and Saupe, D.; The Science of Fractal Images; Springer-Verlag 1988.
Sparrow, Colin; The Lorenz Equations; Bifurcations, Chaos, and Strange Attractors; Springer-Verlag 1982.
Stevens, Roger T.; Fractal Programming in C; M&T Publishing, Inc.
Thompson, J.M.T. and Stewart, H.B.; Nonlinear Dynamics and Chaos; John Wiley and Sons 1986.
Listing Listing 1 Listing 1. CanDoMJ Deck
* Deck “CanDoMJ"
* Time 15:36:09
* Date 03 05 94
* Card(s) in deck.
* Card "MJPlotPic"
* Card "MJSettings"
* 2 Card(s), 2 were printed.
* Natural order of Cards
* Card "MJSettings"
* Card "MJPlotPic"
* There are no Global routines in this deck.
* Card "MJPlotPic" AfterAttachment ; used to be After Startup Mop
Draw picture using CanDo code If Argl="GO" SetDrawMode JAM2
Let SR=(HR-LR)‘Resolution (WindowWidth-1) Let
SI=(HI-LI)‘Resolution (WindowHeight-1) Let HC=windowCclors-l
Let LC=Q Nop Begin iterations Let X=0 Let YsO Let R=LR Let
i-Hi Nop Plot Mandelbrot set If PlotType="M" While
' cWindowHeight While X WindovWidth Let LoopR=0 Let Loopl=0 Let
Count=0 Loop Let Temp=LoopR*LoopR-LoopI*LoopI+R Let
LoopI=2*LoopR*LoopI+I Let LoopRsTemp If
(LoopR*LoopR+LoopI‘LoopI) 4.0 ExitLoop Endlf Let Count=Count+1
Until Count =MaxDwe11 SetPen Count If Resolutions!
DrawPixel X,Y Else AreaRectangle X,Y,Resolution,Resolution Endlf Let XsX+Resolution Let R=R+SR EndLoop Let X«0 Let R=LR Let Y=Y+Resolution Let I=I-SI EndLoop Nop Plot Julia set Elself PlotType="J" While Y WindowHeight While X WindowWidth Let LoopR=R Let Loopl-I Let Count&0 Loop If (LoopR‘LoopR*LoopI‘LoopI) 4.0 ExitLoop Endlf Let Count=Count+l Let Temp=Loop R•LoopR-LoopI * LoopI+JR Let LoopI=2*LoopR‘LoopI+Jl Let LoopR=Temp Until Count =MaxDwell SetPen Count I: Resolutions1 DrawPixel x,Y Else AreaRectangle X,V,Resolution,Resolution Endlf Let XsX+Resolution Let R=R+SR EndLoop Let X=0 Let R=LR
Let Y=Y+Resolution Let Isl-Sl EndLoop Endlf Nop Draw picture using C code Elself Argl="GOC" Let Coranand="RCF:C _ Progs CanDoMJC CanDoHJC " Let ConmandsConmand I IwindowAddress III" " Let Command=CommandI ImaxDwell I I" " Let Conmand=ConaBand I! Resolution I I" ,r Let CcnmandsCocmandl 1LR1 I" "IIHRIJ" * 111*11 I" "IIHIM" - Let CommandsCommand IIPlotTypelI" " Let CcrnsandsCcmmand I IJRI I " * I IJI DOS Command Elself Argl="SEE" LoadPicture "rain;CanDoMJPic", "MJPic" ShowPicture "MJPic" Endlf EndScript Window "UserWindow" Definition Origin 0,0 Size 320,200 Title "" NumberOfColors 32,69632
windowColors 0,1,0 ; Detail, Block, Background WindowCbjectS NONE WindowFlags ACTIVATE BORDERLESS SEPARATESCREEH TOFRONT EndScript OnCloseButton Quit EndScript EndObject AreaButton “HewRange" Definition Origin 0,0 Size 320,200 Border NONE ,2,1 ? BorderStyle, MainPen, ExtraPen Highlight NONE ButtonFlags HONE EndScript OoClick Let EeginX-KouseX Let EeginY=HouseY Let CurrW=0 Let CurrHsO SetDrawMode COMPLEMENT DrawRectangle BeginX,BeginY,CurrW,CurrH EndScript OnDrag If MouseXo CurrW+BeginX) or MouseY (CurrH+BeginY) DrawRectangle BeginX,EeginY,CurrW,CurrH Let CurrWsMouseX-BeginX Let
CurrH=MouseY-BeginY DrawRectangle BeginX,BeginY,CurrW, CurrH Endlf EndScript OnRelease DrawRectangle BeginX,BeginY,CurrW,CurrH Let Temp=LR+(HR-LRJ *SeginX (WindowWidth-1) Let HR=LR+(HR-LR)*(BeginX+CurrW) (WindowWidth-1) Let LR=Tesnp Let Temp=HI-(HI-LI)*(BeginY+CurrH) (WindowHeight-1) Let HI=HI-(HI-LI)'BeginY (WindowHeight-l Let L”=7emp ClipPicture "MJPic" SavePicture "MJPic","ram:CacDoHJPic" GotoCard "MJSettings","Reset" EndScript EndObject TextMenu "SavePic" Definition AttachTo MEND ,"Options" Font "topaz",8 j FontName, PointSize PrintStyle PLAIN ,2,3 ; Style, Penl, Pen2 TextColors
0,1,NORMAL ; PenA, PenB, DrawMode Text " Save Picture " MenuFlags HONE Highlight COMPLEMENT ShortCutKey "S" EndScript Occurred Let FNNewsAekForFileNamelFN,"Save Picture") If FNNewo"" Let FnsFNNCW ClipPicture "MJPic" SavePicture "MJPic",FN Endlf EndScript EndObject TextMenu "SetColors" Definition AttachTo MENU ,"Options" Font "topaz",8 ; FontName, PointSize PrintStyle PLAIN ,2,3 ,* Style, Penl, Pen2 TextColors 0,1,NORMAL ; PenA, PenB, DrawMode Text " Set Colors " MenuFlags NONE Highlight COMPLEMENT ShortCutKey "C" EndScript Occurred LoadSubDeck "CanDo:Decks ColorChange","CC" OpenReguester
"CC","ChangePaletee" EndScript EndObject TextMenu "ToMJSettings" Definition AttachTo MENU ,"Options" Font "topaz",8 ; FontName, PointSize PrintStyle PLAIN ,2,3 ; Style, Penl, Pen2 TextColors 0,1,NORMAL ; PenA, PenB, DrawMode Text " To Settings " MenuFlags NONE Highlight COMPLEMENT ShortCutKey "T" EndScript Occurred ClipPicture "MJPic" SavePicture "MJPic","rAMIGAnDoMJPic" GotoCard ''MJSettings'’, "Reset" EndScript EndObject End of Card "MJPlotPic"
* ********** Card ''MJSettings" BeforeAttachnent ; used to be
OnStartup If Invocation®0 Let MaxDwellalS Let Resolution=l Let
PlotType="M" Endlf Let Invocation=l EndScript AfterAttachment
,- used to be Afterstartup Nop Remove check nark from all menu
subitems SetObjectState "KD15",0FF SetObjectState "KD31",OFF
