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z=) 2 3 5 3 z a c dp) =~ RDEX Contributors Softkeys: Parts of Speech II Level 3
ra) a BS 8 5 z o re} unClassifieds Ace Reporter ..... Parts of Speech II Level 4
a Bo e fo] wv Mi Advanced Blackjack .. 10 Parts of Speech I Level 5
a8 =f lost Wanted softkeys 23 Algebra I v1.7 15 Punctuation 1-3 .
Advanced Playing Techniques: Alphabet Sequencing 16 Punctuation
‘i ‘ins Club Backgammon Arithmetic Critters 20 Punctuation
la aaa 7 At The Races .. 17 Punctuation
Pn en © @) I 3 ag f 9 2 z i Bitkeys: Bull’s-Eye.. 17 Punctuation
3 » {e) (eo) 1 BB? = &§ 3 Pensate.... 12 Buzzard Bait 10 Punctuation
s bo ata o t Bugs: Case of the Great Train Robbery 20 Rocky’s Boots
ae 0oW = —Sse¢ | B es: Cat N’ Mouse .... 17 Round Up, Roun
@so me] He? 5 | tug in Airheart softkey Club Backgammon Science #2: Geolog
_ (7) xc | ] Ge | I Features, notes and such: Collamore Castle: Level I Space Rogue...
aor | a £8 1 A Bug in Fastcopya Crypto Cube 10 States and Traits :
s 3 =a 28 g Enhancement Problem Division . 16 Strategies in Problem solving:
a bD (0p) 429 J Backgammon Tidbits .. Division Skills 20 _ Dinosaurs & Squids .. 7
< = | i w ss | IIgs monitor tidbits .. Early Elementary I 17 Teacher’s Tool Kit, v3.1 5
c © EBS =? rT] Notes on ProDOS 8 Quit code Elements of Geometry: Technology and Basic Skills:
8 >. © pecs 1 Notes on Squirt 8 and Copy I Plus Intro to Geometry Estimatio 7
3s. © ~ | as at I Placing PaintWorks Gold Estimation Invasion
——, 6 © o 8 a ona Hard Drive Explore-a-Science Advanced Addition & Subtraction ..20
| 2 © i 288 | | Softkey Airheart ona IIc.... Dinosaur Construction Kit Vocabulary Skills ....... 20
| > Uf | = <& | Hard Corner: Tyrannosaurus Re: 19 Word Problems:
| a Ss | ee = I Tepeue earner: Fractions ao 16 A Practical Approach
| | $ & 1? Q 2 I The Superl[GTS card foil Cenmuse s Puls 17. Writer Rabbit......
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td ND a: 2 g | | Vaporware Announcements Kindercomp.... me 7 Ld Product Monitor
o° Lb HES Be I TIgs RAM card Reviews:
§ ®& I 2°85 3 1 The Hyper IIgs Eye of the Beholder II:
° Ene The Legend of Darkmoon 5
23 | g 2 a | IBM Features notes and suc Heaven & Earth 6
3 r] = 2 8 g I Comerstone Softkey technique .. HyperStudio 3. 4
= Bo sé I Put Contraptions on hard disk Quest for Clues: The Book of Orbs.........5
3 es ge I IBM Softkeys Guest reviews:
S I 8 8 = i Artwork (v2.43) RCES PC Radio Controlled
a I 2 8e BAKUP .... Flight Simulator (v3.1)
o YVoe N i Banner Builder . Fast frames, Updates, etc.
g $e 21
I é § 3 nT Brown Bag Word rf Darkmoon: Return of the Golem............. 8
es > i Cadpower Manhunter: New Yor! Dick Tracy: .
ag °2 I Carbon Copy v2.1 Math Problem Solving , The Crime-Solving Adventure «7
He & o I Contraptions Money with Bluebeard’s Ghos' Links386 Pro “ 8
I 8 B ° Comerstone Multiplication 1 . 16 More Cities fo Sim! 7
VE co BS ' Electric Desk v1.04 . Multiplication 3 . 16 Of Dark Designs, Gons, and 8 8
23 oc Be ¢ | Enplot v Slide-On Battery .... 9
mus 2 plot v1.1 .... Notable Phantom 20
225 DR | I Operation: Frog 19 The 1992 Viewer’s Guide to
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9s Os ba | | 53 ] Parts of Speech I Level 20 F
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a
[COMPUTIST.
Charles R. Haight Editor
Jeff Hurlburt Reviews
Vincent Andrews BBS
COMPUTIST is published by SoftKey
Publishing. Address all inquiries to:
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+ Entire contents copyright 1990 by SoftKey
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‘Apple® is a trademark of Apple Computers. IBM@ is the IBM
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\ J
Readers Data EXchange
New COMPUTIST readers using
Apple IIs 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 and on
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 “tri”. An example of both is:
6 ctriP
Type 6. Next, place one finger on the ctrl key
and then press P. Don’t forget to press the return
key.
Other special combination keypresses include
ctrl reset and open-apple ctri 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-
tollers 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 I+, //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 IIc 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 Y to exit.
Recommended literature
*Apple I 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 want your checksums 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. « -
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 checksttms
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 notmatch 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 out of the
way place (BRUN CHECKBIN, A$6000), and
then LOAD your program. Get the checksums by
typing the Starting address, a period and the
Ending address of the file followed by actrlY .
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
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Remember that your letters or parts of them
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Because of the great number of letters we
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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
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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
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Send Applesoft programs as normal Applesoft
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the $-C Assembler, send them as normal text
files.
When to include a printed letter
Don’t include hardcopy (printout) unless:
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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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Writing to get help
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Va
DEPROTECTED backup copy:
rightful.
You have a LEGAL RIGHT
_ to an unlocked backup copy
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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
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«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:
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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
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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.”
q *: United States Code title 17, §117 J
~
Readers Data Exchange
COMPUTIST #88
U.S. $3.75
Canada & Mexico $7
[88 |COMPUTIST
Table of Contents
RDEX Contributors........23
unClassifieds .................23
Most Wanted softkeys....23
Advanced Playing
Techniques:
Club Backgammon
Bitkeys
PENSALE .......scececcccecesssseeeeeesseenteeeeeees 12
Bugs:
Bug in Airheart softkey ...
Features, notes and such:
A Bug in Fastcopya
Enhancement Problem.
Backgammon Tidbits
IIgs monitor tidbits
Notes on ProDOS 8 Quit code . te
Notes on Squirt 8 and Copy II Plus...18
Placing PaintWorks Gold
on a Hard Drive .....
Softkey Airheart on a IIc .
lS
19
COMPUTIST #88
Hardware Corner:
The Presto! card
The Super][GTS card for Ile's..
Vaporware Announcements
TIgs RAM Card .......:ccsssessseeeseees 14
The Hyper:lIgs :.sccocssvsseovsaecBeveeass 15
IBM Features notes and
such:
Cornerstone Softkey technique......... 22
Put Contraptions on hard disk......... 22
IBM Softkeys
Artwork (v2.43) .. -21
Brown Bag Word Processor v2.55.
Cadpower ’
Carbon Copy v2.14 ..
Contraptions
Cornerstone
Electric Desk v1.04.. .
Enplot V1.1 .......ccccsccessceseessseeesseeseeee 22
Questions:
®..
Softkeys:
Ace Reporter .............0000 rceceereeareevees
Advanced Blackjack .
Algebra I v1.7...........
Alphabet Sequencing ..
Arithmetic Critters
At The Races.
Bull’s-Eye ..
Buzzard Bait.
Case of the Great Train Robbery
Cat N’ Mouse
Club Backgammon
Collamore Castle: Level II..
Crypto Cube .
Division .....
Division Skills ..
Early Elementary I
Elements of Geometry:
Intro to Geometry .
Estimation Invasion
Explore-a-Science
Dinosaur Construction Kit”
Tyrannosaurus Rex ....
Fractions
Grammar Gremlins
Kindercomp ...........
Manhunter: New York .
Math Problem Solving ....
Money with Bluebeard’s Ghost
Multiplication 1 ..
Multiplication 3 ..
+15
-16
-17
Readers Data Exchange
Notable Phantom .
Operation: Frog....
Parts of Speech I Level 3 ....
Parts of Speech I Level 4 .
Parts of Speech I Level 5.
Parts of Speech II Level 3
Parts of Speech II Level 4
Parts of Speech II Level 5
Punctuation 1-3
Punctuation 4...
Punctuation 5...
Punctuation 6...
Punctuation 7.
Punctuation 8.
Rocky’s Boots ...
Round Up, Round Down...
Science #2: Geology ...
Space Rogue
States and Traits
Strategies in Problem solving:
Dinosaurs & Squids ..
Teacher's Tool Kit, v3.1...
Technology and Basic Skills:
Estimation.....cccssissccssopovessvsesvers 17
Troll Math Class level 4
Advanced Addition & Subtr
Vocabulary Skills ....
Word Problems:
A Practical Approach
Writer Rabbit ssssssssscsiesessevsserseerecrseess
The Product Monitor
Reviews:
Eye of the Beholder II:
The Legend of Darkmoon .
Heaven & Earth ....
HyperStudio 3.0
Quest for Clues: The Book of Orbs ..... 5
Guest reviews:
RCFS PC Radio Controlled
Flight Simulator (v3.1)... 6
Fast frames, Updates, etc.
Darkmoon: Return of the Golem ........ 8
Dick Tracy:
The Crime-Solving Adventure ...... 7
Links386 Pro ..
More Cities to Sim! ..
Of Dark Designs, Gons, and 8's snes
Slide-On Battery .......0.eeeeeeeeseeeeee
The 1992 Viewer’s Guide to
Professional Golf
( Editorial Notes
Last minute change: In the Hard-
ware Corner article on page 12, the Su-
per II card is being offered for $170 not
including memory. Memory prices
change too fast to keep track of so you
decide how much you want to put on the
card.
The minimum is 1M byte using aSIMM
(Single Inline Memory Module). We
called around and here’s the best price
we found. (Prices at press time were
going up.)
1 Mbyte x 8 SIMM (80ns) $32.00
4 Mbyte x 8 SIMM (80ns) $109.00
If you’re quick on the order or if you
already have a 1 Mbyte SIMM laying
around, you can get a Super II card for
\about $200 or less. )
3
we File Edit Tools Sound Settings
MEMORY STATUS
BUFFER STATUS
EDITOR STATUS
Total memory: 979712
Maximum tim 43 sec.
Available: 868608
Clipboard: empty
Record Rate 22824
Record Threshold off
The
PRODUCT
MONITOR
RATINGS
Kank
aaKK
ke
xk
*
8
o
&
Superb
Excellent
Very Good
Good
Fair
Poor
Bad
Defective
GUI
The “Graphical User Inter-
face idea” has received a lot of
PC press attention due, mainly
to revolutionary products like
Microsoft “Windows” and “Vi-
sual BASIC”. On the IIgs, it’s
been ‘standard stuff since Pro-
Somple size: 111104
Recordtime: 32sec.
Playtime: Ssec.
Clip time: empty
DOS 16. GUI means that the
user makes things happen by’
clicking, dragging etc. objects
on the screen which ‘look like
what they do’. (For example,
dragging a program’s icon toa
folder icon puts the program
into the folder.) The main rea-
son HyperStudio 3.0, Visual
BASIC, etc. and their products
areso popular and easy to use
is that you are dealing with ‘ob-
vious’ prompts and clear choic-
es. At times, the GUI press re-
leases, conferences, etc. may
look like hype (sometimes it is).
What matters to programmers
and users is that GUI works!
