Z*Magazine: 26-Feb-92 #204

From: Atari SIG (xx004@cleveland.Freenet.Edu)
Date: 10/09/93-04:25:38 PM Z

From: xx004@cleveland.Freenet.Edu (Atari SIG)
Subject: Z*Magazine: 26-Feb-92 #204
Date: Sat Oct  9 16:25:38 1993

 |   ((((((((  |        Z*Magazine International Atari 8-Bit Magazine
 |        ((   |        ---------------------------------------------
 |      ((     |        February 26, 1992                  Issue #204
 |    ((       |        ---------------------------------------------
 |   ((((((((  |         Copyright (c)1992, Rovac Industries, Inc.
 |             |         Post Office Box 59,  Middlesex,  NJ 08846
 |      ((     |
 |    ((((((   |                        CONTENTS
 |      ((     |
 |             |  * The Editors Desk..........................Ron Kovacs
 | (((     ((( |  * Rumbles, Rambles, Rumors.................Stan Lowell
 | ((((   (((( |  * Boot-up Menus.............................SG Wallace
 | (( (( (( (( |  * Carolyn's Corner......................Carolyn Hoglin
 | ((  ((   (( |  * Best Of Z*Mag:1987........................Ron Kovacs
 | ((       (( |  * Carina BBS Registration Form........................
 |             |  * Structured Programming - Part 5........Michael Stomp
 |     ((      |  * Electronic Gaming......................Press Release
 |   ((  ((    |  * CSS Super E-Burner......................Barry Gordon
 |  ((((((((   |  * Digi-Studio.........................................
 |  ((    ((   |
 |  ((    ((   |  ~ Publisher/Editor..........................Ron Kovacs
 |             |  ~ Contributing Editor........................John Nagy
 | ((((((((((  |  ~ Contributing Editor......................Stan Lowell
 | ((          |  ~ Contributing Editor........................Bob Smith
 | ((   (((((  |  ~ Newswire Staff......................................
 | ((      ((  |  ~ Z*Net New Zealand.........................Jon Clarke
 | ((((((((((  |  ~ Z*Net Canada.........................Terry Schreiber
 |             | 
 |-------------|  $ GEnie Address..................................Z-NET
 |    ONLINE   |  $ CompuServe Address........................75300,1642
 |    AREAS    |  $ Delphi Address..................................ZNET
 |             |  $ Internet/Usenet Address................status.gen.nz
 |-------------|  $ America Online Address......................ZNET1991
 |             |
 |    Z*NET    |  * Z*Net:USA New Jersey...(FNET 593).....(908) 968-8148
 |   SUPPORT   |  * Z*Net:Golden Gate......(FNET 706).....(510) 373-6792
 |   SYSTEMS   |  * Blank Page.........(8-Bit FNET 9002)..(908) 805-3967
 * EDITORS DESK                                            by Ron Kovacs
 Thanks for once again downloading another issue of Z*Magazine.  Very
 soon another anniversary and a request for some special issues that you
 can assist us with.
 #1.  Atari 8-Bit BBS Systems
 I would like to solicit for 8-Bit BBS systems currently up and running.
 I will publish the list we receive in an issue in April, however, I 
 cannot do it alone and need your help.  So, if you run or call an Atari 
 8-bit system, please send me the information on a post card to in email 
 to any of the online addresses above by March 31, 1992.
 #2.  Atari 8-Bit PD/Shareware Authors
 If you are an 8-bit programmer and publish shareware, let us know who 
 you are, also, if you know someone pass along our request and include 
 the name of the program, where it is located for download, the shareware 
 fee and also add any commercial development in the note.  Same 
 communication request applies with a deadline of May 31, 1992.
 Take care....

 * RUMBLES...RAMBLES...RUMORS...                          by Stan Lowell
 In my review of FoReM-XE Professional in issue 203, I mentioned that the
 hardware and software of the Final Frontier in Philadelphia, PA had been
 sold and was no longer up and running.  Well, sorta, I think, maybe?
 Um, I heard on my networked message base that such was not the case!  I
 called this past weekend, and sure enough, it was up!?  It is not at
 present in the network though.  Am checking into it further.
 Have a real jewel of a program to tell you about.  I have been using
 Read.com ever since I put up my BBS.  I never thought that anything
 would replace it as my 'quick take a look at the docs' program.  Well,
 much as in life, I have found something that has replaced it!
 When I first spotted VTEX, I thought it was another 'Vidtex' program.
 Then I saw that it was a 'text  viewer'.  "Hmm, can't IMAGINE anything
 as good as READ.COM!" sez I.  WRONGO!  Boy and how!  It was the next day
 before I got around to looking over the Docs for it.
 Once I saw the Docs, I hurried up and tried it out!  Naturally, I had
 to reload the docs several times to see how to try all the features!
 (who reads docs all the way through the first time? <Grin>)
 This is one *many featured* program!  You can search for a string,
 scroll up or down one page(or 10 pages!), not show leading spaces, read
 either Atascii or Ascii.
 Here are the docs for it:

 VTEX - The Text Viewing Utility    Version 1.0          8/4/91
 Program and Documentation by:  Larry Richardson, P.O. Box 472, Aurora,
 Co. 80010
 This program is distributed as SHAREWARE.  I have spent a great deal of
 time designing, coding, debugging, and modifying this program.  Any
 donations I receive for my time and effort will encourage me to continue
 supporting this program, as well as writing new software for the Atari
 8-bit computer.  Thank you.
 I.  What does it do?
 VTEX is a utility that allows you to view any file on the screen.  If
 you have used DOS to view a file (copy from the file to E:), you already
 know how unfriendly it is.  VTEX is an attempt to give the Atari 8-bit
 users an easier and more powerful method to view a file.
 II.  Features
 VTEX can page through a file, both forward and backward.  It has the
 ability to skip to the last page and back to the first page, or to skip
 in increments of ten pages.  Since VTEX doesn't go through CIO to
 display on the screen, special characters (such as the clear screen
 command) will not interfere with the display.  VTEX has a pseudo-word
 wrap (I'll explain later), and can delete the leading spaces from the
 left margin (good for viewing files that have been PRINTed to disk).
 VTEX also has string search capabilities and ASCII CR/LF handling.  It
 has been tested under both Atari DOS 2.5 (2.0) and SpartaDOS.
 III.  Running VTEX
 From any Atari type DOS, use the binary load command and load the VTEX
 executable file (VTEX.COM).  The program will prompt for a filename.
 Enter the filename to view and press RETURN.  After VTEX opens the file,
 the VTEX view screen will appear.  At the bottom of the screen is the
 VTEX status line.  It displays the version number of the program, the
 current page number of the file being viewed, and has an end-of-file
 indicator.  It also indicates if word-wrap or the delete leading spaces
 options are active or not.
 From SpartaDOS, you may specify the filename to view on the command
 line.  Simply type - VTEX filename <RETURN>.  Under SpartaDOS, VTEX will
 look for the filename on the command line.  If it doesn't find the
 filename there, it will prompt you to enter the filename (as it always
 does under Atari DOS).
 With either DOS, if VTEX encounters an error while trying to open the
 file, it will re-prompt you for a new filename.  If you wish to exit
 VTEX at this prompt, press ESC.  The program will then exit to DOS.
 IV.  Commands
 Once VTEX is running, you have a number of commands to choose from.  The
 commands are explained below.
 Press the down arrow key (without holding down the CONTROL key).  VTEX
 will display the next page in the file.  As VTEX moves forward through a
 file, it notes the position of the beginning of each page so that it can
 move backward (or jump forward) directly to that page.
 Press the up arrow key (without holding down the CONTROL key).  VTEX
 will display the previous page in the file.
 Press <SHIFT> down arrow (without the CONTROL key).  Note that because
 of the way Atari 8-bit DOS's handle random access files, VTEX cannot
 just jump to a page that it has not yet read in a sequential manner (see
 the explanation in PAGE FORWARD).  It doesn't know at what point in the
 file the 10th page occurs, for example, until it has read pages 1-10.
 Therefore, when you press <SHIFT> down arrow, VTEX will either:
 1)  Move forward 10 pages (if it has already read that far in the file)
   - or -
 2)  Move to the highest page it has read (if less than 10 pages from the
     current page)

 Press <SHIFT> up arrow (without the CONTROL key).  VTEX will either:
 1)  Move backward 10 pages (if the current page being displayed is
     greater than 10)
   - or -
 2)  Go to the beginning of the file
 Press B to return to the first page of the file.
 Press E to ATTEMPT to go to the end of the file.  VTEX can only go
 directly to the end of the file if it has already read the last page.
 Once the last page has been read (using the down arrow to page forward),
 VTEX notes the position of this page so it can access it directly.  If
 the end of the file hasn't been read yet, the message NO EOF is
 displayed in the status line.
 Press F to display the name of the file that is currently being viewed.
 Press F again to see the normal VTEX status line.
 Press W to turn on the pseudo-word wrap.  A 'W' will appear on the left
 side of the status line to let you know that word wrap is active.  This
 is not a true word wrap, so long words will hang over onto the next
 page.  VTEX will simply start looking for a space after column 31.  If
 it finds a space, it will break the line here and wrap the text at this
 point.  Pressing W again will turn the word wrap off.
 Note that because selecting word wrap (or the delete leading spaces
 option) will change the size of the displayed pages, VTEX resets the
 file to start back at page 1 when either of these options are selected.
 This allows the program to re-build its pointers to the beginning of the
 pages (which will now be in different positions).
 Press D to turn on the delete leading left spaces option.  A 'D' will
 appear on the left side of the status line to let you know that this
 option is active.  Any spaces that would have appeared on the left edge
 of the page are now gone.  Also, the current page is reset to 1 (see the
 note under the word wrap option for an explanation).  Press D again to
 turn this option off.
 Press S to search for a string.  The program will prompt you to enter a
 string.  Type the string you wish to search for and press RETURN.  The
 program will start from the current page and look forward for the search
 string.  The search will stop when the program has found your string or
 the end of the file has been reached.  The function will not search if
 the current page is the end of the file.
 ASCII option
 VTEX can optionally display ASCII carriage return/line feeds or carriage
 returns alone as it would ATASCII carriage returns.  This is useful for
 viewing text generated on IBM PC's, such as many text files that are on
 bulletin boards.  Pressing A will toggle this option on or off.  An 'A'
 will appear on the left side of the status line to let you know that the
 ASCII option is active.  As with the word-wrap and delete leading spaces
 option, the file will be reset to the beginning when this option is
 Pressing L will make VTEX prompt you for a new filename to load and
 view.  Enter the filename and press RETURN.  If the program encounters
 an error while trying to open the file, the buzzer will sound and the
 prompt will re-appear to allow you to try again.  Pressing ESC at this
 prompt will exit the option and let you continue to view the current
 file.  When a new file is loaded, VTEX operates as if it has just been
 loaded (i.e. you begin at the first page in the file and all pointer
 information must be re-created).
 To exit VTEX and return to DOS, press the ESC key.  Note that if you
 choose the search option, pressing ESC while the program is prompting
 for the search string simply takes you out of the search function.  This
 is also the case with the load a new file option.  Pressing ESC while
 the program is prompting you for a filename will simply abort the
 V.  SpartaDOS X Notes

 If you are lucky enough to own a SpartaDOS X cartridge, then this
 section will give you a few common sense ideas on how to best use VTEX.
 First, it is very easy to make VTEX behave as though it is simply
 another command by placing it on one of the active drives and setting
 the PATH to look on that drive.  I use a 256K 800XL, so I have an
 AUTOEXEC.BAT file that does the following:
 1)  Set up a ramdisk as D8:
 2)  Copy VTEX up to the ramdisk and call it V.COM.
 3)  SET PATH=CAR:;D8:
 With the path set up to look on the ramdisk for .COM files, I can now
 execute VTEX from the command line without having to tell SpartaDOS what
 drive it is on.  Since it is on the ramdisk, it loads and begins
 executing in a second.  Also, by calling the program V.COM, all I have
 to type to view a file is:
 V filename <RETURN>
 Second (and last), SpartaDOS X now handles the NOTE and POINT calls in
 the same manner for both SpartaDOS and Atari DOS disks (it uses a byte
 offset from the beginning of the file).  What does this mean to the end
 user???  It means if you use VTEX under the SpartaDOS X environment to
 view an Atari DOS formatted disk, you will notice BIG delays when paging
 backwards or forward.  This is because SpartaDOS X must re-read your
 Atari DOS file from the beginning each time a POINT command is given.
 The solution is to copy the file to a SpartaDOS formatted disk before 
 using VTEX to view it.
 I hope this is as useful to someone else as it has been for myself.
 Drop me a line at the address given, or leave a message on the Atari
 Clubs of Denver BBS at (303) 343-2956.  Suggestions and donations are
 both welcome!
 Larry Richardson

