CAIN Newsletter: Je/Jul-95 #0205
From: Atari SIG (xx004@cleveland.Freenet.Edu)
Date: 10/22/95-09:47:44 PM Z
From: xx004@cleveland.Freenet.Edu (Atari SIG)
Subject: CAIN Newsletter: Je/Jul-95 #0205
Date: Sun Oct 22 21:47:44 1995
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\ Jun/Jun 1995 Vol.II No.5 /
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/___|_|_|__________ Monthly Newsletter _______| |___________/
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/____/___|___\________ Information Network ____| | | |_____/
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The Official Online Newsletter of the Cleveland Free-Net Atari SIG
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The Cleveland Free-Net Community Computer System is accessible worldwide!
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telnet freenet-in-{a,b,c}.cwru.edu (129.22.8.32 or 129.22.8.51)
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WWW: http://ace.cs.ohiou.edu/personal/mleair/cain.html
http://www.mcc.ac.uk/~dlms/atari.html
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Covering:
7800/XE/XL/800/400,FALCON030/ST/TT/ST(e),PORTFOLIO,LYNX,JAGUAR
CAIN Online Newsletter Published and Copyright (c) 1995
by Cain Publishing
Publisher/Editor
Voting/Conferences.........Mark Leair aa338@cleveland.freenet.edu
Assistant Editor
SIG Manager/Jaguar Area....Len Stys aa399@cleveland.freenet.edu
8-Bit Support Area..........Michael Current aa700@cleveland.freenet.edu
8-Bit Technical Forum.......Craig Lisowski aa853@cleveland.freenet.edu
16/32-Bit Support Area......Bruce D. Nelson aa789@cleveland.freenet.edu
16/32-Bit Support Area......Thomas Main em129@cleveland.freenet.edu
Atari Classic Gaming Corner/
Portfolio Support Area......Fred Horvat ap748@cleveland.freenet.edu
Lynx Support Area...........Barry W. Cantin aa852@cleveland.freenet.edu
Atari WWW Support Area......Mark S. Smith M.S.Smith@dl.ac.uk
_________________________________________________________________________
Cleveland Free-Net Atari SIG Internet E-Mail: xx004@cleveland.freenet.edu
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Cleveland Free-Net Atari SIG, P.O. Box 364, Mentor, OH U.S.A. 44061-0364
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Table of Contents
>From the Editor..........................................The CAIN Newsletter
-Mark Leair
>From the SIG Manager.............................Jaguar Needs More Retailers
-Len Stys
Atari News.........ATARI CORPORATION INKS LICENSING AGREEMENT WITH ACTIVISION
ATARI LAUNCHES "SUPER BURNOUT" ON JAGUAR 64
ATARI CORPORATION NAMES HOFF PRESIDENT OF NORTH AMERICAN OPERATIONS
ATARI PRESENTS NEW SOFTWARE TITLES AT "FUN 'N' GAMES" MEDIA DAY
"THE JAGUAR'S EDGE" ANNOUNCES EDITORIAL STAFF
ATARI CONTINUES TO EXPAND JAGUAR PERIPHERALS
ATARI CORPORATION ADDS TWO TOP INDUSTRY VETERANS TO SENIOR MANAGEMENT TEAM
ATARI CORPORATION ANNOUNCES FIRST QUARTER 1995 RESULTS
ATARI JAGUAR'S LIBRARY APPROACHES 100 TITLES IN 1995
ATARI AND VIRTUALITY PREVIEW FIRST VIRTUAL REALITY GAME SYSTEM FOR HOME
-Atari Corp.
8-Bit Computers Support Area...............................8-bit News #1 - #5
8-bit Commentary
-Michael Current
16/32-Bit Computers Support Area.....................JV Enterprises Interview
Speed of Light Review v3.8
Atari ST FTP Sites Update
-Mark S. Smith
Lynx Support Area...................................................Lynx News
Battle Zone (BZ2K) Info!
Lynx Commentary
-Barry W. Cantin
Jaguar Support Area.......................................General Jaguar News
CatNips Jaguar Tidbits
Hover Strike Review-Mark S. Smith
Jaguar Commentary
-Len Stys
Upcoming Atari Shows......................................Atari Show Calendar
-Mark Leair
Voting Issues and Results..................................Last Month's Issue
This Month's Issue
-Mark Leair
General Information of Need.........................How to Contribute to CAIN
Article Requests
-Mark Leair
>From the Editor
-=-=-=-=-=-=-=-=
Mark Leair
Welcome to the CAIN Summer Issue -- also known as the June/July 1995 issue of
CAIN. This issue will prove to be the largest issue to date. Over 260K of
news and reviews of Atari products. Our Atari News section alone has 10 press
releases direct from Atari Corp and other sources. The Atari 8 bit section
brings you 13 large news announcements, and the 16/32 bit section brings you an
interview with JV Enterprises, makers of Towers II for the Falcon. This issue
even has some exciting news for Lynx owners! This news is so exiciting, I
encourage you all to just skip to that section now and come back and finish
reading my letter afterwards.
Now that you all have returned, for those who have not heard, CAIN has made USA
Today! That's right! The Nation's Newspaper published an article on orphaned
computers titled "Loyal Users Cling to Comfortable Old Computers." The article
contained quotations from Len Stys and Michael Current of CAIN, Rob Funk, and
Michael Hohman of Fine Tuned Engineering. The article was published in June
27, 1995 issue of USA Today page 4-D in the "Life" section.
-Mark Leair
CAIN Publisher
>From the SIG Manager
-=-=-=-=-=-=-=-=-=-=-
Len Stys
Since this is already a big issue, I am using my editorial space to provide
you with names and addresses of retailers that you may want to write (hint!)
to encourage these buyers to carry the Jaguar and its games at their stores.
JAGUAR DISTRIBUTION
-------------------
The most important thing that must take place now is the convincing of
retailers to carry the Jaguar 64-bit video game system and its games. Atari
has convinced a few retailers to carry the Jaguar, but not nearly as many
as the company needs to make the Jaguar successful this year.
Lack of distribution results in a company spending more on advertising than
the company is making in sales. This is what happened with the Lynx.
Atari had a great "Batman Returns" advertising blitz and sold out of the
Lynx in the few stores that carried it. The problem is that those few
stores carried less than six systems each. When consumers had to wait for
more to be ordered, the excitement was gone and they did not want the product
anymore.
Atari Corporation will run into the same problem unless two or more major
retailers are convinced to carry the Jaguar in addition to the retailers
Atari has already signed this year.
Atari cannot do it alone. Unless the retailers know that consumers actually
want this product in their stores, they will not carry it. This is why it is
important for you to actually write these retailers. I have done my
homework and I have found the exact names of buyers at six of the largest
retailers in the United States. These individuals are responsible for
purchasing electornics/video game products at their respective companies.
I have also included the U.S. mailing address of all of these retailers so
that it will be extremely easy for you to contact them.
The contents of the letter should be simple. Just explain to the buyer that
you are a customer of their store and would like for the stores in your area
carry the Jaguar 64-bit video game system and all of its games. At the end
of your letter, thank the person for reading your letter and for listening to
the wants of their customers.
The names and addresses are:
Mr. Joe Hofmeister
KMart Corp.
3100 West Big Beaver Road
Troy, MI 48084-3004
Mr. Jeff Broviak
Walmart Stores, Inc.
702 Southwest 8th Street
Bentonville, AR 72716-0001
Jack Zasadzinski
Toys "R" Us Inc.
461 From Road
Paramus, NJ 07652-3524
Peter Coyne
Best Products Co. Inc.
1400 Best Plaza
Richmond, VA 23227-1125
Dawn vonBechmann
Circuit City Stores Inc.
9950 Mayland Drive
Richmond, VA 23233-1463
Lisa Odell
Best Buy Co. Inc.
7075 Flying Cloud Drive
Eden Prairie, MN 55344
Thank you for writing. Please capture this text and pass it along to others.
Atari News
-=-=-=-=-=
Date: Tue Jul 18 09:38:51 1995
CONTACT: Jessica Nagel or Patricia Kerr
Dorf & Stanton Communications, Inc.
(310) 479-4997 or (800) 444-6663
_For Immediate Release_
Atari Corporation Inks Licensing Agreement With Activision
Inc. Deal yields release of classic Atari titles for PCs.
Sunnyvale, CA -- (July 17, 1995) -- Atari Corporation
announced today the finalization of a contract with
Activision Inc., a Los Angeles based leader in software
development. Atari Corporation's pact with the prestigious
developer will bring consumers classic Atari titles in
multiple formats. The agreement will also result in the
release of the all-time American favorite, "Pitfall: The
Mayan Adventure" for Jaguar 64.
"Our collaboration with Activison will offer exciting
entertainment for both Jaguar 64 consumers and PC users,"
said Ted Hoff, Atari Corporation's President of North
American Operations. "'Pitfall' is a fine example of our
continued commitment to provide Jaguar gamers with
top-quality titles."
The release of "Pitfall: The Mayan Adventure" for the
Jaguar 64 system will be an ideal showcase for the
extensive capabilities of this advanced home entertainment
system. "Pitfall" reflects the power of Jaguar's superior
64-bit technology, resulting in brilliant color, intense
speed, and stereo sound. The jungle adventure game has a
target ship date of mid September.
Numerous Atari classic games will soon be available to PC
users when Activision releases "Atari Action Pak II" for
single-user IBM and PC compatible computers. The special
"Pak" will also provide consumers with PC versions of such
memorable Atari titles as: "Air Sea Battle"; "Breakout",
"Super Breakout"; "Space War"; "Surround"; "Millipede";
"Combat"; "Yar's Revenge"; "Canyon Bomber"; "Gravitar";
"Maze Craze"; and "Night Driver".
The "Pitfall" release under the Activision agreement is one
of the many exciting games for the Atari Jaguar 64 library,
which will approach 100 titles by the end of the year. The
expanded library will include CD titles for the much
anticipated Jaguar CD system, which will be shipping in
August.
For over 20 years, Atari Corporation has provided consumers
with high-quality, value- priced entertainment. Atari
Corporation markets Jaguar, the only American-made,
advanced 64-bit entertainment system and is located in
Sunnyvale, California.
-++- ================================================= -++-
A final note to this episode of CATnips, Darryl Still of
Atari UK tells me that "Zero 5" and "Gotcha!" (working
title) were shown at a EuroPress Conference last week. He
says both are contracted for early '96 release and both are
"worth watching for". Add those to your lists!
Date: 06 Jul 95 04:56:43 EDT
CONTACT: Jessica Nagel or Patricia Kerr
Dorf & Stanton Communications Inc., Los Angeles
310/479-4997 or 800/444-6663
For Immediate Release
ATARI LAUNCHES "SUPER BURNOUT" ON JAGUAR 64
SUNNYVALE -- July 5, 1995 -- Earlier this morning Atari
Corporation released "Super Burnout", a fast-action
cartridge title for the 64-bit Jaguar system. In this
crash- and-burn arcade-style game, motorcycle players
compete head-to-head with friends, computer generated
racers, or against the clock.
"Super Burnout" has 60 frame-per-second break-neck action
graphics and intense realism of motorcycle racing. Players
criss cross the globe to compete on the most intense tracks
in the world. All eight racetrack locations feature awesome
scenery and the hottest music soundtracks.
The key to a player's driving success is to choose a custom
sports bike that provides them with the winning edge.
"Super Burnout" offers numerous motorcycles for players to
choose from, each with individual style and powerful
driving capabilities. The two-player "versus mode" applies
split-screen details, which allows competitors to view
their racing progress all the way to the checkered flag.
"'Super Burnout' is a great addition to our library of
software titles," said Ted Hoff, president of Atari Corp.'s
North American Operations. "It is a fine example of the
high- quality, competitively priced software we continue to
bring to our Jaguar 64 consumers."
"Super Burnout" players can race day or night and choose
the number of laps in one of four racing modes. "Super
Burnout", rated KA (appropriate for kids through adults),
is available for sale now for $59.99 (suggested retail
price).
Additional Atari Jaguar summer releases will include:
"Ultra Vortek", "White Men Can't Jump", "FlipOut!" and
"Rayman". These are just a few of the many great titles for
the Atari Jaguar library, which will approach 100 titles by
the end of 1995.
For over 20 years, Atari Corporation has provided consumers
with high-quality, value priced entertainment. Atari
Corporation markets Jaguar, the only American-made,
advanced 64-bit entertainment system. Atari Corporation is
located in Sunnyvale, CA.
"Super Burnout" (c) 1995, Atari Corporation, Virtual
Xperience and Shen Technologies SARL. All Rights Reserved.
"Super Burnout", Atari logo and Jaguar are all trademarks
of Atari Corporation. Virtual Xperience, The Virtual
Xperience logo and Shen Technologies SARL are the
trademarks or registered trademarks of their respective
companies.
