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837 |COMPUTIST
Canada & Mexico $7
U.S. $3.75
Most Wanted softkeys......
RDEX Contributors...
UNCIASSIFIEMS .......+0eeseresseeseeeeeese 23.
The Product Monitor ...... 4
Big-Mem Fix for Appleworks 2.
Budokan: The Martial Spirit...
Build Your Own Stereo Board! ..
Happy CRT, The...
I Want My GS RAM III!
Magic Candle II Support
Missing Persons...
Platinum Painting Made Easy
Their Finest Hour:
The Battle Of Britain
Wraith......
Features, Notes and such:
Basics of Kracking Part #14, Th
Build Your Own Stereo Boar
Kracking SSI’s RDOS
MECC 3.5" disk softkey:
MECC 5.25" disk softkeys
Notes on Test Drive II cars disks
Questron II CDA v2.0...
Softkeys:
Blue Grass Bluff (5.25")
Bluegrass Bluff (3.5") ....
Botanist’s Apprentice (The)
Cause & Effect: Mountain
Climbing Blue Level ....
Cleanwater Detectives (3.5")..
Cleanwater Detectives (5.25")
Contents
Context Clues: Hidden
Treasure Red Level.......
Drawing Conclusions: Chief of
Detectives Blue Leve.......ssssssssseeee 21
Drawing Conclusions: Chief of
Detectives Red Level
Estimation Activities (3.5")
Estimation Activities (5.25'
Fact or Opinion: Smart
Shopper Blue Level ..
Fact or Opinion: Smart \
Shopper Red Level
Field Zoologist, The ...
Following Directions: Behind the
Wheel Red Level
Getting the Main Idea:
World Blue Level
Getting the Main Idea: Around the
World Red Level ..
Grammar Gazette (3.5")
Grammar Gazette (5.2:
Grammar Monsters (3.5") ..
Inference: School Days Blue Level
Inference: School Days Red Level
Journey to the Age of the Dinosaurs
Littletown Zoo (3.5")..
Littletown Zoo (5.25")
Living Cell (3.5"), The
Living Cell (5.25"), The
Paper Plane Pilot (5.25")
PENSALE ....scssseseee
Problem Solving With Nim (3.5")
Problem Solving With Nim (5.25")
Reading for Detail: Race
Track Blue Level
Reading for Detail: Race
Track Red Level
Sequence: What Comes
First Blue Level ....
Sequence: What Comes
First Red Level
Seven Cities of Gol
Skills Bank II.
Snack Attack ..
Spectre...
Superkey
TEAM Series: General Interest .
TEAM Series: Making Choices
TEAM Series: People and Places
TEAM Series: Science and Health
Time Navigator Around
the World (3.5").... ete
Time Navigator Around the World
(5.25")
Twerps....
Vacation Nation Travel (3.5")
Vacation Nation Travel (5.25")..
Where in the World is
Carmen Sandiego?
Woolly Bounce (3.5")
Woolly Bounce (5.25"
Bugs:
Bug in Algebra vol 3 & 4
Bug in Matchmaker
World Geography Facts...
Bug in PSAT Word Attack Skill:
Bug in PSAT/SAT Analogies
Bug in SAT Word Attack Skills
Advanced Playing Techniques:
Questron II.. 7
Questions:
@
IBM Softkeys
Aardvark McGraw-Hill
Financial Software
Ancient Art of War.
Astrilis ....
ATI Training Software
Faery Tale, The
Gauntlet .......
[COMPUTIST |
Charles R. Haight Editor
Jeff Hurlburt Reviews
Vincent Andrews BBS
COMPUTIST is published by SoftKey
Publishing. Address all inquiries to:
COMPUTIST
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* COMPUTIST does NOT purchase editorial
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with all and exclusive rights belonging to
COMPUTIST.
+ Entire contents copyright 1990 by SoftKey
Publishing. All rights reserved. Copying done
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The SoftKey Publishing assumes no liability
or responsibility for the products advertised
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‘Apple® is a trademark of Apple Computers. IBM® is the IBM
N J
Readers Data EXchange
New COMPUTIST readers using
Apple Ils are advised to read this page
carefully to avoid frustration when at-
tempting to follow a softkey or entering
the programs printed in this issue.
What is a softkey, anyway?
Softkey is a term which we coined to describe:
aprocedure thatremoves, or atleastcircumvents,
any copy-protection on a particular disk. Once a
softkey procedure has been performed, the re-
sulting backup copy can usually be copied by the
normal copy programs (for example: COPYA,
on the DOS 3.3 System Master disk).
Commands and control keys
Commands which a reader is required to
perform are set apart by being in boldface andon
a separate line. The return key must be pressed
at the end of every such command unless other-
wise specified. Control characters are preceeded
by “ctri”, An example of both is:
6ctriP
Type 6. Next, place one finger on the ctrl key
and then press P. Don’t forget to press the retum
key.
Other special combination keypresses include
ctrl reset and open-apple ctrl reset. In the
former, press and hold down the ctrl key then
press the reset key. In the latter, press and hold
down both ctrl and open-apple then press reset.
Software recommendations
The Starter Kit contains most of the programs
that you need to “Get started”. In addition, we
recommend that you acquire the following:
+ Applesoft program editor such as “Global
Program Line Editor (GPLE)”.
«Assembler such as “Merlin/Big Mac”.
*Bit-copy program such as “Copy II Plus”,
“Locksmith” or “Essential Data Duplicator”
*Word-processor (such as AppleWorks).
*“COPYA”, “FID” and “MUFFIN” from the
DOS 3.3 System Master disk.
Super IOB and Controllers
This powerful deprotection utility (in the
COMPUTIST Starter Kit) and its various Con-
trollers are used in many softkeys. (It is also on
each Super IOB Collection disk.)
Reset into the Monitor
Softkeys occasionally require the user to stop
the execution of a copy-protected program and
directly enter the Apple’s system monitor. Check
the following list to see what hardware you will
need to obtain this ability.
Laser 128: Your ROM includes a forced
jump to the monitor. Press ctrl return reset.
Apple II+, //e, compatibles: 1) Place an Inte-
ger BASIC ROM card in one of the Apple slots.
2)Use anon-maskable interrupt (NMI) card such
as Replay or Wildcard.
Apple II+, compatibles: 1) Install an F8
ROM with a modified reset-vector on the com-
puter’s motherboard as detailed in the “Modified
ROM's” article (COMPUTIST #6 or Book Of
Softkeys III) or the“Dual ROM’s” article(COM-
PUTIST #19).
Apple //e, //c: Install a modified CD ROM on
the computer's motherboard that changes the
open-apple ctrl reset vector to point to the moni-
tor. (This will void an Apple //c warranty since
you must open the case to install it.)
Apple //gs: If you have the 2.x ROM, there is
a hidden Classic Desk Accessory (CDA) that
allows you to enter the monitor. In order to install
the new CDA, you should enter the monitor
(CALL -151) before running any protected pro-
grams and press # return . This will tum on two
hidden CDAs, Memory Peeker and Visit Moni-
tor. Thereafter press openapple ctrl esc to go to
the Desk Accessories menu. Select Visit Monitor
and there you are. Use ctrl ¥ to exit.
Recommended literature
Apple II Reference Manual (or Ile, IIc, etc.)
DOS 3.3 & ProDOS manual
Beneath Apple DOS & Beneath Apple Pro-
DOS, by Don Worth and Pieter Lechner, from
Quality Software
Typing Applesoft programs
BASIC programs are printed in a format that
is designed to minimize errors for readers who
key in these programs. If you type:
10HOME:REMCLEAR SCREEN
The LIST will look like:
10 HOME : REM CLEAR SCREEN
Applesoft inserts spaces into a program list-
ing before and after every command word or
mathematical operator. These spaces don’t pose
a problem except when they are inside of quotes
or after a DATA command. There are two types
of spaces: those that have to be keyed and those
that don’t. Spaces that must be typed appear in
COMPUTIST as special characters (0). All other
spaces are there for easier reading. :
NOTE: Ifyou wantyourchecksums to match,
only type spaces within quotes or after DATA
statements if they are shown as (0) charactors.
SAVE the program at periodic intervals using the
name given in the article, All characters after a
REM are not checked by the checksum program
so typing them is optional. 7
Typing Hexdumps
Machine language programs are printed in
COMPUTIST as hexdumps, sometimes also as
source code.
Hexdumps are the shortest and easiest format
to type in. You must first enter the monitor:
CALL -151
Key in the hexdump exactly as it appears in
the magazine, ignoring the four-digit checksum
(S and four digits) at the end of each line. When
finished, retum to BASIC with:
3D0G .
BSAVE the program with the filename, ad-
dress and length parameters given in the article.
Typing Source Code
The source code is printed to help explain a
program’s operation. To enter it, you need an
“Assembler”. Most of the source code in older
issues is in S-C Assembler format. If you use a
different assembler, you will have to translate
portions of the source code into something your
assembler will understand.
Computing checksums
Checksums are 4-digit hexadecimal numbers
which tell if you typed a program correctly and
help you locate any errors. There are two types of
checksums: one created by the CHECKBIN pro-
gram (for machine language programs) and the
other created by the CHECKSOFT program (for
BASIC programs). Both are on the “Starter Kit”.
If your checksums do not match the published
checksums then the line where the first checksum.
differs is incorrect.
CHECKSOFT instructions: Install Check-
soft (BRUN CHECKSOFT) then LOAD your
program. Press & to get the checksums. Correct
the program line where the checksums first dif-
fer.
CHECKBIN instructions: Enter the monitor
(CALL -151), install Checkbin at some outof the
way place (BRUN CHECKBIN, A$6000), and
then LOAD your program. Getthe checksums by
typing the Starting address, a period and the
Ending address of the file followed by actrl Y .
SSSS.EEEE ctrl Y
Correct the lines where the checksums differ.
Writing to the RDEX editor
RDEX (are-decks) stands for: Reader’s Data
EXchange. We print what you write. When you
send in articles, softkeys, APTs, etc., you are
submitting them forfree publication in thismaga-
zine. RDEX does not purchase submissions nor
do we verify data submitted by readers. If you
discover any errors, please let us know so that we
may inform our other readers.
Remember that your letters or parts of them.
may be used in RDEX even ifnot addressed to the
RDEX editor. Correspondence that gets pub-
lished may be edited for clarity, grammar and
space requirements.
Because of the great number of letters we
receive and the ephemeral and unpredictable
appearance of our volunteer staff, any response
to your queries will appear only in RDEX, so it
would be more appropriate for you to present
technical questions to the readers and ask for
their responses which will then be placed in the
Apple-RDEX.
How to get a free library disk
Whenever possible, send everything on Ap-
ple format (5.25" - DOS/ProDOS or 3.5" - Pro-
DOS) or IBM format (3.5") disks. Other formats
are acceptable but there may be some delay as we
look for someone to translate it for us. (If you use
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but tell us which one. Put a label on the disk with.
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want to receive mail). Don’t reformat any pro-
grams or include them in the text of your letter.
Send Applesoft programs as normal Applesoft
files and machine language programs as normal
binary files. We have programs to convert them
to the proper format for printing. If you are
sending source code files, and you are not using
the S-C Assembler, send them as normal text
files.
When to include a printed letter
Don’t include hardcopy (printout) unless:
a. You are writing about a bug or other printing
error.
b. You are writing to ask for help.
c. You are answering another readers help re-
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d. You are writing about your subscription or
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Bugs, requests for help and answers to re-
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Writing to get help
When writing to request help, be sure to
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Help Line
These readers have volunteered their time to
help you. Please call only within the given time
frames (corrected for your time zone). No collect
calls. (You can write anytime!)
Jack Nissel (Disk Protection, 7-10PM EST)
(215) 365-8160
Marc Batchelor, 6025 Coker St, Cocoa, FL
32927
Rich Etarip, 824 William Charles Ct. #2,Green
Bay, WI 54304-4018
The BBS
(Bulletin Board System)
Dave Goforth is the sysop for the Computist
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la
DEPROTECTED backup copy:
rightful.
NX
You have a LEGAL RIGHT
to an unlocked backup copy
of your commercial software.
Our editorial policy is that we do NOT condone software piracy, but we do believe that users
are entitled to backup commercial disks they have purchased. In addition to the security of a
backup disk, the removal of copy-protection gives the user the option of modifying programs to
meet his or her needs. Furthermore, the copyright laws guarantee your right to such a
..-“It is not an infringement for the owner of a copy of a computer program to make or authorize
the making of another copy or adaptation of that computer program provided:
1) thatsuch anew copy or adaptations created as an essential step in the utilization of the computer
program in conjunction with a machine and that it is used in no other manner, or
2) that such new copy or adaptation is for archival purposes only and that all archival copies are
destroyed in the event that continued possession of the computer program should cease to be
Any exact copies prepared in accordance with the provisions of this section may be leased, sold,
or otherwise transferred, along with the copy from which such copies were prepared, only as part
of the lease, sale, or other transfer of all rights in the program. Adaptations so prepared may be
transferred only with the authorization of the copyright owner.”