 A day or two after I tried the program, Larry popped up in the Networked
 messages from Orlando, FL!  We have discussed VTEX, and found a minor
 bug which he will fix in the next version.  The bug:  if you attempt to
 run VTEX immediately after running BobTerm & some other programs, it
 will turn the screen green and drop to the SpartaDos prompt.  For now,
 a re-boot will clear things up and all will be well!
 I noted that Larry had not mentioned a 'suggested minimum donation' as
 is usually the practice with ShareWare.  His response:
 Msg# : 6486 - Msgs Atari8-Net
 Sent : 02/10/92 at  9:01 PM
 To   : Stan Lowell         (Received)
 C-net: Moonbase Alpha - Orlando, FL
 Subj : Shareware VTEX

 I didn't put a 'minimum' amount in the DOC's for a donation (no
 'maximum' either... HA HA).  I do realize that times are tough.
 However, any donations received are appreciated and will encourage me 
 to continue updating the current software that I have and to write new
 By the way, anyone wanting to donate can use my new home address (the
 one in the DOC'S will work, but it is not as direct).  The new address
        5521 Madrid Ave.
        Orlando, FL  32807
 This utility has got to be one of the most useful utilities I have seen.
 If you are like me, and search thru docs(Z*Mag?!) from time to time,
 this will save you a bunch of time!
 NOTE: Larry has moved to Orlando, FL.  and can be reached on Moonbase
 Alpha(407-578-2811), or any of the FoReM-XEP boards that network the
 Atari 8-bit Message Base.  He will be more than happy to answer any
 questions, or take suggestions on the next version.

 Don_Back(aka-Backdir & Repdir)
 The other discovery that I made was a program that backs up directory
 "entries" for SpartaDos 3.2!  If you are an avid fan of SpartaDos, then
 you are 'well aware' of the perennial problem of scrambled directories.
 These happen for a variety of reasons, but happen they do!  Especially
 to owners of hard disks.  Ask me, I *know!* <Grin>
 I have tested this on floppies, and it seems to work rather well.
 Haven't gotten up the nerve to erase one of my HD partitions for a
 "really big" test, but if it does work, it could save you a whole lot of
 hours of grief and work with DiskRX from ICD's SpartaDos Toolkit or the
 sector editor in the BB enhancement by Bob Puff, or whichever sector
 editor may be your favorite (read necessity).
 Nearly everyone who has used SPD for any amount of time has done a "Dir"
 and found a directory was trashed, garbled, crashed, etc.  The first
 program, "BACKDIR.COM" will back-up your "directory" for you.
 The file name containing the directory data.
 Where you want to put the Back-up Info.   ^
 The Directory you want backed-up   ^      ^
                          ^         ^      ^
 The Backdir program      ^         ^      ^
                 ^        ^         ^      ^
 The syntax is: "BACKDIR D2:*.* D8:>BAKD2>MAIND2.BAK"
 You will have to run Backdir once for each Directory/SubDirectory that
 you want to backup.  The above would just backup the Main Directory of
 drive D2.  To backup Subdirectory "TEXT" on D2: you would run Backdir
 again: "Backdir D2:>TEXT>*.* D8:>BAKD2>D2TEXT.BAK"  And so on for each
 Subdirectory which you want to backup.
 To restore after a crash, you would run the second program, REPDIR:
 The data file that contains the info for D2:Main Directory.
 Where the backup data file will be found   ^
 The Directory you want to restore.  ^      ^
                         ^           ^      ^
 The Repdir program      ^           ^      ^
                 ^       ^           ^      ^
               REPDIR D2:>*.* D8:>BAKD2>MAIND2.BAK

 Of course, this restoration will only be as good as the last time that
 you backed-it up!  If you have modified, deleted, or added files, you
 will be back where you were when you last back it up!  But at least you
 may be able to recover most of what you had at that time!  I would also
 advise that you run Cleanup.Com by ICD from the SpartaDos Tool Kit to
 make sure that all is well!
 VTEX.ARC was downloaded from "Moonbase Alpha at 407-578-2811.

 Until next time!  If you would like to submit a review, article, or a
 rebuttal (ANYTHING is welcomed!), feel free to upload to myself or Z-NET
 Online BBS.  I can be reached on my BBS (908-805-3967), GEnie(S.LOWELL),
 and on Z*Net Online BBS(908-968-8148).   Both of us are PCP node: NJNBR
 Starlink node: 3319

 SUPPORT ShareWare Authors and others who write for the Atari 8-bit!
 Support Z*Magazine!
 Support THOSE who support YOU!

 * BOOT-UP MENUS FOR ATARI 8-BITs                        by S.G. Wallace
 It's apparent from reading through the "pages" of ZMAG that some Atari
 8-bit owners have very sophisticated systems.  Hard drives, large memory
 upgrades, special operating systems, and high speed modems can evidently
 bring surprising power to an 8-bit.
 Still, the 8-bit community is a diverse group with varying interests,
 expertise, and financial status.  For those opting to use their
 computers "stock", there is no shortage of fine features and software.
 One of the most useful capabilities of a floppy disk based Atari 8-bit
 computer is "booting" a program from a cold start.  One of the most user
 friendly programs to boot is a MENU program.
 Picture this: Say you want to run an application, utility, or game from
 a disk that has many programs stored on it.  You turn on your monitor 
 and disk drive, and insert the disk.  Next you flip the power switch of
 your Atari XE, XL, 800, or 400 ON.  After a few seconds you're presented
 with a screen full of filenames contained on the disk, and an invitation
 to select one for loading and execution.  Depending on the menu you're
 using, all you have to do to start the desired program is type a number
 or letter for the file you want to run, or highlight the name by moving
 a cursor.  As you make your selection, the menu program in memory will
 have served its purpose until next time, and will sacrifice itself by
 running your chosen file.
 This scenario can be reality with any Atari 8-bit computer and disk
 drive.  What makes it all possible is an AUTORUN.SYS file that either
 CALLS or IS a menu program on the disk.  Saved Basic menu programs may
 be invoked at power-up by an appropriate AUTORUN.SYS file.  Machine
 language (ML) menu programs are simply named AUTORUN.SYS on the disk.
 Either type will be started at boot-up.
 Menu programs have been written...

 1) in Basic that will load and run only Basic programs.