Other products may be trademarks or registered trademarks
of their owning companies.
=========================================================
Onliners note: A .GIF file is provided with this release
if obtained in .ZIP form. To obtain an archived version
of this document, see the download areas of the Jaguar
sections of GEnie or CompuServe. Copies are also
available by calling CATscan BBS at 209/239-1552.
Date: 26 Jun 95 23:27:38 EDT
CONTACT: August Liguori
Atari Corporation
(408) 745-2069
Jessica Nagel and Patricia Kerr
Dorf & Stanton Communications, Inc.
(310) 479-4997 or (800) 444-6663
For Immediate Release...
ATARI CORPORATION NAMES
HOFF PRESIDENT OF NORTH AMERICAN OPERATIONS
SUNNYVALE, CA -- (June 26, 1995) -- Earlier this morning
Atari Corporation announced that Theodore M. Hoff has joined
the company's core management team as President of North
American Operations. Hoff will oversee Atari Corporation's
North American operations, which includes the United States,
Canada and Mexico.
"We are very pleased to have Ted Hoff at Atari," said Atari
Corporation President/CEO Sam Tramiel. "His extensive
industry experience will play an integral part, both in the
planning and execution of our long and short term corporate
strategies."
Prior to joining Atari Corporation, Mr. Hoff was Senior Vice
President and General Manager of Fox Interactive, a division
of Twentieth Century Fox. During his tenure, Hoff launched
Fox's interactive entertainment division, establishing the
company's mission, structure, five-year strategic and
financial plans, and led the launch of multiple titles based
on their film and television properties.
From 1990 to 1994, Mr. Hoff held the key position of Senior
Vice President of Time Warner Interactive, Inc. (TWI), the
home entertainment software publisher subsidiary of Time
Warner, Inc. At TWI Hoff directed sales and marketing and
established annual and long-range strategies and financial
objectives.
Hoff hired and directed senior staff, including directors of
marketing, sales, licensing and acquisition, and third party
publisher affiliates. Under Hoff's direction, Time Warner
Interactive launched 15 to 20 new titles per year including
arcade, theatrical, and sports licenses.
Mr. Hoff's previous experience also includes senior
management positions at United Brands Co. and Philip
Morris, where Hoff launched new products and directed retail
sales, marketing, and operations at both corporations.
Atari has been in the video game business for over twenty
years. Today, Atari markets Jaguar, the only American made,
advanced 64-Bit entertainment system. Atari Corporation is
located in Sunnyvale CA.
Date: 22 Jun 95 02:45:04 EDT
FOR IMMEDIATE RELEASE
CONTACT: Jessica Nagel or Tom Tanno
Dorf & Stanton Communications, Inc.,
(310) 479-4997 or (800) 444-6663
ATARI PRESENTS NEW SOFTWARE TITLES
AT "FUN 'N' GAMES" MEDIA DAY
SUNNYVALE, CA (JUNE 20, 1995)-Numerous new titles for the
Jaguar system and Jaguar CD were previewed at the "Fun 'N'
Games" media event at Atari Corporation headquarters today.
Hands-on previews and demonstrations were conducted by game
producers and developers. In addition, the event highlighted
marketing strategy, technology developments, and a
presentation of peripherals including Jaguar VR.
Atari Corporation continues its Jaguar software library
expansion, approaching 100 titles for its 64-bit Jaguar
entertainment system by the end of the year. "We will have
every kind of game that players want, from the best
developers and publishers in the world," comments Atari
President Sam Tramiel.
The titles demonstrated at "Fun 'N' Games" include:
=*= Blue Lightning (CD) =*=
Gamers pilot a chosen plane from a squadron of United
Nations operatives as they fight to stop General Drako, the
UN member turned terrorist. Players design flight plans and
use their quick maneuvering skills to destroy key enemy
locations and bases. Players also protect cargo planes and
other UN planes transporting important government officials.
=*= Hover Hunter (working title) (cart) =*=
The age of limitless resources and vast armies is over. The
battlefield now belongs to the elite; those with the speed,
firepower, reflexes and intelligence to get the job done
fast and done right. As pilot of a high-speed attack
hovercraft, gamers man the most powerful tool utilized in
this struggle for complete global domination.
=*= White Men Can't Jump (cart) =*=
Trash talk runs rampant on this in-your-face, two-on-two,
blacktop basketball shoot-out. Automatic camera control
zooms in and swings around to catch all the action in this
fast-paced, hard playing new sports game for the 64-bit
Jaguar.
White Men Can't Jump will be released bundled with the Team
Tap, the multi-player adapter for the Atari Jaguar, a $29.95
value.
=*= FlipOut! (CD) =*=
A puzzle game with an alien twist. Take a tour of the Cheese
Planet (or as the citizens call it, Planet Phromahj) which
includes nine different areas of game play, with multiple
games per area, and four difficulty levels, from normal to
psychotic. Whatever you do, watch out for those mischievous
little aliens. Some of them will try to help you (if you can
call it help), but most of them will try to trip you up for
the fun of it. If they werent so cute, youd wring their
necks.
=*= Highlander (CD) =*=
You are Quentin MacLeod, the hope of mankind. An immortal
raised as an ordinary child, your destiny was unknown until
the day slave traders destroyed your village, kidnapped the
Dundees, and killed your mother. As she died, your mother
called you "The Highlander" and urged you to seek out the
stranger who would train you to fulfill your destiny--to
wrestle mankind from the grasp of the evil immortal, Kortan.
You must find this stranger, an immortal named, Ramirez, who
will help you gather the knowledge you need to defeat
Kortan. Your first quest is to rescue the Dundees from
Kortans stronghold.
Highlander includes original dialog from the actors in the
animated series and cinepaked sequences from the animated
series as well.
=*= Myst (CD) =*=
Get lost in the worlds of Myst. Use your mind to unlock the
secrets of ages past. What happened to the worlds Atrus
created? Is one of his sons behind the destruction? It's up
to you to find out. Take careful notes. Everything you see
or hear, no matter how insignificant, could be the key to
unlocking the mystery.
=*= SuperX (cart) =*=
Supercross enables the player to experience this
exhilarating dirt bike ride and race from a realistic first
person bikers perspective. The track is constructed from
texture mapped polygons allowing full 360 degree 3D
generation of the course. The game is based around three
main modes: practice, single race, and championship /
tournament. The riders have particular characteristics that
affect performance, including strength, weight, agility and
accumulated factors such as injuries and morale (based on
recent from). Put on your helmet.... you're in for
everything from tunnel jumps to triples... get out in front
quick and youll have everyone freight-training behind you.
=*= Baldies (CD) =*=
Ever want to rule the world? With Baldies, you have the
resources but do you have the strategy and skill? Build
your own society complete with workers, builders, soldiers,
and scientists, and use them to create your own world and
conquer the enemy.
Use your scientists to invent creative ways to kill the
enemy. Dropping a skunk into an enemy house to make them run
out into a minefield youve laid is just one way to get rid
of them. You can also drown them, electrocute them, and trap
them, to name just a few of their useful ploys.
You are only limited by your own imagination. This game is
truly for all ages. With its advanced AI, it can be a
"fishbowl" where you observe the baldies multiplying and
living out their lives or you can interact, decide to
conquer the world and attack the bad guys (those with hair).
There are five areas of game play with literally hundreds of
levels, including secret levels and secret warps to get to
other levels.
=*= Robinson's Requiem (CD) =*=
This is the ultimate test of human endurance in an alien
world-- a survival / adventure simulation set in a
startlingly realistic virtual environment the likes of which
has never before been seen. You are imprisoned on an alien
planet --Zarathustra-- and your aim is to escape. If you
have to amputate one of your own limbs in order to survive,
then that's what you must do.
To escape, you'll need to use the environment and your
cunning, and do anything necessary to stay alive-- including
amputating your own limbs. Features more than 100 variables
in real time; your body temperature, stress, fatigue, pain,
coughs, malaria, poisoning, fractures, gangrene,
hallucinations... Deal with diseases and health hazards and
fight off predators.
This is no outward-bound weekend. Robinson's Requiem will
test your survival skills to the limit. Keep your wits about
you Robinson, and you just might make it.
=*= Charles Barkley Basketball (cart) =*=
Charles Barkley Basketball is an over-the-top, in-your-face
two-on-two basketball game. The player has 20 characters to
choose from including Charles Barkley. There are also two
modes: versus and tournament mode.
In versus mode, pick your players and go at it. In
tournament mode, if you're good enough, you can even end up
endorsing products as your work your way through the
tournament to meet Charles Barkley in the finals to see who
really is the best.
=*= Commander Blood (CD) =*=
Bob Morlock, the oldest being in the universe, is the boss
of Kanary Corp., a gigantic business he founded over two
hundred thousand years ago. All of his millions of employees
were built by and for Kanary, which spends colossal sums of
money just to keep Bob alive. Bob has felt the end
approaching so it is time to delve into the meaning of life,
the central truth of existence. Bob has put together an
expedition through time to the final destination: the Big
Bang. The Kanary Research Corp. scientists have developed an
amazing black hole, name Oddland; a new era in space travel
has dawned.
As Commander Blood, you take command of the Ark (the best
spaceship anyplace, anytime), aided by Hank, the onboard
bioconsciousness, and Olga, the onboard translator), with
Morlock on board as well. Your job is to fly through Oddland
as often as it takes to get to the Big Bang. However, black
holes arent just the natural boundary points between
universes, they're also political borders and are heavily
guarded by SCRUT ships. To make your trip a little easier,
you have several identities: frozen meat salesman, roadie
for the famous "Migrators" rock band, etc. Each universe
contains not only business and military vessels, but also a
number of planets. You'll need to make friends, do favors,
or get involved in local wars to gather information you will
need. Good luck!
=*= Breakout 2000 (cart) =*=
Breakout 2000 is an update to Ataris classic game,
Breakout. As in the original, the game consists of a paddle,
a ball, and a playfield composed of bricks. The difference
in Breakout 2000 is that it changes the viewpoint by
rotating the playfield back into a 3/4 3D perspective. The
objective will still be to get a high score by clearing the
playfield of all removable bricks and not losing your turn
by missing the ball.
To make this more difficult, there are bricks that are
non-breakable and some must be hit more than once to be
broken. Also there are power-ups which may give you an extra
ball, speed up your ball, slow down your ball, etc. If you
loved the original, youll love this.
=*= Vid Grid (CD) =*=
Here's a whole new way to "play" music videos. As you watch
each video, the screen is divided into squares that are all
mixed up. You have to unscramble each video while it's
playing and before the music ends. You choose to divide the
screen by 3x3, 4x4, 5x5, 6x6 squares, upside down, to name
just a few of the options. Vid Grid features some of your
favorite full-length, uncut videos including Red Hot Chili
Peppers, Peter Gabriel, Aerosmith, Sound Garden and more.
It takes just minutes to learn, but provides hours of
challenging entertainment. (And to make it even better, it
will packed-in to the Jaguar CD player at launch).
=*= Varuna's Forces (CD) =*=
Varuna's Forces is an action strategy game with elements of
a "shoot 'em up". You are in control of a team of four
soldiers of the United Coalition of Planets, Marine Attack
Division, nicknamed Varuna's Forces. The team is equipped
with helmet cameras and microphones linked via radio to your
tactical command console. You see, on your common screen,
views from each of your soldier's cameras. Also at your
disposal is an overall view of a plan of the area with your
troops' positions indicated.
Your soldiers have his or her personal characteristics and
relationships with his or her teammates which change over
time. Sometimes command decisions must be made not just upon
the physical status of a particular soldier, but also upon
his or her personal attributes. You are given a number of
scenarios from which to choose, however, your objective is
to successfully complete each one. You may need to obtain
the release of hostages, or capture an entire area or base,
or capture a particular piece of equipment.
=*= Battlemorph (CD) =*=
One of the most realistic 3D shooter/explorer games to date,
Battlemorph picks up where Cybermorph left off. This sequel
will have more unique worlds, more elaborate missions, and
both underwater regions and underground tunnels to explore.
Players can use the various formations of the war Griffon to
battle into enemy territory, using fighter, tank, and
amphibious forms to gain the edge over enemies.
=*= Fight for Life (cart) =*=
This 3D fighting game is set in hell, with each character
striving for the ultimate prize: the chance to gain
redemption and live again. Players choose one fighter from
among eight different characters. They then battle the
remaining characters one-by-one and proceed to the final
showdown with the end boss. As they defeat each opponent,
players can select up to two of each character's five
special moves, in effect creating their own truly unique
fighting character.
=*= Space War 2000 (cart) =*=
As a space knight, gamers vie for glory, honor, fame and
fortune in this first-person perspective 3D adventure. With
the proceeds from each successful intergalactic joust,
players can procure multiple weapons to defeat the enemy and
have their name cast for eternity in "The High Score Table".
