Fred 34
Disk Magazine
Submitted by Dan Dooré on Monday, May 21, 2018 - 17:52.
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Release Year
1993
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Copyrights Granted
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Description
Issue 34
Item | Author | Description |
---|---|---|
Menu | Andy Monk | |
Magazine | Speccy Trade-Ins, Campion - The Spreadsheet Released | |
Letters | More Of Speccy-Game Converting Debate | |
Convertor | Stefan Drissen | Soundtracker To E-tracker Module Convertor |
WW Demo 2 | Martin Bell | Brand New Level Of Waterworks |
Suet | Robert Brady John Vincent | Two Shoot-'Em-Ups |
Bunj Wobl 2 | Patrick Griffiths | Programs By Bunj Wobl |
Mc Pt 23 | Steve Taylor | Multi-Tasking On Sam |
E-Tunes | Music Done On E-tracker | |
Sorcery Demo | Nigel Kettlewell | Demo/Advert For Days Of Sorcery |
Invaders | Chris White | Diy Space Invaders |
Zapp Demo | Paul Horridge | Mc Demo |
Pacman | Leszek Chmielewski | Vector Animation |
Squarius | Roy Gardner | Game |
Gif Convertor | Dan Dooré | Don't Be So Sure... |
App Launcher | Dan Dooré | Sort Through Files On Discs |
Magazine
BM Editorial Hello again. This has been a very nostalgic month for me; first of all I dug out all my Spectrum games and spent a pleasant couple of days recapturing the joys of games like Room Ten, Exolon, The Sentinel. Great fun. On a sadder note, I chucked out all my old copies of CRASH, way back from issue 37 at the start of 1987 (FRED editors need a lot of space, and 50-odd CRASHes take up quite a lot of that commodity). It made me feel really really old. Thank God I didn't keep them for another 5 years, or I'd feel utterly decrepit by chucking-out time. At Wm Low, where I work - not because I need to, of course; the £13000 per month that Colin gives me's more than enough. I just like erm, the atmosphere there. Yes. That's right - anyway, they've just introduced barcode-readers at the checkouts, and I've just come back from an "exhilerating" evening being taught basically what flaming barcodes look like! The words "insult to intelligence" spring to mind. Honestly. Makes your average ST owner seem interesting. BM News Not much news this month, which really is quite surprising. I may as well just repeat the contents of last issues newsletter which accompanies subbers' FRED disks (see what you non-subbers miss out on?). The old SAMCo idea of giving people £50 off the price of their SAMs when they trade-in a Spectrum is to be re-started, although to be honest I can't remember the first time it was in operation. Anyway, to get this £50 discount (a very hefty discount, it must be said), send in any model of Speccy, including manual and power supply, and claim your £50 off! Simple eh? I can't for the life of me imagine what they'll do with stacks of old Spectrums, but it's thankfully not my problem. I suppose they could burn them on Nov 5th or something, or maybe use them as frisbees. Incidentally, has anybody else ever tried to force open an old rubber-keyed job? It's well near impossible! I adopted the old "ram a chisel in the interface and pound at it like mad" method and it took AGES! Don't try this at home though kids - remember I'm a qualified weirdo... BM News You might be pleased to hear that now you can order certain Revelation titles direct from FRED, which means: 1- You can buy Wop Gamma, Manic Miner, Batz 'n' Balls or The Secretary with the same cheque as your FRED subscription 2- You get the usual FRED subber's discount (if you're a subber, that is). Wop, Manic and Batz are all £8.99, and The Secretary is a nice £12.99, so if you're a subber and buy all three that's a saving of £5! Good eh? If you want a title that isn't on the FRED price list, phone up and we might be able to get it for you anyway, being the helpful types that we are (easy for me to say - I don't have to answer the phone all day!). Remember: if (and only if) you're a FRED subscriber, you can phone in an order and we'll trust you to send the cheque THE SAME DAY (important), which allows us to give even faster service than usual. BM News Days of Sorcery, the well 'ard adventure by Nigel Kettlewell is also now available from FRED. See the demo on this very issue and then decide you had too much money lying about anyway! Did I mention last month that you can now get Outwrite from FRED as well? I can't be bothered looking back at issue 33, so if I did, you're getting told again: Outwrite is now available from FRED. We've had a number of demands for a list of what was on which FRED, so once the summer holidays start (4 months! Bliss!) I'm planning on beginning that not undaunting task. Nothing to do with the SAM, but you may be interested to know that Psygnosis has been taken over by Sony, that rather small electronics firm. BM News Revelation have released a new spreadsheet package called Campion. It's been in development for ages and ages, and I for one had completely forgotten about it. I haven't seen the package yet, but I believe Colin's got a copy lying about somewhere, so I'll try to have a wee peek in time for FRED 35. Hmm. What else has been happening recently? Well, Etracker and Wop Gamma have been reviewed in YS, and although I haven't seen the reviews yet, I'm sure they'll be pretty favourable. Getting away from the Coupe again for a moment, you may not have heard that there's a "Lemmings" single been released. I've not heard it yet, and the fact that it's been out since May 5th suggests it isn't likely to become one of the year's biggest hits. Apparently there's a whole ALBUM of music/sounds from the Amiga version of Mega-Lo-Mania; I'd hate to see the sad b*****d that buys that album... BM This Is A Colin Free Zone! Yup, not a single word from Colin this month, due in part to the fact that he told me he didn't have anything that needed mentioning. Never fear though - I'm sure he'll find something to waffle about in time for next month. Some of you may have noticed that this (if all goes well) and last month's issues have been slightly earlier than other recent issues. We're happy to say that the duplicators, it seems, have finally started getting their priorities right, and now a production run of 200,000 for a glossy magazine's coverdisks plays second fiddle to the 8 or 9 FREDs that need done. Well done Mr Distributor! Having said all that, however, they'll probably take 3 months to do this issue and you'll get it mid- September or something. Showing a complete lack of continuity, it's slightly ironic that a News section begun with "Not much news this month..." managed to last four whole pages... BM On The Disk Kicking things off this month is Mr Ubiquitous himself, Stefan Drissen, with what could be an essential utility for musicians; the Spectrum Soundtracker to SAM Etracker convertor! Hurrah! Extensive-ish documentation is provided by the man himself, which should tell you all you need to know. Waterworks is a brand new level, just for FRED, of the hit game Waterworks. Cynics will claim it's just another attempt to publicise the game, but nay, 'tis not: this is simply a never- seen-before level to give you all hours and hours of "fun". Think about it; if we did just want to show off the graphics and sound we'd have used the same demo as last month, but no no, FRED likes to give you all little treats now and again, and this will appeal to both those of you who bought the game and those who haven't (yet!). Keys are QAOP & space, or joystick. Press fire to start, and good luck! NOTE: it will seem at times that the level is impossible, but it's not because I completed it! (And it only took me about 2 hours to work it out). Thanks to Martin Bell for providing this nice level. BM On The Disk SUET; a couple of games by Robert Brady and John Vincent, both use the joystick keys, and that's all I'm saying. Find out for yourselves what the cryptic title means... Bunj Wobl 2 is the second set of programs by Bunj Wobl. Both are pretty self explanatory. Steve Taylor has returned! The man who knows more about machine code than I know about Jamaican holiday resorts (!) brings you the latest in what can only be