 2) in ML that will load and run only Ml programs.

 3) in Basic with ML routines that will load and run Basic OR ML
    programs, AND print text files to the screen.  An opportunity to
    disable Basic when calling ML programs is offered.
 4) Other menu programs are available with additional features like
    deleting or adding files to the disk.
 Of the types described above, #3 is my favorite.  This type of menu
 works best on XE, 800XL, or 600XL Ataris because Basic is built into the
 computer.  Even though the menu itself is a Basic program, the user has
 the opportunity to turn Basic off if a ML program is called from the
 menu.  Basic files may be invoked from a Basic menu on 1200XL and 400/
 800 models with cartridge Basic installed.  ML files may be run with
 cartridge Basic if the file doesn't load into memory used by Basic
 (Basic can't be disabled except by removing the cartridge on these
 Public domain (PD) software suppliers such as Software Infinity, Vulcan
 Software, or Phantom's 8-Bit PDS often produce disks with menu programs
 and self booting AUTORUN.SYS files on them.  The menu programs
 themselves are usually PD, so it's ok to copy them onto other disks in
 your disk library or even modify them to your liking.   Naturally, to
 make other disks bootable, they'll have to have DOS.SYS and the
 appropriate AUTORUN.SYS file on them.
 A number of AUTORUN.SYS boot file makers have been available over the
 years.  Atari DOS 2.5 owners can create AUTORUN.SYS files that will load
 and run any saved Basic program at power-up.  Just use your SETUP.COM
 utility which came with your DOS.  Another AUTORUN.SYS maker was
 described in two articles titled AUTORUN.SYS SECRETS and AUTORUN.SYS
 SECRETS IN BASIC published by the now defunct ANALOG COMPUTING magazine
 (Nov. 1988-issue 66, Jul. 1989-issue 74).  The AUTORUN.SYS SECRETS
 program files are still available for download on Delphi's Atari 8-bit 
 Utilities database.
 Whether you write your own menu program, or obtain a PD version, it'll
 bring a useful convenience to your computer system.  You'll wonder how
 you ever got along without it.

 * CAROLYN'S CORNER                                    by Carolyn Hoglin
 (This article is a reprint from the Mid-Florida Atari Computer Club
  Newsletter of October, 1991.)
 A glance at the calendar confirms that soon we Floridians should be
 through with thunderstorms for a while.  In the coming months, it will 
 be nice not to have to unplug after each session at the computer.
 By the way, if any of you are not in the habit of pulling the plug on
 your system, thinking you are safe because you have a surge protector,
 let me assure you that a direct lightning hit will jump right over
 whatever protection it offers.  Even if you have pulled the electrical
 plug, lightning can still enter through the phone line to your modem, so
 you should disconnect that also.  I know, it's a drag.  But it doesn't
 compare to replacing part or all of your system.  And it could happen to
 Have you ever downloaded a text file from a BBS, examined it with
 AtariWriter Plus, and found that it was all one paragraph with lots of
 control M's and J's throughout?  Well, those control characters are
 ASCII-13 and ASCII-10, carriage return and linefeed respectively.  Most
 computers understand these codes.  However, the 8-bit Atari computers
 speak ATASCII (Atari-ASCII), which is just a little different.  Here,
 code 155 serves as both carriage return and linefeed.
 Here's how to convert your file from ASCII to ATASCII:  Be sure you are
 in the "insert" mode.  Then press [START-S] and type [CTRL-M][CTRL-J]
 [RETURN] as the string to search for.  Then press [START-R] and just
 enter [RETURN], which means to replace with a null string.  This
 actually causes the program to delete the searched-for string instead of
 replacing it with something else.
 Now, start with the cursor at the top of the document.  Press [SELECT-S]
 to go to the first incidence of [CTRL-M][CTRL-J].  Press [SELECT-R] to
 delete it and then [RETURN] to replace it.  Repeat this procedure until
 you reach the end of the document.  If there two [CTRL-M][CTRL-J]'s in a
 row, the cursor will already be on the second [CTRL-M] after deleting
 the first set, so skip the [SELECT-S] and just press [SELECT-R] and
 Don't use the Global Search/Replace command [OPTION-G] here, or you will
 find that all the [CTRL-M][CTRL-J]'s are deleted in a flash, but you
 have no opportunity to replace them with [RETURN]'s.
 Sometimes you have a file that was prepared to be viewed on the 8-bit,
 40-column screen.  When loaded into AtariWriter Plus, each and every
 line has a return at the end of it.  If you were to print the file as
 is, you'd still have these 40-column lines on paper.
 Here is one way to remove the extra returns:  If you aren't already
 using the full screen width, press [OPTION-C] and then "40".  Now press
 [START-S].  When prompted for the search string, hold down the SHIFT key
 and type [ESC][ESC], followed by [RETURN].  Then press [START-R] and
 enter a [SPACE] followed by [RETURN].
 These little tricks discussed here are quite useful when you are dealing
 with relatively short files.  If you have very long files, or multiple
 files that need these conversion processes, it might be more efficient
 to use one of the several available public-domain programs written for
 this purpose.

 * BEST OF 1987 - Z*NET SURVEY RESULTS            Compiled by Ron Kovacs
 The following survey results were captured from a few Oasis BBS systems
 running the Best of 1987 Survey.
 The survey was created from the Best of 1987 Poll created in December
 1986.  All the nominees were listed by system users.  Then I compiled
 the survey from the entries and created the survey.
 The highest amount of entries were listed in the survey for the users to
 vote on.  The accumulations of the systems captured, are included here.
 A few of the questions have been deleted because they contained regional
 and local information which is not of use in other areas.
 Total amount of votes per question: 272


 Question Number  1
 Choose Your Favorite Atari 8 Bit BBS.

 0> Express BBS  (not pro)  - 47
 1> Oasis (all versions)    - 167
 2> Carina I (not II)       - 38
 3> FoReM 8 Bit             - 0
 4> NiteLite                - 0
 5> AMIS                    - 13
 6> BBCS                    - 7

 Best BBS Program of 1987> Oasis BBS
 Question Number  2 
 Choose Your Favorite Atari 16 Bit BBS.

 0> FoReM ST     - 202
 1> Express ST   - 56
 2> Michtron     - 11
 3> BB/ST        - 3
 Best 16 Bit BBS Program of 1987 >FoReM ST
 Question Number  3

 Choose Your Favorite Printer.