SetObjectState r,KD63",OFF SetObjectState "MD127",0FF
SetObjectState "RESl",OFF SetObjectState "RES2",OFF
SetObjectState "RES4",OFF SetObjectState "RES8",0FF
SetObjectState "Mandelbrot”, OFF SetObjectState "Julia",OFF Nop
;Put check mark on appropriate menu subitems SetObjectState
"KD-l I Maxwell, ON SetObjectState "RES"I I Resolution, ON If
PlotType="M" SetObjectState "Mandelbrot",ON Elsa SetObjectState
"Julia",ON Endlf Nop ;Set text entries if they changed If
Argl»"Reset" SetText "LowReal",LR SetText "HighReal",KR SetText
"Lowimag",LI SetText "HighIirag",HI SetText "JReal",JR SetText
"JImag",JI Endlf SetPrintFont "CGTimes'',20 SetPrintStyle
EMBOSSED ,2,11 SetPen 1,0 SetDrawMode JAM1 PrintText
"Pearl",11 SetPrintStyle BOLD EMBOSSED ,2,6 Setl’en 1,0
SetDrawMode JAM1 PrintText " Low Real Value:",227,56 PrintText
" High Real Value:",227,86 PrintText " Low Imaginary
Value:",227,116 PriitText "High Imaginary Value:",227,146
PrintText "Julia Real Value:", 12,168 PrintText "Julia Imag
Value:",12,183 SetPrintFont "Pearl",8 SetPrintStyle EMBOSSED
,2,3 Setlen 1,0 SetDrawMode JAMl PrintText "See Picture",73,149
EndScript Routine "DravMJPic" Let LR=TextFrom ("LowReal") Let
HR=TextFrom("HighReal") Let LI=TextFrom(''LowIaag") Let
HI=TextFrom("HighImag") Let JR=TextFrom "JReal") Let
JI=TextFrcm "JImag") GotoCard "MJPlotPic",Argl EndScript window
"UserWindow" Definition Origin 0,0 Size 640,200 Title "CanDoMJ”
NumberOfColors 16,102400 W;.ndowColors 0,1,0 ; Detail, Block,
Background Wj.ndowObjects CLOSEBUTTON W;.ndowFlags ACTIVATE
SEPARATE SCREEN TO FRONT EndScript OnCloBeButton Quit EndScript
EndObj act TextButton "Go" Definition Origin 561,179 Fcnt
"topaz",8 ; FontName, PointSize PrintStyle PLAIN ,2,3 ; Style,
Penl, Pea2 TextColors 1,0,NORMAL ; PenA, PenB, DrawMode Text "
GO " Bcrder BEVEL ,2,1 ; BorderStyle, MainPen, ExtraPen
Highlight COMPLEMENT ButtonFlags NONE EndScript OnReLease Do
"DrawMJPic","GO" EndScript EndObject TextFiuid "LowReal"
Definition Origin 412,59 Size 200,B Justification LEFT
MaxFieldLength 32 InitialText “-2.9" Border DOUBLEBEVEL ,2,1 ;
BorderStyle, MainPen, ExtraPen EndScript onRelease
SetObjectState "HighReal",ON EndScript EndObject TextField
"HighReal" Definition Origin 412,39 Size 200,8 Justification
LEFT MaxFieldLength 32 InitialText "2.9" Border DOUBLEBEVEL
,2,1 ; BorderStyle, MainPen, ExtraPen EndScript OnRelease
SetObjectState "LowImag",ON EndScript EndObject TextField
"Lowlmag" Definition Origin 412,119 Size 200,8 Justification
LEFT MaxFieldLength 32 InitialText "-2.0" Border DOU3LEBEVEL
,2,1 ; BorderStyle, MainPen, ExtraPen EndScript OnRelease
SetObjectState "HighImag",ON EndScript EndObject TextField
"Highlmag" Definition Origin 412,149 Size 230,8 Justification
LEFT MaxFieldLength 32 InitialText "2.0" Border DOUBLEBEVEL
,2,1 j BorderStyle, MainPen, ExtraPen EndScript OnRelease
SetObjectState "JReal",ON EndScript EndObject TextField "Jlmag"
Definition Origin 161,186 Size 200,8 Justification LEFT
MaxFieldLength 32 InitialText "0.0" Border DOUBLEBEVEL ,2,1 ;
BorderStyle, MainPen, ExtraPen EndScript OnReleaBe
SetObjectState "LowReal",ON EndScript EndObject TextField
"JReal" Definition Origin 161,171 Size 200,8 Justification LEFT
MaxFieldLength 32 InitialText "0.5" Border DOUBLEBEVEL ,2,1 ;
BorderStyle, MainPen, ExtraPen EndScript OnRelease
SetObjectState "Jlmag", ON EndScript EndObject TextButton "GoC"
Definition Origin 471,179 Font "topaz",0 ; FontName, PointSize
PrintStyle PLAIN ,2,3 ,* Style, Penl, Pen2 TextColors
1,0.NORMAL t PenA, PenB, DrawMode Text " GO C " Border BEVEL
,2,1 ; BorderStyle, MainPen, ExtraPen Highlight COMPLEMENT
ButtonFlags NONE EndScript OnRelease Do "DrawMJPic","GOC"
EndScript EndObject ImageEutton "SeeKJPic" Definition Origin
2B,19 Image "CanDo:Brushes CanDoHJButton.br” Highlight
COMPLEMENT ButtonFlags NONE EndScript OnRelease Do
"DrawMJPic","SEE" EndScript EndObject TextMenu "Maxwell’'
Definition AttachTo MENU ,-PlotInfo" Font "topaz",0 ; FontName,
PointSize PrintStyle PLAIN ,2,3 t Style, Penl, Pen2 TextColors
0,1,NORMAL ; PenA, PenB, DrawMode Text "Max Dwell" MenuFlags
NONE Highlight COMPLEMENT ShortCutKey "" EndScript EndObject
TextMenu "ME15" Definition AttachTo OBJECT ."MaxDwell” Font
"topaz", 8 ; FontName, PointSize PrintStyle PLAIN ,2,3 ; Style,
Penl. Pen2 TextColors 0,1,NORMAL t PenA, PenB, DrawMode Text "
ShortCutKey "1" EndScript Occurred Let MaxDve11=15
SetObjectState "MD31",OFF SetObjectState "MDS3",OFF
SetObjectState MHDl27",OPF EndScript EndObject TextMenu "MD31"
Definition AttachTo OBJECT ,"MaxDwell" Font "topaz",8 ;
FontName, PointSize PrintStyle PLAIN ,2,3 ; Style, Penl, Pen2
TextColors 0,1,normal ; PenA, PenB, DrawMode Text “ 31 "
MenuFlags CHECKABLE Highlight COMPLEMENT ShortCutKey “2"
EndScript Occurred Let MaxDwell&31 SetObjectState "MD15",OFF
SetObjectState "MD63",OFF SetObjectState "MD127",0FF EndScript
EndObject TextMenu "HD63" Definition AttachTo OBJECT
,"MaxDwell" Font "topaz",8 ; FontName, PointSize PrintStyle