described as "a very long series of machine code lessons". Ah, I remember the days when we were amazed he kept at it for the first five lessons! E-Tunes features a new and improved player, plus a new and (hopefully) improved screen just to prove I do put in the occasional bit of creative effort. The E-player now gives the title and author of the tune being played, so it's goodbye to Johnny Anonymous for all you musicians out there. BM On The Disk Sorcery is a demo written by Nigel Kettlewell, and I've got a sneaking suspicion that he's trying to sneak in an advert somewhere in that demo; see if you can spot it... Invaders; Chris White continues his guide to writing a Space Invaders game, and if you were lost in the first couple of lessons I'd advise you not to even think about trying to follow this one. Zap! demo by Paul Horridge is a debut demo, and while it may not be the largest demo ever seen, it's undoubtedly an impressive little thing. Bits N Bobs - before I begin there have been queries about why the new screen says "Bits and Bobs" as opposed to Bits N Bobs. The reason for this is that the little "N" on its own looked ever so slightly crap. Explanation finished. BM On The Disk The programs actually on Bits N/And Bobs are a GIF screen convertor by Banzai, an application launcher, again by Banzai, another vector animation (even better than last month's I reckon) by LCD and Squarius, a game by Roy Gardener. All are explained fully internally, so you don't need me to bore you with extra info. A Wee Preview We don't normally let you know what's going to appear on future FREDs (basically because we never really know ourselves until a couple of days before the deadline), but in a fit of organisation I can actually reveal some of the features we've got lined up: - another converted Speccy demo by Stefan Drissen which is bound to contain an out-of-date scroller by then - a great little game from Bunj Wobl, involving the bursting of little bubbles (bet you can't wait now!) BM A Wee Preview - a couple of AXE's irreverant doings - an article on the true speed of the SAM and ways to manipulate it by Stefan Drissen and all the regulars like screens, E-Tunes, adverts, Bits N Bobs, etc. Could be good, could FRED 35... BM A Bit On Piracy Yeah, yeah, piracy. Everyone claims to know that "Piracy kills the software", but very few people seem to care enough to stop doing it; it's a fact that the Amiga is losing developers left right and centre solely because of piracy, and there are well over a million Amigas in the UK alone; SAM has a few thousand users and piracy looks set to be as much of a problem as it is in for the Amiga market. Those brave enough to take the risks involved in producing and publishing software (yes, RISKS - profits aren't guaranteed on any computer never mind the Coupe), including FRED, are aware of the fact that piracy is around on the SAM, and are even aware of who is responsible in a significant number of cases thanks to a few concerned readers who are not daft enough to fall for the argument that you can't "grass up yer mates". Apart from anything else, certain friends are undoubtedly helping to bring about the end of the SAM. The object of this article is not simply to try and threaten a few pirates with legal action, however. BM A Bit On Piracy No, it would undoubtedly be possible to prosecute, that's not going to do much to help get the Coupe on its feet. What this article is intended to do is to get the pirates out there to think about what they're doing. The old cliche about every game copied being a direct loss to the company is difficult to prove and easy to outmanoeuvre - "I wouldn't have bought it anyway," is a common response. Looking at it like this, it's easy to ease the old conscience about piracy; people find it simple to accept that it's not doing any direct harm to the software producers and so is not doing any harm. Let me put the same argument a different way though: every single game sold does benefit the software producers, and in the SAM world each sale counts for much more than in areas where sales count in the many thousands. A difference of only 10, even 5 units, can mean the difference between a success (costs covered and profits starting to be made) and loss. EVERY game or utility you buy increases the SAM's chance of a future. BM A Bit On Piracy So what does this mean? Well, for a start if everyone out there with pirate versions of games buys the original that would help, but it's not very likely, is it? From now on then, buy software. Don't just wait for your contact to send you the latest release. Buy it. It's not as if prices on the SAM are unreasonable now is it? Most games are cheaper than Spectrum ones! And I'll say this again, in the hope that it maybe sinks in: every item of software, be it utility, game, or even magazine, which you buy makes a difference; a significant difference. The Return of Sam Wheelbarrow! The name's Wheelbarrow - Sam Wheelbarrow. My kid sister Sarah's jailbreak was splashed all over the front page. Obviously an accident at the printers, it made it impossible to read. Chief Inspector Newton wanted me to track her down, so I put an electronic tagging device on her duvet, but I couldn't see how it was going to help. I'm not my sister's keeper. In fact she wouldn't let me join her football team at all. I tried to tell him this over coffee and biscuits but he wasn't having any of it, so I tried to tell him over tea and shorties. He said I must have intimate knowledge of her. I said that must be illegal. She'd been lifted by helicopter from the prison roof. "If only we could find that helicopter," said Newton. "Look, it says here she had musicsplosh consplatterdribbles, does that mean anything to you?" Sam Wheelbarrow It did. Her last boyfriend had been heavy metal star Glossy Pangbourne. We gave him a bell. "It were just like a vasectomy - someone nicked me chopper while I were asleep" he joked, amusingly. "And by the way thanks for the bell." Glossy and his band Fraushagger claimed to be the spokesmen for a generation. Obviously it was a generation with a very small vocabulary. His helicopter had been stolen from his Hounds Of Helipad, where he'd left it with the keys in the ignition. Pangbourne had been the last to join the band, replacing their original teenage vocalist Jimi Bon Moon (Jimi'd died after developing a cocaine addiction while still at school - a teacher had punished him by telling him to do 200 lines and that was the end of him.) Glossy had brought notoriety to the band. Every day he would eat a live chicken for breakfast. Without milk. The high point of the show was his ventriloquist act with a dead cat's head reciting Satanic chants backwards while gargling goats blood. Sam Wheelbarrow They'd stolen a lot of the traditional Barry Manilow audience. Pangbourne had nothing to gain by helping Sarah escape, his Shagging Satan In The Sulphur Pit album was number one on both sides of the Atlantic. He showed us around his sprawling country estate, or Essex as it used to be known. I didn't like it, it was too clean. Rottweilers prowled the ground inside an electrified perimeter fence, overlooking a shark infested moat and minefield. Either he was very security conscious or liked a good laugh when anyone tried to break in. "You left the keys in the ignition of your helicopter" I said. He told me this was for the benefit of the other band members. "We operate a rotor - rotor, geddit?" he laughed. I didn't believe him. He'd let his helicopter be used. Why? His carpets were very clean, but in a few nooks and crannies were traces of white powder. I knew he had an bad coke habit. Sam Wheelbarrow He always used to leave the last third of every can, and the cost soon mounted up, but that wasn't enough to blackmail him. I had Newton look into his police records. There, in the inner sleeve of Outlandos D'Amour was what I'd been looking for. A contract with Leagas McBeagas O'Toagle Boagle and Scrummerty- Farquar Advertising Associates. Whoever had sprung Sarah had used this to blackmail Glossy into letting them have his 'copter. "Hey man, give that back!" He