Fred 29
Disk Magazine
Submitted by Dan Dooré on Friday, May 18, 2018 - 17:13.
Download
Release Year
1993
Copyrights
Copyrights Granted
Copyright Provenance
Description
Issue 29
Item | Author | Description |
---|---|---|
Menu | Andy Monk | |
Magazine | Days Of Sorcery, Spritemaster Released | |
Letters | Games Master Show Report | |
Screens | Stefan Drissen | F29 Retaliator (PC), Leisure Suit Larry III (PC), Space Quest III (PC) |
Scads Mk II | Glen Cooke | Compiled Version Of Fred 25 Demo |
Sprites | Stefan Drissen | Article+Demo Of Fast Sprite-Placing |
Compo Time! | Details Of Monster Fred Compo | |
Spaceworm 2 | Ben Wyatt | Sequel To Spaceworm Game (Never...) |
Mc Pt 20 | Steve Taylor | MC 20 Sprite Routines |
Music Demo 2 | Martin Mckenzie Richard Fox |
Music demo from Enigma Tape Magazine |
E-Tunes | Andy Monk Craig Turberfield | Music Done On E-tracker |
T-Eml! | Duncan Marsden | Extra Levels For Triltex Editor |
Mouse Progs | Ben Wyatt | Progs For Mouse Owners |
Spell Bug Fixer | Fix Bug In Spell Master | |
Bounce | Hydrex | Bouncey-Patterny Thing (!?) |
Snail Race | Ben Wyatt | Shock! Horror! Gambling In Fred! |
Hang Man | Chris Ainsley | Classic School Time-Waster On Sam |
Magazine
BM The First FRED of '93 Yeah, yeah, Happy New Year. Some of the more sadistic readers among you may be amused to hear that as a result of wandering around Dundee for most of 31st December/1st January, I'm now left with a b*****d of a cold and have just about forgotten what it felt like to be able to breathe through my nose. In fact, I'm beginning to wonder what the concept of "taste" is all about as well. Funny the way mushrooms suddenly become edible as soon as the sniffles start isn't it? So. Has anybody else managed to make New Year's Resolutions? Or is it only us Scottish sorts that bother? My New Year's Resolution - decided upon at 1:24pm on 1st January when I woke up - was to stop drinking so much. It lasted until 7:30pm on 2nd January, and wouldn't really come very highly in the "Top 100 Feats of Willpower". In case anybody's interested - small six-week-old dogs barking constantly from 9am onwards are NOT among the more advisable hangover cures... BM Blah Blah Hum. Telly was a bit poor this year wasn't it? Apart from Monty Python's Quest for the Holy Grail there was nothing even close to being worth learning how to work the video for. Oh no, wait a minute - there was the Queen's Speech! Yay! 10 minutes of non-stop action, a tense plot and some superb scenery. Smashing stuff, ho ho ho. It has to be said that the most memorable thing about this Christmas was cheerfully "singing" (ahem!) the first verse to "Always Look on the Bright Side of Life" from Life of Brian at 1 o'clock in the morning in the middle of Dundee along with some Australian I met up town and whose name I have no idea whatsoever. By the way, for Christmas I got an enlargement of the cynicism and sarcasm glands, which explains the past couple of pages... CM Colin's Editorial Contribution Hi there! How you all doing? Hope Brian is taking good care of you. Yes? That's good to hear. (Too right - Brian). A brief run-down : You should have received (or be receiving shortly) a mailshot from West Coast Computers Ltd with some good news. It's all explained in this so if you haven't got it yet - just be patient We couldn't arrange the Wop Gamma demo for this month - but it is being worked on and should be ready for next month. Blue Alpha Electronics now have their phone line installed and the number is [redacted]. Phone before sending anything in. Rumours are afoot about an imminent take-over of a SAM magazine.. possibly more news in the newsletter. CM Bad Boyz Over the last month or two, I've had numerous letters of complaint about two "companies" : the SCPDSA and the SCPDU magazine. Many of you have sent in money and have not yet received the goods you paid for. Steps have been taken to sort both of these problems. The SCPDSA is, as previously announced, effectively dead - although steps are being made to arrange a refund or replacement. The SCPDU magazine issue 5 has experienced delays (6 months ????) and anyone due it should have received it by now. If you haven't heard anything from them in a few weeks write to me at FRED saying what you are owed and when you paid your money and I'll do my best to get it sorted out. If any other SAM people owe you money - get in touch because something can be done about it. CM Hints... Firstly, Frank Kirby tells us how to fix the bug in the phone program back on FRED27. The first statement in line 290 is CSIZE &C , &8. The C should be changed to an 8, hence it should read CSIZE &8 , &8. Charles Williams explains a few little problems he's had with the different disc drives. A 1 Meg Drive has a yellow or green light and a 2 Meg Drive has an orange or red light. If you have a 1 and a 2 Meg drive, the 1 Meg drive should be in the left hand side. If you use High Density discs, the second hole on the discs should be covered up when using 2 Meg drives. ED's NOTE: Ha! Look at that ↑↑↑ - and he accuses ME of leaving huge spaces! What a nerve.... - BRIAN CM Chrissy Cards Thank you very much for all the Christmas cards that everyone sent in. Things were too hectic to send any cards in return - I apologize. The cards have long since been taken down but I can remember most of the people that sent one in...but if I've missed you out, I'm sorry : InterPrint Pat Spencer Stuart Burton Format Derek & Maureen Morgan PDC Copyprint ZAT Team Stefan Drissen Paul Jenkins Phil Glover The Barnes-Lawrences Chris Bailey Nicholas Bay Andy Penny Mairi Ross Mik Martin Kevin Davies Ian, Zeb & Morton Q Martin Scholes Graham (0269) Once again, a belated Merry Christmas and a Happy New Year to everyone - especially those listed above. I hope that all FRED readers and SAM users worldwide will have a prosporous 1993 (I don't care about anyone else!) CM Brummy Show Friday 4th December - suddenly remembered I was supposed to be in Birmingham the next day. Rather than taking 36 hours for the trip up and down, I caught the train (not so expensive with a railcard) meaning I only had to leave at 10.45 pm instead of 8pm or whatever - time for a drink or two.... I had to change at Crewe at 4.30 am so I had to choose between getting some sleep and hoping to wake up by then - or taking the safe route by staying awake. Incidentally, in this time I re-read Clive Barker's "Cabal" which I can recommend to any fans of light-horror. For the first THREE WHOLE HOURS of the journey there was some daft Irishman teaching 8 kids how to sing Irish songs - if I ever see him again, I'll ram a whole Scottish song book down his throat..... no offense to the Irish of course... Fine, half four in the morning, 3/4 of the way through Cabal and I had to sit an hour and a half in Crewe. Great! At this point my stomach decided that I was starving - and there was a Casey burgers shop with lights on! Up I went only to find it shut! CM Brummy Show! 6am and it's time to catch a train - about time too!! Burger shop was still closed. Just as the train was pulling in I saw someone walk up to the Burger shop and find it's doors shut. "poor guy" I thought. And then as I was about to get on the train, all he did was knock on the door, wait for someone to come and then he went in and got served! Aaarrggggghhhh. Anyway, my ticket was for Birmingham New St which is in the centre of Brummy. The voice over the tannoy said that the train was continuing to Brummy International - just next to the MotorCycle Museum! So I risked the extra 1/2 hour only