United States Code title 17, §117 y,
=
Readers Data Exchange
COMPUTIST #87
U.S. $3.75
Canada & Mexico $7
[87 |COMPUTIST
Table of Contents
Most Wanted softkeys...........0..23
RDEX Contributors...........0.0000023
unClassifieds.. 23
The Product Monitor ............00004
Platinum Painting Made Easy.
Their Finest Hour:The Battle Of Britain ...
Vendors...
Big-Mem Fix for Appleworks 2.0 .......s:sssssesees 5
Budokan: The Martial Spirit... 5
Build Your Own Stereo Board 5
Happy CRT, The........... 5
I Want My GS RAM II! 4
Magic Candle II Support 6
Missing Persons 4
6
5
6
Wraith ..... 4
Bugs:
Bug in Algebra vol 3 & 4 .....c.ssssssssssesesseeseenes 21
Bug in Matchmaker
World Geography Fact .......s.sssssssssseeee
Bug in PSAT Word Attack Skills...
Bug in PSAT/SAT Analogies... ote
Bug in SAT Word Attack Skills ...........c.sseee0e
COMPUTIST #87
” Reading for Detail: Race Track Red Level .
Features, Notes and such:
Basics of Kracking Part #14, The...
Build Your Own Stereo Board! .....
Kracking SSI’s RDOS.....
MECC 3.5" disk softkeys
MECC 5.25" disk softkeys .
Notes on Test Drive II cars disks
Questron II CDA v2.0 ............0 a]
Softkeys:
Blue Grass Bluff (5.25") .....cssssssssssssssesseesesneeee 20
Bluegrass Bluff (3.5")
Botanist’s Apprentice (The) ...
Cause & Effect: Mountain
Climbing Blue Level .
Cleanwater Detectives (3.5") . ais
Cleanwater Detectives (5.25") .....s.ssssscssseeesees 20
Context Clues: Hidden
Treasure Red Level .sssssssssssssssnsssessee 21
Drawing Conclusions: Chief of
Detectives Blue Leve ........scssssssssssssssees 21
Drawing Conclusions: Chief of
Detectives Red Level ......s.ssssesssesseseseee
Estimation Activities (3.5")
Estimation Activities (5.25"
Fact or Opinion: Smart
Shopper Blue Level
Fact or Opinion: Smart
Shopper Red Level
Field Zoologist, The ...
Following Directions: Behind the
Wheel Red Level
Getting the Main Idea: Around the
World Blue Level .........s:ssssssssssesseseesseses 21
Getting the Main Idea: Around the
World Red Level se2l
Grammar Gazette (3.5") .
Grammar Gazette (5.25")
Grammar Monsters (3.5")
Inference: School Days Blue Level ...
Inference: School Days Red Level...
Journey to the Age of the Dinosaurs
Littletown Zoo (3.5")
Littletown Zoo (5.25")....
Living Cell (3.5"), The ...
Living Cell (5.25"), The .
Outpost.. 08
Paper Plane Pilot (3.5") .....cssssssssessessseseseseenee
Paper Plane Pilot (5.25")
Pensate
Problem Solving With Nim (3.5") a
Problem Solving With Nim (5.25").. es0
Reading for Detail: Race Track Blue Level ...21
Sequence: What Comes First Blue Level .......
Sequence: What Comes First Red Level ..
Seven Cities of Gold
Skills Bank II...
Snack Attack
TEAM Series: General Interest
TEAM Series: Making Choices...
TEAM Series: People and Places .
Readers Data Exchange
TEAM Series: Science and Health ..
Time Navigator Around the World (3.5
Time Navigator Around the World (5.25")
Vacation Nation Travel (3.5") ...
Vacation Nation Travel (5.25")
Where in the World is Carmen Sandiego? .....
Woolly Bounce (3.5")
Woolly Bounce (5.25"
Advanced Playing Techniques:
Question TW vessciaccnmsoncnsnetrnmmeent T.
Playing Tips:
Questron TI... ececsseseesssesessanceccncecccscseeeeseneseaee 7
Questions:
ee 16, 21,22
IBM Softkeys
Aardvark McGraw-Hill Financial Software ...22
ATI Training Software ...
Faery Tale, The
Gauntlet ...
Grave Yardage
Gun Boat .....sescsssssssseesessssssessessesesseseesseseeseeseeeee
r
Editorial Notes
Hey, All you Computist writers! I’ve only got
enough material for another one and a half issues.
How about finishing up what your working on and
sending it in to the RDEX editor? And while we’re
onthe subject, I’dlike to see some BASIC programs
submitted. Nothing too complex, just some com-
mon but useful items.
In the News—some moldy old flies
Bugged by household flies? It seems that some-
one has finally come up with anon-chemical way to
zap houseflies—with mold. Sprayed from an aero-
sol container, it is breathed by the flies into their
bodies, where it multiplies and kills them. And it’s
harmless to mammals, birds and the home owner.
What’s next?
High-Definition TV (HDTV)
Called “Hi-Vision” in Japan, it means wide 200
inchscreens and 1125 line resolution. In Europe it’s
1250 lines. And in the U.S., well we don’t have it
yet, but they say it’s coming.
The American digital standard should be able to
surpass the quality of the European and Japanese
versions of HDTV. Plans are afoot to start HDTV
broadcasts by 1998 and to phase out regular TV by
2008. The days of regular TV are numbered and the
countdown has begun.
In the meantime, buying a large-screen TV may
not be such a bad idea. You’ll get plenty of use out
of it before you need to switch over to HDTV
XN
S
3
Jeff Hurlburt
The
PRODUCT
MONITOR
RATINGS
Superb KkkK*
Excellent K*k**
Very Good *K*K*
Good **
Fair *
Poor ®
Bad &
Defective 3K
Missing Persons
Some months ago a caller to the pop-
ular Rush Lembaugh talk show com-
plained that computing had become a
male dominated ‘club’ and seemed to
imply some conspiracy toexclude wom-
en. Rush, an avid Mac user and promot-
er, argued this wasn’t so. Since, by his
own admission, Rush is right 94.5% of
the time, that was that. ‘The Host’ had
spoken!
More recently, one of the early mom-
ing TV news programs did a report on
“Kids and Computer Games”. As usual,
the piece zeroed in upon users of hand-
held cartridge machines and the threat-
ened onset of mindlessness. Standard
stuff, except that none of the experts
interviewed seemed especially worried!
Facing the prospect of a no crisis, low
pizazz wrap-up, the reporter happened
tonotice that virtually all of the zombie-
hood candidates were boys. “Where are
the girl zombies?” she asked. “Ah, well,”
the gameseller responded, glancing back
at shelf upon shelf of glistening car-
tridges. “‘We do have a game, named
‘Barbie’, for girls.”
Obviously, women use computers.
Just as obviously, very few are ‘into
computing’. Users groupmeetings, hard-
ware swap tumouts, program publica-
tion, even BBS postings— all are over-
whelmingly male. It looks like a con-
spiracy; but, it isn’t. Those ‘into com-
puting’ would be pleased as pie to have
more girls and women join in.
“Wait just a minute! If the talk show
caller is typical and ‘insiders’ are no
obstacle, what’s the problem?” The prob-
lem is incentive. You have to enjoy
‘computer stuff’. Otherwise, it’s just
plain work. In the ‘70’s a lot of us got
started by tinkering with hardware. Since
the ‘80’s, the usual ‘starting off’ incen-
tive has been game playing. (i.e. Real
games on real computers) With few
exceptions, men wrote the games, played
the games, and became THE market for
still more and better entertainment soft-
ware. ‘What’s fun’ in computer use is,
largely, what’s fun for males.
Ifmore games were written for wom-
en, more women might play games. For
example, in Origin’s “Wing Command-
er II”, female Space Aces would find
that Col. Devereaux isa romantic French-
man. An SSI AD&D adventure might
permit identifying a “lead character”
4
and then adjust events according to gen-
der. (The player can rescue a handsome
prince, etc..) Since today’s designers,
artists, and scenario writers ARE more
skilled than ever at ‘playing the gender
card’, tailoring major entertainment
products for women could be very prof-
itable.
Computing, the kind that goes be-
yond merely viewing the computer as a
business tool, involves tinkering, exper-
imentation, and playing. Some of this
(e.g. club meetings, trading ideas with
friends, and modeming) entails social
interaction; but, a lot doesn’t. It’s just
you, your machine, the software, and a
cup of coffee. Much of the time, any
distinction between work and play is
ambiguous at best. Unfortunately, the
“womanly behavior” stereotype does
not encourage play, except in social
situations. It is “okay” for children and
mento build telescopes, fly RC models,
AND ‘mess around’ with computers.
For women such behavior is “selfindul-
gent” and “immature”. Where, ever, have
you seen a movie/TV mom sit down,
alone, for a session of computer gam-
ing? The notion of a 30-year old female
account executive coming home after a
rough day on the job, plopping into a
chair next to her new ‘486 PC, and
booting “Pools of Darkness” is positive-
ly alien.
You can’t have it both ways. To “get
into computing” one must be ready to
play. Mastering the ‘do everything ma-
chine’, enhancing self-expression, ca-
reer advancement— all of the ‘serious
stuff’— will come in time. Women en-
force the stereotype; it’s upto women to
permit exceptions. For the talk show
caller the solution may not be easy; but,
at least, it’s simple. Buy a computer, go
tousers groupmeetings, try some games,
subscribe to Computist. In short, hop in!
You really don’t have to remain among
the ‘missing persons’!
media with scenario, directions, and
over-view map all on-diskette. No frills,
true; but, with three large towns plus
assorted castles and dungeons, you get
loads of ‘olde Ultima’-style play! This
means crisp, top-down view hires dis-
plays showing grasslands, water, woods,
etc. when traveling outdoors. Inside,
you see walls, doors, altars, counters,
signs, etc.. You show up as a partially-
animated hero figure as do merchants,
hotel clerks, tavern keepers, guards, ...
and monsters. A few keyboard inputs
handle purchases, combats, and move-
ment on the smooth-scrolling maps.
Despite its “Ultima’’s III-V ‘look’,
Wraith avoids puzzles, allows ‘conver-
sations’ only with barkeepers, seers, etc.
behind counters, and offers very limited
choices for improving weapons, armor,
and magical artifacts. Aside from an
amulet to detect secret doors and Recall
toteleport out of tight spots, magic chief-
ly consists of Fireball plus a few addi-
tional attack spells. Similarly, all play-
ers—there’s room forthree on the game
diskette— begin with the same charac-
ter: a male human fighter/mage. You
pick a name; but have no say about
profession, race, gender, and starting
attributes.
On the other hand, new adventure
gamers are likely to appreciate several
features aimed at streamlining play.
These include auto-equipping of pur-
chased weapons and armor, bows which
never run out of arrows, low-cost heal-
ing potions and spells, unlimited carry-
ing capacity, and automatic Level ad-
vancement based upon Experience won.
by mashing monsters.
One automatic feature of which to be
wary is the Game Save update performed
whenever you enter “Q”uit OR move to
anew map (e.g. enter a castle, go down
a Stairway, etc.). Should you be killed,
you are chastised by your patron god-
dess, zipped back to ‘start’ in Tarot City,
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$9.95 for 128K Apple Ile, IIgs
Nite Owl
The once peaceful island of Araithia
is in serious trouble. A dark force has
called up orcs, ogres, evil mages, hy-
dras, and other horrors to roam the coun-
tryside. As leading citizens and lords
fall beneath the dread influence, even
the towns and castles have become cen-
ters of evil. Now YOU, protector of the
last temple of Metiria, have been called.
Find the great weapons, armor, and
magical items, develop your powers,
and destroy the Wraith!
No, the price is correct. Nite Owl’s
map/maze adventure comes on 3.5"
sions, Level, and attributes are not af-
fected.) Naturally, the gold-less game is
also saved! (Hint: If you have acquired
a pile of gold and your demise seems
imminent, REMOVE the game diskette
from the drive. At worst, you will have
a choice of putting it back in when
prompted or rebooting and resuming
play from the last Save.)
Typical of games by John Carmack,
Wraith does not fail to introduce some
nice improvements on the format it bor-
rows. Since you are guiding a single
character, the game allows full tactical
combat on the current map. While the
graphics and sound Closely match those
of the later Ultima’s (except, there’s no
music), ‘wide open’ combat results in
more challenging, more entertaining
encounters which may involve several
Readers Data Exchange
adversaries in a running battle througha
dungeon’s rooms and corridors. Nor do
‘monsters’ always attack simply because
they are on-screen. (Some monsters see
better than others, are more aggressive,
or have guard duties.) However, if you
attack someone or someTHING, any
other guards or monsters which see the
attack will move against you. Another
cleverwrinkle is the lavish use of ‘signs’
to supply hints (e.g. “You’re Getting
Close!”) and to identify dungeon areas,
like the “Royal Gardens” and a boulder
“Throwing Range” for giants.