 0> Star Series            - 66
 1> Epson Series           - 89
 2> Atari Series           - 31
 3> OkiData (not Okimate)  - 12
 4> NEC Series             - 0
 5> Juki                   - 0
 6> Okimate 20             - 0
 7> Texas Instruments      - 0
 8> Kiss Lazer Printer     - 0
 9> Panasonic Series       - 74
 Best Printer of 1987> Epson Series

 Question Number  4
 Choose Your Favorite Atari Corp Product.  Atari only!

 0> Mega ST              - 35
 1> XEP80                - 11
 2> 130XE                - 95
 3> 1040ST               - 13
 4> 1050 Disk Drive      - 30
 5> 520ST                - 88
 6> SC1224               - 0
 7> XF551                - 0
 8> XMM801               - 0
 9> SX212                - 0

 Best Atari Corp Product of 1987> 130XE
 Question Number  5
 Choose Your Favorite 8 Bit Game, PD or Other.
 0> Alternate Reality             - 59
 1> Arkanoid                      - 23
 2> HardBall                      - 27
 3> Gauntlet                      - 54
 4> Superman                      - 0
 5> World Championship Karate     - 31
 6> Ultima 4                      - 54
 7> Gemstone Warrior              - 0
 8> Flight Simulator II           - 24
 9> Fooblitzsky                   - 0
 Best 8 Bit Game of 1987> Alternate Reality
 Question Number  6
 Choose Your Favorite 16 Bit Game, PD or Other.

 0> Pro Wrestling           - 40
 1> Shanghai                - 0
 2> Gauntlet                - 29
 3> StarGlider              - 39
 4> Flight Simulator II     - 28
 5> Alternate Reality       - 32
 6> Wizardy                 - 26
 7> The Bards Tale          - 55
 8> Mercenary               - 23
 9> Gridiron                - 0
 Best 16 Bit Game of 1987> Bards Tale
 Question Number  8
 Choose Your Favorite Online Service.

 0> GEnie                           - 64
 1> CompuServe                      - 98
 2> PC Pursuit                      - 54
 3> Delphi                          - 0
 4> Games Computers Play (Off Line) - 33
 5> The Source                      - 11
 6> Dow Jones                       - 12
 Best Online Service of 1987> CompuServe
 Question Number 11
 Choose Your Favorite Magazine, Online or Printed media.

 0> Analog Magazine     - 19
 1> ZMagazine           - 84
 2> Antic               - 109
 3> Atari Explorer      - 17
 4> ST-Log              - 18
 5> STart               - 7
 6> ST-World            - 0
 7> Compute             - 14
 8> ST-Express          - 0
 9> TeleTalk            - 4
 Best Magazine of 1987> Antic Magazine
 Question Number 12
 Choose Your Favorite Programmer.

 0> Keith Ledbetter     - 65
 1> Tom Hudson          - 23
 2> Ralph Walden        - 26
 3> David Small         - 29
 4> Matt Singer         - 0
 5> Bill Teal           - 19
 6> Phillip Price       - 49
 7> Matthew Ratcliff    - 12
 8> Jerry Horanoff      - 25
 9> Bill Wilkinson      - 24
 Best Programmer of 1987> Keith Ledbetter
 Question Number 13
 Choose ICD's Best Product.

 0> Multi I/O                     - 94
 1> P:R: Connection               - 27
 2> SpartaDos Construction Set   - 86
 3> R-Time Cartridge              - 0
 4> US Doubler                    - 49
 5> Rambo XL                      - 16
 Best ICD Product of 1987> Multi I/O
 Question Number 14
 Choose Your Favorite Modem.

 0> Avatex 1200HC         - 47
 1> Avatex 2400           - 67
 2> XM301                 - 32
 3> Supra 2400            - 0
 4> USR Courier 2400      - 38
 5> SX212                 - 29
 6> Everex 2400           - 0
 7> Hayes 1200            - 40
 8> Capetronic 1200       - 0
 9> SmartTeam 2400        - 19
 Best Modem of 1987> Avatex 2400
 Question Number 15
 Choose Your Favorite Hard Disk System or Drive.
 0> Seagate ST213           - 11
 1> Supra 8 Bit 20 Meg      - 109
 2> Supra 16 Bit 20 Meg     - 71
 3> Atari SH204             - 9
 4> NEC                     - 57
 5> Control Data            - 0
 6> Seagate ST225           - 0
 7> Seagate ST251           - 0
 8> Seagate ST138           - 0
 9> Seagate ST125           - 15
 Best HD System of 1987> Supra 8 Bit 20 Meg HD

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 Carina BBS Systems Prices:

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 As soon as this registration is F-Mail'd to the above BBS, and your
 Check/Money Order Clears, you will be given full access to the Carina
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 * ADVENTURES IN STRUCTURED PROGRAMMING - Part 5        by Michael Stomp
 (Concluding a sketch of different methods of structured programming,
 which follows a characterization of methods by P.J. Plauger in a series
 of articles in Computer Language magazine.)
 As its name implies, this method is applicable in a situation in which
 a sequence of data must be reordered. This usually means using a sort
 routine.  But it doesn't necessarily mean +writing+ a sort routine.
 There are two reasons for not writing your own sort routine:
 1) sorts are hard to get right, and
 2) you can probably find a canned sort that will do the job for you.
 TURBO BASIC XL, alas, doesn't have one built-in, but BASIC XL/XE has a
 nice one, and it is pretty fast.  Sort routines are also available for C
 and ACTION!, and I have seen at least one in ML that is callable as a
 USR routine from Basic.  Only if all else fails should you consider
 writing your own sort routine.
 But first, you should consider the question of why you want to sort the
 data at all.  If you're never going to look at it again, there is no
 need to sort it; if you don't care what order you consider the data in
 the future, there is no need to sort it.  If you think about it, the
 only reason for sorting data is to make it easier to search for
 something later.  So, when considering the question of sorting, at the
 same time consider the question of searching, which is discussed in the
 next section, called,
 This method deals with the problem of looking up an arbitrary sequence
 of items in an ordered collection of data.  Operations on a collection
 of data can be characterized as insertions (adding new data), deletions
 (discarding existing data), replacements (discarding existing data and
 inserting new data in its place), or reads (examining existing data).
 Then there is the question of how to represent the data.  It must be
 represented so that 1) you know how to find it all, 2) you know when
 you've found what you're looking for, and 3) you are able to do what you
 want to do with the data once you've found it.
 Suppose you have decided to store the data as records in a file; that
 is, some number of bytes followed by an End-Of-Line character.  You
 would access it by a simple INPUT statement, and read it into a string
 variable.  You know when you have read it all because you will reach and
 End-Of-File indicator.  To search for something, you need a program that
 reads the file one record at a time, knows which part of the record
 holds the field you are scanning, and does a comparison between that
 field and the search key.  Scanning the file from front to back, then,
 is pretty easy.  Adding records is easy if you just add them at the end
 of the file.  Deleting records, however, is tiresome.  You must either
 rewrite the file to percolate down records after the deletion, or have
 some way of marking certain records as deleted.  If you do the latter,
 you must plan to squeeze out the dead records periodically or you will
 run out of disk space and longer access times become a problem.  If you
 expect to be doing a lot of deletions you should worry about this in the
 initial design.  Perhaps it might pay to allot a fixed amount of space
 for each record, enough to hold the largest expected one.  That would
 make it easier to delete records: move the last record into the hole
 left by the deletion and shorten the file by one record. If, on the
 other hand, deletions never occur or are rare, you might switch to a
 data organization that leads to fast, simple code for reads and
 insertions but is miserable at deletions.  It's a question of balancing
 options against requirements; simplicity against performance.
 If the number of records to search is small, access times might be fast
 enough with the data in random order.  However, with larger collections
 of data, a sorted collection might be necessary to keep access times
 reasonable.  There are various search algorithms that are quite fast
 when used on sorted data; binary search being one of the best.  In that
 method, you check the middle record of the collection against the search
 key.  Then you take the half that must contain the sought-for record (if
 it exists at all) and split that in half.  And so forth.  In this way,
 you can search a collection of N sorted records in Log2(N) steps.
 There are many other possibilities for structuring data collections, and
 many methods for handling searches.  The literature is rich on this
 subject.  But first, you should consider just what your needs are, what
 you want to do with the data, and pick the easiest method to implement
 them.  Preferably a method that doesn't require you to write the program
 yourself.  Think first, then code.
 In this method one adopts the viewpoint that the structure of a program
 should be most strongly shaped by normal, straight-forward conditions.
 Errors, interrupts, limit violations, etc. are best handled as
 exceptions, with minimum impact on program structure.  The name derives
 from the observation that writing a program innocent of exceptions is
 relatively easy, so the harder problem of handling exceptions is better
 deferred to last.
 To be sure, you cannot just ignore errors; exceptions will happen.
 Users will mis-type input data, printers will be left off-line, the
 wrong disk will be in the drive -- all with amazing regularity.  And if
 you don't anticipate the occurrence of errors and exceptions your
 programming language will respond to them by bombing the program.
 Better to think about what could go wrong as you go along, and take some
 But it would be nice if one could do this error handling with the least
 violence to the structure of the program.  If you check for everything,
 the error handling can end up dwarfing the straight-line code!  There
 are some simple techniques that can be of help.
 After using left-to-right design to handle input data structure, adding
 code to handle exceptions is pretty straightforward.  To complete an
 alternation, where you already have a chain of IF..ELSEIF statements
 that look for alternatives, just add an ELSE clause to process all input
 that fails the earlier tests.  To complete a sequence, where normally
 you would have no test, surround the processing statement with an
 IF..ELSE to test if the item of data is okay.  To complete a
 repetition, all you have to do is make the loop test more suspicious,
 and check for things like incorrect items or less items than expected.
 Then, of course, you must decided what you are going to do if you find
 an exception.  If the input is being entered on-line by the user, the
 easiest way is to report the error and prompt the user for the correct
 data.  The exception can then be handled locally.  If the input is from
 a file, you don't have that choice, and it may be necessary to abort the
 input processing entirely -- after giving the user an understandable
 diagnostic, however.
 In Part I of this series, I presented a simple procedure for error-free
 numerical input which can be called any time your program needs user
 input.  This procedure keeps all the error handling in one place, and is
 not much more involved than a simple INPUT X.  The same technique can be
 used for more than just numerical input.  To get a legal file name, for
 instance, just put the input request and OPEN statement in a loop, and
 don't exit the loop until you get past the OPEN statement without an
 error.  Otherwise, keep nagging the user for the right file name.
 Keeping the address of the error handler the TRAP sends control to
 within the same loop helps preserve the program structure.
 Basic offers another feature that can help in some error handling; when
 an error is detected, the line number where it occurred is stored in
 memory location 186.  In some cases, this can be used effectively to
 continue program operation without loss of continuity.  For example, to
 handle the case when the printer is not on-line, one can do this:
 Then, at the end of the program you have this error handler for the
  ? "Check printer; press RETURN when ready"
 That will send the program back to the original TRAP statement, so the
 OPEN can be tried again.  A more general type of error handler can also
 PEEK(195) to see the error number, and take appropriate action depending
 on what error occurred.
 It has been wisely observed that reliability cannot be retrofit.  Easy-
 to-hard design supposedly tells you what things you can defer until
 later in the design process; error handling is not one of them.
 Needless to say, most spaghetti coders like easy-to-hard design.
 In his series of articles, Plauger focusses on synchronizing sequential
 processes (he devotes two articles to the subject), as being a part that
 is hard to get right, and so should be tackled first in the design
 process.  He says the only safe course is to minimize the places where
 you must synchronize with another activity, such as an interrupt or co-
 processor, write the code carefully, and keep it well separated from the
 rest of the program logic.  And do this first, before you write most of
 the more pedestrian code.
 Now, many might think all this is not relevant to the Atari 8-bit
 programmer.  What do we have to do with co-processors and interrupts?
 The answer is: more than you might think.  We do have some co-
 processors, even if we haven't bought Bob Puff's new device.  They are
 called ANTIC, GTIA, and POKEY!  They are working all the time, although
 mostly invisible to us.  The synchronization is handled automatically by
 the Operating System and we usually don't have to think about the
 subject at all.  Unless we want to take advantage of the opportunities
 These processes are synchronized with the screen display, through the
 Vertical Blank Interrupt (VBI) at the beginning of each screen scan
 (every 1/60 of a second), and the Display List Interrupt (DLI) at the
 beginning of each scan line (about 1/256 of 1/60 of a second).  A
 programmer can insert his own routines, usually written in machine
 language, to run independently of his main program and the
 synchronization is taken care of by 'piggy backing' onto the Operating
 System processes. Some of the uses this can be put to are: Player/
 missal movement, player/missal animation, character animation, playing
 music, multiple character sets, multiple screen colors, alarm clocks,
 count-down timers, printer spooling, and many more.
 More detail on this subject would exceed the domain of an article on
 program design.  Back issues of magazine contain many articles on using
 VBIs and DLIs.  The only point regarding hard-to-easy design is: get
 those parts right first.
 This concludes the series on structured programming methods.  I hope it
 has been of some help to you.  I welcome any questions you may have.
 They will provide subject matter for future articles.

