Fred 10
Disk Magazine
Submitted by Dan Dooré on Thursday, May 17, 2018 - 15:16.
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Release Year
1991
Copyrights
Copyrights Granted
Copyright Provenance
Description
Issue 10
Item | Author | Description |
---|---|---|
Menu | Ian Slavin | |
Magazine | Garner Designs interview | |
Freviews | Quizball, Sound sampler, Highway Code, GM-Base | |
Screen$ | Dan Dooré | Piccys |
Home world | Ian Slavin | Strategy game |
Stom | Ian Slavin | Puzzle game |
Encounters | Ian Slavin | Humorous demo |
DJ nicko! | Nick Roberts | Demos |
MC pt 5 | Steve Taylor | Search: “MC 5” ROM routines, maths functions in MC |
Tweety Demo | David Gommeren | Machine code demo and game. |
Trip-a-tron 2 | Ian Slavin | Colour-cycling effects |
Multi worm | Andy Monk | Colour-cycling pattern creator |
Insert 2 | Brent Stevens | Selection of “multiface” pokes |
IQ test | Frode Tennebø | Tests IQ level |
Disc numberer | Andrew Jones | Numbers discs |
Fx creator | Paul Kelly | Create sound effects |
Menu creator | William McGugan | Create professional-looking menus |
Hypno 2 | Dan Dooré | Colour-cycling effects |
Earth | Paul Finn | Revolving earth |
Magazine
THE FREDITORIAL 1 Oh my God! What an eventful month! I can at last say that FRED is becoming (slowly as it may be) fairly big. Following superb sales (for me!) at the Show there are the orders from the SCPDSA - wow! I've just bought (from my own pocket) 500 discs, 600 labels and 200 stamps (first class - of course) and even that is rapidly disappearing (on Sunday I posted 97 discs - I would have posted more but I ran out of discs AND labels!) I've got EXCLUSIVE news on a hot (very,very hot) new piece of software coming out, unfortunately it was so hot I couldn't print it lest it burn the disc - next issue I should have heat resistant discs (and EXCLUSIVE details,piccies and probably an interview with the programmer!!!!). Not bad for a Scot eh? SAMCO are currently in discussion with Domark (again!) about this and some other titles. I should have all the details squeezed out of them by next issue though..... Please take note : I have exams (4 highers and an O grade!) during May so DO NOT EXPECT any form of written reply as you WILL NOT get one, I may or may not be able to sort out orders so THE FREDITORIAL 2 please bear with me and don't expect the next day service I have generally offered so far (with the exception of December when things went WAY, WAY out of hand and I was swamped with orders (around 12 each day for 2 months each ordering between 1 and 20 issues!). I will try to keep things under the control as best I can (it just depends where abouts in the exams I am) As I do like to keep up a good service I will welcome (as I have always done) phone calls- preferably over the weekend. Especially if you have any brain-stormingly amazing ideas for the further development of the FRED enterprise (!?) However, looking past these trivial obstructions to the running of FRED, things should be getting BIG over summer - see elsewhere for details and if you don't think any ideas are not good ones (or you think they are particularly good) then let me know (I will be extremely grateful but don't expect a reply for a few weeks!) I am very desperate for material for the double issue (11 - due out in 2 months) so get famous, get well-known, get eternal fame, get programming! ANOTHER BERRILIANT INTERVIEW 3 This time I snatched a few answers from Daniel Garner of Garner Designs, New Aspects (who did Pipemania) and now the hottest new magazine since this morning - Sinclair And Sam Computing. The first issue of S&SC came out at the Show and you can get the first issue for £2 from Garner Designs, 57 Lovers Walk, Dunstable , Beds , LU5 4BG. Normally it's subscription only which is cheaper but this is for the first issue only. And what an issue it is! S&SC covers mainly the coupe with a fair bit on the old Spectrums and two pages (out of 48!) for the QL (remember it?) In this issue there are 3 pages of news,mostly coupe orientated, a report on the February Show report (without a mention of FRED (huh!), a full review of MasterDOS, a PD update by Brent Stevens (SCPDSA), letters, articles on Ram paging, modems etc as well as plenty of plugs for their own products and plenty of adverts (mainly the same ones who advertise in FORMAT!!). Issue two is due out on the 19th April and details of a games magazine are also to be found. After that huge plug in return for the interview, here's the actual thing (about time too!) Daniel Garner Interview 4 CM - You said you were the producer for Pipemania - what exactly is that? DG - Well, I've got another company , called New Aspects Computing. We're doing a lot of program development at the moment and somebody sent us a demo of a Spectrum game which was like Pipemania. We said we simply couldn't publish it because the one on the Spectrum was already just about to come out. I said we may be able to sort something out for the SAM version, so I got them to make up a demo and I heard that ENIGMA were doing a lot of SAM stuff so we approached them with it, they in turn approached Empire to get the licence. Shortly after that the contracts were signed and we set about programming Pipemania and we finished in November. CM - So were you actually programming it? DG - No, I actually produced it,I did some work on it but a programmer called Wayne Haye did all the work on it. I don't think you'd have heard of him before - It's the first thing he's ever done. We also had some help from Chris Daniel Garner Interview 5 White who's standing over there. So that's basically how it was. When we said we couldn't do this Spectrum version they were a bit down-hearted but we managed to get something out of it for them and the games's been doing really well - it looks more or less identical to the ST version. We sent Wayne up to Enigma for a week to make sure everything was identical to the ST version. CM - Are you happy with the game? Do you think it's the best it could've been? DG - It's not the best it could've been - there's a few features that're not in it - there isn't a bonus screen which was a