made a lunge for me, and a very tasty supper, but bribery was going to get him nowhere. Pangbourne broke down. Newton and I jump-started him from a car battery and he talked. "It was so long ago, I was young, I needed the money, I signed a ten-year contract...oh God, if my fans ever found out...!" I promised to keep his secret if he'd tell us what we wanted to know. "So, he has a contract with an advertising agency. What's the big deal?" asked Newton. "Have you ever seen him in an ad?" I asked him. He hadn't. Glossy and I knew why. I'd guessed it as soon as I soon those clean carpets. Sam Wheelbarrow He was cleverly disguised, but someday someone else would recognise it was Glossy Pangbourne in the Shake 'N' Vac ads and then nothing would put the freshness back into his career... BM 256K Owners Take Heed! I'll be frank; FRED no longer guarantees that software will work on 256k Coupes. The reason for this is simply that the majority of readers, and therefore contributors, have 512k SAMs and we cannot overlook excellent material simply because a tiny percentage of readers haven't got the necessary memory. This may seem like the end of the civilised world to those of you who don't have 512k, but it's not THAT bad; most of what goes on the magazine will work. The occasional item will not, however, and we wanted you all to be aware of the fact. If you do find yourself stressed out at the prospect of missing anything, feel free to phone Colin and ask if he has any memory expansions going. They're not even all that expensive. BM Credits Editor: Brian McConnell Generous Contributors: Stefan Drissen (change!) AXE Martin Bell Chris White Bunj Wobl Banzai Steve Taylor LCD Andy Monk Roy Gardener Nigel Kettlewell John Vincent Robert Brady Paul Horridge FRED Publishing, Phone [redacted] [redacted] Cheques payable to: FRED Publishing ===)>> Music (but no wrestling) ===)>> BM The Music Section, with FRED's Answer To Take That! Yes, I'm back! After a whole month without my essential guide to la musique, you can rest once more, safe in the knowledge that at least the music side of your life is in safe hands (or not, as the case may be). Before I begin, I'm pleased to say that more of you are sending in your own reviews; well done to those who have done so. This month we'll have some from Andy Monk, even though they may not be my style of music. It has been said that the true way to judge the democracy of a country is its government's tolerance of alternative ideologies, and I'm sure that that sentiment can be manipulated somehow to make me look all magnanimous and kind. As for me - I think I may as well do Suede's album. Right. Me first then... BM Suede First things first; this band's very lucky indeed not to have been drowned in the hype. The singles were good, but the hype did get out of hand. The hype did two things: it got publicity for the band, and it put a hell of a lot of pressure on them to come up with a decent album. As I said, the band are lucky in that the album's good enough to allow them to retain some credibility. More than that, in fact. It's a good album by any standards. One thing it's important to point out about Suede is that there doesn't appear to be any middle ground; people either love or loathe the music, and if you thought that the singles were generally good, I'd advise you to get this album. It's an average 45 minutes long, with 11 tracks, and only 3 of those could be described as "a bit crap". The annoying thing is, when you're listening to the album over and over it always seems that one of those 3 is playing. C'est bizarre! BM Suede Another thing which I'd better point out is that the album is definitely not an album to be played at a party or something. The 4 singles are easily the most inspiring, as the rest of the songs are much much slower, which is fine for a private listening but would not go down to well when high tempo music's the order of the day (or night). Overall then? 7 out of 10. And next, a couple of reviews by Andy Monk... AM TANGERINE DREAM - ROCKOON WHO?? Never 'eard of 'em? Well, twang me round till me flaky socks cry out "Marmalade" if you haven't heard of this fantastic band. I know they're, shall we say, getting on, but they really are good. Their music is, as Producer/Musician Edgar Froese puts it, 'Instrumental Rock Music'. I would describe it as Modern-Synth- Instrumental-Rock-Orientated-Sounding-Music (MSIROSM). I'm not that good at writing reviews actually, so I'll just briefly describe general things like the colour of the inlay... No, actually, I think I'll just go along and try writing a review! Right, the instruments used are mostly KORG instruments (mainly the T1 Workstation & 01W/FD - Excellent synths if you can afford 'em). There is also the much welcomed addition of an Alto-Sax being played on 3 of the tracks (there's 11 in all - totalling 57 minutes of music). Another welcome addition to this synth-esque music is the guitar (12-string, Lead & Rhythm - mostly played by Edgar & his brother, Jerome Froese), but above all, the keyboards are the main attraction (I'm convinced it's all a big musical-advert for KORG instruments!!). The music itself is pleasant to listen to if you aren't too much of an 'ead-banger... Before I decided to shovel out 13 quid for the CD, I decided to buy a cheap tape of older Tangerine Dream music to see what their earlier stuff was like. The tape was a compilation of very early stuff and ranged from late 60's to early 80's. I thought 'Mmm. This is a bit sad!' and I subsequently forgot I owned the tape. I then found the CD again and, me being me, decided that it had to be better than the tape. I then bought it. That was one of my better purchases... (That was a big paragraph!) - Anyway, if you like weird, old electromagnet noises, then buy the older TD stuff. If, however, you like New-Age-Instrumental-Rock-Music, then buy ROCKOON! AM JAN HAMMER - BEYOND THE MINDS EYE You must've heard of Jan Hammer, for it was he who composed ALL the incidental and themed music in EVERY episode of Miami Vice. Yep, he certainly was a busy bloke. He still is, in fact, a busy bloke, 'cos he's just released his 3rd (or is it 4th) Album, magestically called 'BEYOND THE MINDS EYE'. The music is supposedly based on a Video of the same name (probably called 'BEYOND THE MINDS EYE - The Video') and is not, amazing as it may seem, a concert of Jan playing this music. It is in fact, and I quote the inlay 'A computer animation odyssey'. The music was written for a series of spectacular computer animations (which I haven't seen!) - Anyway this is a review of music, not of Videos (although that's not a bad idea!). There are 15 tracks in total (total time-49 minutes) although the last track is the same as the first except with Vocalist 'Chris Thompson', erm, singing. What is the music actually like? Good, atmospheric, absorbing, clever, brain-numbingly weird is yer answer... Unlike Jan's other albums (two that I know of and own), the music was recorded using all KORG equipment (like Tangerine Dream). There is no guitar, no sax etc... just Keyboards (and I know from a reliable source that the keyboard being exclusively demo-ed is one in the 01W range). Again, it looks like everyone is out to demonstrate this mysterious 01W range of keyboards for KORG. Anyway, back to the review... This is more of the New-Age kind of rock-ish music that I talked about with Tangerine Dreams Album. The one track I really liked was called 'Nothing But Love' because it reminded me of a certain female called Cl... AHEM! Sorry, I was drifting away into nothingness land there. Where was I? Oh, my fave track is probably 'Afternoon Adventure' 'cos it kind of breaks out into a frenzy of sharp chords and thumping bass lines... I suppose the most atmospheric track I can think of is called 'Midnight' (which is, I think the music for a film called 'Midnight Heat', I'm not sure). If you liked Jan Hammer's previous Albums, then you'll love this, it's really unlike his usual work, but in the same style if you see what I mean... Well, that's the end of this review. It seemed like a big advert for KORG keyboards really...