Spanning several large, well thought
out mazescapes, Wraith can, thanks to
the numerous landmarks, be played with
or without mapping. “With” is better in
the long run. Line-and-box sketches take
little effort and have proved to be great
time savers. Bugs? Just one is worth
noting; and, itmay be a case of purpose-
ful deception: look North, not South for
the “secret base”. Overall, expect 30-40
hours of smooth-running, medium-dif-
ficulty challenge. Getting past the
Wraith’s minions is not easy; you CAN
get killed down there!! But, then, how
long has it been since you’ve gotten into
afor-real Ultima-style adventure? Well,
that’s too long!
I Want My GS RAM III!
Kan
$199-$499 (IMB-4MB)
$139 (2MB) with trade-in, for
Apple IIgs
Applied Engineering
If M-TV were as good as the (now
classic) rock hit, I might actually watch
it. Applied Engineering’s GS RAM III
IS a real goodie; and I am ‘watching’ it
even as I type. Supplied as a compact 4"
x 2" card, ‘RAM III can add up to 4MB
(6MB with special expander) of fully
DMA-compatible memory AND leave
plenty ofroom foracomponent crammed
card in Slot 7. Since AE knows you’re
going to ask “Well, what about the IMB
memory board I’ve got now?”, you can
trade in (i.e. dump) your oldie and get a
Price break on the new board with 2MB
installed.
GS RAM III uses the new 1MB x 4
zip package RAMs (e.g. 80 ns. NEC
1D424400V orToshibaTC514402).Each ©
is about the size of an old 16K RAM IC
but with ‘all the little feets’ along one
edge. A 1MB set, two chips, currently
sells for about $60 from suppliers like
Quality Computers. When the board is
installed the zips work like vertical fins
to draw up air and dissipate heat. (Inci-
dentally, this feature was pointed out by
QC’s Walker Archer, who noted their
tech department “likes the ‘RAM III
very much”.) At just 50-60 ma. of cur-
Tent per set, even a full 4MB draws far
Jess than the 600 ma. allocated to the
memory expansion slot.
The AE board package includes a
manual describing Installation, How to
add more zips, and RAM Disk use. (The
manual does NOT, unfortunately, sup-
ply technical specifications— like chip
info, current requirements, etc.— or a
schematic.) You also get the “AW 3
Expander” diskette plus manual. Ithasa
rigorous Memory Test program, Auto-
Copy utility (e.g. for boot-loading a
diskette or selected files onto RAM
Disk), and utilities for adding various
enhancements to “‘Appleworks” 1.2-3.0.
COMPUTIST #87
On a Iigs, the most valuable mods in-
crease maximum document size and
number of Data Base records. As might
be expected, “‘Expander” and “Time
Out” do not ‘get along’ well. The AE
enhancements must be made to an un-
modified copy of “Appleworks”!
Of the recent upgrades made to our
“Limited Edition” Woz Ilgs, it is not at
all easy to say which produced the larger
gain in computing Power. Zip-GS speed
is VERY nice, especially for graphics-
intensive applications. GS-RAM III
space is absolutely addictive! (Kind of
like the supply of beakers in a chem lab;
you end up using and needing whatever
you’ve got.) For sure, being able to put
GSOS on bootable RAM disk (and still
have plenty of memory left for applica-
tions) delivers an ‘order of magnitude’
boost in user convenience. With RAM
Disk boot times under 10 seconds, just
think back to YOUR last multi-applica-
tion, swap-in/swap-out computing ses-
sion. OR take a look at memory size
recommendations for some of the latest
IIgs products. What’s left to say but “I
want my GS RAM III, too!”?
Guest Reviews
Their Finest Hour:
The Battle Of Britain
review by Douglas Hecht
You rev-up your Supermarine Spit-
fire Mk I, tune in your radio, and take
off. It is the Summer of 1940. You and
the other RAF pilots in your squad have
just leamed that there is a Luftwaffe
bomber group converging on one of
your airfields. The Junker ’88A-1’s are
being escorted by a squadron of Messer-
schmitt ‘Bf 109E-3s. Your mission is to
intercept the enemy force over the En-
glish Channel and shoot down as many
aircraft as possible. Off in the distance
you see the German formation approach-
ing the North side of the channel, so you
climb up to about 10,000 feet and sneak
up on them from above and behind - get
the first bomber in your gunsites and
Fly the RAF’s Spitfire or Hawker
Hurricane Mk]; or try aLuftwaffe fight-
er or one of four German bombers!
Lucasfilm’s ‘Battle Of Britain’ ($54.95
for CGA-VGA 640K PC) PC) is packed
with excitement. Catching a ‘schmitt in
your tracers, you watch it blossom into
chuming smoke and fire. Guiding a
German bomber, you sit in the Bombar-
dier’s seat looking down to site-in your
targets; they look great before you drop
your load of bombs and wipe them out!
Graphics and control response are just
outstanding. The AdLib/SB effects will
blow you away!
Supplied with user-friendly, photo-
filled ‘collectors quality’ manual, ‘Bat-
tle of Britain’ includes 72 pre-defined
missions PLUS the ones you design
using the Mission Builder. The MB al-
lows you to create you own objectives
and battles based on historical data. To
sum it all up: there’s a lot of fun con-
tained in that classy-looking box; and, it
just keeps coming!
Budokan: The Martial Spirit
review by Douglas Hecht
You say that you’re ‘into’ the video
game Martial Arts experience; but, you
are tired of having to go to the local
arcade parlor every night to play. Well,
maybe you should save those quarters
COMPUTIST #87
and try the Budokan! Once past the
gates of the ‘Tobiko-Ryu Dojo’, you
can enter training halls for ‘Karate’, the
art of hand-to-hand combat, ‘Kendo’,
the art of sword fighting, ‘Nunchaku’,
fighting with Nunchak’s, or ‘Bo’, the art
of fighting with staffs. Practice alone,
with an instructor, or take on a second
player at the ‘Free Spar Mat’. Control
options include KB-only, KB and joy-
stick, or two joysticks. (I prefer using a
joystick; it seems to make it easier to
move your man.) During your training,
you also have the option to visit the
‘Tobiko-Sensei’ to receive words of
wisdom about tactics and strategy along
with philosophical guidance.
When you feel that you have mas-
tered the arts well enough to hold your
own in a tournament, it’s off to the
Budokan where you will fight students
from other Dojo’s. They can teach you
skills not taught by your instructors, so
long, thatis, as you keep winning. There
are 12 other students that you can fight
at the tourney; but, you must beat one
before you can fight the next.
Electronic Arts’ Budokan’ combines
a great challenge with superb graphics.
I really felt like I was playing a video
game at my local mall while the package
was running (including no Game Save).
The only difference was that I didn’t
have to keep feeding my PC quarters
every time I lost a match! Starting with
a “fable” (about some ‘Monks’, some
‘Grain’, and some ‘Software’), the man-
ual describes each move and adds some
interesting background ‘color’ on the
Martial Artstradition. ($49.95 for CGA-
VGA 640K PC)
Fast Frames,
Updates, Etc.
Big-Mem Fix for Appleworks 2.0
Okay, I know every Ilgs owner is
supposed to be running “Appleworks
3.0” or “Appleworks /GS” or “Word
Perfect/GS”. Many do; but, lots ofusers
like their multi-patched, “Time Out”-
enhanced ‘2.0’s... at least, for ‘everyday
stuff’. Bolstered by Zip GS speed and 2
MB of AE’s GS-RAM III, my Apple-
works 2.0 was looking better than ever.
THEN I popped in another MB and
(Zonko!): bombsville! Starting from the
GSOS finder or booting straight from
ProDOS 1.8, the program makes it into
the “Pre-loading Appleworks ‘into lan-
guage card” message and crashes.
“Most likely you got some bad RAM
zips.” Logical; but, AE’s memory test
program said: “Uh, uh. Your RAM is
working fine.” Besides, swapping
around the zips and going back to 2
MB— everything worked again—
seemed to nail the culprit as memory
Size. Possibly, the program has trouble
dealing with ANY memory larger than
2.25 MB; for sure, it does not like 3.25
MB.
Note: Shortly after finishing this
piece, I happened to be talking with
AE’s Nole Holmes about GS-RAM III
and mentioned the problem. Sure
enough, it tums out Appleworks 2.0 is
noted for not “liking anything over 2
MB”!
My Appleworks 2.0 was exhibiting a
Big-Mem Bug. I wanted to squash the
critter; and, if your ‘2.0 has the same
problem, so will you. As to finding the
bug... ? The fix I arrived at is the result
of a guess that a call to the Total Mem-
ory tool might be involved. The critical
machine code looks like this:
A2 02 1D (LoadX: low= Toolset
#2; high= tool #29)
22 00 00 E1 (JSL to Tool Dis-
patcher routine)
In my version, the code shows up at
$24F4 after BLOADing the Appleworks
system file (APPLEWORKS.SYS) at
$1000. To find it in your Appleworks
2.0, BLOAD the system file, go to the
monitor, and enter
\A2 02 1D\<1000.4FFFP
The JSL instruction routes execution
to Tool #29 in the Memory Manager
Toolset (#2) in the IIgs ROM Toolbox.
Ittells yourprogram how muchmemory
is installed. Since this Total Memory
number is the one Appleworks’ doesn’t
seem to like, I substituted $1B for $1D
at $24F6 and saved the newly patched
file: BSAVE APPLEWORKS.SYS,
TSYS, A$1000, L12390 (length of file
as shown in CATALOG). Now, the Dis-
patcher call goes to Tool #27 in Toolset
#2, the Memory Manager’s Available
Memory tool.
A disadvantage of the ‘black box’
approach to debugging is that one.can
never claim that a bug is “eliminated”.
Maybe the TM call IS the BM Bug;
maybe not. In any case, with 3.25 MB
installed, my ‘original’ copy still bombs.
The BMB-patched Appleworks 2.0
boots without a hitch!
The Happy CRT
No doubt about it, among the major
components of your PC and/or Apple II
system, the CRT display takes the most
abuse, Day after day it gets turned ON
and Off and run for long periods, all the
while building up heat and collecting
dust. You can simply wait for all of this
to take its inevitable toll; OR, you can
take a few simple steps and have amuch
happier, longer-lived CRT display:
1. Wash me, Please! Dust reduces
airflow, increases heating, clogs con-
trols, and can produce arcing from high
voltage wiring. If yourmonitorhas been
in service for more than three or four
years, it’s about time it was cleaned.
Since, just for starters, a thorough clean-
ing means removing the case and dis-
connecting control cables, it is not ajob
for someone lacking experience with
CRT display innards. (Aside from HV
shock and tube implosion hazards, there
are just too many ways to blow it.) A
novice might get a CRT-wise friend to
help, contact a maintenance shop, or
settle for running a vacuum cleaner hose
over ‘the case vents (top, back, sides,
AND bottom) with the display tumed
OFF.
2. Cool it. Displays rely upon con-
vection to move airin, from lower vents,
and out through the top. Avoid crowd-
ing the display monitor into a cramped
hutch and never block off the top with
manuals, papers, etc.. On a IIgs the
monitor normally sits just above the fan
output vent of Kensington’s “System
Saver IIgs”; so, these users will get the
additional benefit of some forced-air
cooling.
3. Glitch not; switch not. Naturally,
you are already using a “System Saver
IIgs”, one of the top-of-PC units, and/or
some other AC line deglitcher/surge
protector. Surges also occur each time
you tum ON the display. (Switches arc,
coils produce inductive spikes, capaci-
tors suck in large currents, etc..) For any
piece of electrical equipment, Tum-ON
is a stressful instant, the moment when
Readers Data Exchange
failure is most likely. You cannot do
much about the stress on yourmonitor’s
components; but, you can reduce the
number of times you ‘roll the dice’.
From now on, when you must tun OFF
your computer briefly to obtain a ‘cold
start’ or to change some sensitive I/O
connection, avoid hitting the Master
Switchon your“System Saver” (“Power
Console”, etc.). Tum OFF only the com-
puter.
4. Leam not to burn. Use “screen
saver” TSR’s (CDA’s, NDA’s). Should
a user leave the system running and
forget to return for a few hours, a saver
will blank the screen or animate the
display to prevent burning of a fixed
image into the screen phosphor. If you
are the-only regular user and would
prefer not to install saver software, just
get into the habit of turning down screen
intensity whenever you getup “fora few
moments” to answer the phone, brew
some coffee, or check a back issue of
Computist. The final ‘no bum’ hint re-
lates to YOU: stay away from the screen.
Yes, people have been using CRT dis-
plays for years; but, there is some con-
cern about health effects, the need for
reduced radiation CRT’s, etc.. It’s just
common sense to place the screen at
least 18"-24" away.
5. Seeing is believing. If your CRT
monitor has slipped out of focus, what
you WILL believe is how much better
the display looks IN focus! “Good idea.
I'll adjust the focus next time I start up
the system.” Ahem, what you WON’T
believe is how much bother is involved.