bit of an afterthought, we would've liked to get that in but Enigma needed to get it out quick because it had been dragging on for a while. CM - What plans do you have for the future? DG - Well we were going to be doing more stuff for Enigma but now we're not. We're hoping to do more things like serious software for the SAM. At the moment I've got someone doing a Hypertext system which sort of mimmicks HyperCard on the Daniel Garner Interview 6 Apple Macintosh. It will be called HyperScipt and will be ready in a month/two months. CM - So will that be released under your own label? DG - That will be released on Garner Designs. GD is the serious side, New Aspects is the software development - not just for the Sam Coupe, we do ST and other 8 bits as well. CM - Why did you start up Sinclair and SAM Computing? DG - We've been running the +3 user group since July '89 and there's been a substantial growth in that but after Amstrad killed off the +3 there was a decrease in the number of new members we were getting and a slight decrease in the number of re-subscriptions from existing members. We decided to broaden the horizons we were aiming at so we expanded the magazine substantially so we could aim at ALL Spectrum users,SAM users and QL users and after four or five months of planning, S&SC was the result. CM - Are you going to try and keep it equal between all the computers or tend towards or away from certain machines? DG - Well, that really depends - the Spectrum is experiencing a Daniel Garner Interview 7 downgrowth at the moment , everything's going down - Spectrum sales and everything. Whether that will recuperate in any way, whether that's a sign of the financial whatever but because there's so many Spectrum users then there's always going to be a Spectrum content for 2 years maybe. But the SAM at the moment is going up at a great rate so the SAM content will grow as the machine grows and the QL will have 3/4 pages for the first 4 issues with later maybe a page each issue. The QL won't be a major part of the magazine though. CM - What articles do you plan on including that you haven't in this first issue? DG - Basically everything apart from games! Games free zone, there will be no games in the magazine at all really. There is a few mentions of games in the first issue but apart from that there won't be any in future issues. There will be serious articles, programming articles, tutorials, that sort of thing , serious software reviews. For the games we've got another magazine which the first issue is in the Daniel Garner Interview 8 later stages of planning - should go into print next week actually and it's called Games Xtra. It's for games users on the Spectrum and SAM coupe. It should start off with about 30 pages mainly of games reviews. We were hoping to get it out by the 6th of April but we know know that won't be achieved we're just too busy at the moment but it will be the week after that though - definitely. CM - Both the magazines will be monthly? DG - Yes, both will be monthly. S&SC will be the end of each month and Games Xtra will be betwenn the beginning and middle of each month. CM - What's your favourite game on the coupe? Apart from Pipemania! DG - I must admit, I don't really like games. I think Quizball is looking very good. Sphera looks very good - like the SAM coupe's Xenon. CM - What do you think of the quality of the games in general on the coupe so far? DG - very wideranging I think - some of them are good, some of Daniel Garner Interview 9 them are bad. Most of them ,I'm pleased to say, are good - they're getting a lot better - Sphera was good from a technical aspect, Pipemania was good... CM - OK, I believe you! DG - No,really, it was good from a technical aspect - it was the first game to be actually converted from another version. The graphics were virtual ports over. There is a lot of scope from now on - on Klax for example, I know that the graphics are from the Amiga version. Conversion-wise there is a lot of scope but as for original programs that's up to the individual programmer. CM - Which programmers do you admire in the software industry? DG - At the moment, for all computers - Dave Jones who works for DMA designs. He's just releases "Lemmings". You know Lemmings? You've never heard of Lemmings? Where've you been!?! It's out on the Amiga and he's the programmer who's getting the most out of the machine at the moment. Thanks go to Daniel Garner for doing this interview and I wish him the best of luck in the future. Memory Saving On Just One Program 10 Paul Finn sent in a demo of the Earth rotating recently which I rather liked. Unfortunately it took up over 65K and used 90 lines in SAM Basic!! Being the mean old git I am I put my few skills into action and saved some (gorgeous damsels? - No) memory (oooh I don't think). Paul had saved a screen of stars as a screen$ file (taking up 24K) so I used FLASH! to get the co-ordinates and colour of every star and wrote a few lines to produce the same effect (just list the program - it's the line with hundreds of data statements). Next I decided to cut down his program length - he had repeated several lines (for rolling the stars) every time he PUT one of the 13 images of the Earth! All I needed to do was make the program jump to these lines every time - no probs! What would have been better would have been to use KEYIN to create the different PUT lines each time instead of having 13 different lines - unfortunately my coupe didn't let me do it!! As it turns out, the program now takes up 38K and only 25 lines and it almost does exactly the same - not bad at all! If anyone else out there is a human program compressor then I'd love to hear from you... CLASSIFIEDS 11 * Does anyone want a "Spectrum 48K+ colour doormat, with over 175 games, speech synthesiser, sound sampler, ZX printer, Interface 1, two microdrives, joystick interface, coffee stains and more for £150" then phone Alex Eichhorn on [redacted] * Spectrum games wanted!!!! System 15000 (AVS),Strangeloop (Virgin) ,Potty Pidgeon, Beaver Bob, TinderBox, Rocco & Profanation (all by Gremlin Graphics - yes I collect their games!), 4th