Letters & Reviews
BM CONTENTS 01 - Contents 02 - Letter from Paul Horridge 04 - Letter from Stefan Drissen 10 - Letter from Dave Marriott 12 - Letter from Douglas Murdoch 16 - Letter from Ton Voon 17 - Letter from Toby Cooley Letter from Paul Horridge Dear Brian/Colin, I enclose a demo which I have written, which I hope you'll consider using in a future issue of FRED. Some of the programs on FRED, such as the MC menu on issue 31 and the Flip 'N Hell game on FRED 32, refuse to work on my machine. Is this because I only have 256K of RAM? Apart from this, I think that FRED is an excellent magazine. I particularly enjoy the demos, MC tutorials, and games. The BOFH was brilliant - is it possible to bribe/threaten the author into writing some more? If so, do it! Stefan Drissen's sprite article in FRED 29 was also very helpful. Has Steve Taylor covered interrupts and/or vectors in his MC Tutorial series? If so, which FRED issues are they in? BM Reply to Paul Horridge First of all, I say that it's pretty likely we'll be using your demo, yes... Secondly, you're right about the 256K RAM thing. And this month sees a little announcement covering such "underpowered machines"; we now assume that all readers have 512K machines, and as such no longer make any guarantees that programs'll work on lesser Coupes. The reason for this is not simply to get you all to buy upgrades, but because the vast majority of FRED readers do have 512K and it would be unfair to discard such high quality programs as Flip 'N Hell simply to appease 1 or 2% (yes, that's how small a minority you're in Paul!) of the readers. 512K expansions aren't really THAT expensive anyway, are they? Steve Taylor HAS covered interrupts (inturpts, eh Chris?) and vectors, and if my memory serves me correctly they were in, ooh, issues 11a, 13 and 15 (and I can tell that you all believe me when I say I haven't spent the past half hour looking for the damn things). Letter from Stefan Drissen Stefan Drissen [redacted] Hi Colin and Brian, Thanks for defending this sadly misguided soul. At least now I can tell all my friends that I am a sadly misguided soul, and a clever one at that. Boy am I glad I read FRED! Now do you see why I want to take over? Just kidding, before I get into what's on the disc I will write a bit of a reply to Andrew Penny's letter. Firstly, I do not WASTE my time converting Speccy demo's, it is all involved in the learning proces of getting to know your computer (my SAM) in and out. I also enjoy doing this because it gives quite a bit of satisfaction for quite a little bit of effort. For your information, converting Shock took say half a day. Letter from Stefan Drissen Secondly, converting speccy games to SAM conversions is nowhere near as easy as you imply; a few patches definitely won't do the trick. I have given rewriting a Speccy game some thought, and it shouldn't be too hard IF I were given the Speccy source code with documentation. Even then there would be limits. If you look at the ratio CPU speed against video memory, the Speccy wins because it's got a quarter of the video memory at half the speed. Who wants Speccy conversions blown up to SAM format anyway, by working in this way you will always be limiting the possibilities. I'd rather see games from the PC on the SAM (for example Dune, Dune II or the Sierra adventures). I'd say that's enough on that subject and onto the disc protector unit, it's pointless writing to me about it, write to Edwin Blink because he is making and selling them (address in scrolly). Letter from Stefan Drissen It is impossible that the SC_Autoboot ROM stops corruption of discs, because it is a hardware problem, not a software problem. What happens is that when you press the reset button the clock signal for the floppy disc controller is disconnected. If the FDC doesn't receive a clock signal its activity is undefined, meaning it can be doing anything, including writing garbage to the disc. What I assume that the SC_Autoboot chip does is give an interrupt to the disc controller before doing anything else, this MAY stop the disc controller from doing any damage to your disk. Why else would Steve Nutting order disc protectors from Edwin? As far as I know, Steve is planning to sell them in Great Britain, so you should be able to get them from him too. I would also like to thank John Teare for mentioning he used my colour BAR routine in Superleague. Here's a little tip for when using lots of bars on screen (like in superleague). Instead of calling the BAR procedure each time you could copy the line, Letter from Stefan Drissen interrupt colour table to a bit of memory after having set the screen up right the first time. After that you only need to POKE the line interrupt colour table with that bit of memory. This is significantly faster. LET col$=MEM$(&5600 TO &5800) to store the lines and POKE &5600,col$ to restore it. Well, after that load of text here comes what's on the disc. Firstly there is an article on the speed of the machine code instructions on the SAM, something which I feel is rather important to know if you are writing speed optimizing routines. The theoretical speeds simply don't hold up. Secondly there is another sadly misguided effort, a Speccy demo consisting of 26 really good tunes and a scrolly. Originally this demo had bars bouncing around the screen, but these were too much of a hassle to get up and running (Speccy ROM routines again). On the subject of speccy demos, since YS has stopped sending me YS, I no longer have a supply of speccy demos to convert. Letter from Stefan Drissen Either you say hurrah, no more Speccy demos, or you can send any demos you want converted to me and I will see what I can do, anybody who does send me a demo to convert will become famous SAMworld wide. I am only interested in demos which work on a 48k speccy and DO have music. Last and of course least is an E-tune, it is a SAM remix of the speccy tune AMIGA ONE, just to show what a soundtracker convertor can be useful for. A rather meager effort by me this month, but once again exams are nigh. They should be history in three week's time so then I can do some more coding. Keep up the great work, Stefan Drissen BM Reply to Stefan Drissen Well. There's not really an awful lot to reply to from that little letter, is there? Stefan's address is included for anyone who wishes to send Stefan a Speccy demo to convert, and the demo he mentions will be in FRED 35. Believe me, there are some excellent tunes, many of which are cover versions of extremely famous compositions. No doubt, however, he'll complain about the message in the scroller being out of date by issue 35, heh heh heh. As for the old "game-conversion" debate, I'm perfectly happy to see quality original games released (and I don't want hundreds of letters saying "there haven't been any truly original games since The Sentinel on the Speccy" okay?). It's usually much cheaper than aquiring licences which means cheaper games, and more for the programmer. Having said that, however, I don't suppose it'd do the SAM and harm publicity-wise if something like Monkey Island was released on the Coupe... - BRIAN Letter from Dave Marriott Dear FRED, Yeah, book reviews might be a good idea (scroller on Etunes, ish 33 - BRIAN), either as a regular or an occasional item. ZAT used to have a book review section, through which I got into CJ Cherryh's excellent "Faded Sun" trilogy, which I'd never have read otherwise. I'm assuming that the reviews will be of tasteful stuff like sci-fi and Frederick Forsyth-type novels, of course. I don't want to know about the latest Jackie Collins sizzler; I'd sooner read wrestling reviews, or have my wisdom teeth pulled out. Secondly, is there any chance of putting a longer or indefinite pause between screens in the Screen Display program, or alternatively, having a keypress to "hold" a screen? You don't really get enough time to take in some of the more intricate ones. Reply to Dave Marriott It's always