Ontoday’s CRT monitors, focusis, gen-
erally, a ‘set it and forget it’ adjustment
performed at the factory. Many moni-
tors do not even supply an access hole,
let alone a knob, to adjust focus. For
instance, on the IIgs you must remove
the case to get to a control molded into
the HV powersupply. (i.e. This is anoth-
er job for which you may want some
expert help.) If yourmonitor has been in.
service only a year or so, it probably
needs no adjustment. Otherwise, espe-
cially if the display actually looks a tad
fuzzy, a focus touch-up is in order.
Build Your Own Stereo Board!
Since “Hyperstudio 3.0” comes with
its own low-noise A/D input board, the
main reason for adding a IIgs ‘sound
board’ is to obtain two-channel output.
“Hey, my IIgs has astereo cable plugged
tight into the Sound Output jack. Isn’t
THAT two-channel sound?” Nope; and,
it is not “stereo” either. The jack is a
standard stereo jack; but, the “Left” and
“Right” outputs are connected to a sin-
gle ‘composite’ source. Possibly, Apple-
originally intended to supply two-chan-
nel sound; perhaps, the idea was just to
simplify connections to stereo systems.
(Stereo devotees get upset when you
give them just one ‘channel’ to plug in.)
Whatever, the fact remains: for multi-
channel output you need to add a ‘sound
board”.
Why bother? Some programs offer
true stereo—effects and music are lifted
from stereo sources or ‘recorded’ using
two mikes— others deliver simulated
stereo. Many products output some ef-
fects (like a bow twang) through one
channel and other effects (the THUNK!
of an arrow hit) through the second
channel. Stereo, of course, produces
spacious, ‘3-D sound’; but, even the
‘separated channels’ approach can
spread out the action and add realism.
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From inputto output, the TDX design
is straight-forward and simple. First,
IIgs audio enters the 14052 where the
“Left” and “Right” channels are sepa-
rated using the CO input to tum ON the
appropriate section (output X or Y) when
its channel is valid. (This happens at
supersonic speeds so that the userdoesn’t
notice-that each channel is ON half of
the time.) Then, each output goes to a
pair of op amps where it’s filtered and
amplified.
Design objectives were low noise,
Jowdistortion, and low powerconsump-
tion. From the start I expected that on-
board power amp IC’s would be too
puny to drive our speakers to desired
volume levels and maintain low distor-
tion; so, the board includes no power
amp IC’s and is not intended to directly
drive low impedance loads such as speak-
ers. Like a tuner, CD deck, or other hi-fi
source, it connects to a stereo amplifi-
er’s AUX inputs (or “Tuner”, “Tape”,
etc. inputs) or to the inputs of speaker
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units with built-in amplifiers. TDX has
plenty juice to drive any decent stereo
system at ‘blow out the windows’ vol-
ume levels.
As shown in the diagram, nearly all
connections between TDX and the com-
puter, including ground, are made over
the J-25 lines. Power (+5 Volts and -5
Volts) comes from the slot into which
the board is plugged. The outputs go to
“RCA-type” hi-fi jacks mounted on the
rear of the board for easy access via
standard audio cables. When placing the
jacks, be sure to allow space (between
the jacks and rear of the computer) for
the cable plugs or arrange forthe jacks to
line up with an opening.
The J-25 connection is via a 7-pin
mini-molex ribbon cable. It can go to J-
25 (located near the memory expansion
slot); or, if J-25 is being used by the
Hyperstudio A/D input board, it plugsin.
there. (On both J-25 and itsextension on
the A/D board, pin #1 is nearest the front
ofthe computer, pin #2 is next, etc..) All
of the parts, including the Apple-com-
patible circuit board, are commonly
available.
Ibuilt the TDX stereo board near the
start of the IIgs era just as games like
“Tower of Myraglen” were beginning
to appear. It sounded great then and it
sounds great today running “Dungeon
Master”, “Instant Music”, “Jam Ses-
sion”, and Hyperbole MIDI-synth piec-
es. If your IIgs is still in mono mode,
why not make ’92 the year you ‘go
stereo’. Add a commercial unit or build
the TDX. Either way, when you spread
out the sound you open up the fun!
Magic Candle II Support
Anyone who played the first “Magic
Candle” will appreciate that ‘working
the kinks’ out of Magic Candle II’/PC
might take some doing. While a long
awaited mouse-input version remainsin
development, Mindcraft is now ship-
ping the 1.50 revision which squishes
bugs related to magic scrolls, mind-
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Readers Data Exchange
stones, and characters who disappear
while onassignment. (Otherbugs which
allowed walking on water and over
mountains, denied access to ship travel,
etc. were fixed in a series of earlier
revisions.) After some experiences with
having to restart play from scratch in
other adventures, you can bet I asked
about any similar requirement for MC2
fixes. According to Mindcraft’s Dan
Riddle, the game was specifically de-
signed to allow players to retain charac-
ters and not suffer any lossin progress as
upgrades occur. The 1.50 update dis-
kette is free to game owners who request
it.
Platinum Painting Made Easy
The one ‘necessary item’ not includ-
edin Beagle Bros’s Platinum Paintpack-
age is a Quick Reference Card for key-
board commands. Particularly when
working in full-screen mode, KB com-
mands (e.g. to change colors, switch
between Marquee and Pen tools, etc.)
are great time savers. After yet another
trip to the shelves (to find the manual
and look up some key sequence) I decid-
ed enough was enough and put together
the official Computist “Frequently Used
KB Commands” card. Cut out, copy, or
whatever. Slap the ‘card’ into a plastic
cover, and enjoy!
Next
Look for Roger Wagner’s HyperStu-
dio 3.0 and Microsoft’s Visual Basic
plus Nite Owl’s slip-on battery. SSI’s
Eye of the Beholder II’ is one of several
games ‘on-deck’, along with ... more!
Vendors
APPLIEDENGINEERING: 3210 Belt-
line, Dallas, TX 75234 atten: Nole
Holmes (214-241-0055, orders: 214-
241-6060)
BEAGLE BROS.: 6215 Ferris Square,
Suite 100, San Diego, CA 92121 at-
ten: Bevey Minarovich (800-345-
1750)
4
q14I4
Slant:
Brushity
Collapse
Remove Color
Replace Color
Halve
Shadow
Stretch
Cut
Copy
Paste
Undo
Mxt-/Prev Brsh
EEE EE EO
COMPUTIST #87
ELECTRONIC ARTS: 1450 Fashion
Island Blvd., San Mateo, CA 94404
atten: Marci Galea & Lisa Higgins
(415-571-7171/ orders: 800-245-
4525)
Douglas Hecht: 14724D Perthshire
Road, Houston, TX 77079 (713-589-
2176)
HYPERBOLE: 2402 Yoakum #2, Hous-
ton, TX 77006 atten: Greg Roach,
Ed. (Subs: phone or mail to Resource
Central)
LUCASFILM GAMES: P.O. Box
10307, San Rafael, CA 94912 atten:
Sue Sesserman (415-721-3334; or-
ders: 1-800-STARWARS) dist: EA
MINDCRAFT: 2291 205th Street, Suite
201, Torrance, CA 90501 atten: Dan
Riddle (213-320-5215) dist: Electron-
ic Arts 92
NITE OWL PRODUCTIONS: 5734
Lamar Blvd., Mission, KS 66202-
2646 atten: Bob Shofstall (913-362-
9898)
PRODUCT MONITOR: 7814 Santa
Elena, Houston, TX 77061 atten: Jeff
Hurlburt (713-645-8680)
QUALITY COMPUTERS: 20200 Nine
MileRoad, St, Clair Shores, MI48080
atten: Walker Archer (313-774-7200;
orders:800-443-6697)
RESOURCE CENTRAL: P.O. Box
11250, Overland Park, KS 66207 at-
ten: Tom Weishaar (913-469-6502)
. ROGER WAGNER: 1050Pioneer Way,
Suite P, El Cajon, CA 92020 atten:
Garland Buckingham (619-442-
0522)
RUSH LEMBAUGH TALK SHOW:
EIB Network, 2 Penn Plaza, 17th
Floor, NY City, NY 10121 atten:
Rush Lembaugh
STRATEGIC SIMULATIONS INC.:
675 Almandor Ave, Sunnyvale, CA
94086 atten: Kathleen Watson (408-
737-6800) dist: Electronic Arts
ZIP TECHNOLOGY: 5601 Slauson
Ave. #264, Culver City, CA 90230
atten: PR/Mktg. (800-937-9737)
ed
Vince Andrews WA
Advanced Playing Technique for...
Questron II
?
Questron II CDA v2.0
Thave written this program for those
that would like to alter their character
while they play.
Information:
12/16/91 v1.0 - I started to write this
program.
12/21/91 v1.1 - Fixed the search rou-
tine. It would lock up memory.
12/23/91 v1.2 -Fixed the Weapons &
Amor routines. They now show the
correct item you are currently equipt
with.
12/30/91 v2.0 - Rewrote the search
memory routines. Now it searches mem-
ory 10 times quicker than before.
Installing the CDA cheat
This can be done in two different
ways. The first is by copying the file
‘QUESTRON.CDA’ to the folder */
SYSTEM/DESK.ACCS. Then reboot
the computer. ~
The second way is by using a CDA
installer, such as the one I have includ-
ed. Just launch ‘QUESTRON.CHT” and
it will install the CDA for you. (Both
COMPUTIST #87
files must be in the same directory or it
will not work.)
Using the CDA
Once the CDA is installed then you
may launch the file ‘Q2.SYS16’ on the
disk /Q2. After you have started to play
the game, enter the Control-Panel and
choose ‘Questron II’. It will do a one
time search so please be patient (about
10 seconds.)
You may now alter your character.
Just select what you want to edit and
press <Return>. Use the arrow keys to
increase/decrease values..Hold Open-
Apple key down while you press the
arrow key and it will increase/decrease
by groups of 5 or 100.
Address where the
game data is stored:
Hold the Open-Apple key down when
you select the CDA cheat in the Desk
Accessory Menu. It will display the ad-
dress of where the game data is stored in
the upper left-hand comer of the screen.
I put that there for those that would like ~
to snoop about memory.
Questron.CDA Source
* Questron II CDA Cheat v2.0
* A classic desk accessory
* Vince C. Andrews 19 Dec 91
* Merlin-16+ Assembler
* Use OA-6 to Assemble
REL
LST off _ ;Turnlisting on/off here
XC ;65C02 mode
XC. ;65816 mode
MX %00 — ;Fullgs mode
* Equates and Macros used:
SET_80COL EQU $92
MTXT_OFF EQU $98
MTXT_ONEQU $9B
PNT EQU$E0 Also E1,2,3
KEY EQU $E0C000 {Get key
STROBE EQU$E0CO10 ;Clear Keyboard Strobe
_WriteChar = MAC
Tool $180
<<<
OTextWriteBlock
PHL }1
PXW 23
Tool $1E0C
«<<<
_SetOutputDevice
Tool $100C
<<<
_InitTextDevice MAC
Tool $1500
MAC
MAC.
«
_WrteCString MAC
Tool $2006
«ce
MAC
DO Jon
PHW]I
DO joe
PHWI2
DO jos
PHW]3
DO Joa
PHW]4
FIN
FIN
FIN
FIN
«cc
MAC
IF tt
PEA ‘It
ELSE
PHW]142
FIN
PHW}t
«e
MAC
IF #1
PEA }t
ELSE
IF MX
LDA 141
PHA
FIN
LDA }t
PHA
FIN
«cc
MAC
LOX #1
JSL_ $£10000
<<
Pxw
PHL
PHW
Tool
* Required stuff of all CDA's:
* The string is what goes on the
* Control panel listing.
BEGIN STR ‘Questron II’
ADRL — START Entry point
address
ADRL EXIT ;Exit “routine”
address
; (ust an RTL).