PLAIN ,2,3 ,* Style, Peel, Pen2 TextColors 0,1,NORMAL j PenA,
PenB, DrawMode Text " 63 " MenuFlags CHECKABLE Highlight
COMPLEMENT ShortCutKey *3" EndScript Occurred Let MaxDwellp63
SetObjectState "MD15",OFF SetObjectState "KD31",OFF
SetObjectState "MD127",OFF EndScript EndObject TextMenu "MD127"
Definition AttachTo OBJECT ,"MaxDwell" Font "topaz",8 ;
FontName, PointSize PrintStyle PLAIN ,2,3 ; Style, Penl, Pen2
TextColors 0,1,NORMAL j PenA, PenB, DrawMode Text " 127 "
MenuFlags CHECKABLE Highlight COMPLEMENT ShortCutKey "4"
EndScript Occurred Let MaxDwell = 127 SetObjectState "KD15",OFF
SetObjectState "MD31",OFF SetObjectState "MD63",OFF EndScript
EndObj ect TextMenu "Resolution" Definition AttachTo MENU
,"Plotlnfo" Font "topaz",B ; FontName, PointSize PrintStyle
PLAIN ,2,3 ; Style, Penl, Pen2 TextColors 0,1,NORMAL ; PenA,
PenB, DrawMode Text "Resolution" MenuFlags NONE Highlight
COMPLEMENT ShortCutKey "" EndScript EndObject TextMenu "RES1"
Definition AttachTo object ,"Resolution" Font "topaz",8 ;
FontName, PointSize PrintStyle PLAIN ,2,3 ; Style, Penl, ?en2
TextColora 0,1,NORMAL ; PenA, PenB, DrawMode Text " 1 "
MenuFlags CHECKABLE CHEOGT Highlight COMPLEMENT ShortCutKey "5"
EndScript Occurred Let Resolutions SetObjectScate "RES2",0FF
SetObjectScate "RES4",off SetObjectState "RESfi",OFF EndScript
EndObject TextMenu "PlotType" Definition AttachTo MENU , "Plot
Inf o'* Font "topaz",8 ; FontName, PointSize PrintStyle PLAIN
,2,3 ; Style, Penl, Pen2 TextColors 0,1,NORMAL ; PenA, pens,
DrawMode Text "Plot Type" MenuFlags NONE Highlight COMPLEMENT
ShortCutKey "" EndScript EndObject TextMenu "Mandelbrot"
Definition AttachTo OBJECT ,"PlotType" Font "topaz",8 ?
FontName, PointSize PrintStyle PLAIN ,2,3 ; Style, Penl, Pen2
TextColors 0,1,NORMAL ; PenA, PenB, DrawMode Text *' Mandelbrot
"M" EndScript Occurred Let PlotType="M" SetObjectState
"Julia",OFF EndScript EndObject TextMenu "Julia" Definition
AttachTo OBJECT ,"PlotType" Font "topaz", 8 ; FontName,
PointSize PrintStyle PLAIN ,2,3 ; Style. Penl, Pen2 TextColors
0,1,NORMAL ; PenA, PenB, DrawMode Text " Julia " MenuFlags
checkable Highlight COMPLEMENT ShortCutKey "J" EndScript
Occurred Let PlotType="J’' SetObjectScate "Mandelbrot",OFF
EndScript EndObject TextMenu "RES2" Definition AttachTo OBJECT
,"Resolution" Font "topaz",8 ; FontName, PointSize PrintStyle
PLAIN ,2,3 ; Style, Penl. Pen2 TextColors 0,1,NORMAL ; PenA,
Pens, DrawMode Text " 2 " MenuFlags checkable Highlight
COMPLEMENT ShortCutKey "G" EndScript Occurred Let Resolution=2
SetObjectState "R£S1",QFF SetObjectState "RES4”,OFF
SetObjectState "RES8'',0FF EndScript EndObject TextMenu "R2S4"
Definition AttachTo OBJECT ,"Resolution" Font "topaz",8 ;
FontName, PointSize PrintStyle PLAIN ,2,3 ; Style, Penl, Pen2
TextColora 0,1,NORMAL ; PenA, PenB, DrawMode Text " 4 "
MenuFlags CHECKABLE Highlight COMPLEMENT ShortCutKey "7"
EndScript Occurred Let Resolution=4 SetObjectState "RES1",0FF
SetObjectState "RES2",OFF SetObjectState "RES8",0FF EndScript
EndObject TextMenu "RES8" Definition AttachTo OBJECT
,"Resolution" Font "topaz",8 ; FontName, PointSize PrintStyle
PLAIN ,2,3 ; Style, Penl, Per,2 TextColors 0,1,NORMAL : PenA,
PenB, DrawMode Text " 8 " MenuFlags CHECKABLE Highlight
COMPLEMENT ShortCutKey "8" EndScript Occurred ljet Resolutions8
SetObjectState "RESl",OFF SetObjectState "RES2",OFF
SetObjectState "RES4",OFF EndScript EndObject TextMenu
"Default" Definition AttachTo MENU ,"Plotlnfo" Font "topaz",8 ;
FontName, PointSize PrintStyle PLAIN ,2,3 ; Style, Penl, Pen2
rextColora 0,1,NORMAL ; PenA, PenB, DrawMode Text "Default
Settings” MenuFlag3 NONE Highlight COMPLEMENT ShortCutKey "D"
EndScript Occurred GotoCard "MJSettingB” EndScript EndObject
* End of Card "MJSettings" Listing 2 Listing 2. CanDoMJC.h Header
• include proto exec.h
• include proto intuition.h
• include proto graphics,h
• include string.h
• include stdio.h
• include stdlib.h
• include math.h
• include float.h • DEFINES -*
• define MANDELBROT 0
• defins JULIA 1 *-- Structure Pointer Declarations *f struct
IntuitionBase *Intuition3ase; struct GfxBase *GfxBase; *
Structure Definitions -* struct complex DOUBLE r; DotBLE i;
); struct ComplexRange DOUBLE rmin, rmax; DOUBLE imin, imax;
}; *---GENERAL FUNCTIONS * LONG DpenLifcraries(void) I
IntuitionBase = struct IntuitionBase *) OpenLi.brary (" intui
t ion. 1 ibr ary" ,33); if(!IntuitionBase) return FALSE;
GfxBase = (struct GfxBase •)
OpenLibrary("graphics.library”,33); return troe,- } *
QpenLibraries * void CloseLibraries (void) it
(IntuitionBase) CloseLibraryl(struct Library *)IntuitionBase);
if (GfxBase) CloseLibrary (struct Library ‘JGfxBase); ) *
CloseLibraries 0 * Listing 3 Listing 3. Car-DoKJC.c C Program
SetAPen(rp, count); if (scale ¦= 1) WritePixeKrp, x, y); else
RectFilKrp, x, y, x+scale-1, y+scale-1); ) * for * ) * for
* } • else if * ModifylDCMP(w, oldlDCMPFlags) ; * MJPlot *
void SetComplexRange(struct ComplexRange *r, DOUBLE mtin.