to fall asleep after 20 minutes and only woke up just in time to leap from the train (literally!). Well, a whole 10 minutes sleep did me the world of good for the day, I don't think. Derek Morgan came along and helped out with the stand (as well as flogging his stuff) so I appreciated that more than he realises - thanks Derek, and thanks to his wife Maureen for the lovely sandwiches (or "butties" as they called CM Brummy Show! them!?) Nothing exciting happened at the show. There were 4 SAM stands : Supplement, BetaSoft, Format and FRED. People in attendance were (if my memory serves me well) : Andy Wright, Ian Slavin (AXE....you know!), Bob Brenchley, Carol Brooksbank, Dave & Jean Tonks, Andy Wright, Simon Goodwin, Marc Broster (did PD stuff on the coupe WAY back), Charles & Martin from the Wirral Users Group, ..... and ...... and ...OK, so I know there were other people there that I met but I've forgotten your names - sorry! OK, 4pm arrives and after realizing that I had a train in the centre of Birmingham at 4.45 and it takes 30 minutes by train to get there (from International...remember?) so I was relying rather heavily on the hope that there would be a train sitting there waiting for me to get to New Street. I was in luck, just, I jumped on the train and mere seconds later it pulled off. Unfortunately, I scared myself to death after I realised that my train left New St in 25 minutes and I was still 24 minutes away! CM Brummy Show! Then, pot luck, (better than a pot noodle anyday) just as I'm about to run off the train in search of the one to Dundee the conductor announces that "British Rail are sorry for the delay. This train will be continuing to ...,.... , .... , ..... and terminating at Dundee". BINGO! I eventually got back home by midnight to enjoy a VERY good night's sleep! Incidentally, the GamesMaster show was on at the same time and I did plan to pop in - but after seeing the queues I decided against it! Turns out 75,000 went to it that day....! A GamesMaster Live report might be coming FREDs way soon. [Indeed yes; there's one in the Letters section! - Brian ] As a result I lost a lot of money, a lot of time and a LOT of sleep - I'll have to think carefully about any future shows!!! BM News There's only really a bit of software news this month. First of all, a couple of adventure games; Days of Sorcery is one of them, and as you can probably guess from the title, it's a fantasy type environment, with something to do with being the King of England in the Dark Ages. A text and graphics adventure, the little I've seen of it so far is really quite impressive, and adventure fans will probably find it well to their tastes. The address to write to for more details is:- Nigel Kettlewell, [redacted] The second adventure game is called Day Dream, and is by a team called Eureka Software. It was written using SAS - the SAM Adventure System. BM News The game is apparently intended as "an introduction to the world of Adventures" but even hardened addicts should find it well worth the effort (is there such a thing as an adventure game addict do you think?). Day Dream is basically about you, the player, waking up one morning to find yourself only four inches tall - you've then got to roam about your house trying to get back to normal size. Whether or not romantic liaisons with Cindy dolls (or Action Man dolls - no sexism in FRED!) are part of the game I don't know, but it's a thought isn't it? I bet you can't hide inside postboxes and shout at passers-by who consequently alert the emergency services who then find nobody trapped inside after all, and decide to take the passer-by back to the station for a good kicking... Ahem. But enough of that. The game costs £4.50, a reasonable enough price, and can be purchased from:- [redacted] BM News We'll possibly have reviews of those games next month. Maybe not though (I do like to commit myself don't I?). Next up is a utility from somebody who claims to be the reincarnation of King Herod. Well. Not quite. He does claim to be called Matthew Collins though, and to be honest I think he's probably telling the truth there. So, brownie points for integrity and we haven't even got round to mentioning the program!! (Er, I think we've got a small reality problem here, Brian. Slap! - CM) Ah, right. Sorry. The program is called Spritemaster, and far from being about the author's suppressed desires to dominate sprites (Slap! again - CM) it is to help in the creation of sprites for your own programs. You can buy this for £6.95 from:- ORB Software, [redacted] BM News We'd have a review of Spritemaster this month, but due to technical difficulties, erm, we don't. Next month we will. Probably. Lastly on the news front this month is a double package from the newly formed Pheonix Sofware. Run by Dave "Not Involved In Too Many Things At Once, Honestly" Ledbury, their first venture into the cut and thrust world of international morris dancing (sorry, games publishing) features two games from somebody from Poland - a member of ESI in fact - so they're going to be well programmed at the very least. According to the little propaganda leaflet thing supplied by Pheonix, the two games are Craft, a challenging puzzle game for all ages, and Snake Mania, where you must guide a snake round a maze eating "pills". Phew. And they said "Ebeneezer Goode" was subversive. Lummey! I can't remember off-hand just how much this package costs, but since it's a proper commercial release it's probably in the region of £12 or £13 or so. BM News Just to be certain though, you'd maybe better write to them for details. The address? Why of course:- Pheonix Sofware, [redacted] The final bit of news is that Dinosaur Jr are playing some gigs in the UK next month. Yes!! A brilliant band if ever there was one, and I'd recommend that you all get tickets NOW! I'm not sure what venues they're playing, but they are doing Glasgow Barrowlands so if anybody lives remotely near Glasgow, you now know what to be doing on the night of February 20th. As an added bonus, there's an easy to enter FRED competition! Detials on the next page.... BM News All you have to do to win a free copy of FRED is to approach me and loudly announce "You're as soft as s***e you are! Now are you going to hit me or what?" Don't worry if you can't recognize me immediately, just keep trying until you find me! A clue: I'll be looking very hard indeed, wearing large steel capped boots, with a tattoo on my arm, plus I'll be bald and tall and built like a tank. Okay? That should make things easier... That's it for the News section. Just talk amongst yourselves until the next page. Hold on. I better not leave a space this big after what I said to Colin on page 5 or he'll get some sort of revenge. Hmm. I know! To fill up some space I'll tell everybody about how one of my old teachers managed to break his own leg playing golf! That would take up a couple of lines wouldn't it? Nah, maybe that wouldn't work. Oh well. BM Give Us Your Money Not really a genuine page this, it's just that Colin and I spent rather a lot of money on alcohol this Christmas, and we were wondering if any of you might like to send in some spare cash to restock our bank accounts...? Used notes are preferable, especially those of the larger denominations... CM : You're pushing it now - especially after Page 5. BM Grumble, Grumble Does anybody else ever get really annoyed by these programs where they give "unbiased" opinions about computer addiction? I do. They always get very sad people on them as well: - Why do you like computer games then, you young typical teenager who happens to be severely backward? - Dur, 'cos I get to like, KILL people... Hur, hur, hur, hur. - And how often do you play these games? - Only about 14 hours a day, not too much I mean, it's hardly representative of the computer owning population is it? To be honest, I think all the fuss about addicted game-players is a load of crap. Maybe people do become addicted, but the way I see it there's a specific type of people who become addicts, and these types are the sort who are going to become addicted to anything - drugs, booze, tabs, whatever. As for the stories about the loonies who kill people because of computers... Honestly. I may be wrong, but chances are they weren't completely sane in the first place!! BM I Can't Be Bothered Writing Any More Nup. 