START PHB sSave current data bank
PHK sGet our bank
PLB jand set data bank to it
PEI PNT Save the 4 zp locs we use
PEI PNT+2 ; and zero the bank byte
STZ PNT+2 ; for long addressing
pea 1
pea 0
;Pascal device type
jin slot 3
NByte
NBank
CByte
CByte1
CByte2
_InitTextDevice
PEA SET_80COL
_WriteChar
pea $06 tum off cursor
_WriteChar
jst Fast_Speed
stz_ Screen
jst Border
Ka Address
beq :nope
imp Found
pea #WaitLine
pea #WaitLine
_WriteCString
Vx #1 start at bank 1
Idy #$1000 ; address 1000
stz_ PNT
stx PNT+2
iny inext byte
beq NBank
iny
beq NBank
copy #6btid
beq :1
copy #8ife
bne CByte
px #1
bne CByte
inx
stx PNT+2
px #$t0
bne NByte
pea #NotFoundLine
pea #NotFoundLine
_WriteCString
jst GettKey
siz Address
jmp QUIT
‘quit at bank
Ida [PNT]y
cmp Bytes2Scan
beq CByte1
emp Bytes2Scan+1
bne NByte
dey
Wa [PNT]y
emp Bytes2Scan
bne NByte
iny
iny
'da_ [PNT]y
emp Bytes2Scan+2
bne NByte
iny
iny
Wda_ [PNT]y
cmp Bytes2Scan+4
bne NByte
iny
iny
phy
:
=
)
Twilight Tomb
Readers Data Exchange
START
{----—-—
phx PLB jRestore original data bank cpx #0 dio 42432,5+32
\da_ [PNTLy PLA beq FE3 asc ‘Readied’
pha STA PNT#2 FE1 Ida (PNT),y;;Table constantly changing brk
Wa #0 PLA beq FE2 .
sep $30 STA PNT iny * Gets a keypress:
pla EXIT RTL bra FEV .
px . FE2 iny SetBt ds 2
tep $30 * Print the Border Routine: dex GetKey
pk * bra FindEntry jor GettKey
ply Border FEZ rep $30 \da_ Char
emp #af pea MTXT_ON ;tum on MouseText "sty CurOffset emp #$8a
pea #f beq GK_DownArow
_WriteChar emp #$85
FES Ida PNT+2 ;Get hi addr beq GK_UpArrow
pha cmp #$8d
Ida PNT — ;Getlo addr beq GK_Return
de emp #$9b
ade CurOffset ;Adjust it bne GetKey
pha : de
_WriteCString Print it jst FE4 — ;tum offthe inverse line
pea #$e sec Set to point at QUIT
_WriteChar ns
tts CheckOA pha
. sep $20
* Check and Print what is Readied: dv
* siz SelBit
Readied Idal_ $0061
Landor da Address bel ct
sta PNT Ida #$60
bne :1 _WriteChar Wda Address+2 sta. SetBit
tya OTextWriteBlock sta PNT+2 bit SetBit
sec Z ‘#Block0;#0;#BlockOEnd- Ida Screen ial rep $30
sbe #15 BlockO cmp #2 pla
tay OTextWriteBlock beq 31 tts
ida [PNT] y #Block1 ;#0;#Block1 End- cmp #3 GetiKey sep $20
sta Address Block! -
iny OTextWeBlck Q 9 HIDDEN ROCK
iny #Block2;#0;#Block2End- 10 BAY VIEW
: ss UCSIVON rea
Wa [PNT]y pea MTXT_OFF um off MouseText 12 ONTAGA
sta Address+2 WriteChar 13 SANCTUARY
bra Found tts CATHEDRAL
4 jmp NByte . 14 CROOKED PINE
Found * Fix and update screen and table pointers: 15 SANTOR
ida #0 . 1 OCTAPOINT
sep $20 FixTable 2 RIVERCREST CATHEDRAL
Kal $e0c061 Wa ‘Screen ;What screen to show : peeaae Ci DA
cae ae : 5 REDSTONE CASTLE 1tigs oO
wp ai Attesoey byes 116 CRAMFORD
is @
RE ceraee Fem’ LANDOR
Ka #7 sta PNT CATHEDRAL
sta BlankLine+2 Ida Tables2x ;Getnext2bytes ~
rep $30 sta PNT+2 beq 2 Idal_ $0000
pea #BlankLine tts tts bpl GettKey .
pea #BlankLine : a sep $20 stal $20c010
_WriteCString * This will clear and draw the whole menu: Ky #12 Tep $20
siz, Temp . Ida [PNT]y emp #60
stz_ Screen Menu — rep $30 comp’ #$ff bec :2
Restart ida #0 : da PNT+2 bne :skipt and #df
Wx Screen ~ pha Ka #0 2 sta Char
px #0 Ida PNT bra :skip2 de
bne :submenu : dc ‘skip! ine ts
ida Temp ade’ CurOffset iskip2 dle GK_DownArrow
submenu sta Cursor pha . ade #4 jst FE4 — jum off the inverse line
stz CurOffset _WriteCString sta :Text+2 Ida Screen
jst FixTable sep $30 tep $20 asl
js). Menu Idy CurOffset pea #:Text tax
a fv FixTable JScrLoct Ida (PNT)y pea #Text Ida Cursor ;compare current line
jst SetCursor beq :1 _WriteCString cmp Table5,x to maximum line
jor Readied iny tts beq :1
js FixTable é bra JScrLoct 2 sep $20 inc Cursor
jst GetKey A iny Ky #13 de
bee 1 jdlear so reset cursor ida (PNT)y Ida [PNT] y tts
(da Char beq :2 cmp #$tf 1 _ siz. Cursor
emp #$8d sty CurOffset bre :skip3 de
beq Restart bra Menu ~ Ma #0 tts
cmp #0 jquit if char=0 and 2 rep $30 bra :skip4 GK_UpArrow
beq QUIT ; camy was set its iskip3_—inc jst FE4 — jum off the inverse line
Ida Screen . sskip4 cle Ida Cursor
asl * This will inverse current line: adc #5 bne :1 branch if not 0
tax jotherwise, put cursor . sta :Text+2 \da Screen
Ida Table5,x — ; over quit because SetCursor tep $20 asl .
sta Cursor ; esc was pressed. Ida Cursor pea #:Text tax
de tax pea #Text Ida Table5,x — ;compare maximum
bra: . Idy #0 _WriteCString line
QuIT CLC FindEntry nts sta Cursor ;store maximum line here
REP %00110000 —_;16-bit mode sep $30 Text hex te bra :2
8 Readers Data Exchange COMPUTIST #87
es
SRFSRBETGRB ETERS ews Ss
main
Jup
Toco
Text
Toc!
Text
tax =
Ida Cursor ;get line #
emp Table5,x
bne :1 ranch if not at quit
Ka Screen
(GK_Table0,X) execute routine
Cursor ;get current position
Temp ;savecursor *
sadjust by 2
‘Screen ;get current screen
sdone
iadjust by 2
z
5
Hoop until y=0
§
jmp (GK_Table,X) ;execute routine
pea #:Text
pea #Text
WrteCStn
#0 Change at this location
‘Change .
SErR eT sewers’,
jst Blank Screen =
da #1 jinitialize status menu
‘sta “Screen
stz_ Cursor
Toc3
Tocs
Toc
Yes
dr
ag
BSRSEW SERRFW FERRET
WIRES EF
SSeg ase
33
jretum with carry set
Blank Screen
#2 jinitialize weapon menu
Screen
Cursor :
wfetum with carry set
Blank_Screen
#3 initialize armor menu
Screen
Cursor
jfetum with cary set
Blank Screen
#4 initialize spells menu
‘Screen
Cursor
jreturn with carry set
28
38
28
44482,11432
‘No’
le
Reaim of Sorcerers
COMPUTIST #87
di 44432,11432 brk
asc | ' “
brk Sta pea #:Text
” pea #Text
TOC7 ida #17 _WriteCString
jr BS Wy #10. Change af this location
OTextWriteBlock Idx #200 Max value
‘#About;#0;#About_End- jr Change2
About de
jr GettKey tts
Ka #17 Text hex te
jv BS dib 44432,8:32
Ida #8d asc ‘Sia
sta Char hex te
sec ;quick answer df 48432,8+32
tts brk
Stats Ida Cursor Int pea #*:Text
asl pea #Text
tax _WriteCString
jmp (:Stats,x) dy #11 Change at this location
Stas = dw) Chr kx #200 Max value
dw Str jst Change2
dw Agi dc
dw Sta its
dw Int Text hex te
dw Qt dio 44432,9+32
” asc ‘int *
Chr pea #:Text hex te
pea #Text Gib 48432,9432
WriteCString brk
ldy #7 Change at this location =
Questron ; vex
8 LOOKOUT POINT
- 9 BIG OAK
2 10 GRISSOLD
a 11 SLIPPERY ROCK
12 DUNGEON
L TWILIGHT CATHEDRAL
2 BRANTOWN
d SRERAA pT RIIS®
5 BURNSIDE ey ra Tt 0
6 DUNGEON
OF
mes SHoreerers
Kx #200 Max value Qt siz Screen
jst Change2 sec
de tts
iw ”
‘Text hex te Weapons
dib 444325432 da Address
asc ‘Chr: ‘ sta PNT
hex te ida Address+2
fb 48+32,5+32 sta PNT+2
brk da Screen
” asl
Str pea #:Text tax
pea #Text da Cursor
WriteCString emp Table5,x
ldy #8 ;Change af this location eq. :quit
Idx #200 ;Max value sep $20
jst Change2 dy #12
de ida [PNTLy
tts cmp #$if
Text hex te bne :skip1
dib 44+32,6+32 Wa #0
asc ‘Str ‘ bra :skip2
hex te skip! inc
ib 48+32,6+32 wskip2 dic
brk adc #4
bl sta :Text+2
Agl pea #:Text rep $20
pea #Text pea #:Text
_WriteCString pea #Text
ldy #9 ;Change at this location _WiiteCString
Wx #200 Max value sep $30
jst Change2 lda_ Cursor
de bne :skip3
tts Ida #$FF
Text hex te bra :skip4
dip 44+32,7+32 iskip3. dec
asc ‘Agl: ‘ skip4 dy #12
hex te sta [PNT]y
dio 48+32,7+32 Ida Cursor
Readers Data Exchange
quit
cText
”
Armor
fe
SRS TFS SES F
quit
Text
‘Spells
MM
10
ade #24 __ ;position of weapon
da [PNTLy
a
sta [PNT]y
tep $30
jst FixTable
de
its
stz Screen
sec ifupdate screen)
hex te
+ dio 42+32,5+32
asc’
Ida Address
sta PNT
Ida Address+2
sta PNT+2
Ida Screen
asl
Ida Cursor
emp Table5,x
beq. :quit
dy #13
\da [PNTLy
cmp #$ff
:skip1
sText+2
#Text
eText
_MriteCString
sep $30
Ka Cursor
“skip
SF
BRESS88 33 FE
&
zg
#13
[PNT]y
Cursor
#39 —_;position of armor
a
[PNT]y
4
[PNTly
$30
FixTable
Screen .
ifupdate screen)
le
42432,5432
Cursor
(Spells,x)
22TRRF LCRSTesessegg see
sText
Text
sw
sText
1s
Text
Where
sdone
Text
doWord
_WriteCString
Idy #19 {Change at this location
Idx #200 Max value
jst Change2
dle
tts
hex te
dip 42432,5+32
asc ' MM: ‘
hex te
df 47+32,5+32
brk
pea #:Text
pea #:Text
_WriteCString
Ky #20 Change at this location
Idx #200 ;Max value
jst Change2
de
tts
hex te
dib 44432,6+32
asc ‘FB: ‘
hex te
dib 48+32,6+32
brk
pea #Text
pea #Text
_WriteCString
Idy #21 ;Change at this location
Idx #200 ;Max value
jst Change2
hex te
dio 44432,7+32
asc ‘SW: '
hex te
dib 48+32,7+32
pea #:Text
pea #Text
_WiiteCString
#22 ;Change at this location
#200 = ;Max value
Change2
44432,8+32
TS: '
le
48+32,8+32
SSTRSTseeees
mx $00
php
phy
phx
pea #:Text
pea #Text
_WriteCString
pix
ply
Ida Address+2
jst doWord
Ida Address
jst. doWord
pip
its
hex te
dio 1432,14+32
asc ‘Address: '
brk
mx %11
PRWORD TXA
JSR PRBYTE
TYA
PRBYTE PHA
LSR
LSR
LSR
LSR
JSR :DIG
PLA
AND #$F
:DIG ORA #0"
CMP #°9"+1
BLT Cout
ADC #A"-"9"-2
mx %00
Cout PHA
PHX
PHY
PHP
REP %00110000
PHA
_WriteChar
PLP
PLY
PLX
PLA
RTS
* Enter with Y-reg pointing to location to change,
* X-teg maximum value to change
Change ida Address
PNT
Address+2
la. PNT+2
$20
Cursor
SES
ragain
_WriteCString
FixTable
ragain
Sube
Text te
48432,5432
le
48+32,5+32
Text2 le
44432,5432
FTRSFISTRSTT RI Asse
Readers Data Exchange
* Enter with Y-reg pointing to location to change,
* X-reg maximum value to change
Change2 Ida Address
sta PNT
Ida Address+2
sta PNT+2
sep $20
Ida Cursor
de
adc #5
sta :Text+2
sta :Text+12
sta :Text2+2
tep $20
phy
pea #Text
pea #:Text
_WriteCString
ply
Wda_ [PNT]y
pha
Ida #0
sep $30
pla
pk
tep $30
cle
pix
jst PrDect6
cwrong = jsr_ GetiKey
\da_ Char
cmp #$8a
beq :2
emp #§8b
beq :1
comp #$8d
bne :wrong
phx
phy
pea #:Text2
pea #:Text2
_WriteCString
ply
phx
jst FixTable
”
Incr jst. CheckOA
stx Max
\da_[PNT]y
BY :No_OA
adc #99
:No_OA inc
emp Max
bec less
beq :less
Ida Max
vess. sta [PNT] y
Incr2. jst CheckOA
stx Max
Wda_ [PNT]y
bve :No_OA
dv
adc #4
:No_OA ince
sep $20
COMPUTIST #87
cmp Max
less
less
Max
[PNTLy
‘Sube ‘CheckOA
Max
[PNTly
:No_OA
:No_OA
Subc2
FRMSSEETSSS RL TERT e SS EE
[PNT]y
bve :No_OA
sbc #4
:No_OA dec
Max ds 2
* PRDEC16 = 2-byte decimal output routines.