HyperStudio 3.0
tok
$129.95, for 1.25MB IIgs
Roger Wagner
Some of the most absorbing
computer-fun I’ve experienced
in’92 was in using, of all things,
a Ilgs “productivity” utility.
Roger Wagner’s HyperStudio
3.0 is your ticket to becoming a
builder of such GUI applications
as video magazines, computer
books, learning & testing mod-
ules, manuals (like the stacks
Size: 14105
Start: 106547
End: 106113
employed by ZIP/GS), on-line
family photo albums, games,
and more— all with full IIgs
sound and options to employ
such peripherals as a video over-
lay card and touch screen. Your
medium is a collection of “cards”
called a “stack”; and your first
message— the one you get run-
ning the ‘Studio startup and
tutorial stacks— is that “Hey,
this stack-making stuff looks
EASY!” 4
It is. Flexible, straightfor-
ward editing tools let you take
your vision— say, of an interac-
tive widget sales presentation,
and make it work! AND, like
Platinum Paint, Appleworks,
and other powerful wares, ‘Stu-
dio is ground-up learnable: you
don’t have to ‘know about ev-
erything’ to begin producing at-
tractive, useful applications.
The 74-page Tutorial booklet
and stacks deliver a good ‘first-
pass’ learning experience; but,
really, you learn about ‘Studio
by using it to do things YOU
want to do. For instance, you
decide “what I really need is a
nice voice saying ‘Hi, there!
Widget buyer” and viola! you’re
into the 208-page (indexed) Ref-
erence hungry for info on using
we File Edit Move
Objects Colors Options Extras
Cord 13
Brooklyn Londmar
Brooklyn Bridge
he Bridge
Brooklyn Botanical
le
Beesklin Museum
Brooklyn College
ALO] S/O] |&
Coney Island
is
N
Readers Data Exchange
‘Studio’s sound recording fea-
tures.
Note: The package includes a
microphone and easy to install
A/D input module which needs
no slot space. The module is
compatible with other sound-
input software; and, asclaimed,
is notably less noisy than input
boards which depend upon slot-
supplied power. If you already
have a good A/D input, it will
work fine. To record, edit, and,
if desired, compress sounds,
‘Studio includes a flexible
“Sound Shop” utility. There is
also a large Library of sound
effects on diskette. Since many
classroom, university, etc. IIgs’s
tend to be bare bones installa-
tions, RW offers an attractive
compact amplified speaker unit
for $12.95.
On disk, a stack is a file with
aname (like “Animal.Book”). Its
cards are where you put the
graphics and text. Aside from
your own Clip Art collections
and graphics created via ‘Stu-
dio’s painter, you can draw upon
the package’s on-diskette librar-
ies of 640-mode pictures and
icons. Naturally, a blank card
can be colored or ‘patterned’ to
taste OR a full-screen picture
can become the card ‘back-
ground’. Either way, the art-
work you import can be pasted
into the background or treated
as ‘graphic objects’ which re-
tain their separateness for spe-
cial effects like animation. Sim-
ilarly, text can be typed onto
the card or brought into ‘text
object’ areas which can be scrol-
lable windows!
Most important, cards are
where you place “buttons” to
make things happen. For exam-
ple, you might use a bent arrow
icon as a button to let the user
move back to the previous card
in a stack. HyperStudio 3.0’s
Button Editing menus make it
a snap to create buttons of any
size and shape, tell what each
does, assign special properties.
(like invisibility, sound effects,
and time-delayed auto activa-
tion) and move them around on
the card. Usually, the action
you want will be a choice in the
editor menus (e.g. go to next
card, hop toa specific card, start
another stack, RUN a .sys type
program, etc.). If not, you can
use a BASIC-like script lan-
guage to get just the action de-
sired.
Roger Wagner knows that
stack authors will want users
to be able to run their creations
without having to boot Hyper-
Studio 3.0; so, they supply “Hy-
perStudio” in two flavors. “HY-
PERSTUDIO” is for running
AND editing stacks. Depending
upon patched-in options, it gob-
bles a hefty 350 or so blocks of
disk space. “HS.SYS16”, at only
139 blocks, is the run-only pro-
gram you can copy to diskettes
to produce ‘stand alone’. mod-
ules any IIgs owner can access
under GSOS 5.04 or System 6.
The user simply clicks HS.SYS’
(or whatever you’ve renamed it).
COMPUTIST #88
The program automatically
looks for and runs your Home
stack, which can be the whole
presentation, an auto-starter
for another stack, or a selector
for any number of additional
stacks.
As noted last issue, a major
incentive for going to AE’s GS-
RAM III and 3.25MB was my
experience with Hyperbole and
similarly ambitious HyperStu-
dio’-based productions. Thanks
to options which allow cards to
share backgrounds and for
memory-gobbling components
(like sound effects) to be part of
a stack OR loaded when need-
ed, you CAN do some great stack
building with just 1.25 MB. You
can not, however, control the
RAM expectations of other au-
thors who may feel that load
delays detract from carefully
crafted presentations. Anything
less than 2MB looks very puny
once you’re into the horizon-
broadening possibilities and
just plain fun of HyperStudio’!
Quest for Clues: The
Book of Orbs
xk
$16.95, 144 pg. softcover
book
Origin
“QFC V” is due soon; but, lest
you be caught ‘without a clue’,
Origin’s ‘Orbs release covers 20
of the newer adventures includ-
ing “Ultima Underworld’,
“Monkey Island 2”, “Might and
Magic III’, “Hare Raising Hav-
oc”, and “Lost in L.A.”. For each,
Shay Addams and the crew from
“Questbusters” present a review
and walkthrough with critical
hints coded to prevent acciden-
tal spoilage of challenges.
(There’s a new code— only vow-
els and 3 consonants are affect-
ed— just in case users have
over-learned the simple letter-
shift scheme of earlier QFC’s.)
Each section is nicely tailored
to get the job done, with well-
written prose and illustrations
adding to the fun and good use
of Bold face to make it easy to
zero-in on the hints you need.
‘Orbs can, as claimed, save
you big bucks versus individual
clue books IF, that is, how-to-
win hints and playing tips are
what you're after. SSI’s 60-page
Clue Book for “Gateway to the
Savage Frontier” and the Acco-
lade book for “Elvira II” both
include complete, detailed maps
which players can use without
otherwise fishing for hints.
Orbs’ coverage can enhance play
beyond just winning; but, rela-
tively small available space
means maps, encounter details,
etc. must, sometimes, be abbre-
viated or omitted. Conversely,
the need for efficiency results
in some very handy charts and
tables such as the “Robin Hood”
Riddle Answers and Location of
Objects lists.
COMPUTIST #68
For someone who can ‘spot a
good one’ by scanning an en-
try’s hints, charts, and maps,
‘Orbs can also serve as a guide
to likely prospects for future
questing. The reviews present
helpful overviews, but some-
times pass over critical flaws or
contain inaccuracies. “Martian
Memorandum” is not, as indi-
cated, free of arcade sequenc-
es— it incorporates several, in-
cluding one very good, fairly
stiff challenge. Nor are D&D
questers well served by com-
ments like “The best thing about
‘Pools of Darkness’... is that it’s
the last game of the series”.
Believe that, and, if you nor-
mally enjoy character building,
exploration, and tactical com-
bat, you miss out on a first rate
adventure.
Orbs, as Shay notes in the
introduction, turn up in one
form or another in practically
every adventure. So do those
tough, quest-snagging obsta-
cles. When next you sally forth
into “Willy Beamish”, “Spell-
casting 201” or any of the other
18 adventures, you may be knee-
deep in crystal balls, helm-view
gems, or power globes; but,
you'll seldom be ‘dead stuck’
when you pack ‘The Book of
Orbs!
to find his missing apprentice.
She was supposed to infiltrate
the ranks of Darkmoon clerics
and discover the source of “some
gathering focus of Enormous
Evil” in the area. Being public
spirited (and, perhaps, just a
tad smashed), you make some
crack about being in “the EE-
busting business”, slip on the
ring Khelben gives you, and
TZAPPO, the ‘Fearless Four’ are
off to plumb The Legend of
Darkmoon!
The first EOB was also the
first multi-character D&D quest
for PC to rely exclusively upon
a ‘real-time’, animated, 3-D en-
vironment as viewed by the ad-
venturing party. (THE first, of
course, is “Dungeon Master”/
IIgs.) Thanks to fine artwork, a
large display window, great
sound, and well thought-out
point-and-click controls, it
worked! Step-by-step a player
could turn to examine walls or
look down a corridor for ap-
proaching monsters. You could
actually reach out and pull le-
vers, fit keys into portals, etc.
AND handle multi-monster
combats without experiencing
arcade-class demands on mouse
handling skills. ‘Darkmoon re-
tains all of these features but
presents a more complex games-
Eye of the Beholder
II: The Legend of
Darkmoon
wkkr
$59.95 for EGA-VGA 640K
PC
Strategic Simulations
Ad Lib or Sound Blaster recom-
mended
Darkmoon Temple is not a
place you are anxious to visit,
especially in the midst of city-
wide celebrations of your recent
victory (re. EOB I: freeing Wa-
terdeep of The Beholder, Xana-
thar). Still, when a message
arrives addressed to “The Fear-
less Four” there’s no choice. A
local mage, Khelben, wants you
storm giants, mind flayers, and
beholders encountered later on.)
Explorations yield opportuni-
ties to acquire weapons, armor,
etc., plus food, potions, and crit-
ical artifacts, such as keys and
the stone symbols required to
activate teleportals. You will
also discover several potential
recruits, some as prisoners in
cells, others as bones which
must be resurrected. If, like me,
your mage transferee from EOB
I is only a slow-to-advance
mage/cleric, fill one of your six
character slots with a full-mage
recruit. In ‘Darkmoon’, magic
is very important! A party with
ready access to critical spells
like Improved Identify, Haste,
Hold Monster, Wall of Force,
and True Seeing has significant-
ly improved odds for success.
Unlike EOB I’s maze, the cor-
ridors and chambers of the
Darkmoon complex boast count-
less traps, illusions, and puz-
zles. On more than one occasion
Thad succeeded in suppressing
local monsters only to find that
the REAL ‘opposition’ was some
puzzle-locked grating, shifting
walls illusion, fireball gaunt-
let, or other such device. (To
which you can add some partic-
ularly wicked trickery, courte-
sy of Darkmoon’s mysterious
CALANDRA
cape, richer scenario, and a
much tougher, longer-playing
challenge.
In ‘Darkmoon you encounter
not a single ‘dungeon’ but sev-
eral. First, you must wend your
way through a wolf-infested for-
est to reach the temple. (HINT:
The forest is worth exploring.)
The temple proper, itself a re-
spectable challenge, branches
downward to sprawling Cata-
combs and out to three sizable
towers and a prison. Each maz-
escape offers its own ‘look’ rang-
ing from crudely cave-like
through luxurious; and, domi-
nant monster groups are tai-
lored, roughly, to match expect-
ed level of character develop-
ment. (Your party would not last
long if, for example, you waltzed
into the temple and met the
Readers Data Exchange
overlord.) That I was well into
the middle of the quest (and
had done several pages of
maps!) before the $14.95 Clue
Book arrived underscores the
success of ‘Darkmoon’s maze
makers. The game is exception-
ally good about providing clues,
giving ‘fair warning’ of traps,
and placing levers, key holes,
etc. where they can be noticed.
Yes, it IS nice to have the Clue
Book, especially if you’d rather
leave the mapping to SSI. ‘Dark-
moon’s CB is comprehensive,
well organized, and attractive;
but, nevertheless, optional!