DOUBLE rmax, DOUBLE irain, DOUBLE imax) r- rmin = min; r- rmax ¦ max; r- imin = intin; r- imax = imax; ) * SetComplexRange • *- INCLUDE HEADER FILE * ((include "CanDoMJC.h" ‘- SUPPORT FUNCTIONS V void MJPlot(struct Window *w, WORD maxdwell, LONG scale, struct ComplexRange ‘cr, struct complex *jc, UBYTE type) ( struct RastPort *rp; struct complex c, z, zloop; struct IntuiKessage ‘messagef WORD xstart=0, ystart®0, x, y, xend, yend; WORD count; DOUBLE rstep, istep, zrtemp; ULONG oldlDCMPFlags; rp b w- RPort; oldlDCMPFlags = w- lDCMPFlags; ModifylDCMP(w, MOUSEBUTTOHS); xend =
8*(rp- BitMap- BytesPerRow)-1; yend = (rp- BitMap- Rows)-1; rstep n (cr- rmax - cr- rmin) *scale xend; istep = (cr- imax - cr- imin)‘scale yend; SetRast(rp, 0) ,* if (type == MANDELBROT) ( for (c.i = cr- imax, y-yetart j y =yend ; c.i-=istep, y+»scale) ( if(message = (Btruct IntuiMessage *)GetMsg(w- UserPort)) ReplyMsg((struct Message *)raessage); break; } * if * for (c.r a cr- rutin, x=xstart ; x =xend ; c.r*=rfltep, x+-scale) zloop,r ® zloop.i ¦ 0.; count = 0; do zrtemp = zloop.r‘zloop.r - zloop.i*zloop.i + c.r; zloop.i = 2.‘zloop.r*zloop.i + c.i; zloop.r = zrtemp;
if((zloop.r*zloop.r + zloop.i*zloop.i) 4.) Break; ++count; } while (count maxdwell); SetAFen(rp, count); if (scale == 1) WritePixel(rp, x, y); else RectFilllrp, x, y, x+scale-1, y+scale-1); } * for * ) * for * ) * if * else if (type == JULIA) ( for (z.i = cr- imax, ynystart ; y =yend ; z.i-=istep, y+=scale) if(message * (struct IntuiMessage *)GetHsg(w- UserPort)) ReplyMsg((struct Message *)message); break; ) * If * for (z.r * cr- rain, xsxATARI ; x =xend j z.r*srstep, x+sscale) ( zloop.r = z.r; zloop,i = z.i; count = 0; do ( if((zloop.r‘zloop.r + zloop.i*zloop.i) 4.) Break;
++count; zrtemp ¦ zloop.r*zloop.r - zloop.i*zloop,i + jc- r; zloop.i b 2.‘zloop.r*zloop.i + jc- i; zloop.r = zrtemp; *- MAIN PROGRAM -* LONG main (int argc, char ‘argvtl) * LOCAL VARIABLES * struct window ‘CanDoWin; struct ComplexRange strange; struct ComplexRange jrange; struct complex jc; char “dummy=NULL; char HandOrJulia; WORD maxdwell; WORD resolution; DOUBLE rmin, max, imin, imax; * OPEN LIBRARIES • if (10penLibraries()) CloseLibraries(); return 1L; } * if * * EXECUTE PROGRAM IF RIGHT NUMBER OF ARGUMENTS • if large s 9) CanDoWin=(struct Window
*)(strtoul(argv[lj,dummy,10)); maxdwell=(KORD)(strtoul(argv[2].dummy,10)); resolution-(WORD)(strtoul(argv[3).dummy,10)); min®atrtod (argv [ 4 ], dummy); rmax=atrtod(argv[5],dummy); iminsstrtod(argv[6],dummy); imax=strtod(argv[7].dummy); MandOrJulia=•(argv(8]); if (MandOrJulia == 'M') SetComplexRange(fimrange, rmin, rmax, imin, imax); MJPlot(CanDoWin, maxdwell, resolution, imrange, NULL, MANDELBROT); * if • else if (MandOrJulia == 'J') ( jc.r=strtod(argv[9].dummy); jc.i=strtod(argv[10].dummy); SetComplexRange(fcjrange, rmin, rmax, imin, imax); MJPlot(CanDoWin, maxdwell, resolution,
fcjrange, 4jc, JULIA); * else if * ) * if argc »¦ 2 * CloseLibraries (); } * main *
• AC* Please Write to: Randy Finch c o Amazing Computing
P. O. Box 2140 Fall River, MA 02722-2140 BMD U.S. Top 10 for
September Top 10 CD 32 Titles Sept Aug 1 2 Microcosm Chaos
Engine Combo 2 4 Gunship 2000 3 - Ultimate Body Blows 4 -
D Generation 5 - Frontier: Elite 2 6 - Liberation 7 - Nigel
Monseli 8 - Lotus Triology 9 - Mean Arenas 10 3 Pirates Gold
Top 10 Amiga Game Titles Sept Aug 1 - King's Quest IV 2 4
Settlers 3 8 Armourgedden-ll Codename Heilfire 4 4
Civilization 5 - Syndicate 6 1 Frontier Elite 7 3 Gunship 2000
8 - Ishar 3 9 - Mortal Kombat 10 - Val Hella Titles are
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your local dealer or have them call.
Dealer inquires are welcome 412 962 6001.