=*= Ultra Vortex (cart) =*=
Players become one of ten eye-popping, bone-crunching
warriors of the underground who battle it out in
mind-bending arenas carved from the living rock, with one
goal in mind: Defeat the dreaded Guardian of the Vortex.
This game features a "lock-out" code to limit violence
within gameplay.
=*= Creature Shock (CD) =*=
The remains of the SS Amazon, a space-drifting ship
abandoned in 2023, is the setting for this fully rendered 3D
animation Sci-Fi / Adventure game. In the hopes of finding a
new home for the dying planet Earth, players must kill the
deadly, crawling creatures which have inhabited the ship,
before the creatures literally slash and burn them first.
Created by Argonaut, designers of Nintendo's Special FX(tm)
Chip.
=*= Demolition Man (CD) =*=
Based on the movie starring Sylvester Stallone and Wesley
Snipes, this title features several different types of
gameplay including shooting, car chasing, tunnel hunting,
and hand-to-hand combat. Players will actually control
cinematic-quality live action footage of Stallone as
Demolition Man in this game, which smoothly merges movie and
video footage. Includes footage of Stallone and Snipes
filmed specially for this interactive adventure.
=*= Black ICE \ White Noise (CD) =*=
No Respite. No Rails. No Rules.
In Black ICE \ White Noise players take the role of a
street-level cyberpunk in the urban blightscape of New San
Francisco, walking a barbed wire tightrope between the cysta
line informational world of C-Space and the grimy reality of
The Street and The Meat. Gameplay features include
point-of-view C-Space hacking, full-motion video encounters,
and digitized video sprites of gangs, crazies, cops,
Corps... and corpses.
Play a good guy who fights the good fight...or a bad girl
who left her heart in San Francisco a long time ago.
Ooops--your mission went bad and you just blew away a cop.
Now here come allllll his friends. Make a note: Better do
some creative hacking on that lengthy police record of
yours, after you get out of this alive.
If you get out of this alive...
=*= Defender 2000 (cart) =*=
This arcade classic (from the creator of Tempest 2000 for
the Jaguar) will feature autofire for the basic laser; loads
of enemies; additional weapons; bonus rounds; a graphically
enhanced ship and enemies; spectacular explosions; scrolling
and warping backdrops; up to four modes of play (including
"CPU assist"); and, of course, great music.
=*= Thea Realm Fighters (CD) =*=
As one of 12 digitized fighters, you must defeat all the
others before facing SurRaider, a powerful warrior from
another dimension. Four or more special moves and two
"killer" moves will help you win your battles against hidden
SubBosses and 5 secret characters. Defeat up to 21
characters in a single game or SurRaider will conquer the
planet and add Earth to his vast empire.
=*= Brett Hull Hockey (cart) =*=
This 3D game offers the player two different perspectives
and features a camera which zooms in and out and moves in
all directions to keep up with the fast paced action. The
power, colors, and speed of the Jaguar and texture mapping
will give the gamer a true 3D experience.
=*= Max Force (CD) =*=
This game takes place at the Max Force Virtual Training
Facility where you must be smart, quick, and accurate with
over a dozen Nerf weapons in order to become a member of the
elite Max Force Team. While shooting enemies and targets,
collect all four pieces of the Max Force medallion and
destroy the boss in each level. Three dimensional artwork
and first-person perspective with action taking place in a
Virtual Reality Simulator guarantee lots of Nerf fun where no
one gets hurt.
# # #
Jaguar is a trademark of Atari Corporation. Atari is a
registered trademark of Atari Corporation. Other products
may be trademarks or registered trademarks of their owning
companies.
Atari has been in the video game business for over twenty
years. Today, Atari markets Jaguar, the only American made,
advanced 64-Bit entertainment system. Atari Corporation is
located in Sunnyvale, CA.
Date: 02 Jun 95 00:25:22 EDT
Contact: John Marcotte, Publisher
Jaguar's Edge Magazine
Editorial or Advertising
916/954-0468
FOR IMMEDIATE RELEASE
"THE JAGUAR'S EDGE" ANNOUNCES EDITORIAL STAFF
SACRAMENTO, Calif., May 27, 1995 -- Less than two weeks
after the announcement of the world's only gaming magazine
devoted to the Atari Jaguar, "The Jaguar's Edge" named its'
editorial staff today. "I am proud to introduce an
experienced editorial staff that will make our magazine the
leader in Jaguar news and information," said John Marcotte,
publisher and managing editor of "The Jaguar's Edge".
Assuming the position of news editor, will be Travis Guy.
Atari fans will recognize Mr. Guy as current editor of
"Atari Explorer Online", and a leader in the world of Atari
publishing for over a decade. Using his extensive industry
connections, Mr. Guy will keep readers informed of
important news and events that impact the Jaguar
enthusiast.
Taking on the role of features editor is Pat Solomon. Mr.
Solomon is currently developing a computer column for the
"Des Moines Register", and was the managing editor of the
alternative newspaper, "The Pundit". Under his direction,
readers can look forward to in-depth interviews with
developers and Atari personnel, strategy guides to their
favorite games, and much more!
Retaining his position as managing editor is John Marcotte.
Mr. Marcotte was the editor of "The Catalyst", and
currently writes freelance for various publications. "I am
excited to work with two professionals like Travis and
Pat," said Mr. Marcotte. "I know that with their help we
will achieve our goal of being the number one source for
Jaguar news and information."
"The Jaguar's Edge" will premiere as a bi-monthly
publication in July. The first issues will be 32 pages and
printed on high-gloss stock. Distribution will be direct to
paid subscribers through the mail. By special arrangement
select Atari Dealers will have copies as soon as they are
rolled off the presses.
Early subscribers of _The Jaguar's Edge_ will find a $20
discount coupon on Telegames' "Brutal Sports Football" or
"International Sensible Soccer" as a bonus. A one year
subscription is just $15.
For more information, contact the publisher through the
internet: <jmarcott@mother.com> or call 916/954-0468.
###
Atari and Jaguar are trademarks or registered trademarks of
Atari Corporation. Other trademarks are owned by their
respective companies.
Date: 16 May 95 02:06:56 EDT
CONTACT: Jessica Nagel or Tom Tanno
Dorf & Stanton Communications
(310)479-4997
ATARI CONTINUES TO EXPAND JAGUAR PERIPHERALS
SUNNYVALE, CA (May 11, 1995) -- Atari continues to provide new
gaming options for owners of its 64-bit Jaguar Interactive
Entertainment System. Key products to enhance the Jaguar play
experience hit the marketplace in 1995, with many more to come.
"Since Jaguar has already made the leap to 64-bit technology, we can
now focus on providing even more value to consumers by expanding the
system with new and innovative peripherals," says Sam Tramiel, CEO
of Atari Corporation.
One of the Jaguar extras is the much anticipated multimedia compact
disc (CD) player. Priced at approximately $150, the Jaguar CD player
attaches to the top of the Jaguar console. The Jaguar CD plays many
new CD games, including "Battlemorph", "Highlander", "Blue
Lightning", "Demolition Man", "Myst", and "Creature Shock" in
addition to playing standard audio disks. The Jaguar CD player
provides 790 megabytes of raw data storage, allowing video game
programmers to incorporate more complex digitized images,
full-motion video sequences and high-quality audio soundtracks. This
powerful double-speed CD player also provides fast access speed for
smoother game play, and its massive data capacity gives users better
graphic detail, expanded plot lines and more characters for an
overall enhanced video game experience. Additionally, built into the
unit is the "Virtual Light Machine(tm)", which creates and displays
81 different light patterns on the video screen in response to music
played through the system.
Mr. Tramiel says about the system, "The combination of the most
advanced technology, sophisticated software and affordable consumer
pricing sets Jaguar apart from all competitors." Target ship date
for the CD player is August, 1995.
For around $30, Jaguar owners can take advantage of the Jag
Link(tm), which allows users to play competitively side-by-side. The
Jag Link enables users to connect two Jaguar systems for
simultaneous game playing up to 100 feet apart. The Jag Link uses
standard RJ11 phone line cable for linking two Jaguar systems.
Team Tap(tm) is a new peripheral that for around $25 enables
competitive, simultaneous play for up to four players on one Jaguar.
The peripheral, which debuts with the new title "White Men Can't
Jump", provides players with a two-on-two playground simulation
experience. With two Jaguar systems and Team Tap, the competitive
play can be expanded up to eight players.
In addition, the Jaguar Voice/Data Communicator gives players the
ability to link up over the phone. Developed by fax-modem-voice
technology experts, Phylon Communications, the new technology
permits two players to compete using a phone connection. Players can
speak with each other during game play through the use of a headset.
With the utilization of a "call waiting" feature, players can also
pause a game to answer a phone call.
Atari has been in the video game business for over twenty years.
Today, Atari markets Jaguar, the only American made, advanced 64-Bit
entertainment system. Atari Corporation is located in Sunnyvale CA.
Date: 16 May 95 02:07:10 EDT
CONTACT: Jessica Nagel or Tom Tanno
Dorf & Stanton Communications
(310)479-4997
ATARI CORPORATION ADDS TWO TOP INDUSTRY VETERANS TO SENIOR
MANAGEMENT TEAM
SUNNYVALE, CA (May 1, 1995) -- Atari Corporation has powered up its
senior management team with the addition of top industry veterans
Dean Fox and Jon Correll. Mr. Fox comes on board as Senior Vice
President of Marketing and Correll as Vice President of Software
Product Development.
"The formidable skills and experience of Dean Fox and Jon Correll
will provide Atari with a focused marketing plan and the development
of the highest quality software for the consumer, taking full
advantage of Jaguar's capability including 60 FPS, 16 million colors
and 64 Bit Processing, " Sam Tramiel, CEO, Atari Corporation said in
making the announcement.
Prior to joining Atari Corporation, Correll held the position of
Manager of Development Administration for Sega of America. At Sega,
Correll implemented and negotiated development contracts and
produced the first CD titles for Sega Corporation including "Night
Trap".
Correll began his career in the software and gaming industry as
Manager of Product Development for Accolade in 1986. While at
Accolade, Correll produced some of the company's most popular games
including "Test Drive" and "Mean 18 Golf". Correll went on to
consult various Silicon Valley companies including EPYX and worked
as Director of Product Development for Three-Sixty.
Before joining Atari, Mr. Fox founded, staffed, and led the
marketing group for Rocket Science Games. Prior to RSG, Fox directed
the launch for Sega CD and led ongoing strategic marketing, product
concept and distribution consultation for several CD-ROM multimedia
entertainment publishers.
In his marketing and advertising tenure, Fox contributed to the
introductions of many consumer products, including Sony Betamax and
JVC VHS Videocassette recorders, Sharp laptop computers, and Sega CD
multimedia game systems.
Atari has been in the video game business for over twenty years.
Today, Atari markets Jaguar, the only American made, advanced 64-Bit
entertainment system. Atari Corporation is located in Sunnyvale CA.
Date: 16 May 95 02:07:26 EDT
Contact: August J. Liguori
ATARI CORPORATION
(408) 745-2069
(408) 745-2173
May 16, 1995
For Immediate Release
ATARI CORPORATION ANNOUNCES FIRST QUARTER 1995 RESULTS
Sunnyvale, CA-- Atari Corporation (ASE:ATC) today reported its
financial results for the first quarter ended March 31, 1995.
Net sales for the first quarter of 1995 were $4.9 million as
compared to $8.2 million for the first quarter of 1994. Late in the
first quarter, the Company lowered the wholesale price of the Jaguar
64-bit multimedia entertainment system to allow for a $159 retail
price. As a result of the low sales volume and continued investment
in marketing activities during 1995, the Company incurred a net loss
of $4.4 million for the first quarter of 1995 as compared to a net
loss of $0.9 million for the same quarter of 1994. The first
quarter of 1994 was favorably impacted by the settlement of patent
litigation in the amount of $2.2 million.
Commenting on the results, Sam Tramiel, CEO, said "The Jaguar price
change was made possible due to technology advances and near term
cost savings. We have positioned the 64- bit Jaguar as new advanced
technology with great software, at an affordable price. With a
retail price of $159 or less, the 64-bit Jaguar is in a good
position to be the upgrade choice for the present 16-bit game
owners. We are focused on developing software for the Jaguar and
preparing for the upcoming fall selling season."
Atari has been in the video game business for over twenty years.
Today, Atari markets Jaguar, the only American made, advanced 64-bit
entertainment system. Atari is headquartered at 1196 Borregas
Avenue, Sunnyvale, California 94089.