Temple Darkmoon’s twisted
passages and vaulted chambers
guard many dark secrets. You
will encounter characters with
sorrowful tales (and hints) to
relate, overhear conversations
of evil arch minions, free un-
willing servants of the overlord,
be taunted by foes you'll ‘love to
hate’, and more; much more
than mere monster bashing.
(Still, monster bashing IS loads
of fun!) From the night of that
first fateful meeting with Khel-
ben to the final confrontation
with Evil in the Crimson Tow-
er, once you take on ‘The Leg-
end of Darkmoon, you’re in ‘for
the duration’ on one of the
greats of D&D computer adven-
turing.
Heaven & Earth
xk
$49.95 for 640K EGA-VGA
PC
Buena Vista/Walt Disney
According to a sticker on the
box, this first release on Dis-
ney’s new Buena Vista “adult
stuff” label is by the creators of
“Shanghai” and “Ishido”.
Whereas the latter feature ele-
gantly simple rules and struc-
ture, H&E is a collection of mini-
challenges. Chiefly these are
maze, jigsaw, pattern-match-
ing, and other kinds of non-text
visual puzzles; but, youcan also
play “oriental rummy” or try
the Pendulum “computer toy”.
When confident of your skills,
you embark upon the 108-step
Pilgrimage. Each step is a puz-
zle, rummy hand, Pendulum
setup, or Tantra (an inspira-
tional poem to read—i.e. a ‘free-
bee’ step). Your goal is increased
wisdom in the Way of the War-
rior and, specifically, to uncov-
er all 108 pieces of a “visual
reward”.
Featuring mainly 16-color
640 x 480 VGA displays and
minimal sound support (AdLib/
SB and Sound Source), H&E
delivers a crisp, smooth-run-
ning, but rather bland gaming
environment. The puzzles are
just that, no Tetris-style scen-
ery or music scores. Still, there
ARE lots of puzzles, 576 in all;
and with 12 kinds, you can ex-
pect some interesting new
twists. For instance, an “identi-
ty maze” requires that you guide
a pair of locked cursors through
two different side-by-side maz-
es. H&E’s “Pendulum’” is chief-
ly for show. Mouse-pushing the
pointer to turn off gravity wells
may have some mystical appeal;
but, it’s too easy to qualify as a
challenge.
According to H&E’s manual,
the Card Game is “an original
computer card game”. This ex-
plains a great deal, since no
such rummy variant could ever
have gained popularity among
real players. Aside from deal-
ing with twelve derived “month”
suits— each is defined by an
“element” and a “season”— be-
coming skilled in applying the
obtuse grouping rules, hierar-
chies, and scoring conventions
is far more trouble than the
game is worth. It’s too bad that
the attractive, occasionally an-
imated card illustrations were
not applied to some tried-and-
true diversion like, for instance,
plain old rummy.
Including a handsome 80-
page manual, Heaven & Earth
belongs in the collection of any
dedicated puzzle fancier. As a
quest, it suffers somewhat from
low-pizazz sound and the need
to play through 30 Card Game
hands. “Hey, like nobody said
The Way of the Warrior is all
peaches and cream!” True
enough. In fact, it could be fun
to maintain the program on
hard disk and nibble away a
few steps every day or so. Since
the game can keep track of play-
er name and position for up to
six separate pilgrimages, you
and several friends might even
begin a kind of ‘race to wisdom’!
Guest Reviews
RCFS PC Radio
Controlled Flight
Simulator (v3.1)
wk
$58.95 for 640K PC XT/AT
(also available for Mac)
Dave Brown Products
review by Douglas Hecht
Requires two joysticks and stan-
dard Y-adapter or custom
Transmitter Box (hardware,
$100.00)
Ihave been flying remote con-
trolled model airplanes for
about twelve years. My father
got me started building them at
around the age of eight and it
has been a hobby ever since. We
had to wait however, to actual-
ly go out and buy the remote
control equipment because it is
rather expensive, (around
$400.00 for a good six channel
radio).
When we bought our first ra-
dio we took it home and installed
itin an old plane. It was a train-
er craft and let me tell ya, it
was one tough piece of work to
destroy, but I managed to wreck
it and had to rebuild it literally
dozens of times while I was
learning to fly.
You see, anybody can get an
RC plane off the ground; get-
ting it back down where you
want it in one whole piece is the
tough part! (It cost me about
$2000.00 buying balsa wood and
replacement radio parts, to
which you can add numerous
hours spent patching and re-
building.) Once flying the train-
er became ‘second nature’, I
built another airplane. This one,
a ‘classic model’ replica, was a
higher performance craft, much
bigger and faster than my train-
er. I didn’t know it at the time,
but when you move up, the pro-
cess of ‘wreck em’, ‘rebuild em’,
and ‘learn em’ starts all over
again.
Enough of my sad tales. This
is the 90’s. You don’t have to
spend a lot of money on kits,
balsa wood, and radios to learn
to fly a model airplane or heli-
copter. All you need is a PC and
the RCFS PC Radio Controlled
Flight Simulator to ‘test the
waters’ and see if the hobby is
right for you. If “yes”, you just
keep practicing, have hours of
flight-sim fun, and learn the
basics of what is required to fly
RC. (Despite all the woeful tales
of those who take up the hobby,
Idorecommend it highly. There
are few thrills that match RC-
flying.)
Supplied with manual on
5.25" or 3.5" media, the Dave
Brown package is truly as close
as your PC can get you to being
out on a model airplane field at
the controls of a real model.
The optional “transmitter” is a
typical two-gimbal stick box
that plugs into the ‘game’ in-
put; or, you can use two joy-
sticks in a ‘Y’ configuration.
Your “real models” include a
basic “trainer”, electric glider,
ducted fan jet, and four others
PLUS a helicopter!
Probably, your first plane will
be the Trainer. Designed for
those who are just starting out
in the hobby, this is an unusu-
Readers Data Exchange
ally stable model that is very
forgiving of mistakes. The “in-
termediate” planes are a little
less tolerant; and, the “ad-
vanced” model generally won’t
forgive anything. That’s all
right.... If ya wreck it, start all
over again. The software does,
however, figure out a repair
estimate for a crashed plane or
helicopter depending on how
hard you hit the ground.
As you progress up through
the ranks of planes and learn to
fly, you can experiment with
wind changes and modify per-
formance characteristics like
Elevator sensitivity, Rudder
sensitivity and so on. There are
15 variables total; and, the us-
er’s manual covers each in de-
tail. Getting started is no prob-
lem at all for novice users. For
the advanced user there’s the
fabulous opportunity to design
and test-fly a working model
from scratch BEFORE actually
building it! That’s how accu-
rate this simulator is. .
I never knew how difficult it
was to fly an RC helicopter! Like
the planes, the RCFS’ helicop-
ter has many different charac-
teristics you can alter (such as
Tail Rotor Mixing, Sensitivity,
etc.). Accurate? Could you, for
example, design and test a for-
real flyable ‘bird? I was curious
to find out, so I had a friend of
mine, a ‘pro’, give it a whirl. He
was amazed at how realistical-
ly handling matches changes in
characteristics. The pro’s bot-
tom line comment was: “For the
money, you won’t get a better
deal!”
When I first contacted Mr.
Brown, he requested that I do
some testing with the simula-
tor on different machines. I
must have logged about 50
hours. trying it on everything
from ancient 8088 machines
(CGA and VGA) through 33MHz
‘386 and ‘486 powerhouses. The
simulator runs ‘well enough’ on
the slow machines. Though per-
formance is not ‘real time’, the
program still rates as a depend-
able trainer for the novice. For
COMPUTIST #88
a pro RC-er, the delays might
be a bit frustrating. On my
12MHz ‘286, (running under
“Windows”) RCFS’ delivers
practically ‘real time’ response!
The speed and power of the ‘386
and ‘486 platforms did not have
much impact.
Overall I give RCFS PC Ra-
dio Controlled Flight Simula-
tor two thumbs up. Dave
Brown’s software does every-
thing you expect and more. It
can save you an incredible
amount of time and money
learning to fly model airplanes
and it does so with incredibly
accurate speed and graphics
capabilities. Installation is sim-
ple, too. Just copy the files toa
directory, fire up the program,
and you’re ready to fly. The only
problem that I could find with
the package was that, once you
get started, you can completely
lose track of time. It’s that much
fun!
Fast frames,
Updates, etc.
More Cities to Sim! kxk*
“Sim” stands for “simulate”
and for would-be city simulat-
ers, the ‘place’ is Sim City
($49.95 for CGA-VGA 640K PC)
from Maxis. The practically uni-
versal appeal of the package, of
course, is the opportunity to
build something, tinker with it,
and manage its performance in
the face of challenging obsta-
cles. (Proof: Baywoof’s teenage
daughter, Andrea, is one of
many young-Computist “City
freaks”.) Sim City permits start-
ing from scratch or loading in
“San Francisco 1908”, “Tokyo
1957” and six more pre-built
scenarios featuring special chal-
lenges like earthquake, monster
attack, etc..
Neat; but, suppose you could
try out your ‘City skills build-
ing an empire in ancient Asia, a
medieval kingdom, or an em-
pire in the Wild West? How
about 21st century cities in the
U.S. and Europe, or a colony on
the Moon?! Now you can, via
SYSTEM OPTIONS DISASTERS
Maps
Graphs
Budget
Edi
Evaluation
Close
Hide |
Position
Resize tCEdit>
‘Ancient Cities and ‘Future Cit-
ies ($34.95 each). The new
“Graphics Sets” and animations
‘overlay’ existing scenarios with
text and sound effects mods to
accommodate differences in di-
sasters and other challenges.
(i.e. You have problems with
oxygen supplies on the Moon,
tumble weeds in the Wild West,
etc..) According to the manuals
supplied with each set, some
‘old scenario’ stuff may slip
through; but, so far, I haven’t
noticed any. As before, you must
make do with PC-sound or Cov-
ox support; the new “Graphics
Sets” do not expand sound op-
tions. With more places and
times to build, they DO expand
the fun!
The 1992 Viewer’s Guide to
Professional Golf kxk*
Anyone who gets into Acco-
lade’s Jack Nicklaus Golf’
spends some time checking the
overhead course maps and
marking off distances prior to
shots. “Gosh,” you may have
thought, “these maps sure help.
Too bad real golfers on real
courses can’t do this.” Pending
satellite links and pocket PC’s,
they soon may! For now, ‘real
DEB PAR
COMPUTIST #88
golfers’ and TV golf fans can
come pretty close via Intergolf’s
‘Viewer’s Guide’ ($24.95). Ar-
ranged by month, the 200-page
guide covers some 50 major tele-
vised tournaments with the fo-
cus on detailed course diagrams.
You'll find an event introduc-
tion plus full-course and indi-
vidual hole maps for Bay Hill,
Augusta, Pebble Beach, Bar-
ton’s Creek, and other favor-
ites. In vivid color by Golfax,
every hole map includes text
describing ‘best play’ for each
shot and marked-off distances.
In large, 8.5" x 11" spiral-
bound format with plastic-coat-
ed covers, the ‘Guide’ is intend-
ed for the coffee tables of up-
scale TV golf devotees— that’s
why broadcast dates, times, and
networks are listed for all 50
highlighted events. (Dates and
networks appear for a total of
75.) Computer golfers, howev-
er, will find the descriptions and
JNG-style maps very helpful in
both selecting a course to play
AND picking the best shots.
Oddly, there are no page num-
bers; so, you may end up adding
index tabs. (Not to worry, the
1993 edition is due soon. You
can put IT on your coffee table.)
Readers Data Exchange
sitisisi¢igiel slg)
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SEES
el ed el el el al ol
I
baal ee 4
Including several golfing lore
pieces by Bob Hope, Herbert W.