'Fraid that's your lot. Oh, wait a minute. I've still got to do the magazine contents. Oops. Oh well, here they are. SCAD Demo is the compiled version of the demo that appeared on issue 25. The keys are QAOP and space. For all you budding machine coders, Stefan Drissen has written an article about the fast placing of sprites on screen, and is accompanied by a short but impressive demo where the author invites you to watch Lemmings multiply! And you thought FRED was a family magazine... COMPO is about the biggest competition yet seen on the SAM. Dare you read it to find out about the hundreds of pounds worth of prizes? Or are you a wet dishcloth? Spaceworm 2 is another wormy game where you must collect the flashing pellets while avoiding the mines. Keys are the usual QAOP and it even lets you play in your favourite colour! BM Stuff On The Disk MCode Part 20 is the 20th part in Steve Taylor's epic machine code tutorial series. This is also on sprites (spooky coincidence pt I) and is also accompanied by a demo (spooky coincidence pt II - the Revenge!), and again like the other article this month, this one is also best avoided by those who don't have a clue about machine code (spooky coincidence pt III - Son of Coincidence!). Music Demo 2 is a music demo, a fact which we didn't quite manage to disguise in the title. It's the followup to the Enigma demo on FRED22 and is also from the ETM boys - there's a short plug for their game in the Letters. ETunes consists early versions of 3 out of the 12 tunes in the brill Revelation game Wop Gamma. Tunes by Andy Monk. Also just in are two tunes from Craig Turberfield - Sound Machine winner! T-EML! Is yet more levels for Triltex freaks. Created by Duncan Marsden, you can play them by loading them into the editor (26) BM Maintenant, Contents du Disk ↑ Nice bit of improvised French eh? Ahem. Right. Next up is a collection of software bits and pieces for use with a mouse. They don't work without a mouse at all, but people with a mouse should enjoy it. Done by Ben Wyatt. Adverts. Actually, adverts has been taken over this month by a group of fanatic Fruit Liberation activists, and consists entirely of a selection of moving speeches about torture inflicted upon innocent tomatoes by fascist accountants in Basildon. Honestly. It has. No joke. Straight up, guv. Bits 'n' Bobs consists of four programs : a Spell Master bug fixer - just merge the line into the AUTO file and resave it. Bounce (by Hydrex) is an interesting little ..bouncey..thing. Hangman - just type in your word when it loads then get someone else to come in and type letters in trying to guess your word. Snail is a brilliantly addictive racing game. Instructions are available when it loads up. There you go - TWO games this issue (and both in BITS N BOBS!!) BM Wieviel Taschengeld Bekommst Du Die Woche? Roughly translated, that means, "How much pocketmoney do you get per week?" and is about the only phrase I can remember after three hard years of German. Just magnificent isn't it? And infinitely useful as well.... Colin's just told me that he's got some 256k expansions in stock, but before ordering them you should give him a phone to check availability. Any good game designers out there? Well, FRED Publishing is looking to releasing a driving game with a twist of strategy, and we need somebody to establish what it's going to be about. Send in your game outlines and general ideas to the usual address. There might even be some cash in it for some lucky reader whose outline is used! BM Credits Editor: Brian "Immensely Talented" McConnell (in case you forget) Ha Ha Ha Ha Ha Ha : CM Thanks to: Ben Wyatt Hamish Rust Steve Taylor Stefan Drissen Glenco Software Cookie Duncan Marsden Xtreme Software Colin Borland Jupiter Software Hydrex NOJ Chris Ainsley FRED Publishing Tel: [redacted] [redacted] (sensible hours please!) Turn over for some nice music reviews >>>>>>>>>>> BM Album Time Folks! Yes, they're back. After a mysterious disappearance of a whole month, the reviews are back in force. This month: --++-- Mudhoney - Piece of Cake Jesus and Mary Chain - Psychocandy Take That - Take That and Party Bodycount - Bodycount Superchunk - No Pocky For Kitty --++-- Is Psychocandy the key to that void in your life? Will Bodycount reach the parts that other albums were too shy to ask about? Read on, and find out... BM Mudhoney - Piece of Cake Despite fears that this, their first corporate album, would be all soft and whirly and soft, I'm pleased to say it's not. It's really quite raw, to be honest. And there are a couple of good digs at techno which you have to hear to appreciate. At 46 minutes, it's a little better than some of their earlier offerings (not mentioning any names though, Mr Superfuzz Bigmuff...). There aren't really any outstanding tracks, it's one of those albums you listen to whilst doing something (like writing FRED, for example). It's good to listen to though, and despite the very poorly drawn cover - something which is very important, you understand - I'm going to give it 7 out of 10. Take That - Take That and Party Yeah. Sure this would get anywhere NEAR my hi-fi! Ha. BM JAMC - Psychocandy Okay, okay, maybe it is 8 years old, but I just got it for Christmas, okay? And blinkin' great it is too! I can't help wishing I'd bought it earlier now, because it really is superb. There are 15 tracks on it, and it's somewhere over 40 minutes long. I don't know exactly how long, but a reasonable length. Anway onto the content. The production is well, pathetic, to be honest, but rather than detracting from the overall effect it enhances it no end. The tunes are so unbelieveably poignant and perfect, at the same time as being covered in feedback. Listening to some of the songs, you can't help just sitting there feeling all happy and content. This is sounding a bit silly now, but it's true! Lovely music. I'm really not surprised this was considered one of the Albums of the Decade in the Eighties - it's supreme. 