Protocol (?), Fantastic Voyage/Blood 'n' Gutz (Quicksilva) , any of the YESOD games (THOR), ALIEN 8 (Ultimate) ,Hacker (Activision), Juggernaut (CRL). If they're already backup up to coupe disc I'd appreciate that AS WELL AS THE ORIGINAL (no piracy here!). Contact me, with prices,at FRED! * Does anyone have any really old issues of CRASH (like between 1 and 15)? And I really need the old CRASH binders as well. If you have any of these please contact me,CM (again) at the usual address (on the back of your disc label!!!!) * FREE ADVERTS - send your classified ads to FRED (on disc only) for inclusion in next possible issue. The editor (me!) has the write to delete/edit any adverts as neccessary! NEXT MONTH - FRED11 12 From June 2nd, FRED issue 11 will be available. Not only that but it will be a DOUBLE-DISC issue!!! Everyone who has subscribed for issue 11 will get the first disc and I will knock one issue of the end of subscriber's sub and send them both of the discs. Obviously, if you get part A of issue 11, you can get part B for the usual £1. Already lined up are a sliding puzzle game, a MASSIVE game - Regular readers can guess who it'll be from (NWB??? - ooops gave it away!), I should have a demo or two of some forthcoming releases from yours truely. Up for review will be a game I can't mention the name of, Flexibase, Escape from the Planet Of The Robot Monsters, F-16, Spelling Attack and possibly Klax and Kick Off 2. Told you it's a bumper issue! If certain pieces of software get released there'll be mega competitions for FRED readers with loadsa games and special offers up for grabs. More of the usual graphic demos are on line (yes, even more from AXE!!). And of course, all the boring stuff... OOOOOOOOPS - I've done it again! 13 Apparentely in issue 6 there was a wee (I love Scottish words don't you?) bug in the Diary program (Thanks to Miss A. & Mr. Campbell (boo hiss!) and Ron Smith). To solve it just follow these instrucions (if you can read that is) : type LOAD"DIARY" LINE 65000 add :SAVE"DATE"DATA D() to the end of line 645 and change line 10045 to read : LET FC$=CHR$16+CHR$0+I$(TO 2)+CHR$16+CHR$7 re-save it by typing SAVEIT and answer Y at the prompt. In FRED7, I printed some piccies but had lost the name of the contributor. He (she?) has owned up to them and it is .......... Mr E.DYBACZ. Sorry about that E. In the Colin Jordan interview I printed some of CRASH's comments about Inspector Flukeit - here are some for Peepingham which was given an impressive 80% : "colourful graphics" , "one very challenging adventure" , "very entertaining, humerous adventure - Great value". Sorry Colin - I couldn't find it!!! Do these solutions never end??? 14 For those of you who found less than 14 solutions to the SOME GAME on issue 9, here they are (coutesy of me at 00:23) 1+2+3+4+5+6+7+8*9 1+2+3-4*5+6*7+8*9 1+2-3*4-5+6*7+8*9 1+2*3+4*5-6+7+8*9 1+2*3*4*5/6+7+8*9 1-2+3*4*5+6*7+8-9 1-2+3*4*5-6+7*8-9 1-2*3+4*5+6+7+8*9 1-2*3-4+5*6+7+8*9 1-2*3-4-5+6*7+8*9 1*2*3+4+5+6+7+8*9 1*2*3-4*5+6*7+8*9 1*2*3*4+5+6+7*8+9 1*2*3*4+5+6-7+8*9 OK, so I only found four by myself - I had to write a program to find out the other ten (while I watched Vic Reeves and the last repeat of Absolutely) But I still got them!! The last two codes for PIPEMANIA are QUID and SAMY. Tip from Stuart Leonardi and Neil Holmes (and they can't get past level 21 either.... think about it!) Remember the little number problem last issue ? By leaving my coupe on for 8 days solid not only did I find the 5 and 6 figure numbers( 93084 & 548830) but also two 7 digit ones as well!!! They are 4210818 and 9926315. Impressed huh? (answer YES!) SO WHAT'S ON THE STUPID DISC AFTER ALL THEN COLIN? 15 Good question - Damn good question. In fact, it's so good I think I'll answer it (what a good idea). Not only is there more astounding piccies (courtesy of D Doore) (with an ad or two slipped in!) but Ian Slavin has been rushing his little (probably) socks off doing lots and lots of pwitty pwogwams just for you (OK, so he did them for me but I'm being generous and letting you see/use/play them). In between studying for his important exams at college (sounds like BlockBusters doesn't it?!) Ian has written TWO more games. The first is HomeWorld which has you deviously luring robots into all sorts of horrible deaths. Instructions available from menu - press I. The second (and most difficult) is Stom. You must flip all the tiles in the play area in a strict time limit. Not only can you flip the tiles back to their original colour but you get obstructions as well! Press I for instructions - not now tho'!! If you loved the first Trip-a-Tron then you'll be astounded at the sequal with more fancy patterns,colours and well..whatever you call its. Again from Ian Slavin. STOP! STOP! I've had enough of all this amazing stuff! 16 As promised, there are more in the ever popular Encounters series, this time a girl and lion one. Unfortunately the best of the three couldn't fit on the disc but maybe next time eh? I would like to sincerely thank Ian Slavin for his continual effort for FRED and the best of luck with your exams mate. He's back by popular demand - it's the man with the leathers, the reputation, the 500CC bike, the mini metro (oooops) It's none other than Nick Roberts of FRED (although I believe he occasionally writes for CRASH as well). This time there is two demos - one fast and one gorey. I love it! From the people (so it really should be "person" but it doesn't sound as good) who FIRST brought you SILLY DEMO 1 and TETRIS comes another first - the third and final program from The Lords - Tweety. NOTE TO PD LIBRARIES WHO WILL NICK THIS : I DON'T MIND BUT JUST SAY THAT IT CAME FROM FRED OK? Steve Taylor follows up with more adventures into the distant (to me anyway) land of Machine Code (ahhhh!!). From Brent Stevens comes yet another 500 pokes to use with your backed-up Speccy games. BUT WHERE ON EARTH IS IT COMING FROM? 17 A young man by the name of Andy Monk handed me a disc full of stuff at the Show and one program which stood out from the rest was Multi-Worm. Use Q,A,O and P to make a pattern then press Space to animate it. The rest