difficult discovering new authors isn't it? It's not like you can listen to Radio 1 for wee tasters of authors' work. Usually I just go by a particularly inspiring cover when I'm totally at a loose end, which as the proverb states is not wise.At the moment, I don't know if I will include book reviews. Maybe I will sometime. You'll just have to wait and see, really. The book reviews would be along the lines of sci-fi/horror, but not Freddy F, because I think his books are a bit on the boring side. Sorry, but they are. My Dad reads them; what more evidence do you need?! As for the Screens section, from now on there will be an indefinite pause, so to continue you'll just need to press a key. And they we don't listen to our readers' demands... I take it you're not a great fan of wrestling? And I hope you're not accusing Jackie Collins of being anything other than a serious literary giant, up there with Dickens and Bronte? Dear oh dear oh dear. Letter from Douglas Murdoch Dear Brian/Colin, Just thought I'd drop you a line (gee, what an original opening remark!) to commend FRED Publishing on its brilliant service to the wide world of Coupe-dom. The last time I put pen to paper it was to send off for Prince of Persia (my first game - I'm new to the SAM scene) and within THREE days I received the game! Now that's what I call excellent service - are us mere mortals worthy of such dedication? Anyway, down to business (sort of)(am I putting in too many brackets (?)) (does it matter? (and is it grammatically correct?)). Where was I? Oh yes, business; I've managed to work my way through to level 12 on POP but when I fight the evil mirror image, I can kill him and he falls down - turning into Jaffa. No tune plays (unless you put away your sword). I mucked about for a bit, then, when I returned to the room that I killed old Letter from Douglas Murdoch Jaffy in, the mirror image appeared again. I hit him 4 times, and then I died. Please tell me what you're supposed to do - it's driving me mad. It takes ages to get there and then I get killed. Is there a bug or is it just me? Right, enough moaning, I'd better be off and let you read some interesting letters. Before I go though, I must mention how excellent the FRED disczine/magazine is; well worth the two measly pounds per month - keep up the good work! I was wondering if you couldd answer a couple of questions: 1 - Whatever happened to Enceladus/Graham Burtenshaw? 2 - Why are Faith No More so excellent? 3 - What's the meaning of life? In case you end up printing this, I'd like to thank my girlfriend, Gill, for lending me most of the money for POP and putting up with me. BM Reply to Douglas Murdoch Well. POP does seem to be causing you problems, doesn't it? I may as well put you out of your misery and tell you I've been told needs to be done (I could never be bothered getting past level 2, to be honest): when you confront your mirror image, DON'T DO ANYTHING!! Walk right through the mirror image, withough getting out your sword, and everything should turn out fine. Onto your other questions - Graham Burtenshaw gave up Enceladus because of the fact that for some reason he thought getting good A-Level results to be more important than diskmags (what an odd notion). I believe the art package he was working on is still in progress and will be released in a couple of months. I put FNM's excellence down to Jim Martin's collection of inspiring sunglasses, myself. Maybe that ain't all there is to it, however. I'm glad you enjoy reading the music reviews. It's always nice to find that somebody finds them even slightly worthwhile. BM Reply to Douglas Murdoch I'll resist the temptation to say "42" to your 3rd question, and give you my philosophy that it is in fact Roast Chicken from my local Chinese take-away. Quite delightful it is, and although not a great one for conversation it makes up for that with some smashin' gravy. Hmmmmm. If Gill's reading this - please give Douglas some cash to buy Waterworks and/or Wop Gamma, 'cos they'll keep him occupied for even longer than Prince of Persia did. I have to say that your little Faith No More / Gateshead proposition proved most interesting, and I'd be very grateful if you could. You know where we are... And what do you mean, putting your FRED order in the last line of the page? That should be right up at the top, in huge big letters: "YES! I WANT ANOTHER ISSUE! PLEASE, PLEASE, LET ME HAVE ANOTHER ONE, OR LIFE WILL BE EMPTY!". A small tip now: get a subscription to save loads on prices of games and stuff. - BRIAN Letter from Ton Voon Dear Brian, I enclose a cheque for £20 to renew my subscription to FRED for another 12 months. Keep up the good work! {I interrupt this letter to point out that THAT is the way to begin letters, Douglas Murdoch. Soory Ton. Continue... - BRIAN} Please in future adverts mention who cheques should be made payable to. I have written it to Fred Publishing - I hope that's not a problem. BM Reply to Ton Voon Yes, good point. Please DO make cheques out to FRED PUBLISHING. I suppose there should be something in the adverts, I'll have to see about that. I'll pass your little query on to Brian Cavers. - BRIAN Letter from Toby Cooley Dear Sirs, Included in various disk mags there are screens that have been converted from the standard Amiga IFF picture format. I own an Amiga 600HD (cue trumpets) and would like to do some of this myself. Do you supply or know where I can obtain the hardware/software that enables this process? Ta. Up the SAM, etc... BM Reply to Toby Cooley Well. What a coincidence. There we were, Colin and myself, discussing this very thing, and suddenly as if by magic - a letter asking how to convert Amiga screens! Dear oh dear. It does make you wonder if there just maybe is something "up there" after all planning these things. But enough background and onto a solution to your problem. There is a way to convert screens, but at the moment it's very fiddly indeed, and requires umpteen different utilities on both the SAM and the Amiga. FRED Publishing, however, is hoping to release a nice user-friendly all-in-one package for the Amiga which enables you to save screens directly to SAM disk and then convert them in one simple process. Clever eh? It's not definite at the moment, however, and if it falls through, we've received a nice explanation from Nigel French which contains details of all the utilities you need. If the deal does fall through, we'll print that sometime. BM Reply to Toby Cooley Getting onto something else now, were you one of the people who, like me, bought an A600 and then half a sodding hour later Commodore released the A1200 FOR THE SAME PRICE!! Just slightly annoying wasn't it? Oh, the things I would say to the bloke in charge of Commodore if they weren't surrounded by more bureau- cracy than your average European community... Oh yes - what exactly is the caper with the calling me "Brian M(something)" at the top of your letter!? I get the distinct impression that you don't seem to know what my name is, young Toby C(something). BM No Pain, No Gain Yes! It's happened! A whole issue has gone by with no mention of Robert Pain! Hurrah! Actually, we did get a letter from Mr Pain, but decided not to include it, just for a laugh like. Sorry about my little habit of constructing fatuous puns out of your surname, Robert, but it really is SO tempting. I expect you find it a right pain sometimes (oops). Chuckle. Do you mind if I ask what sort of printer you use? It's very good, anyway. I'd guess it's either a daisywheel or a laser, and if it's a laser what the Hell have you only got a SAM for? Surely an Archimedes is more appropriate for such an affluent type? It's like having a 24-bit colour card for a BBC micro (which, sadly enough, my school still uses. Tragic huh?). Don't worry readers, I expect we'll let Robert have his say next month. Ho hum. That's it from the Letters section this month. Goodbye. - BRIAN
DIY Space Invaders: MC Tutorial (Ctd.)