10 out of 10. (Yes, I did mean 10!). BM Bodycount - Bodycount Come on now. Hands up all those who haven't heard about all the controversy surrounding this artist/album? Ice T's thrash metal band seem to have quite successfully "annoyed the poo-poo" out of many a guardian of public morals with this offering. Many of these type of things tend to be drowned in the hype, but this album's really quite good. 53 minutes long, with 16/17 tracks depending on which version you get (some have an extra track on, God knows why), this is pretty good in the value for money stakes, even if half of the tracks do consist of nothing more than "meaningful" quotes about black persecution. I know it's an important political issue, but if I want to listen to the evils of racism I'd record the news... I wish people would leave politics out of music, or at least make it a little less intrusive. This is an album that really needs to be played very very loudly - ideally at just a couple of decibels below the pain threshhold - to be best appreciated. BM Bodycount - Bodycount At quiter levels it's good, but it dos lose a lot of its appeal. Provided you're prepared to annoy the hell out of parents/neighbours though, a brilliant album, otherwise just a good one; 8 out of 10. Superchunk - No Pocky for Kitty A typical American Indie band are Superchunk, complete with tracks that don't seem to have any tune to them until about the fifth listen, at which point they all start to sound incredible! Not a long album, unfortunately, but a very very classy one indeed, which in my book renders it still well worth buying. Superchunk were one of those bands hotly tipped by some to be "the new Nirvana" (along with about a hundred others). It's fairly safe to say that that turned out to be a load of rubbish, and Superchunk are still nearly as obscure as they were this time last year, which I have to say is a good thing too; there's nothing more annoying than when virtually everybody on Earth BM Superchunk - No Pocky for Kitty claims to be a fan of the same band, and the 12-year-old girls' magazines like Smash Hits start featuring that band on the cover every month! It makes it quite embarrassing to actually like a band like Nirvana. But that's enough of that. No Pocky for Kitty is a fantastic album once you've listened to it quite a lot, and I think deserves 9 out of 10. --++--- I may as well fill up this space by asking if anybody reads this section? If so, please write in and say so, just so I know I'm not wasting my time. Just a quick mention will do, in a PS or something, just a "Yes I read the music bit". That's all. Please...? Und jetzt, wir sind fertig! Auf Wiedersehen! Oh - just get another page out of it, is it Brian? Try to con Colin eh? Think you can put one over on me? Dead Wrong : CM
Letters & Reviews
BM Contents 01 - Yes, this contents page 02 - Letter from Ian Jolly 05 - Gamesmaster Live - Show report by Marc Broster 12 - Letter from Barry Spencer 14 - Letter from Michael Nicholas 16 - Letter from Philip Powell 17 - Ooops... Letter From Ian Jolly Dear Colin, First and foremost, a big thankyou for compiling the best SAM mag around. It is definitely without peers. I also applaud your decision to make "donations" to your contributors and £2 per issue is more than a reasonable price. One small grumble though. As you are now my sole contact with the computer world, I would appreciate you publishing dates of computer shows a couple of months in advance to enable arrangements to be made etc etc (ie I didn't know about Haydock until too late). CM : Nice to see you appreciate hard work!! The price rise seems to have gone down quite well considering... and the contributors are over the moon with the extra pocket money!!! Show dates? sorry - can't help. Unless you turn the page..... Show Dates January 17 Birmingham - Motorcycle Museum 23 Washington - Northuumbria Centre 24 Leeds - Univ. Sports Centre, Calvery St 30 Nottingham - Jesse Boot Centre, Univ. February 6 London - Novotel, Hammersmith 7 Cardiff - Univ. Union, Park Place 13 London - Sandown Park, Esher 14 Birmingham - Motorcycle Museum 20 Haydock - Haydock Racecourse 21 Glasgow - City Hall, Candleriggs 27 Hemel Hstd - Dacorum Pavil, Marlowes 28 Bristol - Brunel Centre, Templemeads March 6 Leicester - De Montfort Hall, Granville Rd 7 Leeds - as 24 Jan 20 London - as 13 Feb 21 Birmingham - as 17 Jan 27 Haydock - as 20 Feb Show Dates April 3 Edinburgh - Appleton Tower, George Square 4 Glasgow - City Hall, Candleriggs 17 Nottingham - Jesse Boot Centre, Univ. 18 Birmingham - Motorcycle Museum 24 London - Sandown Park, Esher 25 Bristol - Brunel Centre, Templemeads May 1 Washington - Northumbria Centre 22 London - as 24 Apr 29 Leicester - De Montford Hall, Granville Rd These are the latest dates I could find for the all formats fairs. I cannot guarantee attending ANY of them because every show this year has lost me money and I can't see them getting much better. However, give me a ring just to check if you want. Alternatively, ring Format on 0452 412572 who are much more likely to be attending shows. Gamesmaster Live Review Marc Broster 4th, 5th, 6th December '92 National Exerbition Center (Near Birmingham) £6 per person Being a MegaDrive owner as well as a SAM person, I was aware of the Gamesmaster show from ads in MegaDrive mags, it all looked very nice, Virtual Reality, that game with 'laser' guns, and lots of arcade machines. Smart! I persuded a mate of mine to go as well, we ordered tickets, and off we went. The show was okay I suppose. It consisted of a selection of stands for all the major software and hardware producers, a large retail area, a virtual reality area, a Quasar (The laser gun thing) 'dome', a free play arcade (where there were a selection of arcade machines rigged up so that you didn't have to put any coins in), a large area that was meant to look like the games rig off Gamesmaster, and a few other things. In theory, the show would be great, you could wonder around, play all the latest games, have lots of free credits on the arcade machines, try out Virtual Reality, and pick up a bargin in the retail area. However, the only real problem was that there were about 9 thousand other people all wanting to do the same thing. I went on a Saturday, so I expected it to be busy. At the start of the show, it was okay, there were only a few people around, we spent some time on the arcade (Which wasn't particularly good, as they didn't have many up to date machines), had a go on the Nigel Mansel Experience, a racing car simulator (Which was okay). However, by about 11.30, it had just got rediculus, as there were so many people around. There were massive lines for the Virtual Reality and Quasar, and as they moved so slowly, we didn't think it was worth waiting. The retail area was seriously packed out, however, I did have a go on a Neo Geo beat'em up, which was good, and I saved a few quid on a MegaDrive joypad. Myself and my friend had a quick look round the rest of the show, but it was too busy to try out any more games. Fortunatly, I had noticed some All Formats Fair signs on the way to Gamesmaster, as the National Motorcycle Museum is right next to the NEC, so we decided to escape the Gamesmaster show, and go to the All Formats Fair. We had planned to walk to the Fair, but after a few minutes we realized that would be a bit silly, so we returned to the NEC and took a taxi to the Motorcycle museum. Now, taxi's are good value right! I won't have a word said against them. The five minute jorney only cost us £2.50 each way. The all formats fair was okay really. There were plenty of cheap stuff on offer, and more importantly, a group of SAMs had been set up! Yay! I spent an interesting half hour talking to Dave Tonks, editor of the Supplement, and Colin, Fred ed. ZAT and Format were also there, but it was a bit of a shame that SAMCO hadn't suddenly reformed and made an apperance at the show. I also enjoyed trying to teach a fellow Sam owner how to use the VMPR, and ended up totally confuseing him, Sorted! or rather it wasn't. I quite enjoyed the All Formats Fair, but I wouldn't say it would be a good idea to travel a long way to get to it, unless you want to buy a new PC or something. We then had to return to the NEC in order to make our way home. I quite enjoyed the Gamesmaster Show, and I was pleased I could make it to an All Formats fair, but I suppose I could of made a lot more out of the Gamemaster show if I had planned my day properly. Here's some guide lines on what to do: Brog's guide to Gamemaster Live Shows 1) Arrive incredibly early. The show was meant to start at 10am, I got there for 9.40, and they were letting people in already and there seemed to be quite a few people in the building when I first went in. I think it would of been best to get there for 9am, to be one of the first in. 2) Carefully plan what order you want to do things. If I had known it would be so busy, I would of headed straight to the virtual reailty, then quasar, if the queue wasn't too big. Then hit the freeplay arcade until things start to get busy. 3) Be really nasty on the freeplay arcade. Chosse a less popular machine, a typical shoot 'em up of some sort, get a friend on player two, and stay on it for as long as you can. I found that people will only start to get really irritated when you're up to your tenth credit. 