of the keys are displayed but set simply allows you to position the cursor where you want before you start drawing - pressing Return starts you off. It's simple but very nice! From Norway comes an IQ-Test. Frode Tennebo (who also sent the Tweety demo in) has done a nifty little program to test your intelligence level. Unfortunatly you can only use it once because the puzzles are the same but I got 142 on my first shot with 11 and a half minutes left! Beat that (on YOUR FIRST shot!) As mentioned in another article, there is also a collection of smaller programs. These include an Earth demo (see another page) by Paul Finn, a handy disc numberer by Andrew Jones, an FX creator by Paul Kelly, a hypnotizing demo named HYPNO 2 from Dan Doore and an informative menu creator from William McGugan. Also on the disc is a file called "notrandom" which shows how random numbers and colours aren't random! From Paul Finn. NO FPC4 - AGAIN! 18 Yup, FPC4 has been delayed again - this time not due to lack of entries but due to memory! Details in FRED8 if you still wish to enter (closing date now end of May!) Thanks to the quite a few people who have sent in entries. ANOTHER REQUEST FOR PROGRAMS! Please send in your programs for issue 11. I won't have a lot of time so the best ones (with little disc space needed) and ones bug-free will be put on right away. FONE-FRED? If you are desperate for news then phone me on April 21st and I should be able to tell you what that new game is and I should have a copy of Escape FTPOTRM so I could give you advice on that. The number is (0382) 534201 and just to keep you informed it's my birthday on Monday (15th). Happy Birthday to me...Happy birthday to me...oh sod it! No-one's joining in! At last - the new development of FRED! 19 As you've all been waiting patiently now , I will tell you that for a few months I have been planning to release some games starting from the Summer. Already there are a few games lined up and I am working on some pretty useful utilities (I won't say what they are in case someone copies the idea while I'm studying!). I am obviously looking for good programs which I can release. At the moment I have one half of a two pack and I need the other game fairly quickly. Payment etc will be sorted out according to the game, how I sell it and how well it sells. The games can be in BASIC but they must be very well presented, not too complicated and well programmed. Don't worry about protecting them because I have some adequate protection methods. The games will cost under £5 but I havn't decided on exact prices. But if you want to make some money - get writing a quality game (if it's not good enough it could go on FRED???) Colin Jordan's Famous Five solution Story 20 He told me this at the Feb. Show and I thought it might interest some of you. One certain player of Famous Five (I don't know his name but he'd better not be a FRED reader! or else...) wasn't very good at it so he persistently phoned up ENIGMA and askek how to do a certain bit he was stuck on. As you can imagine, Enigma got slightly annoyed with this so just sent him the full solution which Colin Jordan had originally written for them. After he got this complete solution the guy decided to get his name in print and sent it in to Nick Robert's Playing Tips. It got published (along with an incorrect map!) and as you can imagine Colin Jordan wasn't too chuffed - seeing his exact words in print at the glory of someone else. In actual fact, that wasn't what annoyed Colin so much as that it spoiled everyone else's enjoyment of the game because after reading CRASH (as I'm sure you all do) they knew how to complete it. Not that there's anything wrong with solutions being published it's just they should (tut tut Nick!) wait until people have committed suicide in frustration. Another magazine advert! 21 This time for that already hugely successful magazine FORMAT. Following a little exchange of magazines we did at the last Show I thought I'd keep you up to date on what's happening with the "competition" - they've only got 20 times my readership!(4500) Starting from the April issue (due out any day now) Brent Stevens will be writing updates on his SCPDSA ie doing reviews on the latest PD stuff etc The four year old magazine covers the serious side of computing for the SAM and Spectrum with articles on all sorts of topics with help pages, reviews, program listings and full explanations as well as lots of special offers and adverts from lots of coupe companies to keep you up to date on all the latest developments. By sending off £12 you become a member of INDUG (INDependant User Group) which gives you special reductions on software and lets you phone the INDUG hotline for instant advice on almost anything - free! Contact FORMAT at : [redacted] THE CREDITS PAGE 22 I would like to thank the following : Ian Slavin (about 6 times!) Nick Roberts Steve "wizard" Taylor Frode Tennebo The Lords (again!) Brent "SCPDSA" Stevens Andy Monk Andy Jones Paul Kelly Paul Finn Dan Doore William McGugan Daniel Garner Colin Jordan and all at SAMCO ENIGMA everyone I met at the Show Remember send £2 for your double-disc issue 11 of FRED by the second of June 1991 (cheques payable to FRED - guess who's got a buisness account now?!) [redacted] [redacted] over weekends
Reviews