 Computer Publications, Unltd. (CPU) will soon be publishing GameTrader.
 GameTrader will cover the world of Video and Computer Games in a way
 that is so different and unique, you'll have to see it to really
 appreciate it.
 And for a limited time, you can have your name put on our mailing list
 so that you will receive the premier edition of GameTrader absolutely
 What is GameTrader?
 Actually, it is 3 publications in one.
 being assembled) will bring you news and information each month on every
 facet of the gaming industry from new games to new systems with a
 variety of articles and columns.  Reviews?  Yes, we'll have those too.
 Reviews which tell it like it is without trying to please game designers
 and advertisers.  GameTrader's articles and columns will be geared
 toward the sophisticated and knowledgable gamer, not the typical 9-12
 year-old that so many publications aim for.
 This unique section will deal with the rapidly expanding world of game
 newsletters and fanzines.  Each issue will carry a Fanzine Directory
 (with listings of Fanzines and information on how to get a hold of them)
 and a Fanzine Focus column (which will see what's new in this exciting
 arena and even focus in on a fanzine or two each month).  We will also
 have our own GT Fanzines, which will actually be miniature publications
 that focus on specific game systems and columns that you'll look forward
 to reading each month.  And in addition we will be including reprints of
 some of the top articles and reviews from the many fanzines we'll be
 collecting from around the world!  We believe the fanzine editor is a
 special breed and we know how hard it is for these individuals to
 publish their newsletters on a regular basis.  We want to assist them in
 any way we can.  (If you're a fanzine editor or contributor, please
 contact us for more information.)
 Have games lying around collecting dust?  Looking for a certain game,
 but don't want to shell out $50 for it?  How about complete systems?
 Equipment?  Hint books?  You'll be able to do it all in our classified
 section.  We'll even have a special classified section called Power-Up!
 in which you'll be able to trade hints and tips with other GT readers.
 And the best part is that these classified listings will be absolutely
 free to subscribers!
 Sound exciting?  You bet!
 And now you might be asking what video game and computer systems will we
 be including in GameTrader.  You name it!
    * Nintendo Entertainment System
    * Super NES
    * Game Boy
    * Sega Genesis
    * Game Gear
    * Sega Master System
    * Atari Lynx
    * Atari 2600
    * Atari 5200
    * Atari 7800
    * TurboGrafx 16
    * Turbo Express
  and IBM/PC
 If you would like to receive a free copy of the premier issue, simply
 send us your name and address along with a listing of which video game
 and/or computer systems you own.  It's that simple.  Don't hesitate.  Do
 it today!
 P.O. BOX 2224
 ARVADA, CO 80001
 We have also have a category on GEnie in which we will be discussing
 GameTrader.  Please visit us in the Games RT (Type SCORPIA at the
 prompt) in Category 8, Topic 29.