Well, by now you all should be going stupid after playing a game that you can't see. And the most adventurous of you would have written your own print routines. So for those that have, see how they compare to mine, and for those that haven't: stop here and go and write some (just for the fun of it)! For all you people in the world the disk has for you : File name - Discription IN-BCK.SCR - Backdrop for the game IN-TXT.PT3 - This text IN-SOURCE - Comet source file (third installment) - Due to the content of Chris's little background screen (I'll leave it to your imaginations), we're unable to include it. Don't worry though, any screen you can think of will do just as well. And a large tut tut tut to you, young Christopher. - BRIAN Game Theory ~~~~~~~~~~~ We will have to engineer the print routine to setup and store the screen address, So when we loop back round we can replace what was originaly under that sprite. There must be to locations for this as we are flip screening, So replace address for screen one will be totally different for screen two (if the sprites are moveing one pixel or more every two frames). To save time and memory we will not be storing the background; instead we will have a copy of the backdrop (COPY.SCR) and our screen address+&8000 will give us our copy from address. That makes thing easier doesn't it. Some of the sprites will have to be clipped as they enter and exit the screen. This will be done in away you probably have never thought of doing (or thought but never managed it. Or HAVE done it. If you enter into the third then you should not need me to tell you any more). Right, to clip at the edge I am going to use 15 different print routines. Seven will print from 7 to 1 bytes at the left side of the screen, seven more for print 7 to 1 bytes at the right side of the screen, and one for print all 8 bytes any where else on the screen. The theory for this is as follows: If xcoord <128 and >121 then print width-(xcoord-120) bytes to the right of screen at current xycoord. If xcoord >128 and <&f9 then sprite of screen x If xcoord >=&f9 then print width-(xcoord-&f9) bytes to the left of the screen at current ycoord x=0. "Well," I hear you cry, "how will this help us?". Simple; all we do is a check just like the following : LD HL,(XCOORD) ;GET XYCOORD FOR SPR. LD A,L ;LET A=XCOORD CP 128 ;TEST IF COMMING ON LEFT SIDE JP C,RIGHT ;SPRITE MUST BE CLIP RIGHT OR ;PRINT ALL CP &F9 ;TEST IF COMING ON LEFT SIDE JP C,PRINT.RET ;SPRITE IS OFF SCREEN ON X ;SO NO PRINT SUB &F9 ;SUB &F9 SO A=0 TO 6 FOR ;AMOUNT OF CLIP TO LEFT OF ;SCREEN LD E,0 ;SET SCREEN X TO 0 AS THIS IS ;LEFT XCOORD OF SCREEN LD D,H ;SET D TO YCOORD OF SPRITE ADD A,A ;A*2 LD L,A LD H,0 ;HL=CLIP AMOUNT*2 LD BC,L.TABLE ;ADDRESS FOR CLIP LEFT PRINT ;ROUTINES TABLE ADD HL,BC ;ADD CLIP AMOUNT LD C,(HL) INC HL LD B,(HL) ;BC=PRINT ROUTINE ADDRESS JP DO.PRINT ;GOTO MAIN PRINT SETUP RIGHT: LD E,0 ;SET E TO ZERO SO IF NO CLIP ;WE WILL GET PRINT ALL 8 ;BYTES ROUTINE ADDRESS CP 121 JP C,NO.CLIP.R ;IF LESS THAN 121 THEN WE CAN ;PRINT 8 BYTES WITH OUT GOING ;OF SCREEN SUB 120 ;SUBRACT 120 AND NOT 121 IS ;BECAUSE RIGHT TABLE STARTS ;WITH PRINT ALL 8 BYTES ;A SHOULD HOLD 1 TO 7. LD E,A ;SET E TO A SO AND DOES NOT ;CLEAR CLIP AMOUNT NO.CLIP.R: AND E ;IF NO CLIP THE A WILL EQUAL ;ZERO, BUT IF WE MUST CLIP A ;WILL BE UNAFECTED LD E,L ;SET E TO XCOORD OF SPRITE LD D,H ;SET D TO YCOORD OF SPRITE ADD A,A ;A*2 LD L,A LD H,0 ;HL=CLIP AMOUNT*2 LD BC,R.TABLE ;ADDRESS FOR CLIP RIGHT PRINT ;ROUTINES TABLE. REMMEBER ;THAT ZERO WILL GIVE PRINT ;ALL 8 BYTES ROUTINE ADD HL,BC ;ADD CLIP AMOUNT LD C,(HL) INC HL LD B,(HL) ;BC=PRINT ROUTINE ADDRESS DO.PRINT: RL E SRL D RR E ;DE= SCREEN ADDRESS LD HL,S.SCRONE ;HL SET TO REPLACE ON SCREEN ;ONE ADDRESS IN A,(LMPR) ;GET CURRENT SCREEN BANK ;SET INTO LMPR AND 31 ;KEEP ONLY BANK BITS CP SCR.ONE ;IS IT SCREEN ONE JP Z,SET.REP ;YES SO GO HERE LD HL,S.SCRTWO ;IF NOT SCREEN ONE SET HL ;REPLACE ON SCREEN TWO ADR. SET.REP: LD (HL),E ;STORE REPLACE ADDRESS INTO INC HL ;SCREEN INFO TABLE SO THAT LD (HL),D ;ON NEXT TIME AROUND WE WILL ;KNOW WHERE TO REPLACE THE ;BACKGROUND SO SPRITE WILL BE ;ERASED. LD L,C LD H,B ;SET HL TO PRINT ROUTINE ADDR LD BC,(S.SPRITE) LD A,SPRITE.BANK OUT (HMPR),A ;SET SPRITE DATA BANK HIGH JP (HL) ;JUMP TO PRINT ROUTINE ADDR ;WITH BC=DATA DE=SCREEN ;these are the tables for the above checking and address to get ;the correct print routine address. ;GOING FROM LEFT TO RIGHT ;THESE ARE THE BYTES THAT ;WILL BE PRINTED (-=NO *=YES) ; 0 1 2 3 4 5 6 7 L.TABLE: DEFW PRINT.L1 ; - - - - - - - * DEFW PRINT.L2 ; - - - - - - * * DEFW PRINT.L3 ; - - - - - * * * DEFW PRINT.L4 ; - - - - * * * * DEFW PRINT.L5 ; - - - * * * * * DEFW PRINT.L6 ; - - * * * * * * DEFW PRINT.L7 ; - * * * * * * * DEFW PRINT.A8 ; * * * * * * * * R.TABLE: DEFW PRINT.A8 ; * * * * * * * * DEFW PRINT.R7 ; * * * * * * * - DEFW PRINT.R6 ; * * * * * * - - DEFW PRINT.R5 ; * * * * * - - - DEFW PRINT.R4 ; * * * * - - - - DEFW PRINT.R3 ; * * * - - - - - DEFW PRINT.R2 ; * * - - - - - - DEFW PRINT.R1 ; * - - - - - - - If that doesn't make sense then you either read it in two seconds or it didn't sink in so re-read. If after re-reading more that 10 times GIVE UP and mess with the code, 'Cause all ya gotta know is that it works. STEVE TAYLOR will PROBABLY explain this a little better than I could. How about it then Steve..? Well. Four pages explaining how to clip to the left and right, and you still don't know how to clip the top and bottom of the screen. So here goes another four pages. The screen address mode we are using (xycoord to screen address using the ariffmatic tecnik) gives us one other advantage: this is that the address will never go over &7FFF, So if we take the high byte of a screen address and AND it with 127 then compare with &60 (first pixel line of bottom of screen). If a carry occurs (C) then line on screen. If you have your screen in HMPR change the AND to OR 128 (always set bit 7) and compare with &E0. So our print routines will have one more addition to them and they will look something like this (we should hope) : Entry : BC=DATA ADDRESS DE=SCREEN ADDRESS PRINT.A8: LD L,C ;FASTEST WAY TO LD HL,BC LD H,B LD A,16 ;DEPTH OF SPRITE LD B,0 ;WE WANT B=0 AND WILL NEVER ;CHANGE B SO MAY AS WELL DO ;IT BEFORE LOOP PRINT.A8.L: EX AF,AF' ;STORE DEPTH COUNTER LD A,D ;GET SCREEN HIGH BYTE AND 127 ;MASK OF BIT 7 CP &60 ;ARE WE OF BOTTOM OF SCREEN JP C,PRINT.A8.N LD C,128 ;WE ARE OF SCREEN SO MAKE ;ADD TO NEXT SCREEN LINE= ;SIZE OF MODE 4 SCREEN LINE LD A,L ;GET DATA LOW ADDRESS ADD A,16 ;ADD SPRITE WIDTH*2 ;*2 BECAUSE DATA+MASK ARE ;STORED SO NEED TO GO PAST ;ALL DATA FOR THAT LINE LD L,A ;REPLACE BACK INTO L JP PRINT.A8.N2 PRINT.A8.N: LD D,A ;D=A INCASE D>=128 (IN HMPR) ;THEN WE WILL PRINT AS MANY BYTES AS NEED LIKE THE FOLLOWING LD A,(DE) ;GET SCREEN DATA BYTE AND (HL) ;MASK WITH MASK BYTE INC L ;INC. TO DATA BYTE OR (HL) ;MIX WITH DATA BYTE INC L ;INC. TO MASK BYTE LD (DE),A ;STORE NEW BYTE TO SCREEN INC E ;INC. TO NEXT SCREEN LOCTAION LD C,128-NO OF INC. TO NEXR SCREEN LOCTAION PRINT.A8.N2: EX DE,HL ;LET HL=SCR,DE=DATA ADD HL,BC ;ADD TO GET TO NEXT