Wind, and others, the ‘Viewers
Guide’ looks pretty good on your
computer table, too!
Dick Tracy: The Crime-
Solving Adventure ©
Disney’s Dick Tracy’ adven-
ture challenges you to smash
the octopus-like empire of the
arch crime lord Big Boy. Since
BB is far too slippery for a ‘di-
rect hit’, this means a piece-by-
piece assault against his chief
lieutenants: Flattop, Shoulders,
Pruneface, ... (i.e. the “usual
suspects”). Answering a succes-
sion of “Calling Dick Tracy”
alerts (music, effects, AND voice
via Disney’s Sound Source
adapter), you stick-guide your
police cruiser through the
multi-screen street map to the
scene. Leaving your vehicle
switches to a detailed side-view
so that your Tracy figure can
search rooms, rooftops, sewers,
etc. for evidence and deal with
criminal types whom you inter-
rogate, chase, and, ifnecessary,
blow away.
Supplied with classy manu-
al, commands card, and Infota-
tor-style copy protection wheel,
DT, takes care of basics (like
Game Save) but, nevertheless
exhibits numerous rough edg-
es. That Infotator illustrations
do not look much like the dis-
play pictures you’re supposed
to match is a minor annoyance.
Cumbersome car-steering con-
trols and, when on foot, sloppy
action figure response are the
major league ‘downers’. Still,
DT could attract a youthful ac-
tion gamer following were it not
necessary to maintain notes and
actually do something with ev-
idence. Adventure players
might enjoy the latter activity;
but, few are going to put up
with anything short of flawless
‘action’ controls. Who, one won-
ders, IS supposed to play the
Dick Tracy’?! ($39.95 or $59.95
with Sound Source, for EGA-
VGA 640K PC)
DEMON'S FUN-TIME &
Of Dark Designs,
Gons, and 8’s
As promised, SoftDisk G-S’s
Lee Golden delivered a patched
version of Dark Designs III; so,
the bug is gone and I’m back
into the quest. DD3 boasts an
SSI AD&D ‘look’, including at-
tractive 3-D forward views, and
adds a very helpful self-map-
ping feature. Since the entire
game must fit on a single dis-
kette (along with the rest of the
stuffin SDGS Issue #17!), weap-
on and spell variety is limited
and “tactical” combat is chiefly
a matter of trading blows. Still,
with quality sound, alarge mon-
ster-infested. mazescape to-ex-
plore, goodies to find, and Text
messages to enrich the scenar-
io, the third Dark Designs is
good for many sessions at your
IIgs.
Among more current SDGS
entertainment offerings, Lift-
a-Gon challenges you to move
triangular, circular, pentago-
nal, etc. “Gon” creatures from
ground level, into an elevator,
and up to safety. Not so easy,
since both body and eye shapes
(Gons have faces) govern who
may go/remain safely with
whom. The same issue (#33)
ties. After seeing the beautiful
near photo-quality course views
PLUS optional resizable win-
dows (for simultaneous over-
head, green, etc. views), there
really was no choice. Links386’
comes with the Harbour Town
course in new “high-res” format
and a utility to convert your old
courses. I converted the latest
old format course to arrive and,
as promised, the desert scen-
ery, and twisty water traps of
Troon North looked great! (Of
course, maximum detail at all
distances is obtainable only
from new format courses.)
AdLib/SB sound (including
voice comments) is improved;
and, though there are still no
‘computer players’, a new
Record Game feature is a de-
cent (in some ways, better) sub-
stitute. You can load a game
you or someone else has ‘record-
ed’ and play against the perfor-
Computer Has 11 Cards
Player Moves...
Player Has 10 Cords
presents an attractive, smooth-
playing version of the vintage
cards favorite, Crazy 8’s.
Links386 Pro kk*k*
After two enjoyable, produc-
tive years with our 12MHz ‘286
machine, we have, at last, been
dragged into modern PC com-
puting. What did it was a visit
to Baywoof’s and a look at
Links386 Pro from Access
($69.95; $39.95 for registered
Links owners). It REQUIRES
at least a ‘386 and extended 640
x 480 256-color VGA capabili-
@ File
Extras
Se
narft
Readers Data Exchange
mances of recorded players. The
Links386 package includes sev-
eral recordings to try out. Since
the courses are built directly
from digitized images, we may
never see a course construction
utility like the one in “Nick-
laus” golf. It would be a nice
feature; but, at the rate Access
produces new course disks, and
the high challenge level ofeach,
users are unlikely to complain.
The most notable Links se-
ries deficit remains the absence
of ‘big time golf pizazz (i.e.
something like “PGA Tour
Golf”’s TV-style fairway fly-
through before each tee-off).
The game’s current, low key
ambience is pleasant and relax-
ing; but, not golf like the ‘big
guys’ play. Eventually, the best
solution may be to build-in pro
golf hype and add some kind of
‘Set Atmosphere’ option. For
sure, ‘the handwriting is on the
wall’ for ‘286 AT’s; on ‘386/486
machines, ultra-real computer
golf is better than ever.
Darkmoon:
Return of the Golem
The Horns of the Four Winds,
wasp colonies, and flying snakes
COMPUTIST #88
were behind us. But now, with
the “Clue Book” still a distant
promise, we needed to satisfy
the cryptic demands of seven
Magic Mouths to continue.
While pacing the corridor and
mulling over these riddles,
whom/what should we stumble
upon but the famous Computist
Golem!
As usual, it was in a nearly
hidden alcove standing rock still
and silent beneath a flickering
neon sign which advised: “Cross
my palm with silver.” Not so
easy; the Silver Tower (and ev-
erywhere else we'd seen on this
quest) was notably devoid of
silver coins. Then Iremembered
the 5-Zorkmid piece sewn into
the lining of my boots. Ina thrice
2.5 ounces of fine Venusian sil-
ver plunked into the Golem’s
enormous paw....
years. Once in place, it should
keep your ROM 01 IIgs clock
ticking for at least 5 years— a
BIG improvement over the 18
months our original IIgs bat-
tery lasted!
To install, you move the pow-
er supply out of the way and
mark the old battery “+” side on
the motherboard. (Probably, “+”
faces toward the back of the
computer.) Cut the old battery
leads leaving about 1/2" on the
board; straighten the old leads
and slide on the ‘springy’ leads
of the new battery. No solder-
ing is required. The Slide-On
kit includes directions with pic-
tures, an “Installation Date”
label, and a tube for disposal of
the old battery.
“Rats! Everything looks so
easy, it’s ashame I have to write
down all of those Control Panel
“Itsssss niiiice tooo seee yooo againn,” it groaned, slowly com
ng up to speed as the granite fist closed. “Listen well:”
“Who's refuse is gold wants Food that’s too Old.
To the one ‘born of greed’, several Rocks you must feed.
The cursed Hungry Sword a long hunger retires.
Another, I think, any Potion desires.
‘No matter how parched’ means matter quite dry;
something of paper is what you should try. _
In the Idol, of course, is a green Hidden Glow.
And the Red Gem possesses Nature’s own soul.
When seven are sated, a sound you shall hear.
The lock is defeated, the passage is clear!
Slide-On Battery kkx
Some day soon you may pow-
er-up your computer and dis-
cover that it ‘don’t work right’.
The clock is. set to Quetmo Stan-
dard Time, the screen colors are
blue and light blue, and all of
those Printer and Modem set-
tings have been forgotten. Prob-
ably, that little lithium bat-
tery— the one that runs your
Clock/Calendar/Control Pan-
-el— is out of juice.
For some users, this could be
VERY inconvenient— they must
start calling local shops to find
a replacement battery; and,
then, worry about restoring the
lost settings. (Believe it or not,
the precipitating event for Bay-
woof’s bailing out of IIgs com-
puting back in 1989 was bat-
tery failure! When he couldn’t
find anyone in town who sold a
replacement, it was the prover-
bial “last straw”.) YOU, howev-
er, are prepared! Being a Com-
putist reader, you’ve written
down all of your Control Panel
(and/or Hard Disk) settings
AND you have a fresh Nite Owl
replacement ready to pop into
place. ;
For owners of the pre-1MB
ROM 01 IIgs (with the battery
leads soldered to the mother-
board) the choice is a handy
Slide-On unit selling for $14.95.
(The company also stocks Tadi-
ran batteries priced at $10.00-
$14.95 to fit Mac, PC, and New
IIgs models.) According to Nite
Owl’s Bob Shofstall, their Slide-
On model is an improved design
with a rated shelf life of 10
COMPUTIST #88
settings and then type them in
again.” Exactly my feelings,
which is why I wrote BATRAM-
MER, a quickie BASIC program
todo all the work for IIgs users.
BATRAMMER pokes in a short
machine language routine to
access Tools in the Miscella-
neous Toolset which read and
write Battery RAM. To save
your settings, the program tells
Tool 9 to copy all 256 bytes of
Battery RAM to addresses
$1000-$10FF and BSAVEs the
contents to BATRAM.SAVE. To
restore the settings, it BLOADs
BATRAM .SAVE at $1000 and
calls Tool 10 to move the data
into Battery RAM.
RUN it now to record your
settings. After replacing the
battery, RUN it to restore Bat-
tery RAM. BATRAMMER even
reminds you to set your clock to
the correct time!
BATRAMMER™
100 REM BATRAMMER: Save/
Restore IIgs BatRAM
settings/ JH,
Computist 1992
110 FOR I = 768 TO 795:
READ X: POKE I,X: NEXT
Ir
120 PRINT CHRS (4)
"FRE(0)" : TEXT : HOME
: PRINT "Boaltdr0admd
m0eOr" : PRINT
130 PRINT "[S]}(SAVE(cur
rent0BATRAMvalues(tod
f£ile(BATRAM. SAVED"
140 PRINT "[R])RESTORE)
saved0BATRAM values?
from)file0BATRAM. SAVED"
150 PRINT "[Q]0Quit"
PRINT
160 PRINT "[0]0Select"
7: HTAB 2: GOSUB 220
170 IF Q$ = "S" THEN
GOSUB 310: GOTO 200
180 IF Q$ = "R" THEN
GOSUB 410: GOTO 200
190 IF Q$ = "Q" THEN
PRINT : END
200 PRINT : PRINT
"Continue)>>0" ;: GOSUB
220: GOTO 120
210 REM GET KEY
220 GET Q$: PRINT Q$:X =
ASC (Q$): IF X > 95
THEN Q$ = CHRS (xX -
32)
230 RETURN
300 REM SAVE
310 POKE 786,10: CALL
768
330 PRINT CHRS$ (4)
"BSAVEOBATRAM. SAVED,
AS$1000,1L$100"
340 PRINT "BatteryRAM)
values(saved0in0filed
BATRAM. SAVED"
350 RETURN
400 REM RESTORE
410 PRINT : PRINT "LOAD
in0values(for0BATRAM®
(¥/N)O" ;: GOSUB 220:
IF Q$ < > "Y" THEN 460
420 PRINT CHRS$ (4)
"BLOADOBATRAM. SAVED,
A$1000"
430 POKE 786,9: CALL 768
450 PRINT "BatterRAM)
values(drestored." :
PRINT "Visit0Control0
Panelito?set0TIME."