ATARI CORPORATION
Condensed Consolidated Statements of Operations
(in thousands, except per share)
Quarter Ended
--------------------------------------------------------------------
Mar 31, Mar 31,
1995 1994
-------- --------
Net Sales $4,874 $8,156
======== ========
Operating Income (loss) $(5,158) (3,372)
Exchange Gain (loss) 5 272
Other Income (Expense) Net 355 2,392 (a)
Interest Income Net of Interest (Expense) 372 (219)
-------- --------
Income (loss) Before Income Taxes $(4,426) (927)
-------- --------
Net Income (loss) $(4,426) $ (927)
======== ========
Earnings Per Common and Equivalent Share:
Net Income (loss) $ (0.07) $ (0.02)
======== ========
Weighted Average number of shares used
in computation 63,701 57,219
(a) Includes settlement of litigation.
Date: 16 May 95 02:06:39 EDT
CONTACT: Jessica Nagel or Tom Tanno
Dorf & Stanton Communications
(310)479-4997
ATARI JAGUAR'S LIBRARY APPROACHES 100 TITLES IN 1995
SUNNYVALE, CA (May 11, 1995) -- Atari Corporation announces that
there will be nearly 100 titles for its 64-bit Jaguar entertainment
system by the end of the year. "We will have every kind of game that
players want, from the best developers and publishers in the world."
comments Atari President Sam Tramiel.
Based on the popularity of "Tempest 2000", Atari is launching a
complete line of classic games, including "Dactyl Joust" and
"Defender 2000", and "Missile Command VR" for the Jaguar VR.
"Defender 2000" is being developed with three distinct play modes
for the Jaguar by Jeff Minter, developer of "Tempest 2000". In
addition, Atari will publish classic games for the PC at the end of
the year, beginning with "Tempest 2000". Other new release titles
include "Primal Rage" from Time Warner Interactive, the "Highlander"
RPG series, "Fight for Life" and "NBA Jam Tournament Edition".
The featured titles at Atari Corporation's E3 booth in Los Angeles
are "TRF", "Rayman", "White Men Can't Jump" and "Ultra Vortex".
TRF: TRF combines the latest motion capture technology and
nationally known martial arts fighters in a wide variety of
combat scenarios. Featured fighters include Ho Sung Pak, Dr.
Philip Ahn, Katalin Zamiar and Daniel Pesina; who were all
featured in the "Mortal Kombat" games.
RAYMAN: Rayman lives in a fantasy land beyond the reaches of our
universe. Rayman must restore peace and harmony to his world
by defeating the evil Mr. Black and retrieve the stolen
Great Proton.
WHITE MEN CAN'T JUMP: Trash talk runs rampant in this
"in-your-face", two-on-two blacktop basketball
shootout. Automatic camera control zooms in
and swings around to catch all the action.
ULTRA VORTEX: Players become one of the ten eye-popping, bone
crunching warriors of the underground who battle it
out in mind-bending arenas carved out of living rock.
They have one goal in mind: Defeat the dreaded
Guardian of the Vortex.
Atari has been in the video game business for over twenty years.
Today, Atari markets Jaguar, the only American made, advanced 64-Bit
entertainment system. Atari Corporation is located in Sunnyvale CA.
###
Jaguar is a trademark of Atari Corporation. Atari is a registered
trademark of Atari Corporation. Other products may be trademarks of
their owning companies.
Primal Rage(tm) and all related elements are property of Time
Warner Interactive(tm).
Rayman(tm) is a trademark of UBI Soft.
Ultra Vortex(tm) is a trademark of Beyond Games, Inc.
####
Date: 16 May 95 02:06:27 EDT
CONTACT: for Atari Corporation
Jessica Nagel
Dorf & Stanton Communications
(310)479-4997
for Virtuality U.S.
Allison Ellis
Edelman Public Relations
(214)520-3555
for VIRTUALITY U.K.
Helen Horner/Ben Vaughan
Virtuality Group plc
011-44-116-233-7082
ATARI AND VIRTUALITY PREVIEW FIRST VIRTUAL REALITY GAME
SYSTEM FOR THE CONSUMER MARKET AT E3
Affordable 64-bit Jaguar VR sets industry standards; available by
end of year.
LOS ANGELES (May 11, 1995) -- The Jaguar VR, the world's first fully
immersive virtual reality game system for the consumer market, was
unveiled today at E3. It is being developed jointly by Atari
Corporation, developer of the world's first 64-bit game system, and
VIRTUALITY Group plc, the global market leader in VR systems.
The Jaguar VR incorporates VIRTUALITY's revolutionary new VR
head-mounted display (HMD) and optional track joystick, offering
unequaled display, audio, and tracking features. Atari's Jaguar VR
sets an impressive industry standard for home virtual reality
systems and has been designed with the highest international health
and safety regulations in mind.
According to Sam Tramiel, President of Atari, "There is not one
consumer VR product that can compete with the Jaguar in terms of
price, performance and quality. The Jaguar VR has been designed with
human factors in mind and sets the standard for the industry to
follow. We are committed to delivering great experiences and
entertainment."
The proprietary, ergonomic HMD weighs less than 1 pound and easily
adjusts to comfortably fit users, with or without glasses. It
features a custom-designed optical pupil projection system and a
full-color active matrix LCD screen. In addition, the HMD's 3D
spatialized sound system has been enhanced by placing speakers at
the player's temple, with sound projected back to the ears allowing
for peripheral hearing. A built-in microphone allows networked
players to talk to each other.
A docking station, which links the Atari Jaguar system to the HMD
and joystick, houses the technologically advanced "V-Trak" infrared
tracking. This is the fastest tracker ever developed for consumer
application, reacting to real-time head and hand movements with no
perceptible lag time in the virtual world.
In addition, Jaguar VR is designed to be used only when a player is
sitting with the unit stationary on a flat surface. If a player
attempts to walk around while immersed in the game, an automatic
cutoff will be triggered.
Players who own an Atari Jaguar will be able to to upgrade by
plugging Jaguar VR into their existing system. The Jaguar VR has a
targeted retail price of $300.
Jaguar VR Software Development
------------------------------
Through a software licensing agreement, VIRTUALITY is developing
immersive virtual reality games for the Atari Jaguar VR. Atari's
classic home and arcade hit "Missile Command" is being recreated in
VR format by VIRTUALITY and will be available by the end of the
year. In addition, the popular VIRTUALITY arcade title "Zone
Hunter" will also be available for Jaguar VR with the system
introduction. Discussions are also underway with a number of
third-party developers for the creation of future games that take
advantage of this unique technology to create new experiences.
"The combination of Jaguar's 64-bit graphics processing power and
our IVR technology has produced a phenomenal, fully integrated VR
consumer product which has no competition, " said Jon Waldern, CEO
of VIRTUALITY Group plc. "This system expands the boundaries of the
in-home interactive games market and sets a new standard for others
to try to achieve.
Founded in 1987 in Leicester, England, VIRTUALITY Group plc. is the
world's leader in immersive virtual reality entertainment systems
worth more than 80 percent global market share. VIRTUALITY
Entertainment, Inc. headquartered in Irving, Texas, was established
in 1993 as the U.S.-based subsidiary to oversee all North American
operations, sales, market development and distribution for its
parent company.
Atari has been in the video game business for over twenty years.
Today, Atari markets Jaguar, the only American made, advanced 64-Bit
entertainment system. Atari Corporation is located in Sunnyvale CA.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
| CLEVELAND FREE-NET WILL PRESENT __FREE__ COMPLIMENTARY USAGE TIME |
| to the readers of: |
| |
| CAIN Newsletter |
| |
| New Users Sign Today! Connect by modem: 216/368-3888 or |
| Telnet to: freenet-in-a.cwru.edu, 129.22.8.32 |
| |
| You can log on as a visitor to explore the system. At the opening |
| menu ("Please enter 1 or 2:"), enter "2" to log in as a visitor. At |
| the next menu, enter "2" again to explore the system. You will then |
| read an opening disclaimer and a login bulletin, then be sent to the |
| main Free-Net menu. Once inside, type "go atari". Follow the menus |
| to read Atari-related discussions, reviews, news, and information. |
| In order to post messages, send e-mail, vote, chat online, and sign |
| a user directory, you need a Free-Net account. Apply for a Free-Net |
| account by entering "1" at the second menu instead of "2". |
| |
| All new registered users receive "free" accounts which will not |
| require payment for the usage of the system. |
| |
| The Cleveland Free-Net has an Atari SIG comparable to other systems. |
| The Atari SIG carries _ALL_ Z*Magazine issues. Z*Net & ST Report |
| from 1989. All Atari Explorer Online issues. The latest and |
| greatest Atari news. "Support Areas" for all Atari users. Multi- |
| User Chat, Voting Booth, Wanted & For Sale, User Directories, and |
| even direct access to Atari related Usenet newsgroups. |
| |
| No charge for registration or usage of this system! Register today! |
| |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8-Bit Computers Support Area
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Michael Current
This month's CAIN Newsletter brings you a whopping 13 news announcements from
various 8-bit Atari vendors and developers, plus more!
8-Bit News features:
#1: MAE 0.95 at umich!
The new Macro Assembler/Editor from John Harris
#2: PC Xformer 4.0 !
More improvements planned for the popular Atari emulator from Branch Always
#3: FTe has MOVED TO ARIZONA.
A Fine Tooned Engineering update
#4: Current Notes Changing Hands
CN magazine lives!
#5: PC XFORMER and GEMULATOR info on the Web
Branch Always unveils a new home page
#6: Current Notes Continues
8-Bit Editor Rick Reaser spells it out
#7: NEW: Atari 800 emulator for Unix et al.
A new freeware emulator from David Firth
#8: ST Xformer 3.0 with source code
Branch Always Software discusses the art of writing emulators
#9: Atari 8-bit Support From Richard Gore
The vendor/developer based in the U.K.
#10: FTe`s status
Settling down in Arizona
#11: Atari 800 emulator for Unix
David Firth keeps at it!
#12: FlickerTerm 80 v0.51
Improvements to the top-notch terminal emulator by Clay Halliwell
**********************************
* #13: User Group/BBS Survey '95 *
* Rick Detlefsen needs YOU!! *
**********************************
8-Bit Feature Article:
Sparta Compatibility Problems, by John Picken
Writing software with maximum compatibility in mind
Eat it up!
8-Bit News #1
----------
Date: 3 May 1995 00:42:09 GMT
From: d1dol@dtek.chalmers.se (Fredrik Lundholm)
Subject: MAE 0.95 at umich!
Hello everyone!
With permission from John Harris I put mae_95.arc at umich archives!
This is John's Macro Assembler/Editor v 0.95.
Below is a list of updates from previous versions.
Please do not distribute modified Archives!
For those of you that still are confused about what MAE is,
download and try it now!
Note! This is the 8-bit version, the 16-bit, twice as fast version is
included with Sweet16 by Fte.
WFR:
Fredrik Lundholm
d1dol@dtek.chalmers.se
PS. Any questions about MAE should probably be directed towards
John himself at: jharris@cup.portal.com DS.
--history.doc
- New since version .93 -
This will be the last version of the assembler that will run in 64K
of memory. Because the symbol table takes up half of the bank select
RAM area, there is just not enough room to fit the monitor into
banked RAM, or add the improvements I would like to do to the editor
and assembler modules. Thus, future versions will be using two banks
of XE bank select memory, and it will no longer be possible to make
do with a 64K machine.
When recording key macros in the editor, you must now use Ctrl-3 to
end recording, instead of Esc. This allows Esc menu commands to be
entered into macros, primarily to support a chain of assemble
commands when your program contains several modules. The next
version of the assembler should allow loading and saving macros to
disk, which will further enhance the macro usefulness.
Hunt routine in the monitor now automatically skips over the area
from $D000-$D7FF. So you can search the OS using $C000-$FFFF and
not generate any hardware accesses.
Hunt and Memory display routines would not always stop when the
address reached $FFFF. This has been fixed.
I removed the automatic OS routine detection from the trace function.
Now, you must use the S key to trace through OS functions in one
step, just like any other subroutine. You can also use the R key if
you are already within the OS code. The reason for doing this, is
that it makes things more consistant, and also allows you to trace
code in the $C000-$FFFF area if you need to.
Pseudo-ops are now available in the debugger's single line assembler.
The debugger now includes a built-in function for switching between
display lists for the debugging text screen, and your program's
screen. It uses the letter "V", for change View. Both V and the
"U" user function can be called from both the trace mode, as well
as any paused memory or disassembly listing.
The "%" key did not work as a wildcard in the debugger, since it
was interpretted as the start of a binary number. I have changed
the default wildcard to "?" in both the debugger and editor. This
propagated through a few of the debugger command key assignments,
along with a few other changes as well. Overall, I feel the key
assignments have been improved, and they won't be changed from now
on. Here is a sumnmary of the changes:
? - Change Wildcard
= - Evaluate expression
V - Change display view
\ - Disk Directory
The editor uses the same wildcard configuration byte as the
debugger. You can use the debugger's "?" command, or a Cntl-?
in the editor to change the wildcard character. Both modules
will use the new assignment.
1200XL function keys are now supported for moving the cursor.