SCR LINE EX DE,HL ;LET HL=DATA,DE=SCR EX AF,AF' ;RESTORE DEPTH COUNTER DEC A ;DEC. IF NOT ZERO LOOP AGAIN JP NZ,PRINT.A8.L JP PRINT.RET ;JUMP BACK Thats about all for that. The source will also help but I don't think I can explain the print routines any more. So mess with them and watch the effects if you cock it up (one hopes you don't). One last theory is we will not have to clip replace the background because, if we are at the left our screen address is set to zero on x, and if we are at the right we only replace on the next line down and we needn't worry about that. All we do have to worry about is clipping on the ycoord. Screen Area Source Explaintion ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ **************************************************************** To mix this month's source with the source you should have saved last month, all you do is load in the source you have saved then merge in this month's source. Then, find the label MERGER; this will take you to the start of the merged source. Then follow and act on the text messages there. **************************************************************** As most of the source has already been covered in the GAME.THEORY (the sprite CLIP-PRINT routines), I only have a few routines left. These are those routines: Screen Extras ~~~~~~~~~~~~~ This is the two calls that go into the area labled SCREEN. All we do is REP.SPRITES for the current LMPR, then PRINT.SPRITES onto the current LMPR setting. Print Sprites ~~~~~~~~~~~~~ This is the main loop for printing all the non-interrupt sprites. We start off by putting MAIN.BANK into HMPR (this is where our sprite list is). Then we copy in the sprites to the screen table S.XCOORD, Which is exactly the same as M.XCOORD (used by SPRITE.CONTROL), but has an "S" for screen and not an "M" for main. Then test if sprite is alive (S.STATE <> -1). Then do the checks for clipping on the x plan (as in GAME.THEORY). When a print routine has finished it jumps to PRINT.RET, This is when we set HMPR to main.bank (printing a sprite requires us to put SPRITE.BANK in HMPR), then copy back the info table to the sprite list. This is done so that the new replace address for that screen is stored and not lost. Then we repeat the above untill all sprites have been printed and return. Replace Sprites ~~~~~~~~~~~~~~~ This is the main loop for replacing all the non-interrupt sprites (DEJARVOUS) background (to erase the image). As explained in the GAME.THEORY, we effectively print from one screen (COPY.SCR) to our screen in LMPR an 8 bytes by 16 bytes block. This is slightly different to the print routine in the following points : 1: We don't have to copy the info table to the screen area, as we only need two bytes, so use the Index register IY for speed (usually Index registers are a slow way to get data). 2: We cannot check if alive or not, because when a sprite dies we still have to erase the sprite on the screen before it died (That sounds Weird). Another way of putting it is like this: We print last frame of explosion on screen one and switch screens. Now we are on screen two and sprite has died (reached the end of explode sequence), so we kill sprite. Sprite is dead before we erased it on screen two and we still have an image on screen one to erase. 3: We don't have to mask anything so a simple LDI instruction will do. After all that our main replace should look somthing like this: Entry : HL=COPY SCREEN ADDRESS LD A,16 ;DEPTH OF SPRITE LD B,0 REPLACE.L: EX AF,AF' ;STORE DEPTH COUNTER LD A,H ;GET SCREEN HIGH BYTE AND 127 ;MASK OF BIT 7 CP &60 ;ARE WE OF BOTTOM OF SCREEN JP C,NO.REP OR 128 LD H,A LD E,L ;THIS MAKES THE ERASE ADDR LD D,H ;EQUAL THE COPY ADDR, BUT RES 7,D ;BUT WITH BIT 7 RESET AS ;SCREEN IS IN LMPR ONLY LD C,128 ;set 'C' here as LDI decrease ;BC and as B will always = 0 ;this gives us our next line LDI ;THESE COPY 7 BYTES FROM HL LDI ;(THE COPY SCREEN ADDRESS), LDI ;TO DE (ERASE SCREEN ADDRESS) LDI ; LDI ;THEY TAKE 16 T-STAKES EACH LDI LDI LD A,(HL) ;LAST BYTE LIKE THIS 'CAUSE LD (DE),A ;IT SAVE 2 T-STAKES NO.REP: ADD HL,BC ;NEXT LINE ADD EX AF,AF' DEC A JP REPLACE.L And that covers the sprite replace. It's simple, and not as fast as Stefan's builder, but we can clip at the edges of the screen. And we can print as many sprites as we want with the same routine. Screen Tables ~~~~~~~~~~~~~ All we have this month is the screen copy area for sprite information and the clip left (PRINT.L.TABLE) and clip right (PRINT.R.TABLE) for address the required print routines. Merge Data ~~~~~~~~~~ This is for loading in the background screen to COPY.SCR bank when we assemble. You can load any screen you want here, but this is a little screen I did (unless Colin's changed/removed it for possible legal reasons) (Damn right there Chris!! - BRIAN). Well after that the game should run and you should be able to see what you've been shooting at for the past month. "What have you got for us next month then Chris?" Glad you asked that as most of you think that the game is now finished (yes COOKIE I mean you). Most of you out there can already do what I have done (Be it better or worse), but then you need to add the end bits, and yes I hate doing these as well. So thats it: the end bits. So happy shooting the Invaders and leave some alive for next month PLEASE! Chris J. White
Converting Soundtracker songs to ETracker
Welcome once again to a piece of typing done by me. This time I will not be writing about sprites, that would be rather boring would it not? If you read the articles by Steve Taylor, Chris White and myself on sprites you should know everything anyway. On to business, this article concerns the conversion of Sound- tracker song files to the ETracker module format. From now on I will be referring to Soundtracker as ST and ETracker as ET (phone home). Having had Soundtracker on my Spectrum (and as a SAM conversion) and now having ETracker, I was interested in converting the tunes from ST format to ET format. After all, a music chip is not the main factor behind a tune but the musician is and there sure have been some brilliant tunes on the Speccy. First of all I had to figure out how everything was stored in both formats. The formats were of course pretty different, although luckily they both work according to a similar system. See the end appendix at the end of this article for a list of what is stored where and how if you are interested. Next up was writing a program to convert ST to ET. For this, still experimental stage, BASIC is ideally suited because it usually does not give amazing crashes for little mistakes whereas my assembly code always does. After I had got the main conversion bit up and running it was time to write this in assembler (with COMET of course) because making little changes to the conversion routine and trying it out was taking too long (think big, think at least four minutes). The coding was a doddle (almost) and once more machine code could show what it was made of. Under a second to do what BASIC took four minutes to do. In machine code I could then go along and experiment with some more conversion