460 RETURN
500 DATA 169,0,72,169,0,
72,169,16,72,169,0,72,
24,251,194,48,162,3,9,
34,0,0,225,226, 48,56,
251,96 $
_ Checksums
100-$0236 190-$6D4D — 350-$0422
110-$DCFO 200-$8FFD — 400-$7AE0
120-$D792 210-$8B5D — 410-$3900
130-$3DE0 220-$B00D + 420-$2C0D
140-$5621 230-$908D —430-$CC72
150-SF9BF 300-$395C — 450-$CCB9
160-S7CE8 310-SOSFF — 460-$BE29
170-$7BC3. 330-$B89A 500-$50D1
180-$C779 340-$D6B3
Next
Expect SSI’s ‘Dark Queen of
Krynn, Interplay’s Battle Chess
II, Super Space Invaders and
Pit Fighter from DOmark/Acco-
lade, Martian Dreams and the
new Quest for Clues ‘Orbs book
from Origin... PLUS anin-depth
look at Eamon text adventur-
ing along with souped-up pro-
grams for play and editing...
and, for sure, More!
Vendors
Access Software
4910 W. Amelia Earhart Drive
Salt Lake City, Utah 84116
atten: Susan Dunn/ Steve
Witzel (800-800-4880/ 801-359-
2900)
Accolade
5300 Stevens Creek Blvd.
San Jose, CA 95129
atten: Melinda Mongelluzzo
(408-985-1700; orders: 800-245-
7744)
Readers Data Exchange
Dave Brown Products
4560 Layhigh Road
Hamilton, Ohio 45013
atten: Dave Brown (513-738-
1576)
Intergolf
6016 Bridgewater Circle
Ponte Vedra, FL 32082
atten: Witney McClelland
(800-999-4106)
Maxis
2 Theatre Square, Suite 230
Orinda, CA 94563-3346
atten: Sally Vandershaf (or-
ders: 415-376-6434; 415-253-
3705) .
Nite Owl Productions
5734 Lamar Blvd.
Mission, KS 66202-2646
atten: Bob Shofstall (913-362-
9898)
Origin Systems
110 Wild Basin Road, Ste 330
Austin TX 78746
atten: Wayne Baker (800-999-
4939)
Product Monitor
7814 Santa Elena
Houston TX 77061
atten: Jeff Hurlburt (713-645-
8680)
Roger Wagner
1050 Pioneer Way, Suite P
El Cajon, CA 92020
atten: Garland Buckingham
(619-442-0522)
Softdisk
PO Box 30008
Shreveport, LA 71130-0008
atten: Lee Golden, Ed. (800-
831-2694)
Strategic Simulations Inc.
675 Almandor Ave
Sunnyvale, CA 94086
atten: Kathleen Watson (408-
737-6800) dist: Electronic Arts
Susan & Company
319 Carpenter Avenue
Sea Cliff, NY 11579
atten: Susan Kornick, Kim
Adamo (516-759-4475) ref: Dis-
ney/Buena Vista
Walt Disney Computer Software
500 South Buena Vista
Burbank, CA 91521
atten: Kirk Green (800-688-
1520 orders, 818-567-5360) ref:
Susan & Co.
Oe
WM Carroll CA
About your comment on only
having enough material for the
next 1 ¥, issues. How about fill-
ing out an issue with some spe-
cific articles on CDA, NDA, TIF
and PIF files. What are they,
what do they or can they do,
how are they installed, etc, etc.
It seems that very littleis avail-
able in regular Apple publica-
tions.
Well readers! Anyone who
knows how to explain these files
got some time to help a fellow
Computist in his quest for
Rnowledge? ....c.ceccesessseee RDEXed
Steve Kalynuik Canada
Softkey for...
Advanced Blackjack
Muse (1983) Iota Systems
Requirements:
The original Advanced Black-
jack disk
A empty initialized disk
A blank disk
Demuffin+
A way to reset into monitor
1. First place a write-protect
tab on Advanced Blackjack
disk.
2. Boot Advanced Blackjack
disk.
* 8. When you get the prompt to
remove tab, break into the
monitor. (On a Laser, I use
ctrl M reset.)
4. Remove Advanced Blackjack
disk.
5. Insert the blank disk and
type:
INIT D call this Disk A
6. Fresh Boot DISK A. Type:
CALL-151 to enter the monitor
Note: Steps 5 & 6 may be
skipped if the monitor prompt
(*) is shown. Skip to step 7. (If
skipping 5 & 6 doesn’t work try
with them.)
7. When asterisk appears type:
6600<B600.BFFFM move RWTS toa
safe spot
8. Place a “helloless” disk into
drive. Type:
C600G to boot disk
9. Place disk with DEMUFFIN+
into drive. Type:
BLOAD DEMUFFIN+, A$803
CALL-151
FF59G
B600<6600.6FFFM
A851G
803G
10. Copy all files to INITIAL-
IZED DISK.
11. With CopylIIPlus change
boot program to SETUP.
12. Do not write protect. Boot
and enjoy.
Note: Try above crack with
other similar protections.
@This is a request for con-
tact with APPLE IIe/IIc own-
ers. Where are the APPLE pro-
grams? It seems companies have
forgotten all about us. So how
about if someone out there can
contact me, soI might be able to
get new or used software and
we'll talk.
Steve Kalynuik
936 Southdale Rd E
London, Ontario
Canada N6E 1B2
Sang J. Moon MD
Softkey for...
- Buzzard Bait
Sirius
Requirements:
Apple II+ or Ile with at least
48K
DOS 3.3 Master Diskette
Blank disk
10
This is an old game, and there
is probably a softkey for this
out there already, but Ithought
Td start out small with my first
submission. I tried originally to
try to copy this program using
Locksmith 4.1 & 5.0 and Copy
II Plus 8.4; but being a fair nov-
ice at bit copying, I could not do
it. I also could not find parms
for bit copying this program in
any Computist issues I had. I
found the softkey in Computist
issue #5, but it required an Ap-
ple with an old F8 ROM which I
did not have. So I finally decid-
ed to boot trace Buzzard Bait.
Thanks to the boot trace arti--
cle in Computist issue #5 on
Hard Hat Mack, I was able to
take my first steps. I started
my Apple without a disk, and
reset to the Applesoft prompt. I
then entered the monitor by
typing “CALL-151”. Icleared all
user RAM to make it easier to
see where code is being loaded
by typing “800:00 N 801<800
.BFFEM”. Then I copied the boot
routine from $C600 into $9600
using “9600<C600 .C6FFM”,
_ and I changed the jump address
at $96F9 from $0801 to $FF59
by typing “96F9:59 FF”. This
makes the Apple jump into the
monitor after loading the first
stage boot instead of executing
the first stage boot. I then typed
“9600G” at the monitor prompt
with the Buzzard Bait diskette
in the drive (write-protected of
course). Then I turned off the
drive by typing “COE8”, and I
looked at the first stage boot
code at $800 by, typing “800L”.
Noticing that the byte at $800
was $01, I knew that the first
stage boot was only one page
long, so I scanned the disas-
sembly of the code from $801 to
$8FF. Luckily I found only one
JMP, and it was at address
$08C8 to address $B000. I then
changed the jump from my mod-
ified boot routine to a short pro-
gram I created to let me look at
the code loaded at $B000 after
the first stage boot executed by
typing “96F9:00 97”, I typed in
my code at $9700 so that after
loading the first stage boot, the
jump address to $B000 would
be changed to ajump to $FF59
(the monitor again). the follow-
ing is the actual code I used:
9700:80 00 98 STA $9800
9703:A959 LOA #859
9705:80 C908 STA $08C9
S789 FF «LDA SSF
STOA8D CA 08 STA $08CA
STOD:AD 00.98 LDA $9800
STHO4C 0108 = UMP $0801
I saved accumulator before I
actually changed the address
at $8C9 and reloaded it before I
executed the first stage boot
because the first stage boot re-
quired the original accumula-
tor value.
After booting the disk again
using “9600G”, I typed “COE8”
again to shut off the drive, and
looked at the code at $B000. I
assumed that this code was the
one that actually loaded the
game code because I had booted
the original disk, and what I
had done so far did not do all
the disk access to load the game.
I again looked for JMP com-
mands which would go to the
next stage. Luckily, the article
in Computist issue #5 gave me
the clue that $8000 was a possi-
ble starting point for executing
the game after loading, soI was
pleasantly surprised when I
found a JMP to $8000 at ad-
dress at $BOF9. I then repeated
the steps for making my modi-
fied boot routine at $9600 be-
cause it was erased, and I cre-
ated the following code at $9700
to load in the first stage boot,
modify the first stage boot so
that it would modify the jump
to $8000 to $FF59 before exe-
cuting, and execute the first
stage boot:
9700:80 00.98 STA
G703:8E 0198 SIX
9706:A2 00 = LOX
97088 1997 LDA
970890 (8.08 STA
STNECA DEX
S70FD0F7 = «BNE
S714:AD 0098 LDA
STH4AE 0198 LOX
STAC 0108 UMP
STiA9 59 LDA
9710-80 FAB) STA
QTiFAQ FF LDA
9721-80 FB BO STA $BOFB
9724-40 00.80 JMP $8000
I saved the accumulator and
X register because I used them
to copy the routine starting at
$971A to $08C9 and the first
stage boot needed the original
values in the accumulator and
X register. I didn’t worry about
the code after address $08C9
because it looked like it would
only be executed if the first
stage boot failed. I then typed
“9600G”, and the game proceed-
ed to load and then stop before
actually executing. I then veri-
fied that I had the program in
memory by typing “8000G”. I
was rewarded with Buzzard
Bait executing normally as if
nothing unusual happened. I
then created a DOS 3.3 slave by
booting the DOS 3.3 master dis-
kette and initializing the blank
diskette with the following hel-
lo program:
10 END
I then repeated all my steps
up to the point before executing
the game at address $8000. I
did a quick scan of the user
memory to see how much mem-
ory Buzzard Bait took by typing
800.BFFF. It seemed that Buz-
zard Bait took up memory from
$0900 to $97FF (the code at
$800 and at $B000 weré from
the boot and load process and
were not used anymore). The
DOS 3.3 slave would only over-
write the memory at $800-$8FF
and at $9600-BFFF, so I trans-
ported the code at $9600-97FF
to some unused memory at
$3000 by typing “3000<9600
.9TFFM”.
I then booted the slave and
typed “MAXFILES 1” so that
the DOS buffers at memory lo-
Sano
Saat
400
$o719,X
$08C8,x
$9708
$9800
$0801
#59
$BOFA
AFF
Readers Data Exchange
$9801 .
cation $9600-$97FF would not
be used. I then entered the mon-
itor and typed “9600<3000
.31FFM” to move back the code
and pressed C to return to
the Applesoft prompt. I then
saved Buzzard Bait into two
files because DOS 3.3 will not
allow me do save it as a single
large file. I cold started my Ap-
ple and ran the copy of Buzzard
Bait, and for some reason, the
disk access normally done be-
tween levels of the game disap-
peared. I think I might have
accidentally removed that copy
protection by not including the
code at $800 or at $B000.
Step-by-step
1. Boot from the DOS 3.3 Mas-
ter Diskette and enter the
“Hello” program.
NEW
10 DS=CHR$ (4)
20 PRINT D$”MAXFILES 1"
30 PRINT D$”BLOAD BUZZ
ARD .OBJO"
40 PRINT D$”BRUN BUZZARD
.OBJ1"
2. Remove the DOS 3.3 Master
Diskette and insert the blank
diskette. Initilize the blank
disk with the “Hello” program.
The blank diskette will now
be referred to as the slave dis-
kette.
INIT HELLO
3. Enter the monitor and setup
the altered “Boot0” code.
CALL-151
9600<C600.C6FFM
lower mem
96F9:00 97 set up link to $9700
9700:8D 00 98 8E 01 98 A2 0D
:BD 19 97 9D C8 08 CA DO
:F7 AD-00 98 AE 01 98 4C
:01 08 A9 59 8D FA BO AQ
:FF 8D FB BO 4C 00 BO
4. Insert the write-protected
Buzzard Bait diskette and
boot it.