Sound Sampler - Blue Alpha , £44 1 When I first saw the Sampler I was a bit put off at the price but as soon as I was given a demonstration of it's capabilities my mind was made up - It was a must! For your money you get the interface, a microphone (so you can feel cool but look daft speaking into your coupe!), a detailed manual which covers all the problems I came across (and if you knew me, you'd know that'd be quite a few!) and a disc which has a straightforward program on it to allow you to use the sampler easily. The program also detects all extra memory added on and uses it if neccessary. Before you record something, you are supposed to "monitor" it first - this allows you to see if the sample is at too low or high a volume (in general the higher the volume, the higher the quality of the sample but if you go too high the sample will be distorted). Once you have recorded your sample you can start enjoying it! The sampler is soooooo clever that not only can it play the samples slower or faster (or even at normal speed!) and play just the bits of it you want to hear (only with additional SAM Sound Sampler 2 memory on board) but you can play them backwards!!! (and yes, the Madonna thing does work - play the start of True Blue backwards and listen to her praising Satan!). So if you felt like it, you could play the (fabulous) Inspiral Carpets backwards, at double the speed and only the first second of it!) As I mentioned before you do also get a groovey blue microphone with the pack. Unfortunately, it only works if you practically swallow it and yell at the top of your voice. OK, so I exagerated a bit - it doesn't have to be the top of your voice, I suppose the bottom is just as loud - or maybe even louder!?! I give up! Another very useful feature of the sampler is that you can play samples back from within your own programs! By poking special addresses (fully detailed in manual) you can manipulate them just as with the program so whenever a key is pressed you can get MC Hammer shouting - "U can't touch this"! In fact, it's quite effective. Anyone see the MC Hammer film "Please don't hurt 'em Hammer" on Friday? Anyway, back to the review... SAM Sound Sampler 3 When you initially get your sampler you will have to alter some screws in the back of it (don't worry - you can't go wrong and it tells you to do it in the manual) (anyone spot about half the two lettered words all in a row there?) (and they're not actually screws - there potentiometers which is something like a variable resistor I believe) ( no more brackets now I promise) The sampler guzzles up your memory at a fair rate - using 18K per second which doesn't give you much on a 256 machine but still plenty to play with. But if you have,like me, wisely invested in a Megabyte you'll be pleased that it can use that but not so pleased once you realise that you can only plug one in at a time without using the SAMbus (another £50!). This is an essential piece of equipment especially when you can get better quality samples than the Kim Wilde demo!!!! Order yours now at the special price of £44 when you mention FRED from : Blue Alpha Electronics, [redacted], or phone for more details between 2 & 4pm on No Way Back - Masters of Magic , £2.50 1 Anyone who heard their ten great tunes on FRED7, played the entire level one of No Way Back on FRED8 or heard/watched the demo on FRED9 will know that these guys are no beginners to high quality programs on the coupe - mostly developed in Basic!! This game is no exception, if you played the level in FRED8 then you will be familiar with the look and feel of this - It loads up with a nice introduction with fabulous music and goes on to the menu (with another tune!). The graphics have been completely re-hashed and so you get a different ship, setting and set of aliens on each of the (massive) levels. The actual gameplay hasn't changed much since the exclusive one level demo but it feels smoother. Unfortunately, if you played the demo to death (like me!) then you will be instantly pretty good at this game (despite what some of the 25 "death" messages might say!). The wave forms of the aliens are not random but they change three times a level so it would take an awful lot of playing to memorise them! NO WAY BACK 2 The whole game is extremely well presented with neat graphics and sound and runs fast for BASIC but still not fast enough to please some people.. If you ever get good enough to complete it (or cheat, like I did!) you will get a very nice effect of a couple of scrollers with some nice graphics (try reading two scrollers at once when they're going in different directions!) A bug which annoyed me was that if you select joystick and play the game, once you die (which you will) the menu goes back to keyboard, not joystick. This is quite a playable little game but it is fairly similar to the demo on FRED8, still for only £2.50 you can't go far wrong. Send your cheques for £2.50 to : Neil Holmes, [redacted] and you MUST mention FRED. Quizball - Revelation , £10.99 1 One of the first two releases from SAMCO's new software wing is this quiz game - first released at the All Formats Show on 23rd March. As I've said a couple of times before now, Quizball is based on the same idea as DLT's Snooker On The Radio and the Spectrum game - BreakPoint (later released on a CRASH tape). You have to answer a question and if you get it right, you "pot" a red ball. You then choose a colour (the higher the colour, the less time you have but the more points you could get) and so on until you've potted all the the reds. Then, just as in real snooker, you start to pot the colours in order. What could be more simple? With a one player game, you keep answering questions until you get two wrong (or missed two balls) and in a two player, you swap turns whenever one person gets a question wrong until all the balls are potted and the person with the highest score at the end wins. QUIZBALL 2 There isn't really many ways in which this game can be "different" if you know what I mean. If you get a question right the ball goes straight in the pocket and if you get it wrong it bounces round the side once or twice without going in. The gameplay is pretty simple, you have 5 keys. 4 of them are to select the right answer out of the four available and the fifth is a "fire" button to select colours etc. Once a colour is selected, you are told what category it is and if it's something like history you can reject it but can only substitute it with a ball worth more (less time). Unless of course you picked black in the first place. The graphics (mostly done by Neil Holmes) are pretty neat - as your turn begins you see the SAM character (as seen in SAM Strikes Out) walking up to the table, stretching up and cueing up - brilliant! Another nice touch was that instead of simply a timer (as the arcade machines have - not that I'd know of course!) you have all 22 balls (15 reds,6 colours and the cue) in a column and a cue hits one ball away every