You may enter Ctrl-key graphic symbols or international characters
into the editor by pressing Ctrl-A, and then the key you wish to
enter.
Now uses an improved method for detecting the default drive when
first loaded. This should be compatible with all SpartaDOS
versions, and cause no problems for non-Sparta DOSes. It also
allows you to specify a different default drive from the command
line, such as, "MAE D2:". If a drive is not specified, the
default drive will be where the MAE program was loaded from.
Note that this is slightly different from the previous behavior.
If D1: is the current drive, and you type "D2:MAE", this version
will set the default drive to D2:. The previous versions would
set the default drive to D1:, being the drive Sparta was logged
on to.
The MAE.COM file now comes with a RUNAD address installed. The
SpartaDOS bug that prevented using the RUN command to return to
a program which used RUNAD has been fixed in 3.2g and later, so
I have decided to include RUNAD in the file now.
Fixed a stack corruption problem when disk I/O errors occurred
during assembly with a .IN include file.
Improved documentation.
- New since version .92 -
The editor's label search using either the ^L or ^J commands has been
made a bit cleaner. Searching for a label "TEST" used to stop if it
found a label "TESTING", since "TEST" is a part of it. The search will
now find the unique label. Also, the ^J JSR function will operate
correctly on lines such as "LDA LABEL+1", and will take you to where
"LABEL" is defined. Previously, things such as "+1" or ",X" used to
confuse the editor about where the label name ended.
An example macro file is now included.
Note that version 1.0 of the asembler is going to use two banks of XE
banked memory. I received some good suggestions that I want to implement,
plus moving the monitor into banked memory will use up too much space in
a single bank, leaving insufficient space for the symbol table. I hope
this does not inconvenience anyone, but it is the best way to ensure the
largest amount of main system RAM will be available to the user, without
making any compromises.
- New since version .9 -
A long standing bug which could trash the Esc menu has been fixed.
The TAB compression could sometimes mess up .BY statements with ASCII
strings.
The debugger is now ZP clean, so all of ZP is available for the user.
You can look at RAM under the OS, by setting the bit in $D301, as long
as you are using SpartaDOS or some method of handling interrupts when
the OS is disabled. Previously, this used to crash the debugger, which
uses the E: OS routines for text output.
A faster version of the Hyper_E screen accelerator is included.
- New since version .8 -
Several intermediate versions were released, from .81 to .84. Depending
upon which version you had, some or all of these changes may already have
been in place.
Fixed problems in the startup code, that could cause crashes either
starting the assembler, or returning to it from DOS.
The debugger crashed when giving an address in the I command.
The RTI instruction was not traced correctly in the debugger. This bug has
been here for almost 10 years! I guess in all that time, I never had an
occasion to trace through an RTI.
Fixed problems with extra CR's in the assembly listing. Note that the only
way to send assembly listings to the printer right now, is by using I/O
redirection through DOS, or you can use the 'O P:' command from the monitor.
I'll provide an option in the Esc Menu in the future.
The editor functions for label searching, and 'JSR', did not work when the
source was entered in lower case.
Raw files loaded with the .BI command were not handled properly when
assembling to disk.
Documentation for the SET directive was incorrect. The correct usage is:
SET label = expression
8-Bit News #2
----------
Date: 4 May 1995 17:13:15 GMT
From: followel@ix.netcom.com (Byron Followell)
Subject: PC Xformer 4.0 !
Hello all,
I just received the new newsletter from Branch Always Software. Not
only are they working on GEMulator 4.0, but they are also working on PC
Xformer 4.0 and shooting for a summer release! It is a 130XE emulator
similar to v.3.0 but it is said to be even more compaitible (sp?). It
will be a Windows based program, so it will work with almost any sound
card and, as with v.3.0, it will support pc printers, modems and
joysticks. No pricing as of yet.
I also received a disk from them that had the GEMulator 4.0 preview
program and a copy of PC Xformer 2.52, an updated version of their
freeware preview program. If any of you are interested in that, let me
know what site you would like it uploaded to and i'll make sure it gets
there in a couple of days. One site i'll definitely send it to is James
King's site at ftp.xmission.com
Sincerely,
- Byron Followell
followel@ix.netcom.com
8-Bit News #3
----------
Date: Sun, 7 May 95 00:58:48 -0500
From: F Tooned <ftooned@delphi.com>
Subject: FTe has MOVED TO ARIZONA.
Hi Everyone!
Well, the past few weeks have been interesting to say the least.
Some last minute decisions have had to be made, with the result being that
Fine Tooned Engineering HAS MOVED TO ARIZONA. Just when things were starting
to settle in and get organized... Moving can be traumatic enough, but moving
a business is even worse! (believe me)
Things are running behind schedule again, and as soon as I can get
unpacked and set up again, I'll be able to post more info and release dates.
The "new" address is
Fine Tooned Engineering
PO Box 31270
Mesa, AZ 85275
If you've mailed something to the old address, don't worry. That
box will still be active for a short period of time. The mail will take a
little bit longer to get here though...
(On the brighter side of things, FTe probably won't be moving again
for a while. <grin>) Thanks, Mike
8-Bit News #4
----------
Date: 17 May 1995 08:30:23 -0500
From: REASERRL@POST2.LAAFB.AF.MIL (Reaser, Richard L., LtCol CFR)
Subject: Current Notes Changing Hands
Joe Waters has given me permission to release the following information:
Current Notes is changing hands. The May/June '95 issue will be the last
published by Joe Waters, who has been at the helm for about 11 years. That
issue is at the printers and will be mailed shortly. Subscribers should
have it in a week or so. There was a two week delay do to transition
activities and Joe's hurt arm. (He couldn't type for awhile.)
Details on all this will be contained in Joe's editorial, which I haven't
read yet.
The new owners are Canadian.
I plan to help in anyway possible during the transition to the new owners.
(I'm still collecting and editing 8-bit articles.) I do plan to step down
after the transition so some new blood can be infused into the operation.
I've been at this for three years myself.
By the way, the May/June issue of Current Notes has a ton of 8-bit articles.
More to follow as events unfold.
Rick Reaser
8-Bit News #5
----------
Date: 19 May 1995 16:30:12 GMT
From: brasoft@coho.halcyon.com (Darek Mihocka)
Subject: PC XFORMER and GEMULATOR info on the Web
Branch Always Software is now on the World Wide Web. You can access our
home page at "http://www.halcyon.com/brasoft/". You can connect now and
immediately download the latest freeware version of PC Xformer, the
Atari 800XL emulator for MS-DOS, Windows, and OS/2 Warp.
Within a few days we will also have the PC Xformer 3.0a and Gemulator 4.0
product announcements posted, along with screen dumps of the new
Gemulator 4.0 Mega STE emulator for Windows and OS/2 Warp, and a
complete list of Atari dealers who sell Gemulator and PC Xformer.
If you only have news access but not web access, you can still email
us and we'll mail you our free product brochure which contains all
of that information. Just send us your postal mailing address if you
would like it mailed to you, or your fax number if you want the
information faxed to you directly. Our email addresses are:
Internet: brasoft@halcyon.com
America Online: BRASOFT
Compuserve: 73657,2714
GEnie: BRASOFT
Microsoft Network: BRASOFT
- Darek
8-Bit News #6
----------
Date: 29 May 1995 22:15:29 -0500
From: REASERRL@POST2.LAAFB.AF.MIL (Reaser, Richard L., LtCol CFR)
Subject: Current Notes Continues
Many of you have received the May/June issue of Current Notes. In his
editorial, Joe Waters announced that Howard Carson (in Canada) as the leader
of the group that is taking over ownership of the magazine. Many of you are
familiar Howard through the Toronto Atari Federation (TAF) ACE '95 event as
well as his column in Current Notes. Howard also recently purchased an
8-bit machine has been active on the FidoNet 8-bit echo on that front.
I am still collecting articles for Current Notes and will turn them over to
the new crew when they get settled. I do plan to step down as the 8-bit
editor after I assist in the transition.
The May/June issue is packed with 8-bit stuff. (There are a number of other
fine pieces by Dave Troy and Dave Small as well.) Here's the run down:
8-bit Tidbits - Rick Reaser (my column)
Tips for Using Fast Fingers - Tom Andrews
IceT - Kent Johnson
FlickerTerm - David Paterson
QWK8: Offline Messaging for the 8-bit - Robert Stout
Constraints Improve Art - Joe Walsh
The Swift Report: Another Look - Joseph Hicswa
The Search for a Graphics Processor - Tom Andrews
I didn't mention Tom's second article in my column, since I got it after I'd
turned in my column. There are probably several confusing things in the
magazine, since things were all written at different times (like Troy's,
Carson's and my pieces). Joe's editorial was written last so it is the most
accurate.
Rick Reaser
8-Bit News #7
----------
Date: 31 May 1995 00:14:22 +0100
From: David Firth <david@signus.demon.co.uk>
Subject: NEW: Atari 800 emulator for Unix et al.
If anyone would like a copy of this program or can suggest a suitable
ftp site please E-mail me or post a followup message. Its supplied
in a 30K tar.gz file. ROM images should be obtained from the XF25
package.
The README file follows:-
Atari 800 Emulator for Unix et al, Version 0.1
----------------------------------------------
Copyright (C) 1995 David Firth. E-Mail: david@signus.demon.co.uk
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 1, or (at your option)
any later version.
This is the first release of my Atari 800 emulator for Unix (consider
it an early Alpha). My main objective is to create a portable freely
distributable emulator (i.e. with source code available). It can be
configured either as text only or using X-Windows.
The text only mode is only useful for running programs such as MAC65,
Atari Basic etc. I have had this version running on Linux, SunOS 4.1.3,
Solaris 2.4, VAX/VMS, CBM Amiga (Dice C) and the HP-UX 9000/380.
The X-Windows version supports graphics but runs *very* slowly. This
appears to be beacuase of the refresh rate that I am achieving through
X-Windows.
I create a window of 384 pixels by 240 pixels which is enough
overscan graphics. I also create an Image of the same size.
The Image is built up scanline by scanline by calling the
X-Windows PutPixel function. When the Image is complete the
X-Windows PutImage function is called to move the Image onto
the window. I tried writting directly to the Window but that
appeared to be even worse.
If anyone has any suggestions as how to improve the refresh
rate please forward them to david@signus.demon.co.uk
I used to have support for SVGALIB in Linux but removed it when I increased
the resolution for overscan modes. Thinking about it, I could have just
copied the base 320x192 pixels onto the screen - I'll probably put it
back in.
---------------------------------------------------------------------------
Why have I written this emulator instead of using PC Xformer?
A few years ago (85/86) I wrote a small 'test' compiler for the Atari 800
computer (It was never released commercially but has had a commercial
game written in it - Enigmatix released by Page 6). For historical reason
I would always like to be able to keep a usable copy of my first compiler.
This was not possible using PC Xformer since it only runs on MS-DOS and
without access to the source code have no chance of porting it to
future computers. This emulator originally had a text only interface
which is all I needed, but as so often happens one gets carried away :-)
PS. If anyone is intrested in the compiler I can make that available
as well.
Features
--------
48K/52K Atari 400/800 emulation (optional RAM between 0xc000 and 0xcfff)
Slow and Slow modes of operation :-(
Should run on any Unix computer running X-Windows.
Display List Interrupts.
Vertical Blank Interrupts.
All Antic Display modes.
Player Missile Graphics with collision detection.
Character vertical reflect, invert and blank.
Files can be stored directly on your host computer via the H: device.
(H: replaces the C: device which serves no useful purpose)
Reads XFD disk files.
PIL modes - allows memory between 0x8000 and 0xbfff to be toggled
between RAM and ROM.
Bugs / Known Problems
---------------------
A lot of colours have the wrong RGB values. Contact me if you know a
way of converting the Atari colours into RGB values. I am using a
lookup table but a lot are just set to cyan (R=0x00, G=0xff, B=0xff).
A few programs cause the emulator to enter its built in debugger. The
reason for this is unknown at the moment.
Future Atari 800 Enhancements
-----------------------------
Hardware scrolling - pointless until the screen refresh rate is improved.
GTIA graphics support for ANTIC modes.
Atari 800XL/XE emulation.
Printer support (Print to file + spool on close).
Disk swapping
Specify cartridge to load.
Paged memory using PORTB.
It may be possible to add support for Super Cartridges - The only
problems are :-
1. I don't have any.
2. I don't know the how the banks are selected. I assume that
it would be by writing to an appropriate bank selection
address. If so, it could be easily emulated with additions
to the GetByte and PutByte functions.
--
David Firth <david@signus.demon.co.uk>
8-Bit News #8
----------
Subject: ST Xformer 3.0 with source code
From: Darek Mihocka, brasoft@coho.halcyon.com
Date: 6 Jun 1995 20:35:22 GMT
LONG MESSAGE!