9600G
3000<9600.97FFM
5. Insert the slave diskette.
C600G you should get an error message’
MAXFILES 1
CALL-151
9600<3000.31FFM .
BSAVE BUZZARD.OBJO, A$900,
L$7700
BSAVE BUZZARD.OBJ1, A$8000,
L$1800
You now have a COPYAble
backup of Buzzard Bait. Install-
ing a fast loader on this disk or
replacing the DOS 3.3 with a
faster DOS would be an option-
al step.
move boot0 to
to enter the monitor
Bitkey for...
Pensate
Penguin Software
Requirements:
Apple II
Copy II Plus 8.4 (may work on
other versions)
I found that using the “TRY
HEADER” autocopy parm in
Copy II Plus 8.4 can be used to
copy Pensate.
COMPUTIST #88
Hail and well met, Eamon adventurer.
COMPUTIST has news of great import for
loyal supporters of Eamon and members in good
standing at the Main Hall. There is a newsletter
for Eamon Adventure Buffs.
Y ce ae on ella a ae ee,
| | Yes! I want to support Eamon adventure and encourage new adventures to be
written. Sign me up for a one year subscrition.
B © US & Canada: $7.00
If for 6 or more issues.
O Jun'88 CO Sep'88 O Dec'88 1 Mar'89 O Jun'89 CD Sep'89
I O Dec'89 (1) Mar'90 © Jun'90 CO Sep'90 ODec'90 O Mar'91
O Dec'91 © Mar'920 0 Jun'92_-L Sep'92
Total enclosed
OJum'91 Oi Sep'91
Name
© Foreign: $12.00 (U.S. funds)
Bf [also want to order some back issues at $1.75 each for 1-5 issues and $1.25 each
“The Eamon AMbenturer’s Guilo”
Tom Zuchowski is the editor and driving force behind it. The
newsletter is printed on 8.5" x 11" bond, double sided with dot matrix
type. It is non-profit (it’s his hobby) and Tom’s avowed purpose is to
maintain a single point collection and clearing house for Eamon
Adventures. He also intends to fix all known bugs in these adventures.
City,
State
Zip.
REE ed
This is a grand concept worthy of support. We highly recommend
that you subscribe. This newsletter will help you keep in touch with
other Eamon adventurers. But more important, it will improve the state
of Eamon adventures and encourage new adventures to be written. Tom
has accomplished a great deal along these lines already, not only fixing
bugs but also improving the Eamon Main program and authoring the
version 7.0 Dungeon Designer Disk.
The “'Guild” is printed quarterly. A 1 year subscription is:
US & Canada: $7.00 . Foreign: $12.00 (U.S. funds)
The Eamon Adventurer’s Guild
7625 Hawkhaven Dr.
Clemmons, NC 27012
(919) 766-7490
Eamon Adventure for only Ss 1 (or less) each
jC} Main Hall & Beginners Cave 1076 The Search for Yourself 1 147A The Dark Brotherhood
02 The Lair of the Minotaur (077 Temple of the Trolls . 0 147B The Dark Brotherhood
HE 3 The Cave of the Mind (178 The Prince’s Tavern 1 148 Joumey to Jotunheim
04 The Zyphur Riverventure 1179 The Castle of Count Fuey 149A Elemental Apocalypse
15 Castle of Doom 1180 The Search for the Key 1 149B Elemental Apocalypse
WE 6 The Death Star 181 The Rescue Mission 1 149C Elemental Apocalypse
BE 27 The Devil’s Tomb 182 Escape from Mansi Island 1 149D Elemental Apocalypse
Bf 28 The Abductor’s Quarters 1183 The Twin Castles 1150 Walled City of Darkness
119 Assault on the Clonemaster 1184 Castle of Riveneta 11151 EamonS.A.R.-1(Deneb Raid)
110 The Magic Kingdom (85 The Time Portal 1 152 The Computer Club of Fear
1111 The Tomb of Molinar 186 Castle Mantra 0153 Lost!
C12 The Quest for Trezore (87 Caves of Hollow Mountain 1154 A Trip to Fort Scott
HE G13 Caves of Treasure Island 1188 The Shopping Mall 11.155 Tomb of the Vampire
Bf 014 Furioso 189 Super Fortress of Lin Wang 0156 The Lake
Bp O15 Heroes Castle 190 The Doomsday Clock 1157 Pathetic Hideout of MrR.
116 The Cayes of Mondamen C91 FutureQuest IT 0 158 The Lair of Mr Ed
1117 Merlin’s Castle (92 The Fugitive 0159 The Bridge of Catzad-Dum
BF 018 Hogarth Castle 1198 Flying Circus 21160 Monty Python & Holy Grail
019 Death Trap 1194 Blood Feud (161A Operation Endgame
HE 20 The Black Death (295 The Maze of Quasequeton 1 161B Operation Endgame
BE 0.21 The Quest for Marron (96 The Chamber of the Dragons 1 161C Operation Endgame
If 2122 The Senator's Chambers (97 The House of Secrets 1 162 Eamon 7.0 Demo Adventure
1.23 The Temple of Ngurct 1298 Slave Pits of Kzorland 1163 The Sands of Mars
BE 024 Black Mountain
[2125 Nuclear Nightmare
26 Assault on the Mole Man
1127 Revenge of the Mole Man
B28 The Tower of London
Bf 222 The Lost Island of Apple
130 The Underground City
31 The Gauntlet
(2 32 House of Ill Repute
Bf 223 The Orb of Polaris
34 Death's Gateway
HE 35 The Lair of Mutants
If (236 The Citadel of Blood
1237 Quest for the Holy Grail
138 City in the Clouds
[E39 Museum of Unnatural History
If 240 Daemon's Playground
141 Cavers of Lanst
1142 Altemate Beginners Cave
1143 Priests of Xim!
0144 Bscape from the Ore Lair
145 SwordQuest
BE 046 Lifequest
BF 247 FutureQuest
1148 Picnic in Paradise
HE 549 Te Castle Kophinos
If 150 Behind the Sealed Door
If O51 The Caves of Eamon Bluff
152 The Devil's Dungeon
53 Feast of Carroll
BE 54 Crystal Mountain
055 The Master's Dungeon
(56 The Lost Adventure
HE 57 The Manxome Foe
(58 The Land of Death
159 Jungles of Vietnam
Bh 60 'The Sewers of Chicago
Bi (61 The Harpy Cloud
If 282 The Cavems of Doom
1163 Valkenburg Castle
1.64 Modem Problems
1165 The School of Death
2165 Dungeons of Xenon
167 Chaosium Caves
HE 68 The Smith’s Stronghold
1169 The Black Castle of NaGog
1270 The Tomb of ¥’Golonac
HE 5.71 Operation Crab Key
[072 House on Eamon Ridge
f 2.73 The Deep Canyon
(074 DharmaQuest
175 Temple of the Guild
COMPUTIST #88
199 In the Clutches of Torrik
1 100 Sorceror's Spire
1101 Ground Zero
1102 The Eamon Railroad
1 103 Top Secret
1104 The Lost World
1105 The Strange Resort
1.106 Camp Eamon
1107 The Last Dragon
108 The Mines of Moria
1109 The Forest of Fear
1110 Fire Island
11111 A Vacation in Europe
0112 Hills of History
1113 The Life-Orb of Mevirelek
114 Thror’s Ring _
1115 The Ring of Doom
1116 The Iron Prison
1.117 Dungeon of Doom (40 col)
1.117 Dungeon of Doom (80 col)
118 Pitefall
119A Grunewalde
(1 119B Grunewalde
120 Orb of My Life *
0121 Wrenhold’s Secret Vigil
0122 The Valley of Death
1123 Wizard of the Spheres
0124 Assault on Dolni Keep
1125 The Mattimoe Palace
1126 The Pyramid of Anharos
127 The Hunt for the Ring
07128 Quest of Erebor
129A Retum to Moria
1129B Retum to Moria
0130 Haradwaith
1131 Nucleus of the Ruby
0132 Rhadshur Warrior
0133 The Final Frontier
0134 Pyramid of the Ancients
1135 The Tomb of Evron
0 136 The Mountain Fortress
1137 The Ruins of Ivory Castle
1138 Starfire
0139 Peg's Place
140 Beginner's Forest
141 The Infested Fortress
(142 The Beermeister’s Brewery
1.143 The Altemate Zone
144 Gartin Manor
* (145A Buccaneer!
(0 145B Buccaneer!
(D146 The House of Horrors
Name
Address
C164 A Real Cliffhanger
(165A Animal Farm
0 165B Animal Farm
1 166A Storm Breaker
(2 166B Storm Breaker
(2 166C Storm Breaker
C167 Expedition to the Darkwoods
(C168 The High School of Horrors
C169 The Black Phoenix
C170 Ragnarok Revisited
(171 The Pyramid of Cheops
CO ¥72 The Mountain of the Master
(173 The House that Jack Built
(C174 Escape from Granite Hall
10175 Anatomy of the Body
(176 Dirtie Trix's Mad Maze
(0.177 Shippe of Fooles
(178 The Alien Intruder
11179 The Wizard's Tower
180 Gamma 1
1 181 The Eamon Sewer System
1 182 Farmer Brown's Woods
0 183 The Boy and the Bard
D 184 Quest for Orion
0 185 The Body Revisited
C186 Beginners Cave II
0187 Batman! -
C188 Encounter: The Bookworm
11189 The Ruins of Belfast
© Send me the Complete set of Eamon for: __ $125.00
Total number of Adventure disks _.
Add only if total # of disks ordered is less than 10:
C190 Shift Change at Grimmwax
1 191 Enhanced Beginners’s Cave
0 192 Mean Streets
0193 The Creature of Rhyl
0194 Attack of the Kretons
10 195 The Training Grounds
12 196 The House of Horrors
0197 Star Wars - Tempest One
1198 Revenge of the Bookworm
11.199 Quest of the Crystal Wand
1.200 The Lost Isle
1.201 The Cavers of Vanavara
12.202 The Plain of Srevi
1.203 Lotto’s Masterpiece
(204A Sanctuary
0 204B Sanctuary
1205 Unerly Outrageous
10 206 Curse of the Hellsblade
(207 Eamon Renegade Club
1.208 Assualt on Helstar
1209 Apocalypse 2021
0.210 Retum of Ngurct
0211 Lair of the Marauders
1212 Haunted Keep
{2213 Demongate
1214 Deathstalker’s Castle
(2215 Treasure Island
1.216 The Pirates Cave
11.217 Bye of Agamon
1.218 Retum to Pendrama
11219 The City of Sorcerors
C Dungeon Designer Diskette v7.0
CO Malti-Disk Supplement (DDD7.0)
C1 Eamon Utilities Diskette
Graphics Main Hall
___ x $1 each =
Washington State residents only add 7.8% sales tax.
City
Country.
Visa
Mc +
Signature
Exp
COMPUTIST, 33821 Orville Rd. E, Eatonville WA 98328-9590 |
Readers Data Exchange
SER RR
Adventure Gaming doesn’t have
to cost a lot. The Eamon Adven-
ture Gaming system was created.
by Donald Brown and placed into
the public domain. Since then it
has been updated and improved
by game players all over the
world. Take a look at what $1
will buy. (Get free games too.)
Note: Some Adventures are
multi-part and take more than
one disk. Be sure you have se-
lected all of the disks.
The Eamon Master disk (#1)
is required to play most adven-
Free
Eamons
Use the total number of adventures
ordered to determine how many free
adventures you get.
Be sure and check the boxes of your
free disks that you want but do not include
free disks when figuring total number of
disks ordered.