List of Advertisers Please use a FREE AC ReaderService card to contact ALL advertisers who have sparked your interest. AMIGA product developers want to hear from you! This is the best way they have of determining the Amiga community's interests and needs. Take a moment now to contact those companies featuring products you want to learn more about. And, if you decide to contact an advertiser directly, please tell them you saw their advertisement in Amazing Computing1.
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(Includes shipping & handling) PeeCee’s Digital Imagery High Quality 35 MM Slides from your jisWvM?. : V- W »¦-¦¦ ¦X'-v- :w- KM- f - xr . : ; V SSSy • • * j Graphic Files Slide imaging prices start at JUST $ 3.50 (72-hour Turnaround 4K Resolution Most Amiga Formats) 945 Walnut Street Fall River, MA 02720 Voice Tel. 508.676.0844 BBS 508.676.9308 (14400 8N1) FAX 508.676.5186 AMIGA Games From World Class Sports to World Class Nuts (with a few World Wars thrown in) the Amiga adds several more diversions.
Summer Olympix This game for the CD32 is offered by Flair Software. Olympic events included are Skeet Shooting, Javelin throwing, Swimming, Archery, the Long Jump, Kayak Racing, Boxing, and the 100 Meter Sprint. The game will support up to four players. You can Shuffle Events On Off, allowing you to play any event in any order or one event until you have qualified.
With the Shuffle Option ON you can try to qualify for a number of different events in random order. You will be given the qualifying time at the start of the event and if you beat this time, you will be allowed to go on to the next event. If you fail to qualify', you will still go on to another event, but you must go back to the failed event, to try again at a later time. If the Shuffle Option is Off, you must qualify on each event, before you arc allowed to go onto the following event. All the events use similar keys, Joypad controls for directions, Front Trigger controls to gain speed and
the Red button to start or confirm a function.
On the split-screen events, in the two or more player mode, the second player needs to press the Red button to confirm they are ready to play. When both players are ready, press the red buttons again to start the action.
Flair Software, Meadowfield House, Ponteland, Neivcastle, England NE20 BSD. Inquiry 229 Total Carnage Another CD32 game from International Computer Entertainment Ltd, Out of nowhere, crazy, power-mad General Akhboob became the sole military power in Kookistnn by creating his own army of mutants from the radioactive goo produced in his bio-nuclear generator. With his endless supply of mutant forces and the hostages in his possession, Akhboob stands ready to wreak havoc upon the entire globe. Only two men are brave enough, strong enough, and simple-minded enough to take on Ahkboob's army.
They are Captain Carnage and Major Mayhem - The Doomsday Squad. You are in charge of the 21st Century's most dangerous (and smallest) fighting battalion. Your mission is to get the hostages and disable Akhboob's forces. Your classification is expendable. Guide Carnage and Mayhem through Akhboob's awesome array of defenses to get inside his stronghold and go after the General himself. Fortunately, these two men don't know' the meaning of the wjord fear. Unfortunately, they don't know the meaning of a lot of other words either, so they're counting on you. Good luck.
Normal procedure is to advise progress with extreme caution, however, in this situation, you have been authorized to proceed with complete disregard for their own safety. Your mission has been designated Total Carnage.
International Computer Entertainment Ltd, Bridge House Merrywaiks Stroud, United Kingdom, GL0SGL5 iQA, Tel: 0453-756993, FAX: 0453 756998 Inquiry 230 Banshee The place is Earth in the year 1999 in this CD32 game. However, it is the Earth of a different timeline, where the last two World Wars were never fought and aviation technology hasn't advanced beyond the power-propped plane. There are no microwave ovens and TV is still in black and white.
There are no Superpowers. Humankind lives peacefully, that is until Blardax Maldrear, the evil alien
- ifelOiC WorldCupUSMH emperor of the Styx Empire has an idea.
Yon guessed it, he wants to spread his kingdom all over the
Earth. Thus the invasion begins and only one man stands in the
way of Blardax and his name is Svcn Svardensvart. Sven escapes
to the last free place on Earth and swiftly builds an
incredible flying machine, bristling with guns, rockets and
other deadly weapons. He calls this plane the "Banshee" and
thus begins this one-man rebellion.
Coir Design Limited, 55 Ashbourne Rd, Derby, United Kingdom, DE22 3FS, Tel: 0332-297797, FAX; 0332-381511. Inquiry 231 The Incredible Crash Dummies To help fulfill his dream of global domination, junkman has abducted Dr Zub, creator of the incredible Crash Dummies , and, more importantly, the even more amazing TORSO-
9000. If the Junkman can force Dr Zub to reveal his secrets, he
can build an army of Super Junkbots and make the world an
unsafe place. Spin has to stay behind to watch the lab, so
it's up to you. Help Slick save Dr Zub. There are four very
different Zones to get through before Slick gets to combat
Junkman and free Dr Zub. Make the most of Slick's running
and jumping abilities. Keep him out of the way of hazards
and don't bump into Junkman's Junkbots. Stop the Junkbots
by jumping on them or throwing wrenches at them. Be
careful, though, because at the end of each Zone, Slick
meets one of junkman's chief henchmen: Sideswipe, Jack
Hammer, and Piston Head. Crash Dummies is a one player game
compatible with the A500, 500+, 600,1200, and 1500, It
requires a 1 or 2 button joystick and ! Mb RAM.
Virgin Interactive Entertainment Ltd, 33SA Ladbroke Grove, London, England W10 5AH. Inquiry 232 World Cup USA 94™ On June 17th, 1994 the greatest soccer show on earth kicked off in the US. Soccer's elite 24 nations met head-on in their quest for the most prestigious prize - the FIFA World Cup.
For 60 years the World Cup has symbolized sporting excellence. Here's your chance to take up the ultimate challenge and make soccer history. Steer your team to the height of international success against the best footballers in the world and re-write the XV World Cup record books. World Cup USA '94 is the most comprehensive soccer simulation ever, capturing the magic of the most spectacular event in the sporting calendar to the finest detail. A flexible control system enables you to make every strategic decision involved in the four-week tournament, or if you can't be bothered with tactics
go straight to kick-off. The build-up to each game can be as complex or as simple as you like. When you get on the pitch only one question remains - have you got what it takes to win the World Cup? The package includes a souvenir wallchart.
System requirements include an A500 +, A600, A10Q0, A1200, A1500 & A2000 with a minimum memory of 1Mb Agnus chip, 1 or 2 button joystick, and Workbench 1.2 or above. It is hard drive installable and requires 1.5Mb of free disk space.
U. S. Cold Ltd., Units 2 3 Holford Wm , Holford, Birmingham, UK.
B6 7AX. Tel: 021 625 3366. Inquiry 233 Wild Cup Soccer This
advanced version of soccer grew out of n once popular game
called soccer, A study showed that a primitive version of this
sport was played many years ago with teams of humans. The aim
of their game was to outscore their opponents by kicking a
round sphere, known as a football, into their opponents net.