4) When the freeplay arcade starts to get too crowded, leave, and have a very carefull look around the rest of the show, especially the retail area. Okay, so it may take half an hour to cover 50 metres, but it's worth it, as there's some real bargins to be found. Make sure you cover every stand in the show, so that you don't miss anything. 5) Try to grab as many leaflets and handouts that you can, most of it will be useless, but you occcansionly find a good special offer. Make sure you pick up the free Street Fighter 2 carrier bag and show magazine from the entrance when you go in, the carrier bags's usufull for putting leaflets in, and the show magazine's quite good. 6) If you buy anything make sure you get the telephone no of the place where you brought it from in case it dosen't work when you get home. 7) After you've had a good look round, and it's still busy, get out of the show (I think you can get a passout ticket to let you get back in again) and have lunch outside the main Gamemaster show, and do something else for an hour or two. The NEC has it's own train station, so you can easy go into Birmingham for a bit if you wanted. 8) Two or three hours before the show is meant to close, go back in and try out all the things you couldn't be bothered to line up for when it was more busy. 9) Arrange to leave the NEC a good while after the show was meant to finish, as you will probally be able to stay on for a good half hour before they chuck you out. Now that I'm more experienced, I would definetly like to go to the Gamesmaster show next year, if there is one, as I would be able to get a lot more out of it. Letter From Barry Spencer Dear Colin, I am writing concerning your reply to the Dyzonium review by D Marsden (I wrote the more complimentary one). In your comments you stated that line vectors had never been done on the SAM before. This isn't actually true, though few SAM users have probably seen the first instance. This was on Enigma Tape Magazine's SAM Music Demo 2. I have transferred the demo from tape to disk and included a copy for you. It's an old demo, but still well worth looking at. It starts with ported ST graphics and finishes with various graphical effects including the aforementioned 3D line vectors. The music is from various Spectrum 128k games and can be selected using key 1 - 8 and the space bar. Letter from Barry Spencer If anyone's interested, Hamish Rust and others from Enigma Tape Magazine have coded an excellent puzzle/arcade game called "Snare" which will be released by BEYOND BELIEF sometime in January. This has already been reviewed by the Speccy mags and received 90+ percent ratings. The game has a SAM compatible version on the B side. Happy hogmany, Barry Spencer BRIAN:- Thanks for your letter Barry, and thanks also for the demo. Just so that everybody else can enjoy the line vectors, the music demo is on this issue of FRED. Does anybody else know of any line vector demos which can claim to be the first on the SAM? Letter from Michael Nicholas Dear Colin, May I congratulate you on producing such an excellent product as "Etracker". I have never seen such a well presented manual, it has a unique professional look that will give the program a clear selling advantage. The program is straight forward and allows a beginner to produce simple tunes, but a more advanced person to produce complex tunes with all six channels of sound. What you need to do now is to make a Sound Machine convertor which will allow people to convert their sound machine files into Etracker format. As you may know the sound machine has clear disadvantages compared with Etracker. A disadvantage is that the music and wave form creators are in seperate programs which can be annoying. Also, the Sound Machine files take up far too much memory (even when compressed)! Letter from Michael Nicholas Another idea for an addition to the Etracker program would be a music to notes convertor ie convert sound from the ear socket on SAM to proper 6 channel note form. My aim is to produce an ear socket frequency limiter for the SAM, this would only allow certain frequency ranges of music to be recorded, thus allowing a perfect recording! This would be really cheap and easy to make. Have a happy new year, Michael Nicholas BRIAN:- This is just one of the many letters we've been receiving from satisfied Etracker users. Etracker is now released, as is Waterworks, by the way, so feel free to send in your orders! Some good ideas there Michael - perhaps in the future something will come of them...? Letter from Philip Powell Dear Sir, I've been making enquiries about a game called Deus Ex Machina. If you could publish this letter, perhaps someone somewhere knows where I might purchase the above game. I know it's a pretty tall order, as it was a long time ago that it was on the market, but I thought it might be worth a try. Perhaps someone has a copy and would be willing to sell me theirs...? Keep up the good work with the magazine. BRIAN:- Well. You heard the man! Anyone with information regarding this game should get in touch with us and we'll pass it on to Philip. Letter from Craig Turberfield Happy '93 all you FREDy-type people! Hope this year that FRED continues to be fab or get even fabber. I can safely say that E-Tracker is "rather" good. If only I had more time to mess about with the instrument and ornament editors more, there good be some really great effects produced on such a flexible piece of software. Well done ESI etc etc Hope you like the tunes. The first one's called CAMEL 'cos when I hear it I think of a lonf line of camels plodding along the desert. The second one is called PURSUIT and I did it yesterday. See Ya, Craig "The Bird" Turberfield CM : Great tunes Craig - sorry about the delay but I'm glad you like it. Both your tunes are on this month so perhaps other ETracker users would like to tell us what they think of Craigs first two tunes??? BM Oops There are no reviews this month due to certain technical difficulties - to be perfectly honest, I dropped my SAM on the floor by mistake, it hit off the TV remote control and the letter "A" broke off. I know it's a very poor excuse, but I'm really starting to get VERY VERY ANNOYED WITH THE DAMN KEY... Sorry about that. Reviews will return next issue, once I've glued the key back on properly. OK Brian - enough's enough. Get it sorted out. Remember folks, FRED30 will be out mid-February (depending on Brian) and costs a mere, measly, unjustifiable, petty £2. Wow! And it might even have some earth-shattering news..............