With the increasing use of my PC Xformer 2.52 and 3.0 emulators of late, there
seems to be a corresponding increase in the number of questions I get and
postings I see in comp.sys.atari.8bit from people asking about ST
Xformer and other Atari 8-bit emulators. ST Xformer was a shareware
Atari 8-bit emulator I developed back in 1986 through 1989 and have
since made public domain. Although I released the source code to ST
Xformer several times (once in 1987 in ST LOG magazine and again in 1989
via online services) it seems that most people are unaware of the fact
the source code has been available for 8 years (including a "how to
write an 8-bit emulator" article that I wrote in ST LOG). As such, a
number of budding emulator writers have been re-inventing the wheel
trying to write their own emulators and failing or producing miserably
slow versions that are just unusable.
Also, quite a number of people have been asking about a version of ST
Xformer for the 68030 to use on TTs and Falcon. The story on that is
this: back in 1991 I had a TT and I did make modifications to ST Xformer
that allowed it to run on the TT. However, the ST Xformer consists of
mostly highly optimized 68000 code which isn't very well optimized for
the 68030 (when you optimize for one you "unoptimize" for the other) and
so the actual execution speed of "TT Xformer" on a TT was no better than
regular ST Xformer on a 16 Mhz ST - roughly the normal speed of an Atari
800. As such I abandoned that idea. Since then quite a number more TTs
and now the Falcons have been sold, and there is increasing interest to
port ST Xformer to the 68030, which in turn would also permit someone
to easily port it to the Macintosh. There is one idiot running around
right now claiming to be developing an 8-bit emulator for the Mac, but
after exchanging some email with the guy it's clear that he has no clue
what he's doing.
Now, I have no plans to buy a TT or Falcon again to develop a 68030
based Xformer, and my Mac at home is only 68020 based. I also don't like
to see people re-inventing the wheel, botching it, and giving emulators
a bad name as a result. PC Xformer 3.0 is proof that not only can you
write a basic 6502 emulator (as many people have done) but you can also
make it emulate the complex graphics hardware of an Atari 130XE and
display those graphics in real time.
So it is perfectly plausible to write an Atari 130XE emulator for a TT
or Falcon or Macintosh and have it run Atari 130XE programs at full
speed with graphics support. ST Xformer does about 70% of the work
(remember, it's 6 to 9 year old code!) and someone needs to do the
remaining 30% to add 68030 support and improve the video support.
I also want to see some common disk format being used by all these
emulators. Right now there seem to be 3 formats in use: the XFD format
used by ST Xformer and PC Xformer, the ATR format used by PC Xformer and
the SIO2PC cable, and the DCM format used by 8-bit BBSs. If possible I
would like to standardize on one of these formats and have it be used by
everybody - real 8-bit users, ST/TT/Falcon Xformer users, PC Xformer
users, Mac Xformer users, and whatever else comes along. I don't want to
see more and more emulators pop up, each trying to use a different disk
format. That doesn't help anybody. The Atari market is small, the Atari
emulator market is even smaller, and if everybody could settle on a
common method of transferring files it would help everybody, including
my users of PC Xformer. Yes, I have selfish reasons. <grin>
So here is what I have decided to do. I will re-release the ST Xformer
source code this weekend. It is ST Xformer 3.0 source code, which is
almost identical to ST Xformer 2.55 source code released in 1989 except
that it has bug fixes to some common bugs (such as the "font doesn't
look right the first time you boot" bug).
All you budding emulators writers out there are free to take the code
and port it to a TT or Falcon or Mac or any other 680x0 based machine.
Use me as a reference. I will answer any questions you might have about
the code, help you get around the 68030 problem, help you understand the
workings of the Xformer Cable should you plan to support that, and any
other such question. The only catches are: I will not write any code for
you, I will not supply you with any PC Xformer code (sorry), and
anything you develop and release to the public CAN'T BE CRAP!
If you are such a budding emulator writer, send me email at
brasoft@halcyon.com and we'll talk some more. Everyone else, you can
download a copy of ST Xformer 3.0 and source code from the Branch Always
Software web page at http://www.halcyon.com/brasoft/. Again, I will post
it in a few days so it may not be up when you read this.
- Darek
--
==========================================================================
Darek Mihocka, email:brasoft@halcyon.com http://www.halcyon.com/brasoft/
c/o Branch Always Software, 14150 N.E. 20th St. #302, Bellevue, WA 98007
phone:206-236-0540 fax:206-236-0257 Compuserve:73657,2714 AOL:brasoft
8-Bit News #9
----------
Date: 9 Jun 1995 10:10:07 -0500
From: CHMRIG@EAST-01.NOVELL.LEEDS.AC.UK (R. GORE)
Subject: Atari 8-bit Support From Richard Gore
ATARI 8-BIT SUPPORT FROM RICHARD GORE
-------------------------------------
ARENA XL/XE 64K Disk only PRICE: #5 ($10)
----- The full 50 level version of the excellent puzzle game that
was a demo bonus on Page 6's issue 66 disk. You must guide
a set number of balls to the exit by strategically positioning pieces
of wall. Good graphics and very addictive.
BUBBLE ZONE XL/XE 64K Disk only PRICE: #5 ($10)
----------- A fast blast em set on a grid being invaded by expanding
bubbles. Collect the tokens and see how far you can
advance. Original gameplay and top notch graphics make
this a game of high quality.
JAWBREAKER 16K Disk, Tape, Rambit Turbo tape PRICE: #4 ($8)
---------- Classic maze game based on Pac-Man, munch the sweets but
don't forget that important dental hygiene! Two
different mazes are supplied which were originally sold as separate
games for nearly $30 each on release. Double the value and a bargain
price as well.
MOUSEKATTACK 48K Disk, Tape, Rambit Turbo tape PRICE: #4 ($8)
------------ Another classic maze game, but this one involves you
plumbing the levels of Rat Alley. Addictive arcade
action with a simultaneous two player option.
MAZE GAMES OFFER: Buy both Jawbreaker and Mousekattack in one pack
^^^^^^^^^^^^^^^^ for the bargain price of #6.95 ($14)!!!!
TUBE BADDIES 64K XL/XE only, disk only PRICE: #4.95 ($11)
------------ Tube Baddies is an arcade, strategy type game. The
Tubular Underworld is being attacked by Tube Baddies,
you must stun these baddies, and then bounce them off the walls into
the collection bucket before the Inspector arrives. The graphics and
sounds are top class and the gameplay is great even if it is hard to
describe. Tube Baddies was to be launched by Atari UK several years
ago, but they changed their mind, but now its available at last!
BLACK LAMP 64K XL/XE only, disk only PRICE: #4.95 ($11)
---------- This is a wondeful gothic arcade platform adventure. As
Jolly Jack the Jester you must collect the Lamps in
order to restore peace to Allegoria. Excellent music and fx and some
of the best graphics ever seen on an 8-bit Atari game couple with good
gameplay and a genuine aim to make this a must for your collection.
SPECIAL LAUNCH OFFER: Buy both Tube Baddies and Black Lamp for only
^^^^^^^^^^^^^^^^^^^^ #9.50 ($20).
GTRACKER XL/XE 64K Disk only PRICE: #6.50 ($14)
-------- A new sequencer program for Replay (or Parrot) compatible
digitised sound samples. You can construct your own digi-
tunes using your own samples. Supplied with several sample tunes, a
player program, 6 page manual and a free PD demo disk showing just
what can be achieved. Now also supports stereo editing of mono
samples, ie you can play your mono sample on either the left or right
channel or even on both channels simultaneously and switch between
channels at will. Playback via the separate Player program (supplied)
is as you designated when you edited your 'digi-tune'. Of course you
need a suitable upgraded stereo (Gumby compatible) machine to take
advantage of the stereo features. Compatible with mono machines, all
the sounds will come from just the one speaker.
We will also be releasing extra tune data disks in the future as well
as new utilities and a XE version using the extra banked memory.
Updates, where desired, will be available on receipt of your master
disk and for the price of return postage and packing.
SUPER PRINT LAB XE XL/XE 128K Disk only PRICE: #6.95 ($15)
------------------ A new monochrome design and print program
developed for 128k (130XE type memory) users.
Features include the usual arrary of drawing tools as well as programs
to create icons, split a screen, mix 2 screens and a mini database for
creating labels. Printer support is included for Atari 1029, Epson
compatibles and the Atari 1020 in upto 4 colours!! Yorky compatible.
YORKY 256K MEMORY UPGRADE
-------------------------
A 256k memory upgrade that simply plugs into the PBI port of your
800XL (or internal 64k 600XL). NO soldering is required. Supplied
ready to plug in and use with all the necessary RAM chips, the manual
and a disk of support software.
VERY FEW UNITS LEFT. THIS COULD BE YOUR LAST CHANCE TO OBTAIN ONE.
PRICE: #50 +p&p (UK #2, EC #3.50, WORLD #5) or $90 complete.
I also have limited stocks of the following commercial software items.
The software items below are brand new, in their original packaging,
with English manual(s) and most are still shrink wrapped. You are
advised to check availability before ordering.
Halley Patrol (disk) #3.00 ($6) Antic educational software.
Summer Games (disk) #5.00 ($10) great olympics sports action.
Solar Star (disk) #5.00 ($10) also known as Sun Star!
ONE ONLY: Gauntlet Deeper Dungeons (disk)- Mindscape version #2 ($4)
-------- Miner 2049er (rom)- no box or docs #2 ($4)
Desert Falcon (rom)- sealed brand new #6 ($14)
Dropzone (disk)- sealed brand new #5 ($10)
These items are offered on a first come first served basis.
E-mail me to reserve anything you might want.
All software prices include postage and packing to UK addresses,
overseas please add #2 per order. Prices in US$ include shipping but
payment must be made in US$ cash (notes only please - no coins).
UK pounds are accepted in cash, cheque (made payable to Richard Gore),
IMO or postal order. From within Europe Eurocheques are acceptable.
Contact address:-
RICHARD GORE, 79 SPROTBROUGH ROAD, SPROTBROUGH, DONCASTER, DN5 8BW,
ENGLAND
Telephone: (01302) 784642 after 7pm (GMT) weekdays
any reasonable time at the weekends
E-mail: chmrig@leeds.ac.uk
Coming soon...... Golf Tour 95, Gtracker XL Utilities and more....
8-Bit News #10
----------
Date: Tue, 13 Jun 95 04:01:11 -0500
From: F Tooned <ftooned@delphi.com>
Subject: FTe`s status
Well, I've been here in AZ now for almost 6 weeks. I don't know
my way around here yet, and with all the time that I've been putting into
work, I don't exactly feel like I've "settled in" yet. Unpacking stuff
has been a major drag! It took me about 3 weeks just to find the MIO II
prototype, but it survived the move and is running fine now.
I've finished the manuals for the "Sweet 16", and they should be
starting to appear within the next week or so. I had a problem with the
latest version of the MAE assembler, and needed to get it fixed before
sending it out with the manuals.
The move has been expensive, so I'm just trying to get a little
bit of extra cash together to get the boards into production. (MIO II)
The MARS 8 is getting very close to completion as well, and will be released
right after the MIO II.
I did manage to make it to the NWPAC meeting in Phoenix last Sat.,
and sign up as a member. Dale Wooster (Prez) has a really nice manual that
is available for the latest version of TextPro, and is highly recommended.
I do have a lot more space here than I did in CA, and it's amazing
how fast it all seems to evaporate when you're working with the Atari's.
My place is literally "decorated" with 'em, and it's a pretty cool vibe
as long as all of the power supplies remain tucked away.
It looks like I'm gonna be here for quite some time, and now that
I've managed to get all the computers set back up and running, I feel
really positive about getting caught up this summer on all of FTe's
projects. I've got a few suprises in store, and will be discussing them
at length once the MIO II and MARS 8 start to ship.
I've also been working with a scripting terminal language called
CASL, and should be able to automate the new catalogs, updates, etc. via
E-Mail here very soon... I haven't forgotten about anyone, and now that the
"move" is essentially over, FTe should have a much stronger presence in the
market by July or August.
Thanks to everyone for their trust and patience. It's been a long
wait for me too... <grin>, but FTe is in better finacial shape than it ever
has been, and quite franky... I couldn't imagine having a better time than
I do when working on the Atari's 8-Bits. (With the Sweet 16 now available,
the Atari's "could" be referred to as 16 bitters... pretty weird, huh?)
Mike (FTe)
8-Bit News #11
----------
Date: 16 Jun 1995 12:24:05 -0700
From: David Firth <david@signus.demon.co.uk>
Subject: Atari 800 emulator for Unix
I have just made available version 0.1.5 of this emulator. It can be
obtained via ftp from ftp.demon.co.uk in the /pub/emulators directory.
Here is the list of changes:-
Changes in 0.1.5
----------------
- CURSES text only mode (Support for various terminals)
- Display list jump instruction corrected.