* PRDEC16 enters with long A and prints A.
.
PrDect6 phx
phy
php
tax Entry to print 16-bit A
ba
sep $30
sta NH
stk NL
Ida #0
bec :OV
Ida #* jRight justify if CS
:0V sta JUST
Idx #8
stx NFL
:LOADO Idy #0"-1
rep %00100000 ;LongM
Ida NL Index length no matter
sec ;Needed Ist time
:DIV iny
sta NL
sbe :NUMTBL,X
bes :DIV
sep %00110000
tya 3
dex
bmi. :DIG
emp #0"
‘MODE
NFL
NFL
DIG
JUST
:NX
Entry to print 8-bit A,X
Lett justify if CC.
:MODE
:DIG
iNX
:LOADO
:NUMTBL
NL
NH
NFL dfb
JUST = db
mx %00
+ 1,10,100,1000,10000
SSSFESETseTFIFss ys
eooo
COMPUTIST #87
Blank_Screen
Ida Screen
asl
tax
Ida Table5,x
inc
inc jadd 2 more
BS tax jstore in X
dle
adc #35 — ;Pascal gotoy
sep $20
sta BlankLine+2
tep $20
lup phx
pea #BlankLine
pea #BlankLine
_WriteCString
dec BlankLine+2
pk
dex
bne up
ns
get total lines
* This will change the speed of the computer to fast
Fast |
php
Q
uU
E
S
T
R
0
N
jour ds 2
Spdtst ds 2
CurOfiset ds 2
Address add $0
GK Table
T0_CO shp
T0_C1 sgold
T0_C2 initialize status menu
TO_C3 ;initialize weapon menu
TO_C4_;initialize armor menu
T0_C5 initialize spells menu
TO_C6 ;rope/hooks
T0_C7 ;about
zez222222
GK_Tableo
Stats
Weapons
Armor
Spells
Tabled
Tablet
Table2
Table3
adn Tabled
add Table5
ib $1¢,23+32,32+5 _;(10 lines)
ASC ‘Change Hit Points’,00
df $1¢,23+32,32+6
ASC ‘Change Gold’,00
Table
RREeSee
&
=
Tabled
sep $30 df $1¢,23+32,32+7
Ida #1 ASC ‘Alter Stats’00
tor did $1¢,23+32,32+8
ror ASC ‘Change Weapon’,00
and #$80 dib $1¢,23+32,32+9
sta Spd_fst ASC ‘Change Armor’,00
Idal $20c036 df $1¢,23+32,32+10
and #$7F ASC ‘Change Spells’,00
ora Spd_fst did $10,23+32,32+11
stal $20¢036 ASC ‘Toggle Rope & Hooks',00
dle dib $10,23+32,32+12
plp ASC. ‘About Info’,00 e
its did $16,23+32,32+13
. ASC ‘Quit’,00
* This will copy the extra stuff into this program BRK
. BRK
put 2.cda.extra Tablet dfb $16,23+32,32+5 _;(6 lines)
- typ cda ASC ‘Charisma’,00
sav questron.cda! fb $10,23+32,32+6
1'#$%8'()*+,-./0123456789 ASC ‘Strength’,00
dio $1¢,23+32,32+7
Data Tables used by ASC ‘Agilty,00
did $10,23+32,32+8
Questron.CDA source ASC ‘Stamine0
Char ds 2 dio $10,23+32,3249
Temp ds 2 ASC ‘Intelligence’,00
Screen ds 2 dfb $1¢,23+32,32+10
Cursor ds 2 ASC ‘Quit’,00
Readers Data Exchange
BRK
BRK
df $16,23+32,32+4
ASC ‘None’,00
dib $1¢,23+32,32+5
ASC ‘Dagger’,00
did $1¢,23+32,32+6
ASC ‘Hammers',00
dib $10,23+32,32+7
ASC ‘Hatchets',00
dio $1¢,23+32,32+8
ASC ‘Staffs',00
dio $1¢,23+32,32+9
ASC ‘Cudgles’,00
dio $1¢,23+32,32+10
ASC ‘Rapiers’,00
dip $1¢,23+32,32+11
ASC ‘Axes’,00
did $1¢,23+32,32+12
ASC ‘Fauchards’,00
dib $1¢,23+32,32+13
ASC ‘Sabres’,00
dio $10,23+32,32+14
‘ASC ‘Weighted Spears’00
di $10,23+32,32+15
ASC ‘Pikes’,00
dio $1¢,23+32,32+16
ASC ‘Shortbows’,00
di $1e,23+32,32+17
ASC ‘Broadswords’,00
dib $1¢,23+32,32+18
ASC ‘Crossbows',00
did $1¢,23+32,32+19
ASC ‘Quit’,00
BRK
BRK
dib $1¢,23+32,32+5
ASC ‘None’,00
di $10,23+32,32+6
ASC ‘Rawhide’,00
dib $1¢,23+32,32+7
ASC ‘Studded Leather’,00
dib $1¢,23+32,32+8
ASC ‘Ring Mail,00
dio $10,23+32,32+9
ASC ‘Bar Mail’,00
dio $1e,23+32,32+10
ASC ‘Chain Mail’,00
dib $1¢,23+32,32+11
ASC ‘Plate Mail’,00
dio $1¢,23+32,32+12
ASC ‘Ribbed Mail’,00
dib $1¢,23+32,32+13
ASC ‘Quit’,00
BRK
BRK
dib $10,23+32,32+5
ASC ‘Magic Missiles’,00
did $1¢,23+32,32+6
ASC ‘Fireballs',00
dib $1¢,23+32,32+7
ASC ‘Sonic Whines',00
dio $1¢,23+32,32+8
ASC ‘Time Saps’,00
dio $10,23+32,32+9
ASC ‘Quit’,00
BRK
BRK
Table2 (16 fines)
Table3 39 lines)
Tabled (6 lines)
Tables otal lines in each table
S888 8
a
BlankLine
;Pascal GOTOXY
dfb 21432 ;X =column 20
iY =1ow
sinverse off
smouse text off
WaitLine
hex te ;Pascal GOTOXY
dfo 23432 ;X = column 20
dfb 7432 ;Y=row
ab
8
‘Scanning memory for the game.
data’
OE jinverse off
18 imouse text off
LEE
Line3
Line4_21
iM
BlocktEnd
Block2
Line23
12
le {Pascal GOTOXY
23432 :X = column 20
7432 Y=row
* Questron Il is not in MEMORY ‘
OE _jinverse off
18 smouse text off
oF
a
er
te Pascal GOTOXY
21432 X= column 21
0432 :Y=row0
38
* "38 under-bars
S‘85aSF FFE
le ;Pascal GOTOXY
‘A’ ;draw open apple
OE inverse off
* Questron Il CDA Cheat v2.0'
hex OF inverse on
lup 8
** B spaces
“draw |
hex te ;Pascal GOTOXY
20+32 5X = column 20
2432 Y=row2
‘7 jdraw |
lup 38
'L’ ;draw under-bars
“J sdraw |
= 20432 {Column = 20
= 3432-1 {Starting position = row 3
lup 19
= JY+t
hex te
increase row
Pascal GOTOXY (+32 to
xy)
dio X = column 20
dfo JY —— ;Y = row (changing)
asc ‘Z' ;Draw|
hex te ;Pascal GOTOXY
df )X+39_ 5X = column + 39 = 59
df JY — ;Y=row (changing)
asc
“A
hex te — ;Pascal GOTOXY
20432 X= column 21
22432 Y=row0
‘'Z jraw |
hex Oe jinverse off
* Select: *
hex Of inverse on
‘J ;draw up-arrows:
hex Oe inverse off
asc"!
hex Of jinverse on
‘K’ ;draw up-arrows
hex Oe sinverse off
hex te sPascal GOTOXY
50+32 5X = column 30
22432 (Y= row 22
‘Open: '
jinverse on
‘M’ jdraw RETURN
hex Oe inverse off
ase’
hex Of inverse on
‘draw |
hex te — ;Pascal GOTOXY
21432 5X = column 21
dib 23432 ;Y =row0
lup 38
asc ‘L' ;draw under-bars
-
hex Oe jinverse off
Block2End
‘About
hex fe — ;Pascal GOTOXY
dip 28432 ;X = column 20
dio 4432 ;Y=row
‘asc ‘Written by Vince Andrews’
hex te ;Pascal GOTOXY
dio 26+32 X= column 20
dib 6432 ;Y=row
asc ‘Member of Computist Magazine’
hex te — ;Pascal GOTOXY
23432 X= column 20
7432 (Y=row
‘PO Box 242, Kapowsin WA 98344-
0242"
hex te —_;Pascal GOTOXY
dfo 22432 >X =column 20
fb 10+32 ;Y=row
asc 12/16/91 v1.0 - Started this
program’
hex te . ;PascalGOTOXY
dfb 22432 ;X = column 20
df> 12432 ;Y=row
asc '12/21/91 v1.1 - Fixed the search
bug’
Zoxrms3Hmcsa
* Questron CDA Installer v1.0
* By Vince C. Andrews, 19 Jan 92
* Merlin-16+ Assembler
* Use OA-6 to Assemble
REL
LST off jTum listing on/off here
XC ;65C02 mode
XC ;65816 mode
MX %00 Full gs mode
* Equates and Macros used:
KEY = $E0C000
STROBE = $E0C010
Tool MAC ‘Macro
LDX #1
JSL_ $E10000
FIN
<<<
di MAC. iMacro
‘ADRL "
<<<
WriteChr MAC ‘Macro
Tool $180C
<<<
PullLong MAC. ;Macro
PLA
STA}
II
DUNGEON ©
MAPS
hex te
dio
dfo
asc
sPascal GOTOXY
22432 ;X = column 20
14432 :Y = row
"12/2391 v1.2 - Fixed the Weapons
a
hex te sPascal GOTOXY
dio 38+32 5X = column 20
dip 15+32 ;Y = row
asc ‘Armor routines’
hex te ;Pascal GOTOXY
dfb 22432 ;X = column 20
dip 17+32 ;Y¥ =row
asc ‘12/30/91 v2.0 - Rewrote the
search’
;Pascal GOTOXY
38+32 5X = column 20
18+32 :Y =row
asc ‘routines (faster!)'
hex OE inverse off
hex 18 smouse text off
‘About_End
Bytes2Scan
hex
hex te
dfb
dip
68, fa,85, f4,86,f6,00
Questron.CHT Source
PLA
STA 142
<<<
PushLong MAC
IF ite}
PushWord
ELSE
PushWord
FIN
PushWord }11
«cc
PushWord MAC.
IF #e}1
PEA }1
ELSE
IF Mx2
LDA }1+1
PHA
FIN
LDA }1
PHA
FIN
<<<
MAC jMacro
JSR SENDMSG
ASC ]1,00
«<<c
“I
W142
iMacro
PRINT
Readers Data Exchange
_SetOutputDevice MAC
Tool $100C
«ce
_InitTextDevice MAC
Tool $150C
<<
* Start of the program:
bd Start
asc ‘Vince Andrews 15 Jan 92"
PHK
PLB
rep $30
pea 1
pea 0
pea 3
_SetOutputDevice
pea 1 jinitialize standard output
_InitTextDevice
pea $06 ;tum off cursor
WriteChr
PushWord
PushWord
PushLong #0 ;space
PushWord #0 ;space
PHA ;room for result
LDA #%0101_0000_00000000 ;new ID;
type = $05 DESK
ACCESSORY
sPascal device type
jin slot 3
#0 ;space
#0 jspace
PHA
Tool $2003 ;_GetNewlD
jleave user ID on stack
PushLong #FILENAME ;point to
filename
PushWord’ #0 ;special-memory flag
Tool $911 ;_InitialLoad
BCC :readok
BRL MLlerr bomb if loader error
PLA
STA ourlD
PullLong _ptr ;get pointer to DA
PLA ;dump direct page/stack addr
PLA ;dump direct page/stack size
PushLong #0 space
PushLong "ptr :give pointer to DA
Tool $1a02 ;_FindHandle - ptr is
already on stack
handle ;and we end up with
ahandle!
LDA handle+2 check handle
ORA handle+4
PullLong
BNE :okay
PRINT “ILLEGAL HANDLE! DA
not installed."8a8d
BRL EXIT
PushLong _ handle ;pass handle to da
Tool $F05 ;_InstallCDA (doesn't
return any errors)
PRINT 8a8d"You may now launch
the Q2.SYS16 file”
EXIT, PRINT 8a8d8a8d"Press
RETURN.”