# of disks at $1 ‘of Free disks
1-9 0
10-19 2
20-29 5
30-39 9
40-49 14
50-59 20
60-69 27
710-79 35
80-89 44
90-99 54
100-109 65
110-119 71
120-129 90
130-139 104
Complete set of Eamon
All 238 disks (includes all
adventures plus designer and utility
disks.) .......00 ssssseeesersnen BLZS,
Use your VISA/MC (206) 832-3055
COMPUTIST
33821 Orville Rd. E
Eatonville WA 98328-9590
1
Hardware Corner
Charles R Haight WA
I think it’s about time for us
Computists and all other Apple
II enthusiasts to admit to our-
selves that Apple doesn’t care
about us. They’re too wrapped
up in the MAC and in making
money. We had better start tak-
ing care of ourselves. And if we
want new hardware, we’re go-
ing to have to make it ourselves.
Soifyou’ve done something neat
with your machine (even if it
involves cutting holes in your
motherboard) how about writ-
ing and telling us all about it.
In line with that, here’s what
I’ve been up too.
The Super][GTS card
(2GTS: Too Good To Stop)
This one is for all of us who
don't have the money or the in-
clination to buy a IIgs or Mac.
The Super II card works in all
of the IIs except the IIgs.
What it won’t do
First let me say that the Su-
per II card is not a Ilgs clone
card and will not run IIgs soft-
ware. Plugging the Super]| into
your Ile is more like dropping a
454 cubic inch V8 engine into a
VW Bug and bumping out the
body to give the same room as a
stretch limo. But it doesn’t add
plush carpets, power seats and
windows and a super stereo sys-
tem. There’s only so much that
Ican do for $200. So if you need
the capabilities of the IIgs then
you should buy one!
What it will do
But if you want to stick with
your Ile and just need some zip
and some elbow room for your
programs, the “Super2” is for
you. This card is intended to
extend the useful lifespan of the
Apple II. In “90’s” vernacular,
it going to “empower” the older
Il’s. The card plugs into a regu-
lar slot and replaces the on-
board 65C02 processor with the
more powerful 65C816 proces-
sor. It also increases the clock
frequency to 4MHz (4 times fast-
er than the normal II clock),
has its own 128K bytes of sys-
tem ROM and adds up to 15.8M
bytes of directly addressable
memory. (1M byte minimum
memory.) .
The Super II card uses the
DMA line to take control of the
Ile. Other cards that use DMA
should be in lower numbered
slots so that they may override
the Super II card to access the
Tle.
Programs that “run” on the
card will execute 4 times faster
than in the Ile. From a speed
standpoint, that’s better than
installing an 8Mhz Zip chip.
UT
any references to Apple II
screen, I/O or ROM should be
changed to long references.
A Hefty Power Supply
Caution: This card is a power
hog. You must have a beefed up
power supply. One of the 60 or
80 watt aftermarket supplies
will do. You can find these for
about $50-60 in electronic sup-
ply catalogs. The “JDR Micro-
devices” catalog (1-800-538-
5000) has a 83 watt unit for $60
(plus $7 postage & packing).
An add-on fan is also a good
idea. The price of speed is in-
creased power consumption.
And more power means that
your II will run hotter.
The Super Il
Upgrade Kit
Includes: A 65C816 —16 bit processor
zooming along with a 4MHz clock speed
and 1Mbyte of memory (expandable to
15.8Mbytes using SIMM memory modules)
($200°2 “/1 Mbyte memory—For Il, Il+ and Ile)
While the Zip chip has a faster
clock speed, it must continually
slow down to the IIs 1MHz clock
speed for writes and cache miss-
es. The best average speed that
we know of for an 8MHz Zip is
3.9MHz. Hey, even the IIgs only
runs at 2.8MHz.
Running on the card also
gives programs access to all of
that extra linear memory. The
(minimum) 1M byte of memory
is 16 times more that the 64K
byte regular memory in the II.
There are no banks to switch
nor any arcane access rules to
follow. Just acres of DRAM for
your programs to play in.
Initially, we will be patching.
programs to run on the card
and encouraging software pub-
lishers to convert their titles.
Conversion is simple in theory,
What’s your “Pain Level”?
I’ve tried to keep costs down.
Every design decision was made
with an eye towards reducing
the final cost without giving up
speed or power. This is a com-
plex board using state-of-the-
art. Advanced Schottky (AS)
chips. You’ll find that these
chips cost more than the gar-
den variety LS (Low-power
Schottky) chips.
There’s about $168 in parts
including the 8MHz65C816 pro-
cessor and a 1Mbyte (SIMM)
memory module.
The cost of the bare board
alone is $43 each in small quan-
tities. (That includes $15 of
shared setup fees which can be
reduced if we order larger quan-
tities.) You could order the bare
board and acquire the other
parts yourself or you can order
the assembled card from me.
I am offering the initial run
of assembled cards for $200 each
to hackers who are willing to
help convert popular software
to run on the card. We need to
jump into the water first to
warm it up for the casual users
who are unable to patch their
own software. And just think of
the programs that you could
write with 1M byte of linear
addressable memory and a
4MHz processor.
This is not a vapor attack.
The circuit has been fully simu-
lated and checked. I’ve sent
away for two prototype boards.
At $328 for two bare boards,
that’s $164 each. Ouch! Sol am
serious and I’m looking for some
far sighted individuals who
want to get in on the ground
floor.
What’s Needed
Besides patching some of the
popular software programs to
run on the card, we need to con-
vince someone to convert a BA-
SIC interpreter. We can port
(and patch) Applesoft BASIC
but I think we need something
better, compatible with Apple-
soft but with cleaner code and
more commands. Also, we need
to consider a custom operating
system. We will use DOS 3.3 or
ProDOS to start with but we’ll
eventually want something else.
Perhaps the folks who wrote
GEOS would be interested.
What do you think? Is this
something that you can get in-
terested in? Or am I barking up
the wrong tree. I’ve already
spent my money for my card.
Don’t ask me to front the money
for everyone elses cards. If you
want this then Vote with your
wallet! It’s the only way to keep
this going. Send COMPUTIST
your checks, we will hold them
for 45 days. If enough readers
respond, we’ll have the boards
made. Otherwise, we'll return
your checks with regrets.
Remember, at the beginning
of every great enterprise there |
is always a core group of believ-
ers and doers who get the job
done.
Send your letter, today.
12
Readers Data Exchange
COMPUTIST #88
The Presto! card
(for all ][s)
Now that I’ve hyped the Su-
per][ lets move on. Here’s acard
for everyone who has twiddled
their thumbs while their Disk
II drive loaded DOS 3.3 or who
goes out for coffee while their
IIgs loads GSOS. Here’s an “In-
stant On” battery-backed RAM
disk that’s better than aspirin.
Instant On
The Presto! card has sockets
for up to twelve (12) 128Kbyte
static RAM (SRAM) chips. A lit-
tle arithmetic (12 x 128K) gives
us 1.5M bytes (1,572,864 bytes)
of memory.
I made room for 12 SRAM
chips because of the new
1.44Mbyte super drives. With
1.5Mbytes of memory you can
configure the card to look like a
1.44Mbyte disk. You can even
make it the “boot” drive on your
IIgs or Ile. If you’re tired of
waiting for your machine to boot
GSOS or ProDOS 8 (or DOS 3.3
even), use this card for “Instant
On” relief. Or store your most
often used software on it for
reduced delays when switching
programs.
Making the card look like a
disk drive simplifies access.
There’s no new protocol for you
to learn. Just LOAD, SAVE or
RUN as if you were using a reg-
ular disk drive. Only this one is
a heck of a lot faster.
Non-volitile memory
SRAMs have a special mode
that the Presto! card takes ad-
vantage of. When you turn off:
the enable lines and drop the
supply voltage to around 3 volts
DC, the chips current consump-
tion is reduced to a handful of
microamps and the data is not
lost. This means that a very
small battery will keep the in-
formation stored in the chip
“alive” and intact. When you
turn on your machine in the
cuits (IC). There are only 2 items
that will impact your wallet.
The SRAM and the bare board.
The SRAM chips. are about $22
each (last time I checked). If I
order a dozen bare boards, the
cost is about $43 each, ($10 more
if we want gold plated connec-
tor fingers). If we order 50
boards the cost drops to $30
each. :
So it’s about $76-89 (depend-
ing on the number of boards
that we order) to assemble the
board with one 128K SRAM.
Then youcan add SRAMs when-
ever you have another $22 until
the board is fully stuffed with
the whole 1.5M bytes.
The Presto! card
Instant relief from long waits for system
boots or disk intensive software
(For Il, Il+, lle and IIgs)
morning, the data will still be
there.
The hole in your Wallet
Cost is pretty reasonable. A
quick look at the parts list shows
that there are only about $24 in
miscellaneous parts including
sockets for the integrated cir-
If enough readers are inter-
ested, I’ll have the bare boards
made. It’s up to you, readers,
how many of you are willing to
vote with your wallets. If you
want the bare board, send COM-
PUTIST a check for $32 ($30
+$2 packing & postage). If you
want the card already assem-
Presto! card Parts List
Bi 3-3.6 VDC battery (see text) * 3.00 3.00
C1-15 1 pf ceramic disc capacitor 12 1.80
Qi 2N2907 PNP transistor 13 13
Q2 2N2222 NPN transistor 10 10
R1 10K Q resistor .05 05
R2, 3 10K Q resistor network (10 pin SIP) .29 58
U1-U12 128K SRAM (see text) 22.00 22.00
U13 Maxim 691 Special battery control chip 6.95 6.95
U14 74LS573 Octal transparent latch 88 88
U15 74LS245 Bidirectional (TS) buffer 69 69
U16 74LS32 Quad 2-input OR 25 25
U17 74LS00 Quad 2-input NAND .25 25
U18, 20, 21 74LS138 1 of 8 decoder 39 1.17
U19 74LS139 dual 1 of 4 decoder 39 39
U22-24 74LS574 Octal latch 91 2.73
2 ea. 14 pin DIP socket 1 22
5 ea. 16 pin DIP socket 12 60
5 ea. 20 pin DIP socket 18 90
12 ea. 32 pin DIP socket 28 3.36
1 ea. Circuit board . 30.00
$76.05
COMPUTIST #88 Readers Data Exchange
bled, send $81 (includes $25 for
assemble and testing) plus $22
for each SRAM chip.
We'll hold your checks for 45
days then if we have enough,
we'll cash them and order the
boards. Otherwise, we’ll return
your checks with our regrets
that not enough readers re-
sponded. Think about it while
you read the rest of this article.
How to use the card
Istarted with the Presto! card
because it is the easiest to un-
derstand (and fairly easy to as-
semble). Ignore the cluttered
look of the schematic diagram.
It’s just all the lines that make
it look complex. There’s really
not that much there.
Addressing
The SRAM is accessed at the
(16 byte) slot I/O locations.
Eight of these locations are used
to read or write data and the
other 8 are used to.read or write
three latches. These latches
store the address of the bytes
that you want to access on the
card.
Let’s take it a piece at a time.
The card (fully stuffed) has 1.5M
bytes of memory. It takes 21
bits of address (A0-A20) to spec-
ify any single location. There
are eight bytes in the slot I/O
(Input/Output) location that are
used to read or write data on
the card. It takes three bits to
address one of eight locations.
So three of the 21 bits that you
need to access the 1.5M bytes
are actually the three lowest
bits (A0-A2) of the I/O address.
These three bits are driven onto
the card at every access. That
leaves 18 bits to be stored in the
three latches.
Latch U22 and U24 each store
8 bits so latch U23 stores the
remaining two bits. These latch-
es are accessed at slot I/O loca-
tions $COn8 thru $COnF (where
n is the slot number).