- Fixed SIO module (It didn't update DSTATS)
Changes in 0.1.4
----------------
- Changed GetByte and PutByte to macros
- Added SVGALIB support for Linux which is much quicker than X11.
- Added support for OSS Super Cartridges (Thanks to Dave Bennett)
- -rom option to specify alternative cartridges
- -oss option to specify alternative OSS Super Cartridges
Changes in 0.1.3
----------------
- Compilation option for double size screen
- Trigger now initialises to not pressed
- Joystick now initialises to central
- Fifth Player support added
- Support for Paddle 0
- Preparation for changing GetByte and PutByte to macros.
Mail me if you have any problems
---
David Firth <david@signus.demon.co.uk>
8-Bit News #12
----------
Date: 26 Jun 1995 12:11:32 -0500
From: ehalliwe@emh.kunsan.af.mil (Earl C Halliwell)
Subject: FlickerTerm 80 v0.51
ATTN, Flick fans!
I have just uploaded version 0.51 of FlickerTerm to [an]
FTP site. I would have spread it around more but I'm moving in two days and
kind of pressed for time.
Still no capture or protocols, but Flick now has:
Onscreen ROT-13 decode
Print screen with settable margins
A file menu
EOL click
User-definable character attribute maps
Assign any console+key combo to any joystick direction or CX85 key
Macros, macros, macro! 10 at once, with 70 characters per macro,
plus rudimentary commands for pausing and commenting
Arrow key mode... one-key cursor movement!
Corrected handling of Application/Cursor/Numeric key modes
Improved incoming CR/LF reinterpretation
Ability to set data bits and parity
Plus the usual speed optimization tweeks...
Enjoy!
--
Clay Halliwell | ATARI XL/XE DO + THE
ehalliwe@emh.kunsan.af.mil | 8 - B I T S M A T H
Lonersoft ... Solutions you don't want, for problems you don't have!
8-Bit News #13
----------
Date: Mon, 26 Jun 95 23:12:11 -0500
From: rldetlefsen@delphi.com
Subject: User Group/BBS Survey '95
JUNE 1995:this is a effort to list all known active Atari users Groups
and BBSes. The last list was around Oct 1993, and includes info mostly
from Atari User and Atari Classics magazines. Is assumed to be out
of date. Please fill out and return via email or regular mail. Also,
pass this around as we need as much information as possible. Save a
copy for future changes.
SOAPBOX:The Atari market and active User base is shrinking. Many people
are isolated, many have been lost. The available users must support the
User Groups, BBSes, Vendors, Magazines, and Online Services to the
fullest extent possible. Compuserve, Genie, and Delphi all have weekly
conferences at the lowest prices ever. We must let people know support
is still available. Only in doing this will Atari support and the
enduser survive.
The results of this survey will be posted to online services as a list
and possibly as a file for importing into databases. Updates will be
posted as needed. Please include 8 bit, ST/TT/Falcon, Games systems,
Lynx, Jaguar, Portfolio, etc.
Atari Computers User Group and BBS Information Survey
-----------------------------------------------------
General: New/Update:
Group Name: Accronym:
Systems Supported: Year Started:
Online Contact: Online Address:
Mail Contact: Phone:
Address:
City: ST: ZIP: Country:
Would you share your member list for future mass mailings(Y/N):
Newsletter:
Name:
Frequency: Disk/Paper/Electronic:
Contact: Phone:
Address:
City: ST: ZIP: Country:
Notes:
Would you be interested in contributing/subscribing to a national
or global Atari Support newsletter(details)?
Memberships:
Yearly Dues: Prorated:(Y/N)
Number of members(by System):
Contact: Phone:
Address:
City: ST: ZIP: Country:
Notes:
Meetings:
Name Day/Time Location
---- -------- --------
1)
2)
3)
4)
5)
Contact:
Address:
City: ST: ZIP: Country:
Notes:
Libraries:
System Size Avail by Mail Cost
------ ---- ------------- ----
1)
2)
3)
4)
5)
Contact:
Address:
City: ST: ZIP: Country:
Notes:
BBS:
Name: phone 1:
System on: Size/Storage: Phone 2:
Systems Supported: Phone 3:
Baud Rates: 3/12/24/48/96/14.4+ Hours: Fee:
Members only: Run by User Group(Y/N):
Sysop:
Address:
City: ST: ZIP: Country:
Notes:
COMMENTS and other Info:(Events, Dealers, etc.):
(Use a word processor to add things. If you need a separate contact
for each meeting or library, then replicate those lines.)
--------------------------------------------------------------------
Please fill out and send via email to:
Rick Detlefsen Compuserve:74766,1561
Genie:R.DETLEFSEN
Internet:74766.1561@compuserve.com
Or by Mail: USER GROUP SURVEY
C/O RICK DETLEFSEN
8207 BRIARWOOD LANE
AUSTIN, TX 78757-7642
Please pass along to other User Groups. Also, pass along to all
known BBSes, so that the BBS list can also be updated. I'd like
a copy of a newsletter if available. I'd appreciate volunteers
that could be responsible for getting information in a
state/province/region.
Send 8 bit vendor info to Michael Current at: mcurrent@carleton.edu.
I do not have a contact for ST or other vendors lists.
Thank you very much, Rick Detlefsen.
"global atari survey" survey.ga 23june95
post lists as groupga.txt or bbsga.txt
------------------------------
8-Bit Feature Article
---------------------
Subject: Sparta Compatibility Problems
From: ud264@freenet.victoria.bc.ca (Ted Skrecky)
First, if your program runs correctly under MyDOS and is not using OS or
extended (SDX) RAM, then your org is almost certainly not a problem.
Memlo under MyDOS is considerably higher than with Sparta even after the
addition of a RD handler and TD line. Sparta itself, does not use any RAM
outside it's assigned ranges with the possible exception of calls to the
floating point routines.
Rick's explanation of the usefulness of INITAD is 100% correct but a bit
terse. You load a segment of code, load INITAD, do your first bit, and
then repeat the sequence as often as you wish, using the same RAM if
desired. I've written multi-segment COM files which work entirely in the
printer and cassette buffers using the same technique and Sparta itself
boots in this way. RUNAD is obviously less understood by many as I've
seen people load it several times in a single file, eg.
*= $xxxx
INIT1
code
RTS
RUN1
code
RTS
*= RUNAD
.WORD RUN1,INIT1
; end segment
*= $xxxx
INIT2
code
RTS
RUN2
code
RTS
*= RUNAD
.WORD RUN2,INIT2
.END
The first segment will load, INIT1 will execute and return to DOS to load
the next segment. Once loaded, INIT2 executes and returns to DOS to JMP
(RUNAD) which points to RUN2. The code at RUN1 never gets executed. The
above code could be replaced with the following and would execute
identically:
*= $xxxx
INIT1
code
RTS
*= RUNAD
.WORD RUN2,INIT1
; end segment
*= $xxxx
INIT2
code
RTS
RUN2
code
RTS
*= INITAD
.WORD INIT2
.END
The point is, it doesn't matter when you load RUNAD, only what last value
you stick into it. Whereas INITAD will always cause execution of the code
pointed to as soon as the vector is loaded. DOS checks INITAD for
(usually) a non-zero value after each load segment.
Sparta always handles INITAD correctly but seems to ignore RUNAD and prefer
to jump to the load address of the first byte of the file. So the guy who
mentioned using an RTS as the first byte and INITAD to point past it was on
track. With my own files, I generally use LDA #$60 and STA START as the
first ops of the final run code. Either technique fixes a problem you run
into with Sparta: a tendency to rerun the same file after an RTS. This can
usually be cured by a JMP (DOSVEC) exit but ensuring an RTS at the
original org adds safety.
I puzzled over the same exit problem you encountered and came up with the
same solution, exit via JMP when working under Sparta. It's taken a lot of
disassembly and head scratching but I think I know the reason: Sparta
installs a custom E: Get Byte routine for its command line interface. On
boot or reset, it copies the OS device table into DOS, points HATABS to
the copy and replaces the Get vector with its own.
Any program which closes and opens the E: device will toast the address
in HATABS as the OS will point it back into ROM. Obviously a JMP (DOSINI)
or JMP (DOSVEC) will fix it as DOS would always have to reset things
after exiting BASIC, TextPro, etc. while a RTS leaves DOS looking for
input from the wrong code and buffer address.
Generally, I find it simplest to use a standard programming format for
all programs designed to run under any DOS:
*= $xxxx
INIT1
;
; intro blurb, etc.
;
RTS
;
*= INITAD
.WORD INIT1
;
*= $yyyy
INIT2
;
; real init stuff, syntax, etc.
;
RTS
;
*= INITAD
.WORD INIT2
;
*= $zzzz
RUNIT
LDA #$60 Insert an RTS at the
STA $xxxx file's original org.
;
; Code to identify dos and set a flag
; for exit and other uses such as
; accessing Sparta's OS RAM vectors
;
MAIN
;
; Code to nuke Intels, Tramiels, etc.
;
EXIT
LDA DOSFLAG
BEQ XSPARTA
RTS
;
XSPARTA
JMP (DOSVEC)
;
*= INITAD Use this for non-Sparta
.WORD RUNIT compatibility
Use of INITAD for the final run address allows the program to be appended
in an autorun for any DOS while stuffing an RTS into the first byte
ensures that when Sparta attempts to rerun it, it's harmless. Under
Sparta, the JMP (DOSVEC) will not terminate a batch file, DOSINI
probably does. Under most other DOS a JMP (DOSVEC) would send you to
DUP.SYS while going through DOSINI would take you to an RTS.
You can safely, and probably should, use the JMP exit with BW-DOS and DOSXL
as many of their COMs work correctly under Sparta. Note that any DOS I've
ever looked at, always stuffs $FF into the stack pointer when you call it
via DOSVEC so you can ignore the stack.
To date, I have found none of the foregoing to be inapplicable with SDX.
I haven't gone heavily into identifying other DOS types but:
a. the Sparta manual mentions that many COMTAB offsets apply to DXL which
might help differentiate it from DOS 2;
b. BW-DOS will look like Sparta 3.2d in $700-$701 but $703-$704 will be
ASCII "BW";
c. the first (12 I think, 10 at least) bytes of Sparta 2.3 consist of a
jump table of addresses on page 7 in .word order;
d. with Sparta 3.2+ I've been using SMEMLO (COMTAB+30) to pick up 3.2g;
any 3.2 except "g" will have an msb of $18, "g" will be $17 (only matters
if you're worried about D9:)
I hope this helps as I'm looking forward (once I get a new pair of
glasses) to Flick80 with a capture buffer.
Best wishes
John Picken
8-Bit Commentary
----------------
With such a huge 8-bit section this month, what else is there to say??
Until next month,
-Michael Current
16/32-bit Support Area
-=-=-=-=-=-=-=-=-=-=-=
Mark S. Smith
JV Enterprises Interview by Mark Stephen Smith.
~~ ~~~~~~~~~~~ ~~~~~~~~~ ~~ ~~~~ ~~~~~~~ ~~~~~
Background information:
We started JV Enterprises by writing a book called computer basics.
We decided that the book industry was a little too competitive so we
decided to stick to what we do best, design and program games. Our first
game we wrote was medieval chess. We wrote several others in the mean
time. Towers I was our first major project.
Q. When did you start using the Atari, and what made you program for it?
A. We started using the Atari since the 800 days. We liked the machine,
it was simple too use, and it was cheap.
Q. How well did the original Towers game do?
A. It actually did ok. Unfortunately, all the other businesses we were
involved in (i.e.. phone company, rent, power company, etc.) took all the
money we made from it :).
Q. What made you decide to do the sequel on the Falcon?
A. We bought Falcons and wanted to see a game for it, plus we had ideas
for programming on the Jaguar and the Falcons true color screen came
closest to the Jaguar.
Q. What do you think of the Falcon?
A. Damn fine piece of machinery, too bad there isn't more support.
Q. How long did it take from the initial idea to the complete working
product?
A. For Towers II it took approximately 10 months from initial idea.
Q. Did the design tailor itself to the implementation details, or vice
versa?
A. A little of both. I designed an outrageous game and Vince told me
that it wouldn't work. So we compromised.
Q. What problems did you encounter when doing the sequel, and how did you
overcome them?
A. SPEED, SPEED, SPEED. For this game we just used the cpu for graphics.
We had to come up with ways to speed things up. If we had to do it
again, we could do it even faster now...
Q. One of the more powerful aspects of the Falcon is the DSP chip, in what
way if any did you utilize this chip?
A. Sound, the mod player is running under the dsp so that it would take
no cpu time.
Q. What are the technical specifications of Towers II?
A. Towers II is a 160 X 134 Draw playfield that we shrink or enlarge to
fit the screen. It runs at about 10 frames a second in 65000 colors and
has a mod player running at 50K hertz with stereo sound effects.