Sprite Routines
Cokes, fantas and 7-ups. ======================== The SAM Coupe is a brilliant computer to program, a lot of brilliant programmers have been doing this, but not enough. I see programming as tackling problems in a manner so that the solution is as fast as possible. The software market for the SAM isn't exactly what I'd call competitive and therefore I feel that ALL programmers should share their darkest secrets and show other programmers how they solved a certain problem. Hopefully the synergy effect will occur whereby the combined efforts of all members is greater than the sum of the individual members. As a "side effect" the SAM software library should grow significantly as should the quality of the software produced. Just in case you were wondering, this is a small article about sprites on the SAM. First let me explain something about the necessity of speed. Have you seen any games written with Gamesmaster (or SCADs for that matter), you may have noticed that the sprites look blurred when they move. This happens because the sprite routine isn't completed in one frame. You may also have heard Cookie ranting on about one frame instead of three in his Entro 2, what does this mean? Well, animation is simply fooling the brain (via the eyes) into thinking something is moving. If something is animated at fifty hertz (times per second) the overall result is smooth, the trick works. However at speeds lower than 50Hz, the trick isn't pulled off properly. At 25Hz the eye sees an image in one place for a moment and a bit later in an other, this bit later is too far away from the first, giving the effect of two images at once and thus blurring the sprite. I'm not too pleased with my explanation, but it is true. For example take a look at Bats 'n Ballz, a brilliant piece of coding by David Gommeren, all the sprites move smoothly and are clearly defined. Parallax is another example, nice crisp sprites once again. Those are the results of working within one frame. Secondly take a look at Defenders of the Earth, beautiful graphics, but what a shame about the blurred sprites, this is a classic example of not getting everything done within one frame. Dyzonium also doesn't make the one frame deadline, which wastes a lot of the time put into designing good looking sprites. What is the moral of the story then? Make sure you write a fast piece of code. Not very helpful am I? There are at least two ways of writing a piece of code, a slow way and a fast way. It depends on what you want to optimize, if you are worried about lack of memory, feel free to write crafty complicated code. If it's speed you're after then it'll cost you memory, speed and memory usage are intertwined. Example time, to fill a block of memory starting at HL with 128 bytes worth of 15s you could: LD B,128 7 7 LOOP: LD (HL),15 10 1280 INC HL 6 768 DJNZ LOOP 13/8 1659 (127*13+8) total: 3714 That is the standard way, it doesn't cost much memory and is relatively slow. The numbers behind the instructions are the number of t-States required to execute that instruction. One t-State is one clock tick of the crystal connected to the Z80 (in SAM's case about 6MHz). This is not the real speed due to memory contention and other nasty things, but it gives comparable results. LD D,H 4 4 LD E,L 4 4 INC E 4 4 LD BC,127 10 10 LD (HL),15 10 10 LDIR 21/16 2662 (126*21+16) total: 2694 The above routine is about 35% faster than the first one, but we're still making use of loops. An LDIR instruction is also a loop, but an internal one, inside the Z80. Now a routine without loops, costing more memory. LD D,H 4 LD E,L 4 INC E 4 LD (HL),15 10 LDI 16 LDI 16 LDI 16 ... (another 124 LDI's) total: 2054 This last routine is nearly twice as fast as the first, and it's in this way that the SAM can best be programmed. The number of t-states required for each instruction is listed in Programming The Z80 by Rodney Zaks, an ancient Z80 bible dated around 1980. This is all leading up to the sprite routine. A sprite routine's main task is to copy a block of data from once place in memory to another in video memory. Before we go into the actual sprite routine there's something else I would like to explain. The SAM Coupe has the choice out of 16 pages of memory to display to the screen. (8 on a 256k SAM) When working with one screen the annoying thing is that while you are working the TV scan line is constantly updating the screen. This means that the scan line might just come along while you were clearing a sprite, and thus showing the background on the screen instead of the sprite. This gives a "nice" flickering effect. Wouldn't it be nice to work on a screen and then tell the TV to show it, and only once you have finished working on it? This is possible thanks to being able to have more than one screen. It works like this, you display screen 1, work on screen 2 and when finished display screen 2, then go and work on screen 1 and when finished display it, etc, etc, etc. The advantage of working like this is that you always get nonflickering sprites without having to worry about getting your timing right to avoid the scan line. Please do wait until the scan line is at the top (or bottom) of the TV before flipping screens. You can do this by waiting for a frame interrupt (or for a line interrupt set at line 192). Now for the possible sprite routines. You could go along and program in the same fashion as the first loop. The result would look like this: HL=sprite in GRAB format DE=screen address, screen must be paged in INC HL 6 6 LD B,(HL) 7 7 INC HL 6 6 LD C,(HL) 7 7 INC HL 6 6 HEIGHTLP: PUSH BC 11 176 (16*11) PUSH HL 11 176 (16*11) WIDTHLOOP:LD A,(DE) 7 896 (16*8*7) INC DE 6 768 (16*8*6) LD (HL),A 7 896 (16*8*7) INC HL 6 768 (16*8*6) DJNZ WIDTHLOOP 13/8 1584 (16*(7*13+8)) POP HL 10 160 (16*10) LD BC,128 10 160 (16*10) ADD HL,BC 11 176 (16*11) POP BC 10 160 (16*10) DEC C 4 64 (16*4) JR NZ,HEIGHTLP 12/7 187 (15*12+7) total: 6203 The second column of numbers gives the total number of t-states needed including looping. This