The simple but effective principal was complicated by an
enormous number of rules, including the incomprehensible
'offside' rule and a large number of 1-0 wins. The games were
boring and attendance fell.
New rules and style were brought in to no avail. It was the invention of cheap bio-engineered mutants and cyborgs that saved the sport. Eight breeds have been manufactured, each with their own strengths and weaknesses. The essential purpose of the game - to outscore the opponent - remains the same but the rule book is out the window. Bad sportsmanship and foul play are encouraged. A league competition and a knockout competition were formed. The Wild Cup was created as a showcase event, to show the universe the qualities of this new game. Plays on an Amiga 500, 600 or 1200.
Millennium Interactive Ltd, Queen House, Mill Court, Great Slwlford, Cambridge, UK, CB2 5LD Inquin 234 Codename HellfireIM Armour-Geddon II This game does not take sides. Here there is only Darwin's Law of the survival of the fittest. The facts are simple. You have total control of the land and air forces of EDEN. Your objective is to launch a space probe to destrov the Hellfire Satellite and so remove forever the Damocles Sword that threatens our civilization. Unfortunately, the enemy knows that the satellite is recoverable so they are going to try to recapture the weapon. The Earth Defence
Network HQ is located deep below the ground at three key locations. All above ground sorties will be made from this location. As Commnnder-in-Chief of EDEN's land and airforces you will have control of up to six different vehicles at once. Coordinated control of a variety of attack craft is essential for quick and effective progress against the enemy. That progress is measured by the construction of your space probe: successful completion of missions will speed up your construction rate while slowing down the enemy's. Remember - your supplies of vehicles and armaments are limited. In this
scenario wastage is a cardinal sin. Do not squander your precious ordinance, the wages of wastage are death.
Psygnosis Ltd, South Harrington Bldg, Sefton Street, Liverpool, UK, L3 4BQ. Inquiry 235
• AC* Titles supplied by BMD-LISA Distributors Denier Inquiries,
please call 1-412-962-6001 Amazing Computing r Vol.8, No
IP,October 1993 Highlight' Include: "Making Waves", Focus on
the wave requester in Part IV of the Aladdin series, R. Shamms
Morlier "Clouds in Motion," Animated clouds in Scenerv
Animator, by IJ.
Sham ms Mortier "Media Madness," Discover what it can do for Bnrs&Pipcs, by Rick Mariasa "BarsdtPipcs Professional 2.0," review by Rick Manasa "Bernoulli MultiDisk 150'', A review of this great Iomega drive.
ALSO: Commodore's new CD32!
T Vol.8, No 11, November 1993 Highlights Include: "CanDo", This installment covers developing a custom object by combining several standard CanDo objects, by Randy Finch.
"Brilliance," A complete review of this hot new paint and animation program from Digital Creations, by Frank McMahon.
Q) 3
(I) y (0 * 8* 0 £ "Online," The introduction of this new
telecommunications column for the Amiga, by Rob Hays.
"Gel Graphic: Digital Image F X ' The introduction of AC’s new graphics column, by William Frawlev.
"Picasso II”, A review of one of the best new graphics cards available, by Mark Rickcn.
ALSO: WOCA Pasadena: Commodore introduces CD-32! Plus, the incredible LighlKavc, a Video Toaster emulator!
» Vo!.9, No I. January 1994 Highlights Include: "Designing Holiday Cards", Using your favorite DTP programs to create holiday cards, by Dan Weiss.
"Accent on Multimedia," First in a series exploring the history and concepts behind multimedia, by K. Shamms Mortier.
"Primcra Printer," Review of this low end, inexpensive color printer, by Merrill Callaway.
"Commodore 1942 Monitor," In-depth study of this comprehensive Amiga paint package, by R. Shamms Mortter.
ALSO: Commodore Shareholders Movement '¥ Vol.9. No 2, February' 1994 Highlights Include: "Amiga oil Internet", lixploralion of Internet and its services, by Henning Vahlenkamp.
"CCS 28 24 Spectrum," A review of this hot graphics card from CAT, by Mark Hoffman.
"Magic Lantern" A new animation compiling program tor all Amiga display modes, by R. Shamms Mortter.
"Get Graphic: Digital Image F X," Using Arexx, Opal Paint, ADPro, and DeluxePaint to process images, by William Frawlev.
ALSO: Exclusive interview'with Lew Fggebrecht!
* Vol.9, No 3, March 1994 Highlights Include: "Amiga Stars at
Medical Convention", Medical multimedia on the Amiga, by
Michael Tobin, M.D.. "CanDo vs. IIELM," Head-to-head review of
two leading Amiga authoring systems, by Randy Finch.
"PD Update,'* This month, a description of AlertPtUch 2.9 and other shareware and freeware utilities, by 1 lenning Vahlenkamp.
"Seala MM300," A review of the program believed to be "hot si tiff ” for anyone doing interactive media work, by K. Shamms Morlier.
ALSO: And furthermore: The Amiga takes the stage in the Broadway production of The Who’s Tommy!
* Vol.9, No 4, April 1994 Highlights Include; "Computer Cafe
Serves Up Shasta", The design team at Comp iter Cafe creates
incredible "can-a-mation" for a beverage commercial, by Robert
Van Buren.
"Aladdin 4P Review," Comprehensive look at the latest version of Aladdin, by R. Shamms Mortter.
B "AC.A Chipset and the Amiga: C'l)12 to the Rescue!" What di*-s the future hold for CD32 and Amiga games? Jeff James has the inside scoop, by Jeff lames.
"Sync l ips," Video returns to the pages of AC, featuring Oran Sands.
ALSO: Exclusive interview with renowned Amiga artist Jim Sachs.
V Vol.9, No 3, May 1994 I lighlights Include: "Desktop Publishing for Profit", Resume design: A simple and profitable way to break into the desktop publishing field, by Dan Weiss.
"24-bit Painting Techniques," Innovative tips and tricks anyone can use to make their computer paintings look better, by Mark I loftman.
"PD Update,” This month, McgaRall 3.0, Afe om d himfrrs, Nvm Ivnr rf, and more, by Henning Vahlenkamp.
"MicroBotics MBX-1200Z,” A review of this handy math coprocessor and 32-bit RAM add-on card for the Amiga 120(1, by Rob Hays.
ALSO: The long-awaited Amiga 4000 Tower is showcased at the Cubit show in Germany.
Ii Vol.9, No,6, June 1994 I lighlights Include: "CanDo," Select, enter, and play music files, by Randy Finch.
"NAB show report ’ AC travels to Las Vegas tor the latest releases and announcements.