SEP $30
yLuP LDAL KEY _ ;Else wait for key
BPL JLUP
XBA
LDAL STROBE
XBA
CMP #$8D
BNE JLUP
PRINT 8D8D
REP #$30
LDA #0 ;No error
zi | JSL $2100a8
DA $29
ADRL QParms
BCS :1
QParms ADRL $0000
DA $00
RTL ;All done
*MLI Error routine:
MLlerr = PHA
PRINT 8a8d"Questron.CDA was
not found”
COMPUTIST #87
PLA
BRI EXIT
mx =%00
* JSR Routines:
.
SENDMSG
LDA
INC
STA
jfemove error code
REP %00100001
1S
18
‘SEP %00110000
LOY
#0
LDA (1,8),¥
BEQ :back
JSR OUTPUT
BRA SENDMSG
RTS
OUTPUT PHA
PHX
PHY
PHP
REP %00110000
PHA
WriteChr
PLP
PLY
PLX
PLA
BACK RTS
PrFile
PHP
MX %11
SEP #§30
LOY #8
yLUP
BEQ
ins
LDA FILENAME,Y
REP #$30 jack to full 16 bit
JSR OUTPUT ;Print filename
INY
BRA JLUP
ats PLP
RTS
* Storage area:
handle
ptr dl
ourlD
FILENAME
2000:D1 11
2008:6C OF
2010:00 00
2018:00 00
2020:00 00
2028:2C 00
2030:54 52
2038:45 53
2040:F2 6C
2048:65 73
2050:49 14
2058:00 8B
2060:64 E2
2068:F4 03
2070:00 El
2078:22 00
2080:0C 18
2088:00 A2
2090:20 AA
2098:01 AD
20A0:00 F4
20A8:0C 20
20B0:00 AO
20B8:C8 FO
20C0:BF FO
20C8:E0 01
20D0:E0 10
20D8:F4 B2
20E0:00 El
20E8:4C 6D
20F0:FO 06
20F8:B7 EO
2100:C8 B7
2108:C8 C8
2110:A7 C8
dl 0
0
dw 0
str
00
00
o1
00
o1
40
4F
54
oF
74
00
4B
F4
00
F4
00
22
oc
09
D4
00
22
00
12
05
00
00
oc
20
01
cD
cD
EO
B7
£8
“t/QUESTRON.CDA’
SAV QUESTRON.CHT.L
QUESTRON.CDA -
00
00
00
00
00
00
4E
52
00
COMPUTIST #87
00
00
00
00
00
51
2E
4aF
00
OF
00
D4
00
oc
00
F4
00
22
CA
FO
F4
00
64
FO
FE
1E
E3
oc
02
EO
OF
OF
67
cD
DA
00
OA
10
00
00
El
B7
00
04
00
00
00
45
51
2E
51
20
01
D4
00
22
oc
00
F4
oo
20
4c
oc
A2
86
co
DO
86
00
22
D4
65
cl
BS
DO
or
EO
00
02
00
00
00
53
55
43
75
49
00
00
00
15
A2
06
$39DB
S$4EAA
$4CB7
$0C07
S6EA2
$76EB
$EE76
$D69Cc
$D889
$61E8
$0A47
$B163
$ECIC
$4E90
$B36D
SAFA9
$A972
$239B
$5507
$93CC
$co0s
SF68A
$F185
$Acoc
$6634
$B935
$347A
$6158
$2E9C
$4a2c
$F9B9
$52aB
S6cA8
S9BCB
SBAS6
2118:A9
2120:30
2128:98
2130:8D
2138:8D
2140:A9
2148:E0
2150:E2
2158:30
2160:0C
2168:09
2170:CA
2178:C8
2180:20
2188:01
2190:C6
2198:C6
21A0:00
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21B0:80
21B8:E2
21C0:A2
21C8:00
21D0:F4
21D8:00
21E0:F4
21E8:1E
21F0:F4
21F8:00
2200:F4
2208:00
2210:AA
2218:09
2220:48
2228:A2
2230:30
2238:C8
2240:8C
2248:AD
2250:30
2258:03
2260:C2
2268:A2
2270:E2
2278:48
2280:F4
2288:00
2290:AD
2298:C9
22A0:FO
22A8:B7
22B0:80
22B8:02
2200:02
22C8:60
00
FA
38
D4
Dé
00
10
20
Fa
AC
D2
ce
EO
cs
A2
OE
El
Dé
02
27
EO
01
c2
A2
E2
00
EQ
E2
EO
60
co
1A
20
oc
20
E2
cs
80
aA
FO
Fo
D2
68
00
Ag
EO
F4
El
El
FO
FO
00
EO
El
F4
E2
os
60
E2
FO
EF
00
AS
09
El
00
EO
09
00
00
00
AC
AA
El
EO
$DFFD
$2901
$6DD0
$B471
$C676
SAFEA
$1c9c
$D76C
SOC6A
$5012
$9E09
$c042
$D546
$77TE2
$8706
* SSEDA
$2BA9
$23D4
$89DA
$4A4B
$631B
SARE9
$81EF
$1360
$A816
$FF20
$69E0
22D0:C9 FF DO
22D8:1A 18 69
22E0:20 F4 00
22E8:0C
22F0:4A
22F8:64
2300:C6
2308:8B
2310:73
2318:2A
2320:9¢
2328:08
2330:02
2338:00
2340:E0
2348:29
2350:20
2358:AD
2360:EE
2368:18
2370:D0
2378:55
2380:CC
2388:AA
2390:12
2398:09
23A0:09
23A8:AD
DUNGEON
OF
DESPAIR
MAPS
$8596
$0651
$E164
SP4FS
$2FE2
$5253
$31B8
$7624
$COTA
$B606
$FEOC
$3A2B
$p54c
$35BD
$7DAS
$F1CA
$270F
$0423
$3334
$2A0B
$438E
SAGF6
$BE72
$86c2
$2B60
$E805
$4BF6
23B0:09
23B8:AC
23C0:FA
23C8:F4
23D0:00
23D8:20
23E0:20
23E8:20
23F0:00
23F8:00
2400: 7F
2408:26
2410:20
2418:7E
2420:9C
2428:A9
2430:09
2438:00
2440:60
2448:CA
2450:D4
2458:E2
2460:00
2468:C9
2470:F4
2478:00
2480:20
20
25
00
09
00
co
02
BS
AQ
c2
co
c2
DF
2A
AD
CA
AA
98
El
90
20
20
F4
00
20
20
20
09
Readers Data Exchange
22
52
00
co
FO
9B
38
02
60
30
EO
20
00
02
09
09
20
AD
8D
18
cc
cA
03
60
09
04
0S
00
00
8D
68
10
co
8D
AD
DD
18
2a
cA
c
60
09
09
20
AD
EO
55
02
09
09
AD
DD
DO
TE
CA
888SEER 88
FO
3A OA AA 7C
00
3A
25
04
70
50
60
TE
9c
AQ
09
88
00
22
OF
20
F4
AQ
OA
DO
00
00
27
20
00
22
SEF7S
$842E
$E996
$F539
$22FD
$A821
SF97E
$C3DD
$B8Cc2
$9512
SA8B6
$3D90
$8B77
$82A6
$44FA
SFEE6
$1926
$178B
$6922
SBSCF
$3723
$9022
Boca
$c3D1
$3594
$63B5
$8BE4
$7605
$924D
$94cc
$33DE
$C3C2
$8419
$0165
$8CDD
$53CA
$915F
$73C7
$323A
$B2F4
$5c48
$2c89
$2644
SBSF6
$626D
$73D4
$FO2F
$9744
$B1BA
$A31D
$4050
$6EE7
SDFSB
$F22E
$349A
2488:C2
2490:A2
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24A0:97
2408: 6E
24B0:E1
24B8:73
2400:20
24C8:20
24D0:F4
2408: 00
24E0:00
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24F0:C6
24F8:AA
2500:13
2508:F4
2510:20
2518:A2
2520:1E
2528:20
2530:F4
2538:20
2540:A2
2548:1E
2550:20
2558:F4
2560:20
2568:A2
2570:1E
2578:20
2580:F4
2588:20
2590:A2
2598:1E
25A0:20
25A8:F4
25B0:20
25B8:A2
25C0:1E
25C8:20
25D0:9C
25D8:85.
25E0:CA
25E8:55
25F0:00
25F8:00
2600:FB
2608:F9
2610:E1
2618:A9
2620:E0
2628:18
2630:97
2638:60
2640:25
2648:00
2650:09
2658:AD
2660:E2
2668:FF
2670:18
2678:F4
2680:20
2688:CC
2690:3A
2698:FO
26A0:E0
26A8:20
26B0:38
26B8:20
26C0:0A
26C8:06
26D0:00
26D8:22
26E0:C8
26E8:4A
26F0:20
26F8:00
2700:0C
2708:00
2710:60
2718:20
2720:F4
2728:20
2730:A2
20
oc
E2
EO
04
80
00
00
00
F4
EO
oc
69
00
22
09
AO
oc
DO
cé
60
20
AA
DB
20
00
22
ce
Fa
20
20
c2
A2
AS
00
00
AQ
00
21
El
88
38
3B
00
00
00
25
20
00
00
00
26
20
00
27
28
00
00
29
20
AD
OA
FO
EO
01
20
20
00
22
ce
4c
20
00
00
00
Fa
53
20
F4
B7
Fa
F4
FO
ag
AD
c3
El
El
El
09
E2
FF
18
F4
20
3A
FO
00
6F
6D
El
AQ
EO
F4
AO
00
2B
2B
2B
OE
02
8D
05
04
AO
08
50
05
AO
08
AO
22
AO
oc
DO
cé
20
EO
BT
18
25
E2
o1
AQ
Fa
co
20
oc
AD
o1
B7
30
09
20
09
B4
F4
20
1E
3A
25
14
18
00
00
60
$1c78
SEDSA
$D167
$6DEE
$6F0S
$4D77
S$6DSF
$906F
SEELE
$40B3
$C3BD
$cééc
$4B57
$8F8E
$FDB7
$B577
$C3B6
$9605
$3C85
$8148
$2AFD
$75FE
$p9c2
$C372
$7TB60
SP756
$BCOS
$42C8
$28D8
$3DBC
$534B
$D468
$2D36
$77C6
$7555
$027D
$D19E
$3AA1
$5061
$4676
$43AF
$CD07
$cocl
$2AA0
$D84F
$BC4F
$BAO7
$F1FE
SD9E6
SEFS4
STFOF
$8819
SFEAS
SF66C
S$9BOF
S$COFE
$A721
S65A5
$63DC
SOF6B
$67E6
$DDD7
SA4CB
$11Ac
SCAD4
$B206
$E733
$E442
$76A0
$1D7A
SEF7E
$38B2
SADOF
SECIE
SETES
$4F7D
$4861
SDCBF
$33AC
SESE6
$556C
$AB67
SATE1
$7D65
$E534
$3F64
13
2738:1E
2740:20
2748:00
2750:22
2758:C8
2760:4C
2768:20
2770:DA
2778:0C
2780:AD
2788:09
2790:21
2798:3A
27A0:7A
27A8:FA
27B0:4A
27B8:29
2700:69
27C8:48
27D0:28
27D8:85
27E0:20
27E8:FB
27F0:C2
27F8:F9
2800:E1
2808:09
2810:8A
2818:1B
2820:F4
2828:20
2830:C6
2838:B9
2840:25
2848:1E
2850:20
2858:20
2860:AD
2868:CC
2870:8D
2878:DA
2880:A2
2888:B7
2890:68
2898:09
28A0:8A
28A8:1B
28B0:F4
28B8:20
28C0:C6
28C8:AF
28D0:25
28D8:1E
28E0:20
28E8:20
28F0:09
28F8:63
2900:FO
2908:20
2910:50
2918:E2
2920:03
2928:60
2930:E0
2938:3A
2940:A9
2948:02
2950:B8.
2958:CD
2960:00
2968:DA
2970:7B
2978:02
2980:8E
2988:7A
2990:70
2998:30
29A0:09
29A8:09
29B0:D2
29B8:00
29C0:00
29C8:BD
29D0:23
29D8:20
29E0:A2
14
FA
4A
oF
06
A2
TA
EO
SA
EO
FA
20
00
co
00
22
o1
20
20
50
20
20
B7
00
03
D7
0S
20
AD
20
50
CD.