total is based on a 16 by 16 pixel sprite, which is then 16 bytes high and 8 bytes wide. When repeating the inner loop by hand, that is the bit from LD A,(DE) to DJNZ the speed is logically improved. The main difference is that the DJNZ loop can be removed, saving 1584 t-states which gives a speed increase of about 35%. The above is still a simple sprite routine, when working with backgrounds you'll get a nice blank block around your sprite. To get around this not very good looking effect the masked sprite was called to life. A masked sprite consists of two components, the mask and the sprite. The mask is the same size as the sprite and contains ones where the background should show through the sprite and zeros where it shouldn't. You can have a bit mask which saves memory, 1 bit = 1 pixel, but storing it in the same manner as the sprite is faster, 4 bits = 1 pixel. The sprite is simply the plain sprite, but where there is no sprite the value MUST be zero. By combining the background, mask and sprite in a crafty way you get a sprite on the screen which doesn't have a blank block around it, and which can be any shape. The combination is as follows. Binary AND the background and mask. The ones on the mask then let through only the bits of background on which the sprite is not and the zeros blank out wherever the sprite is going to be. Secondly, binary OR the ANDed background with the sprite itself. Seeing as where there is background the sprite is zero and where there is sprite the background is zero, you get a nice sprite. The rewritten sprite routine, which now will cope with masking looks as follows. IX=sprite data in GRAB format HL=mask data in GRAB format DE=screen address, screen must be paged in INC HL 6 6 LD B,(HL) 7 7 INC HL 6 6 LD C,(HL) 7 7 INC HL 6 6 INC IX 10 10 INC IX 10 10 INC IX 10 10 HEIGHTLP: PUSH BC 11 176 (16*11) PUSH DE 11 176 (16*11) WIDTHLOOP:LD A,(DE) 7 896 (16*8*7) AND (HL) 7 896 (16*8*7) INC HL 6 768 (16*8*6) OR (IX) 19 2432 (16*8*19) INC IX 10 1280 (16*8*10) LD (DE),A 7 896 (16*8*7) INC DE 6 768 (16*8*6) DJNZ WIDTHLOOP 13/8 1584 (16*(7*13+8)) POP DE 10 160 (16*10) LD A,E 4 64 (16*4) ADD A,128 7 112 (16*7) LD E,A 4 64 (16*4) JR NC,OK 12/7 ) 184 (8*12+8*11) INC D 4 ) --- average with above OK: POP BC 10 160 (16*10) DEC C 4 64 (16*4) JR NZ,HEIGHTLP 12/7 187 (15*12+7) total: 10929 As you can see, the size of the routine is growing, and unlike a snowball, the speed is decreasing. Once again we can repeat the inside of the loop manually, saving a total of 1584+320=1904 t-states, but the main speed stopper is the use of the IX register. Although the IX and IY registers can be very handy, they are slow. In fairly intensive loops try not to use them if possible. In the above routine they need to be used, so how do we get the routine running faster? The answer to this problem was enlightened to me through conversations with Edwin Blink (yes, he of COMET). And he in turn had, together with David Gommeren (Lord Insanity), come up with the idea for the intelligent sprite building routine, which David went along and wrote. I then had the concept and went along and wrote my own, which accomplishes exactly the same as David's, whose code I received after having written my own. Let me explain, as you will have seen in the previous examples, any form of looping is relatively slow. The next idea is the groundwork for the intelligent sprite builder. Why bother combining the mask with the background and sprite if nothing changes. Sprites fit in rectangular boxes but they don't occupy all the space, take a ball for instance. Lets do some theoretical mathematics. The area of a circle is pi*(r↑2) where r is the radius. The area of a box in which such a circle fits must be at least (2r)↑2 = 4(r↑2), this means that about 21% of the space is unused ((4-pi)/4). For 21% of the time the masked sprite routine is then changing nothing and only wasting time. If the circle were not filled but hollow then even more time would be wasted. Point two on time wasting. If a whole byte is used as sprite, why bother masking it, simply doing a LD (HL),byte is much and much faster. Masking is only needed if one of the two pixels in a byte needs to be see through, so why mask every pixel? Thirdly, why move data indirectly from memory to a register and then move to another place in memory. Indirect addressing is where you load a register with the contents of memory pointed to by another register. Why not load the register directly, for example LD A,15, this is just as fast as LD A,(HL) but without needing to use the HL register. When also having the mask and background involved you now don't need to use the slow IX register which leads to an even greater speed. What does the intelligent sprite routine do? You feed it your sprite and mask data and it creates a subroutine which, when called, will print your sprite (masked where necessary only). How does it work? It goes through your sprite and mask data looking for when it needs to put something on screen and how. It also finds the fastest way of getting from its old screen address to the next one it needs. It may at first seem complicated, but when you grasp the idea behind it all it should all seem logical. If you look at the code you will see that the code also builds a super fast clear sprite routine (clearing only the bits that were put on screen), this assumes that you are using a background screen which is not changed but only used as a reference to clear sprites. This avoids having to copy what was behind the sprite to a storage place and then having to copy the storage back to the screen to clear the sprite. To use the routine DPOKE the variables data, mask and target with the required values, these must all be in paged in memory. Data is the address of the GRABbed sprite data, mask the address of the GRABbed mask data and target is the code destination. The variables spritelen and clearlen can be DPEEKed after the code has been executed to give you the lengths of the sprite routines. Seeing as SAM basic uses