"Making an Article Database," Create a simple database to keep track of magazine .articles using the HELM authoring system, by Doug Nakakihara.
"A Survival Guide to CD-ROM Part I," The lirsl in a four part series designed to take the confusion mil of CD-ROM devices, by Mark Rickan.
"Bubbles vs Heat,” Fargo’s Primera Color Printer ft Canon's BJC-600, by Dvvinn Craig.
"1994 Reader's Choice Awards ballot".
"TypeSmith 2.0," Review, bv Merrill Callaway.
"The A 64 Package 3.0," This new release brings quality C64 emulation to the Amiga, bv 1 lenning Vahlenkamp, "MIDIqucst 4.5 & TECH quest," Review, by Shamms Mortter.
¥ Vol.9, No.7, July 1994 "Accent on MultiMcdia Part IV," This installment investigates the hardware end of the Amiga's involvement in MultiMedia by R. Shamms Mortier.
"1994 Reader's Choice Awards Ballot," Amazing Computing's 3rd annual Reader's Choice Awards. Cast a vote for your favorite product.
"Brilliance 2.0," A rev iew of the latest update to Digital Creations’ Brilltanee True-Brillianee hy R. Shamms Mortier.
"Cocoon Morph," Dev Ware's Cocoon morphing program features molion morphing and more by R. Shamms Morlier, "Final Writer 2.0," New menu items including Undo Redo, Font Style Strip and faster graphics are covered in this upgrade review by Merrill Callaway.
"Digital Image Special F X," Displaced Textures and other new operators found in ADPro 2-5 are explored in Part 9 in this series by William Frawlev.
"New Products ft Other Neat Stuff," Mr AMOS Club Programmers Pack, The DataFlyer SCSI Cinema 4D, Desk to p.MAGIC 2.0, DICH3.0, Alpha Paint, Sequel vt.2. Fury of the Furrtes, Super Methane Bros., Brutal Footbath l ire ft Ice round out the items found in this issue's New Products.
"Sync Tips," Video color correction with your Amiga by Oran Sands.
“Diversion," This month: Hired Guns from Fsygnosis Ltd., Fighter Duel Pro 2 from Jaeger Software, and A-Train Construction Set from Maxis Software.
* Vol.9, No. Ft, August 1994 Highlights Include: "Teaching
Writing with Scala MM.300," The educational applications of
Scab MM3U0 are explored by Charles F. Cavanaugh.
"Shielding Yourself For Sci-Fi," A tutorial on developing Sci-Fi shielding effects using Imagine and Aladdin 4Dhy Dave Matthews and Marc Hoffman.
"Digital Image F X," OpalPaint tips and tricks by William Frawlev.
"Batchers," A review of Amiga batching software for image processing bv Shamms Mortier.
"CD ," Nick Faldo's Championship Golf, Body Blows and Surf Ninjas bring the movie fun to CD .
* Vol.9, No.9, September 1904 I lighlights Include: Reviews of
"Toccata", "Snow Words and Nimble Numbers", 'Amiga Oberon-2",
"Take 2, Studio 16 3.0 and AD516 Board", and "Panorama 3,0" "A
2D Animation Project", I low the concept of ANIMbrvishes in
Dpaint helped produce .in animation project by Shamms Mortier.
"Aladdin-4D: T utorial 9". Instancing and Cspliile variations are covered in this continuing Aladdin 4D tutorial by Shamms Mortier.
“AC Exclusive!"Commodore's U.K. General Manager, David I’leasance, shares his thoughts and hopes on his management buyout attempt for Commodore and the Amiga, "Roomers”, The Bandito discusses theCBM turmoil and the Amiga's future Where we get upset and Join in.
"Dragomvorld", Hollywood generates computer images on a shoestring Amiga style.
And much,much more.
'tf AC's TECH, Vol. 3, No.3 Highlights Include: "Rexx Rainbow 1 ihr.iry," A review by Merrill Callaway X o LU h- b "Ail You Ever Wanted to Know About Morphing," Art in-depth look at morphing for Imagine bv Bruno Costa and Lucia Darsa "Custom 3D Graphics Package Part I," Designing a custom 31) graphics package by Laura Moris von.
Build a Second Joystick Port." A simple hardware project tor an additional joystick port bv Jnques Hallee.
¦** AC's TEC! I, Vol. 3, No. 4 I lighlights Include: "Custom 3D Graphics Package Pari ll r Put the finishing touches on your own graphics package by l aura Morisson.
"TruBASIC Input Mask," An interesting TrueBASIC utility by T* Darrell Westbrook.
"Time Efficient Animations," Make up for lost time with this great animation utility bv Robert Gnlka.
"F-BAS1C 5.0," A review of this latest version of F-BASIC by Jeff Slein.
PLUS: CP32 Development Info!
R AC’s TECH, Vol. 4. No. 1 Highlights Include: "Artificial Life," Artificial life, intelligence and other technical tidbits in this piece, bv John Jovine.
"Huge Numbers Part 1," Creative number crunching, by Michael Greibling.
"Pseudo-random Number Generation," Generating sequences of random numbers almost, bv Cristopher Jennings.
"Draw 5.0," Door prize selection in AMOS Professional, by T. Darrell Westbrook.
"Programming the Amiga in Assembly Language," Complex functions are explored, by William IV Nee.
"Writing a Function Genie for Pro Draw," Create a calendar beginning October 1582, by Keith D. Brown.
* AC's TECH, Vol. 4, No. 2 Highlights Include: "True F-BASIC,"
What do you get when you cross True BASIC with F-BASIC? You'll
be surprised, by Rov M, Nuzzo.
"Huge Numbers Part II," Creative number crunching, by Michael Greibling.
"Building an Audio Digitizer," Create a simple audio digitizer for your Amiga, by John lovine.
"A Look at Compression," Various compression techniques and what Ihev do for you, bv Dan Weiss.
"Programming the Amiga in Assembly Language," Using the math coprocessor, by William P. Nee.
"AmigaDOS Shared Libraries," Examining AmigaDOS libraries and their functions, by Daniel Stenbcrg.
V AC's TECH. Vol. 4, No. 3 Highlights Include: "Amiga k," The program described in this article originally appeared as an Apple II Integer basic listing in the magazine Micro in the late 1970s.
Here it is, recycled as an Amiga program written in AMOS Basic by Robert Davis.
"Assembly Programming fur the Next Generation of Amiga Computers," Taking advantage of the increased speeds of faster processors by Christopher Jennings.
"Huge Numbers Part 3," by Michael Griebling "A Simple AmigaDOS Handler," bv Stephen Rondeau "A Pair of Pickovers," Two articles adapted (nr the Amiga from computer books by Clifford A. Picknver by Bill Nee, 1-800-345-3360 w BACK ISSUE SPECIALS!