00
8E
55
00
DA
oc
20
4A
20
FO
FO
8D
00
00
18
01
20
23
20
00
EO
1A
02
BS
cD
D7
05
21
00
E9
09
EO
08
8E
AO
09
38
BO
co
7
03
7A
00
00
oc
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F4
90
TA
8D
AO
c8
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09
20
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58
20
00
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AG
4c
20
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25
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98
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00
27
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1A AA 18
8D
00
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61
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00
SA
50
FO
20
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00
03
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05
20
AQ
00
8D
90
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OA
AA
69
C2
oc
$31A0
$FEB4
SFFBD
$1163
$59D7
SEB3A
SAEF9
$0BC3
$2AD4
$0881
$72CF
$5128
$1A97
$8B4D
$7B8E
$81B3
SBCBF
S$2A4A
$34A3
$85CD
$93DC
$7596
$9SF7
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Krakowicz NY
The Basics of Kracking
Part #15
Kracking SSI’s RDOS
It’s really not fair when one publisher
has a system that keeps their software
from being conveniently backed up, es-
pecially when so many of the other
“protection” schemes have fallen to the
growing corps of talented Krackists.
With that in mind, and because we all
love a challenge, we will take a long
look at the approach used by Strategic
Simulations, Inc. (SSI)inproviding copy
protection for their series of war simula-
tions and “rapid-fire” series, as well as
some recent games which have a little
redeeming social merit: Epidemic, Ring-
side Seat, and Galactic Adventures.
As we’ve discussed in the basics of
Kracking series, you caneither protecta
program by various means, or you can
protect a disk full of programs with
some sort of DOS modification. DOS
modifications are usually not too suc-
cessful, since some enterprising person
out in pirate land will sooner or later
figure a way to copy all the files onto a
normal DOS disk, making all the disk
protection worthless. SSI’s answer to
this problem was not only to write an
extensively revised DOS, but to couple
it with “enhancements” to Applesoft
using the ampersand vector (more on
this later). This way, even if you could
strip the files off the disk, you would
need to write a DOS which was:
1. DOS 3.3 compatible
2. Asshortas RDOS ($B 100-$BFFF),
since the programs frequently use all of
the free space
3. Capable of correctly interpreting
the ampersand commands which are
liberally sprinkled through all the Ap-
plesoft programs.
The amount of effort required to do
this has kept Krackists at bay, at least
until now.
First, how to approach this type of
Kracking job? The seventh law of Krack-
not straightforward, “linear” code. You
may recall that we described how to list
an RDOS Applesoft file in Basics 103
(#3): reset, D6:00, C081, Ctrl-C, “LIST”.
You will be immediately struck by a
whole new list of commands that moth-
erApplenevertold you about. These are
ampersand (&) commands which have
been added to implement the RDOS
commands, and they work as follows:
Whenever the “&” is encountered, Ap-
plesoft jumps to location $3F5. looking
at that location will tell you where the
ampersand evaluation routine is locat-
ed; inthis case, it contains “4C 03 B3” or
JMP $B303. Examination of the code
you’re
‘“*Krakowicz’s seventh law
of Kracking says: When
totally
bootcode trace”
lost,
ing says: “when you’re totally lost, boot-
Code trace” (I know, I promise that I’ll
write a complete column on boot-trac-
ing soon. If you just can’t wait, try to get
hold of the Hardcore magazine update
3.1, pages 6-15. It has a lucid, well-
exampled discussion of the boot-tracing
process). When you load TO, SO into
$800, you will immediately see the fa-
miliar “Brody Loady” (named after that
fun-loving bunch of Scandahoovians at
Broderbund) which moves the entire
page down to page 2 and jumps to $20F
to complete the boot. This is a fairly
tricky boot which has been used for all
types of protection schemes, but if you
puzzle over it long enough, you'll see
that the JMP ($003E) at location $343
doubles as a jump to the sector read
routine, then as a jump to the program
start when all the sectors are read in. The
program start in this case is $B300,
which is a JMP $B974 that drops you
into a discouragingly complex series of
JSR’s and JMP’s.
At this point, discretion is the better
part of valor (remember the second law:
There’s always another way). What the
boot-trace has told us is that the DOS
code lives from $B300 to $BFFF, and is
there reveals that the accumulator is
compared to atable ofnumbersin$B320-
$B330, and the address of the routine to
be executed is picked up from a table in
$B331- $B352. You can easily see all
this code by resetting any of the RDOS
SSI games, and if you’re really interest-
ed, you can contact your local pirate for
acopy of the source code listings, in Big
Mac format, for both the original and
DOS 3.3 compatible versions of RDOS.
The disk also contains object code for
RDOS 3.3 and listings of the other pro-
grams used for secondary protection
and initializing. If there’s enough inter-
est, the sysop might be persuaded to
include them on his Apple Trek Krack-
ing disk #2.
Now we’ restarting to make progress.
Each time the “&” command is encoun-
tered, Applesoft obligingly jumps up to
$B303 with the hex value of the next
basic token in the accumulator, and then
decides what to do next. The tokens,
with their value, subroutine address start,
and function are shown in figure 1.
As you can see, not all have been
chased down. Interested parties are in-
vited to investigate and share the results
with us all.
Figure 1
S& command hex dec Addr Functionin RDOS
c 43 67 B353 Catalog (&C AT)
LOAD B6 182 B371 Load Applesoft file
RUN AC 172 B446 ~~ Run Applesoftfile
GOTO AB 171 B44C_ Exec (?)
SAVE B7 183 B48D Save Applesoft file
STORE A8& 168 =BS11 Bsave (with A,L)
RECALL A7 167. B52B__Bload, A optional
DEF B8 184 BS44 ?
PRINT BA 186 BS56C_ Write to textfile
READ 87 135 B582 _ Read text file
END 80 128 BS5A9_ Closea file
DEL 85 133 BSAE Deletea file
LEN E3 227 BSCD ?
D 44 (68 B620 _— Drive?
Ss 53 83 B62E Slot?
NEW BF 191 B64F ?
USR D5 213 3B670 Change return from &
Readers Data Exchange
15
But this, too, has only a limited value,
since we run outof informative tokens at
about $B679 in a listing that continues
up to $BFFF. The only way to get there
isto call up the infantry and slog our way
through the code, brute force. Since it’s
a DOS, there must be read and write
code of some sort, so looking around for
disk accesses ($CO8C,X) is a good place
to start. The first encounteris at $BB6B,
which is clearly a “write” section—
$CO8F,X = output; $CO8E,X = sense
write protect. It’s followed by a read
sectorroutine at $BBFD-BC64, and read
address routine at $BC65-$BCCO. On
close examination, it can be seen that the
RWTS” (it goes into $8000 as the de-
fault location). Next, BLOAD “RDOS
WRITE”,A$7000, then move it to the
normal RWTS locations with B700<
7000.78FFM (this is necessary because
you’re using the RWTS routines to read
in the files; writing on top of operating
code can lead to very unpleasant re-
sults). Retumto BASIC, delete line five,
and type “RUN”. answer the question
“13 sector”, enter the appropriate slots
and drives, and you’re off and running
tocreateanRDOS 3.3 copy (when you're
finished, you'll have a 16-sector dis-
kette with only 13 sectors occupied per
track, but you won’t notice it in use).
0,7, E, 6, D, 5, C, 4, B, 3, A, 2,9, 1,
8,F.
The second catalog sector, then, ap-
Pears to be sector 7. If you intend to do
any amount of playing around with one
of these disks, use the “RDOS WRITE”
RWTS from the COPYB disk, orchange
bytes $BE2A-$BE2D to $EA’s with the
Inspector. This omits the table lookup
and makes the sector numbers follow
the sequence as used by RDOS.
Next, copy the file called RDOS 3.3
from the COPYB disk (or track 0 of any
of the recently unprotected SSI series)
onto track zero, sectors 0-D. You would
*““Krakowicz’s second law of Kracking
says: There is always another way.”
routines have been lifted almost verba-
tim from DOS 3.2, with the address
marker changed to “D4 AA B7” (in
most cases). Aha! Maybe we can sneak
in the appropriate routines from DOS
3.3 and make it “DO DS AA 96’s?” To
make alengthy story short, the answeris
yes, but. DOS 3.2 uses, as you probably
know, “6+2” nibblizing in storing data
on the disk, while 3.3 uses “5+3”. The
end result is that the pre- and post-
nibblizing routines must be transplant-
ed from DOS 3.3, as well as both read
and write byte translate tables. The ad-
dress markers and the size of the nibble
buffers must also be adjusted. When this
is done (with much wailing and gnash-
ing of teeth), the end result is a function-
al, DOS 3.3 compatible RDOS: RDOS |
3.3.
(As abrief aside, the essential toolsin ©
this task are (of course), Beneath Apple
DOS, and the DOS SOURCE comment-
ed listing of ali the DOS code).
Now, we know from previous games
like Crisis Mountain and Ming’s Chal-
lenge that we can read the sectors into
memory from a disk with modified
RWTS routines by using its own RWTS
and the Inspector, then swappingRWTS
routines to standard DOS 3.3 and writ-
ing them out again on a formatted disk.
The prospect of doing all the SSI games
byhand boggles the mind, however, and
Tequires an automated approach (they
were supposed to work for ->us<-, re-
member?). The answer to this problem
was the program now knownas COPYB
- ahighly modified version of COPYA
which does the RWTS swap for you,
and even initializes disks as a bonus.
The versionof COPYB in general circu-
lation includes RWTS routines which
have been modified for reading and
writing RDOS. Reasonable directions
are included on the disk, so it should be
possible to back up your own SSI disks,
using the’ additional information pro-
vided below.
Amned with RDOS 3.3 and COPYB,
itis now possible to begin attacking one
of the SSI protected disks. Since RDOS
is based on DOS 3.2, the disks are all 13-
‘sector format, and since the DOS is all
on track zero, you want to begin the
track copying process with track one.
To reiterate the COPYB instructions,
run COP YB, then type Ctrl-C or reset
when the prompt for source disk comes
up. Get into the monitor and type 22E:1
to set the starting track to 1, then, if the
address marker bytes were D4 AA B7,
BLOAD the file called “RDOS READ
16
Some of the SSI games use the nor-
mal DOS 3.2 address marker bytes of
“DS AA BS.” These should be read in
using the “DOS 3.2 RWTS” file, but you
still need to use the “RDOS WRITE”
RWTS for the writing routine.
RDOS uses track 1 for the catalog,
and identifies files via a 24- character
alphanumericname, alengthin “blocks”
as in Pascal, and the location of the
expect to have a working copy of the
game at this point, but there are still a
couple of surprises in store for you (1
said it was a challenge!). There are sev-
eral different secondary protection
schemes used to defeat various copiers,
usually going underthe innocuousname
of “QWERTY”. The most common of
these reads in an address field from track
0, delays a bit, and looks for an $EE as
starting block on the disk: the next byte on the track. If it finds it, a
TRACK O1 SECTOR. O° SLOT 6 DRIVE 1
BUFFER 0800 DOS 16 2BCC
/ . |-
/ v
v FILE TYPE
PROGRAN A,T,B
NANE
STAR
LOCA
COP YR IE
B 1A0010 001A0000
OT
T 010081 00011A00
B OA6009 DCO091B00
f o¢ ¢
f/f #foy
/ /# FIRST
/ v BLOCK
v NUMBER
TING OF
TION BLOCKS
The starting block is equal to the
track number multiplied by 13 plus the
firstblock ($1 A0Ois really $001A, which
is decimal 26, or track 2, sector 0). If you
look through the catalog track with the
Inspector, you find the beginning of the
catalog as expected in T1,S0. Looking
for the'continuation in T1,S1, however,
brings you to the next surprise held by
RDOS: There is no sector interleaving
in software; it is all done by the sector
number sequencing during SSI’s initial-
ize routine. The importance of sector
interleaving is discussed in “Bag of
Tricks”, and in a Softalk article about a
year ago by Worth and Lechner. (DOS
uses a lookup table at $BFA8 to change
the sector number read from the value
read off the disk (“physical sector”) to
the number it thinks it should be (“log-
ical sector”). SSI uses an “ascending 7”
interleave scheme, which means that the
sequence of sectors on the disk, as read
by DOS 3.3 withits hex interleave table,
is:
0 is stored in location 0, otherwise the
disk spins forever. By changing bytes
$28-$29 to “A9 00”, this annoyance is
removed. A similar routine, seen only
once or twice, is called “QWERTY”,
looks for an $AA following the address
field on any track, and reboots if it’s not
found. The remedy here is to put “A9
00” in bytes $20-$21.
Recently, amuch more sophisticated
technique has been used (Galactic Glad-
iators, Road to Gettysburg), which does
the SSI equivalent of “quarter-tracking”
or “spiralling.” This version of QWER-
TY reads in four pages of sequential
bytes from each of the four adjacent
half-tracks from $20.5 to $22.0, storing
them at $1000-$1FFF. The three bytes
following the four pages worth are used
as the address marker for the data on the
next half-track (as with all these protec-
tion techniques, the “sectors” are skewed
so that there is never valid data overlap-
ping on adjacent half-tracks). This ap-
proach effectively defeats copiers like
NA II and Locksmith, which write an
Readers Data Exchange
entire track and obliterate data on any
adjacent half-track. After reading in the
data, the memory values are exclusive-
or’ed (XOR) with the address ($1000
contains $00, $1001 contains $01, etc.),
and if an e
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