 * CSS SUPER E-BURNER                                    by Barry Gordon
 A First Impression
 February 1992
 I was overwhelmed with excitement the day the UPS man delivered the box
 from Computer Software Services.  And I had very good reason to be.
 After all, I had recently ordered one of their most technical devices,
 the "Super E-Burner". This device reads and programs EPROMS.  That
 stands for (E)rasable (P)rogrammable (R)ead (O)nly (M)emory.  Whoa!
 That's jumping in a bit too fast.  How about we take a few steps back
 and run over some basic concepts first?  Ok, here goes...
 Inside your computer is a ROM (Read Only Memory) chip which holds the
 instructions that tell your computer what it is and how to operate.
 This Operating System chip (OS ROM) is a permanent component which does
 not need energy to maintain its data integrity.  In other words, it
 doesn't go blank when the power is removed like a RAM chip.  The OS ROM
 chip is programmed with instructions when it is manufactured, and cannot
 be changed at a later time.  An EPROM chip also retains its programming
 when the power is removed, however, its programming can be changed.  An
 EPROM has a small window in the center of the top side of the chip.
 Erasing an EPROM is done by simply exposing this window to a high
 intensity UltraViolet light (Don't ask how, or we'll be here all day
 talking about transistor gate depletion levels and photo electron
 velocities).  But programming (commonly called "burning") an EPROM chip
 requires a special device.  Enter the Super E-Burner.
 I had never seen a picture, nor heard a description of the physical
 aspects of the Super E-Burner.  All I knew was it plugged into the
 cartridge port of the Atari 8-bit computer and was incredibly fast.
 After tearing the shipping box open, I pulled out and observed a rather
 odd looking device.  The main unit of the Super E-Burner is a 5" x 5" PC
 board which holds 1 power connection, 4 IC chips, 48 miscellaneous
 electronic parts, 1 34-pin port, and 1 ZIF socket.  What's a ZIF socket?
 Well, it stands for (Z)ero (I)nsertion (F)orce.  It's an expensive
 socket that puts no pressure on the pins of chip.  The socket has a
 small lever on its side.  After placing a chip in the socket, pressing
 the lever down causes a metal plate in each hole to clamp down on the
 pins thus making a solid electrical contact.  Coming off the 34-pin port
 is a two foot ribbon cable that connects to the cartridge interface
 board.  This board resembles the insides of a disassembled game
 cartridge, and is used in a similar manner.
 Despite the rather sparse and inadequate documentation which accompanies
 the Super E-Burner, operating the device is quite simple.  The cartridge
 interface board is plugged into the cartridge port and the computer is
 booted with your favorite DOS.  (For reasons unknown to myself nor Bob
 Puff, this device does not work properly with SpartaDOS X).  Upon
 entering the cartridge, the following menu screen appears:
 | CO:01 NU:00  File:                  |
 | Prom:0  Loc:00000  Write:00 Read:00 |
 | Type:        Retries:0000   Speed:1 |
 |                                     |
 |       The SUPER-E BURNER 0.7        |
 |  By: Robert Puff  (C) 1991 by CSS   |
 |                                     |
 |      [A] 2732    25V                |
 |      [B] 2732A   21V                |
 |      [C] 2764    21V                |
 |      [D] 2764A   12V                |
 |      [E] 27128   21V                |
 |      [F] 27128A  12V                |
 |      [G] 27256   12V                |
 |      [H] 27512   12V                |
 |      [I] 27C101  12V                |
 |      [J] 27C301  12V (or mask ROM)  |
 |                                     |
 | Select PROM type >                  |
 |                                     |
 |                                     |
 From this menu, the EPROM size and programming voltage is entered.  On
 this subject, the docs say nothing more than, "Select the proper EPROM
 type.  An incorrect selection of types can damage your EPROM."  I
 recommend you find some other references to help determine the proper
 Once the EPROM type is chosen, the main menu is presented:
 |        Select Operation:            |
 |[R] Read EPROM    [B] Burn EPROM     |
 |[V] Verify EPROM  [E] Verify erase   |
 |[N] # of copies   [Q] quit to DOS    |
 |[S] Change speed  [ESC] New PROM size|
 |[1-9] Disk directories               |
 |                                     |
 |Please Select >                      |
 Although these menu selections are basically self explanatory, we'll run
 through them quickly:
 [R]ead copies the information from a programmed EPROM onto a disk file.
 [B]urn writes information from a disk file onto a blank EPROM.
 [V]erify compares the information on a programmed EPROM to a disk file.
 [E]rase checks to make sure an EPROM is blank.
 [N]umber sets the number of EPROMS to be burned from a single disk file.
 [Q]uit exits to DOS.
 [S]peed alters the programming speed for older and slower EPROMS.
 [ESC] goes back to the previous menu.
 Four stapled pages accompany the Super E-Burner consisting of: A title
 page, a warranty page, a VERY oversimplified page of instructions, and a
 page showing the orientation of different sized chips in the ZIF socket.
 I immediately called CSS and asked Bob Puff, "Is this it!?"  He assured
 me they would be revising the documentation soon (more on that later)
 and talked me through the necessary concepts and instructions.
 Now that I've had the Super E-Burner for about a month, I find myself
 rather comfortable with it.  I have managed to backup every single ROM
 chip in the house onto my Hard Drive (that's over thirty chips including
 nine different Operating Systems for my 8-bit!) But the real fun of
 owning an EPROM burner is firm ware modifications.  By disassembling,
 modifying, and rewriting parts of ROM code, I've managed to make my
 130XE run in high speed mode with my US Doubler drives regardless of
 what disk/DOS I boot; I've made a stock 1050, US Doubler 1050, and an
 XF551 all respond to drive numbers higher than D4:; and I'm working on
 modifying my SpartaDOS X cartridge to use the standard SIO vector so it
 will work with a Multiplexer.
 Within the documentation, a handwritten note says that CSS is working on
 a built-in editor which will support XE memory.  This would make the
 Super E-Burner one of the most powerful firm ware devices I've seen.  A
 ROM chip could be read, disassembled, modified, and rewritten without
 loading up any other programs.  Bob said the revised documentation would
 be included with the enhanced editor.
 All things considered, I am very impressed with the Super E-Burner.  It
 is a well built, extremely fast, and (so far) reliable unit.  In my
 opinion, it is well worth the price.  (Which as of this writing is
 $169.95 + $8 S/H).  Kudos to Bob Puff and the gang at CSS!
 Computer Software Services
 P.O. Box 17660
 Rochester, NY  14617   (716) 429-5639

 Digi-Studio is a new piece of software for the Atari XL/XE series.  It
 allows you to play music using real sounds which have been digitized.
 Digi-Studio comes with a keyboard player and tune player.  The keyboard
 player lets you use your computer keyboard like a piano keyboard to play
 tunes, but using real sounds, rather than computer-generated noises as
 is usually the case with this type of program.  You can have 3 sounds in
 memory and can quickly change between them while playing tunes.  The
 keyboard player has responsive keys so that the sound will only play for
 as long as you hold the key down.  Just like a synthesizer!!  The Digi-
 Studio disk contains many sounds for use with the keyboard player,
 ranging from church bells, to pig grunts, to a baby crying, to screams,
 and lots of synthesizer sounds.  In fact around 25 sounds in all.  Why
 buy a synthesizer when your Atari can do the same?!
 The tune player allows you to play pre-programmed tunes using any of the
 available sounds on the disk.  Five tunes have been included on the disk
 for you to play.
 Digi-Studio comes on a DS/SD disk, and includes a printed manual.  It is
 aimed at everyone, whether musically inclined or not!  You may just want
 to use it for fun, or compose a tune with it!  The comprehensive user
 manual makes it a joy to use!
 Digi-Studio will only work on XL/XE computers with 64K RAM.  No extra
 hardware is required.  The sound samples just play through your TV
 The full Digi-Studio package costs just 5 pounds in the UK, and 10
 pounds for foreign orders, including printed manual, and shipping.  All
 payments must be made in UK funds (pounds sterling) and paid by money
 order in sterling if you are ordering from a foreign country.  Order
 your copy today!
 Please send me the Digi-Studio package.  I enclose a cheque/PO for 5
 pounds (10 pounds foreign payable in sterling) payable to:
 POST CODE(UK orders):________________
 (STATE/ZIP CODE in US):________________________
 SY23 3RU

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 for operator #198.   You will be promptly sent a $15.00 free  membership 
 Z*Net  International  Atari  Online Magazine  is  a  weekly  publication 
 covering the Atari and related computer community.   Material  published 
 in  this edition may be reprinted under the following terms  only.   All 
 articles must remain unedited and include the issue number and author at 
 the top of each article reprinted.   Reprint permission granted,  unless 
 otherwise  noted,  to  registered Atari user groups and not  for  profit 
 publications.   Opinions  present  herein are those  of  the  individual 
 authors  and  does not necessarily reflect those  of  the  staff.   This 
 publication is not affiliated with the Atari Corporation.   Z*Net, Z*Net 
 News Service,  Z*Net International,  Rovac, Z*Net Atari Online and Z*Net 
 Publishing  are  copyright  (c)1985-1992,  Syndicate  Publishing,  Rovac 
 Industries  Incorporated,  Post Office Box 59,  Middlesex,  New  Jersey, 
 08846-0059, Voice: (908) 968-2024,  BBS: (908) 968-8148, (510) 373-6792.
                 Z*Magazine - Atari 8-Bit Online Magazine
                Copyright (c)1992, Rovac Industries, Inc...

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