SEE PAGE 72 FOR DETAILS Complete selection of Amazing Computing and AC's TECH AVAILABLE!
Y |i WHAT HAVE YOU BEEN MISSING? Have you missed information on how to add ports to your Amiga for under S70, how to work around DL’luxt'Pamt's lack of HAM support, how to deal with service bureaus, or how to put your Super 8 films on video tape, along with Amiga graphics? Do you know the differences among the big three DTP programs for the Amiga? Does the Arexx interface still puzzle you? Do you know when it's better to you use the CEI? Would you like to know how to go about publishing a newsletter? Do you take full advantage of your RAMdisk? Have you yet to install an IBM mouse to work with
your bridgebonrd? Do you know there’s an alternative to high-cost word processors? Do you still struggle through your directories?
Or if you're a programmer or technical type, do you understand how to add 512K RAM to your 1MB A500 for a cost of only S30? Or how to program the Amiga's GUI in C? Would you like the instructions for building your own variable rapid-fire joystick or a 246-grayscale SCSI interface for your Amiga? Do you use easy routines for performing floppy access without the aid of the operating system? How much do you really understand about ray tracing?
The answers to these questions and others can be found in AMAZING COMPUTING and AC's TECH 3 y Mtim, Jim Uhlir an Amiga artist who has played football, sculpts, paints, created an advertising business, and a whole lot more.
Jim Uhlir is a complex individual. His home studio is crowded with paintings and sculptors of his own design. He played football in high school for four years and won a scholarship to the University of Colorado while also earning "AH City" as a fullback in his senior year at Chicago's Schurz High School. Colorado beat Clemson in Uhlir's senior year in the Orange Bowl (Uhlir had played center and linebacker all four years. All this football talent earned him a preseason spot with the Chicago Bears. However, Chicago opted for a different style in regular season.
Jim Uhlir then started work with the giant Chicago retailer, Marshall Fields as he simultaneously attended the University of Chicago, the Art Institute of Chicago, and the Academy of Art.
After receiving a Master's Degree in Fine Arts from the Art institute, he started a 14 year career with Foote Cone Belding, a large advertising firm with clients such as Levis, SunKist, Hallmark, Kimberly Clark, and more. This led the way for Uhlir's private undertaking, Thunderhead Advertising k Design.
Although Mr. Uhlir started his company in 1974, he did not get his first computer (an Amiga) until 1986. Thunderhead is currently equipped with an Amiga 25(H) with a GVP 68030 accelerator which is networked with an Amiga 3000 Tower powered by an 040. Mr. Uhlir is able to access each computer through the same keyboard with the use of a switch.
In producing the EduSystems brochure (cover above and sample layout below), Mr. Uhlir created all the graphics. The photos, except for a few that Uhlir rcshot, were provided by EduSystems over a thousand snap shots. Jim had to review them all and then scan and edit them to his needs. "I did a lot of work with ADPro and ImageMaster."
The Arabic sections were translated and written in Saudi Arabia by EduSystem employees and then sent to Jim. The result was handled as art image,scanned into the computer with the help of an Epson AP300, and treated as an image in the document.
When asked if this was a typical job in the art and advertising business, Uhlir responded, "There are no typical jobs."
"When the Toaster came out, I got a Toaster. I have been doing some videos for people writing and producing them. 1 also like to do regular advertising campaigns where we come up with a concept. Then from start to finish, we develop the advertising program, place the space, and do the whole thing."
What words does he have for people who are considering art or advertising as a career? "If you want to get into ad vertising, one of the most important things that you want to realize is that computers are nasty task masters, but they are just tools. The basis of the advertising business is thinking, it is ideas. I find it is often a trap you can get into bv spending hours and hours learning all tine intricacies of how those programs work. Your are not thinking up a better idea, you are just hacking away at something that is taking an incredible amount of time."
A Network of Amiga Artists "! Think it would be really useful for me to know more Amiga people that I could work with and to network with them more."
Mr. Uhlir went on to say, "A lot of the people are incredibly creative in different areas, not necessarily in just design or illustration, but incredibly creative with the computer itself."
"Most of the great illustrators who have gone to computers, do not even know that the Amiga exists. That is not necessarily true in the video world. Guys like Spielberg can find it. There are some heavy duty people in the animation areas. But, from my standpoint, I would just like to know more Amiga people who are doing great work."
"I would like to network with some of them. As an example, lot's say I get an idea for an ad and I have a budget for tiie ad where I could farm out some of the illustrations and not do it myself. Ail 1 would have to do is concept the tiling and produce it. Then I could bring in more people."
"I think there should be a recognition of creativity and talent out there. Just because artists have a tool and they are able to efficiently work the tool, it doesn't mean that they are able to create great stuff."
If you're an Amiga artist and you have something you want to submit to Jim Uhlir's agency, you can contact liirn directly at: Thunderhead Advertising & Design, 307 Church, Harvard, II.
60033, (815) 943-6930, FAX (815) 943-3337.
AC November 1994 valid until 12 31 94 see page 72 for reference numbers Name _ Street_ City_ Country lot
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in an envelope with your check or money order Amazing
Computing for the Commodore Amiga Your original monthly Amiga
Create spectacular true color animations on your Amiga.
Paint, digitize and display beautiful full color composite video images on any Amiga. * Capture an image in I0 seconds from any color video camera or stable video source.
• Hu 11-featured paint, digitize and conversion software
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• Hour Video Slots! * Three PC AT bus slots (power & ground only)
• 230W switching power supply * Two 5.25" drive bays * One 3.5"
drive buv Only broadcast quality S-Video genlock for iess than
SI000 AGA compatible. Compatible with all Amiga models Two
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With products that are "video slot masters" such as the Video
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The video slot box allows you to easily switch instantly
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Get The Most Out Of Your Amiga Video Slot Box $ 995.00 FREE SHIPPING on all VISA & MC orders in the US CALL DIGITAL DIRECT 916-DIGITAL 916-344-4825 COD - Cash only - add $ 10.00. Call by 2:00pm PST 5:00pm EST for same day shipping.
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BNLiJaNCE The FASTEST Paint and Animation for the Amiga Brilliance 2,0 is the Amiga’s most powerful paint program and a sophisticated 2D animation system combined into one breakthrough tool, The award-winning creators of DeluxePaint ST, Deluxe PhotoLab and DCTV Paint dedicated over three years to one goal... redefining the state- of-the-art. The result is simply the best graphics tool ever created for any computer. If you're still using DeluxePaint IV, get your hands on Brilliance 2.0. It's fast... real fast, and it's got higher resolution, better anim tools, dozens of swap screens*, true
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