The Jaguar version is planed to be a 320X200 draw playfeild, drawn
directly to the screen. It will have floor and ceiling textures, run at
about 12 to 15 FPS, have music with stereo sound and improved drawing
algorithms. A full cartridge save, and a full memory save (so you can
explore without ruining your save), will also be implemented.
Q. Are you now happy with the finished product?
A. Yes, we were very satisfied with Towers II. We feel that we created
a fun game for beginner to expert players. As you know the
beginning levels were created for people to get used to this style of
game, and in the upper levels it starts to get much more challenging.
Q. Now it's finished what would you change if you had the choice, and
what technical improvements do you think are possible if any?
A. Now that we are finished with Towers II and the engine is over a year
old, we feel that now we could improve the speed and gameplay. When we
finished Towers II, we thought that we had pushed the Falcon to the
limits. Now we feel that the Falcon still holds plenty of potential and
hope that other programmers continue to explore the possibilities.
Q. The engine to drive Towers II seems fairly powerful, would it be easy to
reuse for similar style games?
A. The engine for Towers II was designed for speed. It wasn't really
designed as an engine but merely for speed. We feel that the public
deserves constant updates and improvements. We would be ashamed to
release another program with that engine, knowing that we could do
better.
Q. If the above is true would you consider licensing the the code or making
it available to others for a fee?
A. If somebody wanted it, sure we let them use it. Although, as I said
before, it really wasn't designed that way.
Q. Are you planning on doing Towers II for any other platforms?
A. The Jaguar and possibly a PC version.
Q. Will there be a Towers III?
A. There is one planned, but not immediately. We have several other
projects on the drawing board that get first dibs at reality.
Q. What do you see as your next project, and how do you see the future of
JV Enterprises?
A. Our goal is to move more toward consoles (like the Jaguar). Our
ultimate goal is to do true VR.
Q. Will you be moving to other platforms or staying with Atari in the
future?
A. At this date it is impossible to say. However, we like the Falcon
and the Jaguar alot. They are both excellent pieces of hardware...
Q. What do you think will be the state of Atari at present and in the
future?
A. We think that Atari will remain a console player for awhile. We feel
that even though all these new systems are coming out, Atari still has a
great chance as being a major competitor.
Q. What do you think of the Jaguar and would you like to develop for
it?
A. We think that Jaguar is a great system and we are currently developing
for it.
Q. What do you think of the problems of piracy on the Atari and have you
suffered from this in anyway yourselves?
A. We have no information concerning this, nor do we care. We feel that
the Atari community is a very tight knit community that looks out for
each other. The system couldn't have made it this far if that wasn't
true...
Q. Will there be an official Towers II help guide, and are there any
cheats in Towers II?
A. Probably no official help guide. Unless they make one for the Jaguar.
There really are no cheats in the game, just some very hard to find
places.
Q. What were your influences for the game?
A. We were influenced by our goals in the past. We always wanted to do a 3d
type roll playing game since we started programming.
Q. From a development point of view what aspect of Towers II took the
longest to get right?
A. The design. Roll playing games have a tendency of being huge.
Q. What do you use as your development system?
A. 2 Falcons. a digitizer, paint programs, and a ray tracer.
My thanks go to Jag Jaeger and Vince Valenti of JV Enterprises for answering
my questions. Watch out next month for more hot news on their Jaguar
developments, with details on how Towers II is shaping up for the Jaguar. Also
watch out for my interview with Stuart Denman the author od Speed of Light.
Speed of Light Review v3.8
~~~~~ ~~ ~~~~~ ~~~~~~ ~~~~
Review by Mark Stephen Smith (msh@dl.ac.uk or dlms@nessie.mcc.ac.uk)
~~~~~~ ~~ ~~~~ ~~~~~~~ ~~~~~ ~~~~~~~~~~~~ ~~ ~~~~~~~~~~~~~~~~~~~~~
Date: 11/7/95
~~~~ ~~~~~~~
Speed of Light has been around for many years now on the Atari. Starting off
as a GIF viewer it has developed into a powerful picture viewer and colour
editor. Its latest incarnation is version 3.8 containing mainly bug fixes over
previous versions. Speed of Light or SOL as I will refer to it from now on is
Shareware and whilst perfectly useable has some of the more advanced options
crippled in such a way as to encourage registration. The whole set of tools
and their use is too great to go into in detail, even in an review this large,
I will however try and give a flavour of their use and power so you can get a
feel for the program as a whole.
What is SOL and what does it offer?
~~~~ ~~ ~~~ ~~~ ~~~~ ~~~~ ~~ ~~~~~
SOL firstly is a picture viewer, within the program however it sports a wide
variety of features so as to get the best out of your pictures. It works on
all Atari formats (ST, Falcon, TT, Mega) and works in all resolutions in up to
256 colours. It supports a wide variety of formats and is one of the fastest
GIF file handlers on an Atari. SOL now supports the DSP in the Falcon for JPEG
decoding. It is MultiTos compatible and recommended for maximum speed to be
run in conjunction with NVDI or Warp.
Registering the Program
~~~~~~~~~~~ ~~~ ~~~~~~~
This review is based upon the registered version of Speed of Light. To
register is simple, just start the program (see "Getting Started" below). Upon
loading you will be greeted with a screen allowing you to enter your
registration details. Enter your details and choose "Print EZForm", this will
create a document which can be printed or saved to disk with your details which
you send to the author (or local registration handler) along with the
registration fee. They in turn will generate your registration key.
Once you have received this key load the program and enter it along with your
details, the program then becomes the registered version and will work without
any features being disabled. You only have to register once, with subsequent
loads taking you straight to the main menu.
This form of registration is quick and easy and your details and keycode only
have to be entered into future versions for you to receive a full registered
upgrade.
Getting Started
~~~~~~~ ~~~~~~~
The program is available from many PD libraries, FTP sites, Stuart Denman's and
my Atari Web pages, as well as making an appearance on several Atari magazine
coverdisks. What you get is the un-registered version of the program, with all
the documentation, supporting files and image files.
Using the shareware version without registering offers all the facilities you
get with the full version with the difference that some of the more advanced
features such as warping will have blank lines in the pictures at regular
intervals, and that you are limited to only loading one JPEG image per session.
Other than these limitations placed to encourage you to register you have full
access to the program.
Running the program couldn't be simpler. Just click on the program file
"SPOFLT38.APP", after a short while you will be asked to enter your
registration details, if you don't have any you can continue by choosing
"Cancel". This will now take you to the main options screen.
Whatever resolution you load in will be the screen size used by the program,
and the number of colours in that resolution will be used (up to 256 colours).
On all machines but the Falcon however you do have the option to change the
resolution from within the program.
Main Options Screen
~~~~ ~~~~~~~ ~~~~~~
>From the main options screen all the options and access to the more advanced
options are available. Here's a quick summary of the main options screen
features (starting from the top left), some of which I'll describe in greater
detail later:
Picture Statistics - Various information on the picture such as name, size and
palette size.
"H" Button - Histogram of current image.
"P" Button - Optimises image palette.
Machine Specifications - Various machine information such as computer being
used, resolution, palette, and the number of colours.
"Delta" Button - Allows the changing of resolution on ST's and TT's within the
program.
"3-Bars" Button - Allows setting of preferences and true colour preferences.
Picture Number Slider - A slider to easily move through the pictures in memory.
Display Mode Menu - A pop-up menu that allows you to select between colour or
shades (grey scale). On the TT "TTGrey" mode is available
which allows 256 shades of grey.
Downward Arrow Button - Makes image as close to original as possible by setting
sliders to zero and histograms to 1-to-1
transformation.
"Complex" Button (Colour Transformations) - Toggles between the additive colour
transformation options and the
histogram colour transformation
options.
Additive Colour Transform Slider - Available when "Complex" is not selected.
These three sliders one for each of the prime
colours allow you to add to or subtract the
RGB elements of the picture. If moved equally
together can be used to brighten or darken the
picture.
Colour Reduction Menu - If the picture contains more colours than the display
this can be used to decide how the palette will be
reduced. Frequency is the default with "By Rank" and
"Influence" being the other choices.
Colour Rank "Button" - This switches to the colour rank histogram editor so you
can define the ranks of the RGB planes.
Complex "Button" (Colour Reduction/Selection) - Toggles between simple contrast
slider bars and histogram colour
contrast.
Colour Contrast/Separation Slider - These three sliders define the minimum
seperation between the chosen colours used to
display the image.
Horizontal/Vertical Size - Allows you to enter the horizontal and vertical
pixel sizes for the images to be scaled to.
Axis Effect Menu - Allows you to choose horizontal, vertical or both with
respect to how the buttons (below) effect the axes.
"O" Button - Sets scaling to original size of image.
"A" Button - Calculates the aspect ratio based on the effected axis when
scaling.
"-" Button - Halves the selected axis.
"+" Button - Doubles the selected axis.
"Fltr" Button - Toggles filtered scaling on/off.
"Set" Button - Takes you to the filtered scaling dialogue for setting filter
type and scaling.
"Fit" Button - Makes the image fit the current resolution in size as best as
possible whilst maintaining the aspect ratio.
"Mous" Button - When highlighted the mouse will be displayed on the display
screen, otherwise it is hidden.
"SmDr" Button - Toggles on/off "Smooth Draw" mode. This is where flickering is
used to increase number of colours you choose to turn it on or
off when the image is being drawn to speed up image draws.
"Warp" Button - Takes you to the Warp dialogue where you can set the warping
and stretching effects.
Flicker Contrast Slider - Sets the maximum contrast allowed between flickering
colours. When on the far left flickering is off.
Dither Pattern Menu - This menu allows you to select different dither patterns.
"Set" Button - Takes you to the dithering dialogue to give detailed control
over dithering.
"Desk" Button - Allows access to accessories or to other programs when under
MultiTOS. Options for SOL are also available as drop down menus.
"?" Button - Displays credits, shareware information and amount of free memory.
"Purge" Button - Allows you to remove the current image freeing memory. When
double clicked on removes all images.
"Colours" Button - Takes you to the colour editor (not allowed in Shades,
Greyscale mode or any resolution using less than 16 colours).
">>" Button - Takes you to the slideshow dialogue where you can set the
different slideshow parameters such as start and end images,
pause length between images, and forwards or backwards play.
Once set up choosing "Display" from the main options screen will
go through the images for the slideshow. Turn the slideshow off
to view single images again.
As you can see the program is packed to the brim with features with these just
being a brief summary of the options available from the main menu, that's
before we even start to look at the advanced features.
You may think that with all these features it difficult to use, but the control
for the most part is straight forward and intuitive leaving the user only
having to reference the manual to look at some of the more advanced features
and to see some of the possible shortcuts and tips available to achieve better
results.
Using SOL for the first time
~~~~~ ~~~ ~~~ ~~~ ~~~~~ ~~~~
Upon loading SOL you are most likely going to want to load some images, to do
this you select the "Add" button. You will be presented with the file selector
where you can choose an image or use wild cards to load multiple images.
Getting files into SOL is very easy. Apart from the methods mentioned above it
is also possible to load images by dragging the files over the SOL program icon
on the desktop (on later versions of TOS), therefore starting the program with
several loaded images. There is even support for other file selectors such as
Selectric allowing multiple images to be selected and loaded in one operation.
SOL supports the following image formats for loading:
- GIF (.GIF)
- JPEG (.JPG)
- Degas Uncompressed (.PI?)
- Degas Compressed (.PC?)
- Prism Paint (.PNT)
- GEM (X) Image Format (.IMG)
and the following for saving:
- GIF
- Degas Un/Compressed
- Prism Paint
- GEM (X) Image Format
The speed at which it handles GIF files is excellent and Falcon owners are
catered for with DSP JPEG decoding (although the reduction from true colour to
256 colours does slow this down). Once you have an image you will most likely
want to view it. Selecting the "Display" button will bring the image to the
screen. If the image is larger than the screen you can scroll the screen by
moving the mouse pointer from the centre of the screen. The further you move
it from the centre the faster the screen scrolls in that direction.
Pressing the right button returns you to the main options screen. If you want
to see the whole image at once clicking on the "Fit" button will shrink the
image proportionally to the screen. If the image uses more colours than you
have available SOL uses clever techniques to expand the palette, however if the
results still aren't good enough then it is possible to improve the
picture in a number of ways.
The first way to improve the image when lacking colours is to adopt one of the
many dither patterns. Clicking on the "Dither Patrn:" box will bring up a menu
with a choice of dither patterns with the default being no dither pattern.
This menu has two empty slots into which you can load dither patterns. To
access the dither options and to load a pattern into one of the slots select
the "Set" button next to "Dither Patrn:", this will take you to the dither
options screen.
SOL comes with 3 standard dither patterns with the option of loading additional
dither patterns as provided with the package. These dither patterns are in the
same format as that used by GemView and are therefore interchangeable.
Once at the dither options screen you can do a number of things. You have the
choice of changing