fraction of a second and all the others fall down one space....Very original. QUIZBALL 3 There are three tunes (as done by none other than Stuart Leonardi) in the game. One as you start a game, one when you are about to pot a ball and the best one of all is when your game is over. The music is very fast and very well done. The program was done by Dave Tonks (DATON) and a guy whose name appears as KEPUR on the credit bit (apparently he was the one who entered in the 1500 (I think) questions. It actually says on the packaging that there are "over 2000" questions but I happen to know otherwise.... This is a very slick, playable, well presented and enjoyable game in general. A fantastic start to the new label. The only fault I could find was that the disc has to be kept in throughout the game - it does actually say it on the menu but it's orange on green which is not the best combination of colours to read. I suppose it's not really a fault but on the disc is a question editor which allows you to create your own questions for use in the actual game but (here's the fault!) because of the program and protection on the disc, you can't edit the QUIZBALL 4 questions supplied on the disc. Unless of course you happen to be a master hacker and program editor (in case you didn't guess, I did manage to do it.....) There's really nothing else I can add to that except I would strongly to advise you to get this. Order it from Revelation at : SAMCO, for £10.99 [redacted] Cheques payable to SAM Computers Ltd and if you want it to arrive super-dooper quick you'll say I sent you. Highway Code - Revelation , £10.99 1 There is always one easy way to confuse me : make me think that educational games are for young children trying to learn to spell or count and then tell me they're for helping me to drive! Well, that's the case with Highway Code - the second release from Revelation. Originally programmed by David E. Philpot (an "educational psychologist" !) in 1984 this educational piece of software is to help people pass their driving test! The whole thing is split into two main sections, the first being road traffic signs. In this section you are presented with a menu from which you can select several different ways of viewing all 90 (!) signs. These include relaxed in which signs and their meanings are displayed one at a time and a key is pressed to move on, random viewing : as above but in random order, and two "describe" modes. The describe meaning prints the sign then after a key is pressed the meaning comes up. Describe signs is just vice versa. Both modes allow you to keep a manual tally of your score. There is also a few testing facilities - complete test just takes you through all 90 signs on a multiple HIGHWAY CODE 2 choice (3) question basis. There are a few other ways including random testing and user's choice which cater for about all possible ways in which you wish to test yourself (I scored 88/90 on my first shot at the complete test!) Of course, you can get a printout of the description of every sign or just the whole thing. The second section is called "signals, road markings & quiz" and contains just that. "signals" is basically a multiple choice test on um.. signals (!) eg. people waving their hand out of the right side of a car means "hi there!".... Road Markings is all about markings on the road (it's getting slightly tough to be original here) like lines, crossings, junctions etc. In this section I noticed that there was a difference between thick and thin lines on the road - which is fine if you see them both at once but if you can only see one you start wondering whether it's the thick or thin line. The test is a complete highway code test - which means long, written answers. There is no way of getting a coupe to do a HIGHWAY CODE 3 decent test on this so you can select between seeing all the questions and their answers or going through some questions, you writing down the answers and then going through the answers. Both sections have a feature which allows you to input your name but I although I think this suits education games in general - when it's aimed at 17 year olds (or 18 from 1992) it is a bit silly really. The graphics aren't brilliant but they are very accurate to road signs etc and very easily identifiable. The "signal" graphics are pretty poor - because of flashing indicators half the back of the car flashes (slight exageration - sorry!) This is a very good way of testing your ability whether you have still to sit your test or just to see how good you are if you've passed your test already. This educational game is for everyone over 14 I'd say ( are you as confused as I am? ) . Get it for £10.99 from the address on the Quizball review. And, as usual, say you came from FRED. GM_BASE V2 - GM_SOFTWARE , £7.95 1 Following their V1.1 which I reviewed in FRED8, Gary Thomas and Malcolm Phillips have made several alterations to the old program and come up with V2.0. If you bought V1.1 then you can get it upgraded to V2.0 simply by sending back your master disc with £2. And all databases created with V1.1 are compatible with V2.0 so you don't need to worry about that. So what's so different about it? Well, it's in mode 3 so you can store more information in each record and the maximum number of records is much bigger and if it's there, it will also use the 256K extra memory. Unfortunately , whether you have the meg or not doesn't make any difference. You may remember from the first review that I moaned about not being able to view records using the direction keys - now you can! All the old commands are still available (search from : allowing you to continue the search from where you left off) but there are one or two new ones : select record (lets you jump GM_BASE 2 straight to a record) and sorting (ascending or descending in alphabetical or numerical) Another useful amendment is that all the commands are now printed on the bottom couple of lines of the screen so that you see them all the time instead of having to look up the help page everytime you forget how to do something.Sadly, the nicely drawn help page isn't on the new version at all - but it