a slightly unlogical way of using masks I decided to do so too. So instead of a pen 15 meaning transparent and a pen 0 meaning sprite only, it expects the data the other way round. By working like this you can directly test if your sprite and mask works or not with a PUT x,y,s$,m$. When calling your sprite, HL=the screen address to start at (top left corner) . When calling the clearsprite, HL=the screen address, the background screen must be paged in section CD and the display screen in section AB. This paging into section AB may seem a problem, but it's not. Make sure that your interrupt handlers aren't too long and put them at the start of the screen so that if an interrupt occurs while the screen is paged into lower memory everything goes smoothly. This leaves a bit of crap in the top of the display, but with line interrupts you can either set the whole palette to black or you can show the first few lines of a noncorrupted screen. The test option simply allows you to test your sprite, and if you put loops in it you can time how long it takes to print a sprite 10000 times. In the little demo program try changing line 150 to use SAM basics sprite routine (PUT x,y,s$,m$) instead of the call to the test option. The speed increase is quite impressive, SAM basic takes about one minute, the built sprite takes 20 seconds (for 1000 sprites). This should give you an idea of what some good speed orientated programming can achieve. The following code was written with the COMET Assembler from Revelation Software. COMET is the BEST assembler available for the SAM Coupe. Here's a quick list of the most important features of COMET: very fast full screen editor, no line numbers in source, source can be over 400K, object code can be put anywhere in memory, can merge data with source from disk, can include 24K source files and it assembles very quickly (turns screen off to assemble at full 6MHz). If you haven't got a copy yet and are slightly interested in doing some coding, order one now! The price may seem a bit steep, but it's worth every penny, and Fred subscribers even get a discount. This file is also on the disc as a COMET source file (BUILDER.S) The assembled code is also present (BUILDER.O), you should be able to work out the DPOKE and DPEEK addresses or else see the short little demo with the Lemmings. ;sprite builder ; ;THE fastest sprite routine for the SAM Coupe to date ; ;(C) 1992 Stefan Drissen, but feel free to use it for anything ORG 32768 DUMP $ JP build JP test data: DEFW 0 ;address of sprite data mask: DEFW 0 ;address of mask data target: DEFW 49152 ;where to assemble sprite spritelen: DEFW 0 ;when done, length of code clearlen: DEFW 0 ;when done, length of code test: DI IN A,(250) LD (lmstore+1),A IN A,(252) AND 31 OR 32 OUT (250),A LD HL,0 CALL target lmstore: LD A,0 OUT (250),A EI RET build: LD IX,(data) LD IY,(mask) LD HL,(target) EXX LD HL,(target) LD DE,8192 ADD HL,DE EXX INC IX INC IY LD A,(IX) LD (width-1),A LD (subwidth+1),A INC IX INC IY LD A,(IX) LD (height-1),A INC IX INC IY LD DE,0 ;no. of bytes since last pix. EXX LD DE,0 EXX LD B,16 height: PUSH BC LD B,8 width: PUSH BC LD A,(IY) OR A JP Z,nextbyte LD A,E OR D JR Z,noadd+1 LD A,E AND 128+64 ;max sprite width of 64 OR D JR Z,smalladd LD (HL),&11 ;ld de,nn INC HL LD (HL),E INC HL LD (HL),D INC HL LD (HL),&19 ;add hl,de INC HL EXX LD (HL),&11 ;ld de,nn INC HL LD (HL),E INC HL LD (HL),D INC HL LD (HL),&19 ;add hl,de INC HL LD (HL),&5D ;ld e,l INC HL LD (HL),&54 ;ld d,h INC HL LD (HL),&CB ;cb- INC HL LD (HL),&BA ;res 7,d INC HL JR noadd smalladd: LD A,E CP 4 JR C,doincs LD (HL),&7D ;ld a,l INC HL LD (HL),&C6 ;add a,n INC HL LD (HL),E INC HL LD (HL),&6F ;ld l,a INC HL EXX LD A,E OR A JR Z,noadd CP 4 JR C,doincs2 LD (HL),&7D ;ld a,l INC HL LD (HL),&C6 ;add a,n INC HL LD (HL),E INC HL LD (HL),&6F ;ld l,a INC HL LD (HL),&5F ;ld e,a INC HL JR noadd doincs: LD B,E LD (HL),&2C ;inc l INC HL DJNZ doincs+1 EXX LD A,E OR A JR Z,noadd doincs2: LD B,E LD (HL),&2C ;inc l INC HL DJNZ doincs2+1 LD (HL),&5D ;ld e,l INC HL noadd: EXX ;back to sprite LD A,(IX) OR A JR Z,maskonly LD A,(IY) CP 255 JR Z,dataput LD (HL),&7E ;ld a,(hl) INC HL LD (HL),&E6 ;and n INC HL LD A,(IY) CPL LD (HL),A INC HL LD (HL),&F6 ;or n INC HL LD A,(IX) LD (HL),A INC HL LD (HL),&77 ;ld (hl),a INC HL JR resetcount dataput: LD (HL),&36 ;ld (hl),n INC HL LD A,(IX) LD (HL),A INC HL JR resetcount maskonly: LD (HL),&3E ;ld a,n INC HL LD A,(IY) CPL LD (HL),A INC HL LD (HL),&A6 ;and (hl) INC HL LD (HL),&77 ;ld (hl),a INC HL resetcount: LD DE,0 EXX LD DE,-1 LD (HL),&ED INC HL LD (HL),&A0 INC HL EXX nextbyte: INC DE ;pixel counter EXX INC DE EXX INC IY INC IX POP BC DEC B JP NZ,width EX DE,HL LD A,128 subwidth: SUB 0 LD C,A LD B,0 ADD HL,BC ;next line EX DE,HL PUSH BC EXX POP BC EX DE,HL ADD HL,BC EX DE,HL EXX POP BC DEC B JP NZ,height LD (HL),&C9 ;ret INC HL EXX LD (HL),&C9 INC HL EXX LD BC,(target) XOR A SBC HL,BC LD (spritelen),HL EXX LD BC,8192 XOR A SBC HL,BC LD (clearlen),HL EXX RET Well, that was all (?!). At this point I would like to stress that the above routine is not the only way to create sprite routines. The way you write a sprite routine is very dependent on what YOU want it to do. If you want sprites to be able to slide onto or off of the screen then the above routine isn't very useful, try letting the sprite got over the edges of the screen, wierd things start to happen. For more speed you could leave out masking altogether and combine this with only putting pixels where there is sprite data, have a look at Boing! for an example of this. You will see that there are sometimes one pixel wide black borders around certain parts of the sprites. I hope you were able to follow this article and even more so I hope that this idea may give you some new perspective on writing software for the SAM Coupe. I would be glad to answer any questions you may have. Also please feel free to write any comments on this article, I'm sure that Fred would be more than happy with them, and so would I. Stefan Drissen phone: [redacted] [redacted]