chores to let the code evolve to what it is now. The program consists of a friendly BASIC bit and a hostile code bit, this last bit is stored in a string and poked into memory upon loading. All the converting is done by the code, all that the basic does is ease loading and saving of files. Now let me tell you about the differences that will occur between an ST file and an ET file because converting these would require extensive coding whereas a human brain can solve these questions in the blink of an eye. 1. The AY-8912 chip (128k Spectrum) has a non-linear tone ladder the SAA-1099 (SAM Coupe) has a linear one. This makes it very hard to calculate what the tone deviation of an instrument should be. As the range on the AY is 4096 tones and on the SAA 2048 tones, the converter simply halves the deviation. For normal instruments this works fine, but for drums (which are simply a few large tone decrements) the deviation is still too big causing the tone to wrap round to a high note. To fix this, manually decrease the amount of deviation. Once you have a good drum it is a good idea to save this so that you can simply load it in the next time you have a drum to convert. 2. Rests: this function works differently on ET. With ST a rest turned off a note, but kept the current instrument and ornament active. On ET the command 6 also turns off the note but it also clears the instrument and ornament. I chose to use the 6 command anyway. If there are more notes without an instrument or ornament then you will have to change the first ins/orn after the 6 to what came before it. 3. Modulation: some music on ST made use of modulation to make the bass sound more bassy. As the way this works on the SAA and the AY is so different this is not converted. If an ST instrument only uses modulation (no noise, no tone) then you should turn the tone mask on again to still hear something. A very easy way to make the bass deeper is to copy the bass- line to another channel and then transpose this channel down (or up) with 12 semitones. 4. Ornaments: on ST there is a function to turn off an ornament, to do this on ET I play a so called null ornament, this is ornament G. 5. Repeats: if you had a loop in an instrument, the ornament which is being played gets looped in the same way as the instrument. In ET the instrument and ornament loops are totally independent. To half solve this problem the converter looks for combinations of instrument/ornament in which the instrument is repeated. The ornament attached to this instrument is then also repeated in the same manner. If however one ornament is attached to more than one repeating instrument there will be a problem, the loop of the last instrument found will be used. You can manually copy this ornament to the free slots and manually change the loop and occurrences of this ornament in the song. 6. White noise: with the AY you can have 32 different degrees of whiteness. On the SAA you can have 4096, but when converting from ST to ET it is much easier to simply use the built in chip noise frequencies (3 degrees) so the 32 degrees are brought back to 3 degrees. 7. Speed, this is contained within the song data in ET (making it variable) whereas it is not stored within the song data in ST. The speed is put in the first played pattern (first pattern in song table) in channel D (command 3 followed by speed). Well this concludes this bit of info, I hope it enlightens you in some strange and obscure way. I also hope that you enjoy the music and I would like to thank the musicians responsible for the Soundtracker songs, unfortunately unknown to me. Stefan Drissen, [redacted] Tel: 073-414969 SD Appendix A: Soundtracker file format ==================================== song file: 00000: instrument data (15 instruments) 01950: song table (256 entries) 02462: song length 02463: unknown 02495: ornament data (15 ornaments) 02975: unknown 03007: speed 03008: pattern length 03009: patterns instrument data: 15 instruments of 130 bytes each 000: volume (0-15) 032: noise mask, tone mask and noise frequency bit 7 bit 6 bits 543210 1=noise off 1=tone off 0=low, 31=high 064: tone deviation (-4095 to +4095) (two bytes, low, hi), hi +16 is negative deviation 128: repeat 129: repeat length The repeat system requires further explanation, an instrument is played (all 32 parts) and then it restarts at repeat, then repeat length parts are played and then back to repeat etc. song table: 256 entries of 2 bytes each 000: pattern number (1 to 31) 001: height (2's complement) song length: 1 byte 000: number of song table entries to play before looping back to the first entry. unknown: 32 bytes just that. ornament data: 15 ornaments of 32 bytes each 000: semitone deviation (2's complement -64 to +63) unknown: 32 bytes speed: frame delay till next note, 1 byte pattern length: number of items in pattern, 1 byte patterns: a pattern consists of pattern length lines, each line has three notes (1 for each channel). Each note is made up of three bytes. Patterns are stored one after the other (the starting address of the second pattern is thus dependent on the pattern length) coding: first byte bit 7 bits 6543 bits 210 1=rest note octave (0 to 7) note: 2=A, 3=A#, 4=B, 6=C, 7=C#, 8=D, 9=D#, 10=E, 12=F 13=F#, 14=G, 15=G# second byte bits 7654 bits 3210 instrument command (1-15) 15=ornament (other values for modulation) 0=no change 1=ornament off third byte bits 7654 bits 3210 for modul. if command=15 then ornament (1 to 15) 0=no change Appendix B: ETracker file format ================================ Module file: 00000: instrument header (32 * 4 bytes) 00128: ornament header (32 * 4 bytes) 00256: song table (256 * 2 bytes) 00768: pattern lengths (32 * 1 byte) 00800: song length 00801: song loop to 00802: patterns (32 * max of 3*6*64 bytes, 64 = pattern len) 37666: ornament data (32 * 256 bytes) 45858: instrument data (32 * 1024 bytes) 78626 = total length instrument header: 000: loop from here 001: loop to here 002: stop here 003: unknown ornament header: identical to instrument header song table: 000: pattern (0 to 31) 001: height (-128 to +127) pattern lengths 000: length of pattern (1 to 64) song length: last song table entry to be played song loop to: entry to go to after last entry played patterns: a pattern consists of the amount stored in the pattern length belonging to it lines. A line consists of six notes, each note is coded with three bytes. Patterns are stored one after the other according to length. byte 1 bit 7 = hi bit instrument bits 654 = octave bits 3210 = note (0=C,1=C#,2=D,3=D#,4=E,5=F,6=F# etc) byte 2 bits 7654 are low bits of instrument bits 3210 are low bits of ornament byte 3 bit 7 = hi bit ornament bits 654 = command bits 3210 = parameter for command ornament data: stored as deviation in semitones (-128 to +127) instrument data: stored as 256 entries of 4 bytes 000: bits 7654 left volume (might be the other way bits 3210 right volume round) 001: bits 7654 unknown bit 3 = tone on bit 2 = noise on bits 10 = noise frequency. 2=low,1=middle,0=high 002: deviation (low, hi) hi +128 is negative deviation And that's all folks...