would be useless if it was really. This is altogether a much better program although still isn't quite up to the standard of SC_Filer because of the lack of use of external memory and SC_Filer has the added luxury of letting you design the layout of the database. Mind you, it is a couple of quid cheaper. Good value for money. GM_Software, version 1.1 still available for [redacted] £4.95 but lacks a few features. Visually discs - Zenith Graphics , £1.85 each/£10 set 1 Following my response to their letter last month, Zenith sent me their full set (all 6) of Visually discs and as I'm don't (often) hold grudges I decided to review them briefly. Each of the discs have 25 screens which are never repeated. Disc one is the cartoon disc with some pretty good cartoon stills and not bad "silly text" Disc Two has a reasonable (but quite good I suppose if you like Depeche Mode - I don't) demo of DM but the text is boring. Disc Three has a pretty bad DM demo on loading but in amongst the text there is nice guitar demo. This has stills from various films - including one of Jase!!!!!! DM & Jason Donovan!?! Disc Four has an average scroller sort of demo and a competition (for DM fans) as well as a review (not a good idea Zenith) Disc Five is the misc. disc and features the attractive "pull" demo which some people have already got. Lots of adverts on this disc. Disc Six has another terrible DM demo but also a "balloon" demo which although slow, is quite good. VISUALLY 2 None of the "silly text" is particularly good but it's quite amusing on disc one (but only if you're NOT a DM fan!) Out of the 150 screens total, 24% have been elsewhere and 6% have been nicked from various FRED discs. So out of the whole 150, only 70% are actually original but some of them are really good. These discs are pretty good value for money if you like a lot of screens but apart from those and the occasional decent demo the discs are still reasonable but not brilliant. The text is in general, very tedious to people who don't like (or even hate) Depeche Mode. Discs are just £1.85 each or £10 for all 6 from : Zenith Graphics, [redacted], and don't forget to say that "only brilliant MAGAZINES should do reviews - like FRED"
Machine Code Tutorial #5
Yup, everybody; it's me again , the man they call the Wizard, here again with some delicacies from the wonderous world of machine code. Today we will have a little gander at how to use your Coupe's ROM to its full capacity, and a little hint for all you users of the assembler from LERM. But first... An Apology ============ I'm sorry about this - mail your complaints to Craig Taylor, Ward 12, Perth Royal Infirmary, since 'twas he who has just discovered what the FORMAT command does - if you twiddle with your Big Brother's write-protect tabs it wipes his entire disk collection, in the process destroying the Space Invaders source files he was saving for his FRED column. On second thoughts - don't bother sending him any letters. He won't be reading anything for at least 24 months, and with any luck I'll have hurried something for you by next month. Anyway, on with the show... And first, in this fifth part to the series (how many more can I do?)... ROM Routines ============== If you were tuned into last issue's column, you'll know how ROM0 and ROM1 can be paged into memory. And if you don't know... tuf! Well, as I'm sure you all know, there are ROM routines which we can use in our own machine code programs. This has 2 uses:- 1- To save us from writing long and complicated routines of our own. (ie, let us be lazy) 2- To let us see how Dr. Andy Wright (genius extrodinaire) solved some (very!) tough problems. (ie, to pinch his ideas)9 Again, I will reiterate that budding coders should get SAMCO's Advanced Technical Manual. It retails around £17 (I think) but is certainly more than worth its weight in gold if you are doing any coding. Anyway, the manual gives you a full list of routines and entry conditions, as well as floating point calculator codes (see later). Meanwhile, I'll give you a rough idea of some of the more useful routines and how to use them: Well, basically there is a jump table in ROM0 at 0100H which contains instructions to run certain subroutines. It is worth noting that before one of the addresses in the table is called, you should switch in ROM0, which expects page 0 to be in section 4000-7FFF. Your simple routine would be something like: IN a,(LMPR) ; LMPR=250 dec. LD (LMPRSTORE),a ; store original status LD a,%00111111 ; switch in ROM0 and necessary RAM OUT (LMPR),a ; . ; . ; rest of routine, including CALL to . ; jump table . ; LD a,(LMPRSTORE) ; reset LMPR's status OUT (LMPR),a ; The important thing to remember is that you MUST set every parameter and entry condition the routine needs. If anything goes wrong you should return to BASIC, but you can never be too careful when using other people's routines. However, you don't have to worry about switching in ROM1 as well - if the routine uses it the jump table will sort it all out for you, including the restoration of HMPR. So, what about the routines themselves, eh? Well here's a sample of the ones you are most likely to use ( most of them graphical), with all the entry conditions: JPLOT Plot pixel. B= y coordinate (0 at top, 191 at bottom), 0139H C= x coordinate. [If mode=3, and fatpix=0, then HL= x coordinate (0-511)] JDRAW Draw line from current coords, going C pixels 013CH horizontally (or HL if fatpix=0 & mode=3), and B pixels vertically. E= 1 to go right, FF to go left. D= 1 to go down, FF to go up. Colour, inverse etc are all governed by syatem variables as is the screen to use. JDRAWTO Like JDRAW, except that the line is drawn to C,B (or 013FH HL, as above). JCIRCLE Draw circle at C,B radius A. Colours etc come from 0142H temporary colour SVARs. JFILL Modes 3,4 only. Fills a pattern into the space from 01455H C,B, with the address of the 16*16 pixel pattern held in DE (0 for solid fill of current pen). A=0 to use 6k scratchpad immediately after the 24k screen. A<>0 to use previous scratchpad for new colour/pattern. Pattern data for DE has 8 bytes for each row, makes 128 bytes in total. JCLSBL If A=0 clear entire screen. 