Address Bits
$COn8/COnC A3-A10 (8)
$COn9/COnD A11-A18(8)
$COnA/COnE A19-A20(2)
$COnB/COnF unused
When you access any of the
latches, the latched address is
not driven onto the cards ad-
dress bus. The resistor networks
13
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(R2, R38) pull address lines A3
thru A20 high. This means that
when you read or write to a
latch, you are also reading or
writing to the eight (8) highest
locations in SRAM.
Reading & Writing the
Memory
The card is accessed by read-
ing or writing to the lower eight
slot I/O locations at $COn0-
C0n7. Think of it as an eight (8)
byte window onto the card. You
determine where the window is
by writing an address into the
latches. Then you read or write
the eight bytes thru the window
(at the lower slot I/O locations).
When you read or write data,
the contents of the address
latches (A3-20) are driven onto
the card address bus. The
latched address (18 bits) plus
the lower three bits of the slot I/
O address (A0-2) form the 21 bit
address necessary to access any
one byte of data.
The reason for using the low-
er bits of the slot I/O address to
address the card memory is two-
fold. First, the multiple address
access allows the IIgs (in 16 bit
14
mode) to transfer data almost
twice as fast as the Ile. Second,
the latches ate-write only and I
wanted.to be able to read them.
So I designed the card so that
when you write to the latches,
you also write to the SRAM and
when you read the latches, you
read those same locations in the
SRAM. This allows greater flex-
ibility in programming.
The Slot ROM
For the card to be a bootable
device, you must have a slot
ROM ($CnXX). But after stuff-
ing twelve (12) SRAM chips onto
the card there wasn't. much
room left. Besides that, [havea
strong objection to ROMS;
they're hard to change/update.
You need an ultraviolet eraser
to scrub out the old data anda
PROM burner to program them
with the new data. That’s too
much trouble and most users
don't have the equipment.
So I came up with a better
idea. I'm already using the high-
est eight bytes of SRAM to mir-
ror the contents of the address
latches. Why not use the high-
est 256 bytes as the boot ROM.
Then the Pseudo-ROM could be
changed any time you please.
So that's what I did.
One other note on the slot
ROM. The slot ROM is not re-
quired to access the card. You
only need it if you want the card
to be a bootable device. That
means that you can put the
cards driver somewhere in mem-
ory and then use the card in slot
3 on a Ile or a IIgs.
Assembly
This is a good project for any-
one who has a modicum of dex-
terity even if you have never
soldered before. The board can
be assembled using sockets so
that the ICs won't be fried by an
over zealous soldering iron. And
the board is tin plated so the
solder will flow quickly and ad-
here easily. If enough people
are interested, we can make up
a kit of all parts with detailed
instructions. A local reader has
told me that he is willing to
assemble and test boards for
$25 each. You supply the board
and parts. So. do it yourself or
have it done for you. Don't just
sit there, vote with your wallet.
Readers Data Exchange
“Vaporware
Announcements”
Iigs RAM card
I was working on a $150—4M
byte memory card for the IIgs
but I delayed and got skunked.
The latest issue of A2 Central
featured a 4M byte RAM card
for, you guessed it, $150. Well,
you can’t win them all.
But I hate to give up the idea
so easily so here is the revised
IIgs RAM card specs:
4 SIMM connectors using 1, 2
or 4 Mbyte SIMMs. That’s any-
where from 1 Mbyte all the way
up to 14 Mbytes of DRAM.
There’s some question as to
whether the memory above 4
Mbytes would be “fast” DMA
compatable due to reports that
the FPI. doesn’t put the DMA
bank address onto the data bus
soon enough in fast mode.
768K bytes of battery-backed
SRAM used as a ROM card. The
ROM card is supported by the
IIgs operating system. I sup-
pose that no one has done much
in this direction because in the
past all of the memory card
space was taken up by DRAM
chips. But with the SIMM chips,
more card space is available.
The card with 4 Mbytes of
RAM would sell for the same
price as the 4 Mbyte card of-
fered by A2 Central. Or you
could buy it with only one—1
Mbyte SIMM for about $80 and
add more memory yourself as
you get the funds. Drop me a
postcard and let me know how
to feel about it. Pll finish the.
card if there is real interest.
Otherwise, it’s just so much hot
air.
The Hyper IIgs
Some of the local hackers
have been jawing about ways to
make the fastest ever IIgs. One
of their less crazy ideas sound-
ed possible so I burned some -
midnight oil on the simulator
and, what do youknow, it works!
It would be more expensive than
a Zip GS or a Transwarp and
you would needa beefed up pow-
er supply. Also, (shudder!) you
would have to do a little “mod”
on your motherboard (frowned
on by Apple) in order to disable
any memory on the mother-
board. (The “mod” could be re-
moved if you ever needed to take
your machine to an Apple deal-
er.)
And wow, does it ever scream.
What is it? Well, it seems that
Western Design has reliable
12MHz 65C816 processors and
some that even run at 14MHz.
The crazy idea? Use two caches;
a high speed 64K byte cache
just like the other speedup cards
and a second cache of high speed
DRAM, an 8 Megabyte cache.
It requires two cards, one reg-
ular slot card and one that plugs
into the memory expansion slot.
That’s one reason why it costs
more, the other is all of that
high speed DRAM. The DRAM
cache runs at an effective speed
COMPUTIST #88
of slightly more than 5MHz. The
64K byte cache card (12MHz)
plugs into the regular slots and
allows DMA access to the DRAM
as well as updating the 64K
cache.
So your new Hyper IIgs runs
at 12MHzinits 64K cache. Ona
cache miss/write thru it slows
to 5MHz and only if the access
is to bank $E0-FF does it slow
to 2.8 or 1MHz. While its run-
ning at high speed it outputs an
address of $FF/FFFF to the FPI~
to fool it into thinking that a
continuous read to that address
is occuring. Making only a few
of these card sets would cost
$500 each, assembled. Sounds
crazy to me, workable but cra-
zy. What do you think?
On that note I’m going to call
it a day. But don’t you go to bed
before you’ve scrawled a note
on a postcard and sent it to
COMPUTIST to let us know
what you think. Bye!
Curt Patch CT
Softkey for...
Teacher’s Tool Kit, v3.1
Hi Tech of Santa Cruz
A copy of this 3.5" startup
disk boots to a title screen that
warns ‘This is not a valid..
STARTUP DISK! Press a key to
restart...’ I loaded up Copy 2+
sector editor and searched the
startup disk beginning at block
$00 for these words. I found
them at block $25 along with
some logical code. I found I could
bypass the protection with a
jump command. At block $25
starting at bits $0200 I found
20 76 21 and changed it to 4C
FO 21. So deprotect TTK as fol-
lows:
1. Make a copy of TTK with
your favorite disk copy pro-
gram and put your original
away.
2. Boot up your block editor and
change as follows:
Bk Byte» From Ty
$25 $200 07621 AC FON
3. Write the changes to the disk
and you are done. .
The accompanying program
disk is not copy protected. Bless
all you teachers out there in
Computist’s Land. May all of
your backups work for you.
Robin Locksley MO
Placing PaintWorks
Gold on a Hard Drive.
Requirements:
Apple IIGS
Copy II Plus v9.1
I have been trying to get
PaintWorks Gold on the hard
drive by updating it to GS.OS
as suggested in Computist 73
page 6. The article suggested
doing a search for the string C9
08 00 00 CE. I searched but
never found that string. But
never fear I have found a string
that works.
COMPUTIST #88
Boot Copy II Plus and go to
the Sector Editor. Do a search
for C9 08 00 DO CE and replace
the 08 to 7F. This will allow
PaintWorks Gold to load on the
hard drive. I don’t know if the
original code was in error or if
there are more than one set of
codes (sometimes programers
have several sets of copy pro-
tection) but this worked for me.
I would also like to be able to
place the following programs on
hard drive. If anyone out there
has succeeded please send in
your results.
Dungeon Master
Hunt for Red October
Spirit of Excalibur
The King of Chicago
War in the Middle Earth
Joe Trodello MA
Softkey for...
Algebra I v1.7
Eduware
Requirements:
COPYA
Copy II Plus
1 blank disk
1 formatted disk
The softkey in a previous is-
sue would not work on my disk,
but here is how to deprotect
this version.
1. Run COPYA. Press ctrl C at
the prompts.
CALL 151
B942:18
RUN
2. Copy files from the copied
disk to a formatted disk. Use
Copy 2 + to copy DOS onto the
new disk and to change the
boot file from Hello to Boot.
Aaron Culliney HI
Softkey for...
Space Rogue
Origin Systems
A while back, a friend asked
me to take the (code wheel) pro-
tection off Space Rogue. He was *
angry that each time he request-
ed to play a saved game, he was
asked for a word from a certain
page in the manual. This can be
very annoying especially when
you enter the incorrect answer
and the game reboots. I’m not
sure whether there is already a
COMPUTIST issue detailing
this krack, (itis an older game),
but here is my method:
In order to deprotect the disk,
make a copy of both sides. I
have to note that I had trouble
using Copy II+ on the boot side
for some mysterious reason, but
Copya and Super IOB FAST
.CON seemed to work just fine.
Once copied, I set about snoop-
ing through the code on the boot
disk.
I found the specific calls to
the code wheel protection on
track. $13 sectors $04 and $05.
After some trial and error here,
I pinned down the branch rou- .
tine that handled the right and
wrong answer on track $13, sec-
tor $05. In bytes $71 and $72
there was a BNE +$0A which I
changed to BNE +$08 ($D0 0A
TO $D0 08). This change to the
code enabled any answer to be
entered without a problem.
Step-by-step
1. Make a copy of both sides
with COPYA or Super IOB
FAST.CON.
2. Make sector edits with any
standard editor to the SPACE
ROUGE boot disk:
Tk Sct Byte From at)
$13 $05 $72 OA 08
If you prefer to scan for code,
search for $D0 0A C8 CO 04 and
change the $0A to a $08.
Alan Chaney MD
Softkey for...
Manhunter: New York
Sierra On-Line
Requirements:
4 Blank 3.5 disks
3.5 Disk Copier
3.5 Sector Editor
I fought this program for 3
months before I finally got lucky
and found a softkey. There was
two reasons. why this program
took me so long to softkey. First
Iam about as new as you can
get to Assembly Language, and
secondly this program don’t
make regular jump long to some
locations. Not knowing for cer-
tain, but I think the addresses
minus the 22 is pushed on the
stack and are pulled off the
stack in a way that I could not
follow. An example of what I
mean is the call to the routine
that checks to see if the typed
in word matches the total
amount that is asked for (as
long as the amount matches the
letters don’t matter, the letter
amounts are A=41 thru Z=5A).
There is no 22 64 21 01 to the
protection routine nor is there
a call of 22 05 2C 04 for the
Sorry Manhunter Screen,But
the last 3 digits of that address
is at 01/8141.
Here are some of the things I
tried while working on this pro-
gram. When you type in the
wrong word and press Return,
the program jumps to a screen
that simply says “Sorry that is
the wrong word. Pressing re-
turn again takes you to the Pro-
dos Quit Screen. So I decided to
Readers Data Exchange
put a RTL(6B) at the beginning
of the Prodos Quit routine 01/
2B86:6b (by the way it ended
with a RTL). Now the Sorry
screen repeats after pressing
Return. I found that the Sorry
screen clears of everything be-
fore rewriting the Sorry screen
(it’s quick),But doing that peri-~
od you can reset into the Moni-
tor and put a 20 at 01/7F8D:
and the Question screen will be
rewritten automatically when
you return from the Mon
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