0143H If A<>0 clear upper screen. JGETINT Unstack rounded number from FPCS (see later) and put it 0121H in HL. BC=HL. A=L JSTKFETCH Unstack top number of FPCS into AEDCB. 0124H JSTKSTORE Stack AEDCB onto FPCS. 0127H JBUFFET Unstack the details of a string from the FPCS, copy 012AH text to a buffer in the system variables page. On exit, DE points to the start of the buffer, BC holds the string length. A=C. Phew! And that's just a sample! There are plenty more, with more detailed descriptions then those listed above, in the Advanced Technical Manual. And after that heavy dose of information... The Floating Point Calculator =============================== Ha ha! This one's a nightmare! zillions of control codes with a second stack and 2 different ways of storing numbers. And you thought assembly language was tough!. Anyway, the floating point calcultor (FPC for short and typist's cramp avoidment) is the bit of the ROM that does all the SAM's complicated maths work, and most of the string functions too just for good measure. It has its own stack where numbers and string information are stored as 5-byte long codes. These are stored in three different ways, as is described below:- i> Integers between -65535 and +65535 are stored as - 0, sign (0 for positive, FF for negative), least significant byte, most significant byte, 0. ii> Other numbers between around 1E38 and 1.7E-39 are held in the same way as with the Spectrum : ie, as 2 raised to a power (called the exponent) times another bit called the mantissa. The first byte is the exponent+80H, the other four are the mantissa. The exponent can be negative of course, but you should note than this scheme does not allow some numbers like 1/10 being stored acurately, just like 1/3 cannot be represented accurately in decimal. iii> Strings are held in the 5-byte code thus - 16k page of text, offset of text start within page (8000H - BFFFH, LSB/MSB), string length (LSB/MSB). The calculator itself is used in a very simple way. Making sure ROM0 is switched in, do a RST08. Follow this by the list of control codes to command it. The codes themselves are like a sort of mini-language, but it is not necessary to learn them - they are all listed in the ATM. Because there are so many, I will give you a selection with their 'labels'. Please note - N2 refers to the top number on the FPCS, N1 is the number below it. Hex Label Function 00 MULT N1*N2 01 ADDN N1+N2 03 SUBN N1-N2 05 DIVN N1/N2 06 SWOP Swop round top two numbers or strings 23 STKBREG Stack whatever B was on entry as a 5-byte integer 25 DUP Duplicate top FPCS entry 26 ONELIT Stack next byte on FPCS as a 5-byte number. 27 FIVELIT Stack next 5 bytes. 30 TRUNC Chop off any part after the decimal point. 33 EXIT Finish using calculator. 34 EXIT2 Finish using calculator and do a RET. E0 STKHALF Stack 0.5 E1 STKZERO Stack zero E2 STK16k Surprise, surprise - stack 16384 E6 STKFONE Stack five byte version of 1 E9 STKONE Stack integer version of 1 EC STKTEN Guess F0 STKHALFPI Stack PI/2 And there's more... but I'll save that for the next time. To round off today, though I'll show you how to use these codes in any proggies you might have. For example, let's use the calculator to work out what the circumference of a circle is, when we know the diameter. CALL ROM_IN ; Routine to do ROM switching LD a,(DIAMETER) LD b,a RST #08 DB STKBREG ; Stack on the diameter DB STKHALFPI ; Stack PI/2 DB ONELIT,2 ; Stack 2 DB MULT ; Multiply to get PI on the FPCS DB MULT ; Circumference= diameter*PI DB STKHALF ; We'll round off by adding a half DB ADDN ; and chopping off fractions DB TRUNC ; Making sure the number is stored as DB RESTACK ; an integer DB EXIT ; Leave calculator CALL JGETINT ; ROM routine listed above that gets ; the top value in the FPCS and, ; providing its an integer, puts it ; into HL, BC and the LSB into A. LD (CIRCUM),HL ; Store result CALL ROM_OUT ; Restore LMPR RET ; Go bye-bye All the labels named above are listed earlier on; you will need to EQU them elsewhere. ROM_IN and ROM_OUT were subroutines I gave you in the last column, but I'm sure you can write your own if you want. A Little Hint For Lerm Assembler Users ======================================== Whilst typing merrily away one day on my Lerm Assembler I suddenly froze in my chair as the small message appeared on my screen: "Memory full." Aaaaaarrrrrggggghhhhh! But wait uno momento I though (in Spanish). What about source file 2 - the manual says it can be used to extend the source in file 1. So merrily I typed the rest of my lengthy prog into number 2. But when I tried to assemble it - ooh la la! (in French). All the labels from the first file had disappeared into oblivion. Where had they gone? After a brief consultation with the manual I discovered, to my horror, that "the labels can be transferred by using EQU statements". What! All FIVE HUNDRED of them? Mon dieu! (in French again). So, to cut a long story short, I have written a (tres) short BASIC procedure which you can tag on to a customised version of the assembler. After you have assembled file 1, escape to basic and type makesym. When you return to file 2, you will find all the labels from the symbol table transferred into EQU statements from line 60000 onwards. Then all you do is assemble file 2 (making sure to attach it to the end of the object code from number 1) and hey presto! (in, erm, English) You have an object code file from 64k of source. Anyway, I hope it proves useful to any of you contemplating writing a big (and I mean BIG!) program with Lerm's assembler, which to be fair, does have everything else. The procedure should be on this disk called "makesym". Just MERGE it into your program for instant, trouble-free coding. That's just about it for this fact-packed article, except to mention that by pressingyou should be able to get a print-out of this column for your reference. It occured to me that all you coders out there might not really want to write down all the numbers etc. so voila, as they say in France. And if it doesn't work, then tuf! It certainly does on my Citizen 120D+. Adios. (In, erm, Portuguese or Spanish?)