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Issue 28 March 2009
Free to download Commodore magazine
Dedicated to Commodore Computers
Available as PDF Text SEQ HTML and D64 image
www.commodorefree.com
CONTENTS
Editorial Page 2
Revamp D64 magazine Page 3
News Page 4
Megabit128 review Page 6
Simon Querhorst Cartridge Page 7
ByteBack review Page 9
Readers Code(c16/plus4) Page 10
Listing of “AATIMER.PRG” Page 12
In the beginning outro 1 Page 14
Evolution of FORTH Page 17
Forth Interest Group Page 19
Interview with (S.V.F.I.G) Page 20
Alternate language FORTH Page 23
CCC U.k. Membership form Page 31
CCC U.k. Rules + Regulations Page 32
How you can help
HOW CAN I HELP COMMODORE FREE ..
Ok the best way to help would be write something about
Commodore
articles are always welcome,..
WHAT ARTICLES DO YOU NEED ..
Well they vary, contact me if you have an idea but I am
looking for..
Tutorials..
(beginners and Expert),..
Experiences..
with Commodore,..
Why I love Commodore machines,.
. Interviews..
maybe you have access to a power user.
News
Club meeting
General Commodore news
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EDITORIAL
First a big thanks to all the people who took time to email
me giving me positive comments and encouragement, I
must say I didn`t expect such a number of emails of praise
to arrive in my inbox! I did receive a few negatives but
they criticized certain layouts of the magazine and
interviews however these users did make suggestions on
ways to improve so I cant call them complaints really as
they were helpful in producing a better more polished
magazine.
because I pay private and they want my custom to
continue, I suppose if they said "you wont recover" then I
would stop paying for treatment.
CP/M
I am making a final push for you guys to supply some
information about Cp/m, I have a little something to put
together for a future issue; but I am a little disappointed
that no one has come forward saying they used, or indeed
still use CP/M with there Commodore machines. Although
many people are still posting messages about CP/M and
Commodore on various news groups and forums. I guess
these users are a little shy so if you feel that way I can
publish your items anonymously if you so wish.
This issue is rather Forth orientated, I was contacted by a
reader with an offer of a tutorial about the programming
language Forth, its quite a long tutorial and the reader
suggested it not be split, but would prefer the tutorial as is
so I hope you enjoy reading about the Forth language, I
also contacted a Forth user group and asked some
questions you may like to read the answers. I have never
come across the language before; it makes some
fascinating reading, if you want to learn more then feel
free to contact me.
Commodore Haters
Its sad that I found out some people are attacking
Commodore users via email and forums criticizing
everything they do or post, Commodore Free magazine
tries to cater for all users as I say every issue from
Beginners who have just acquired a machine through to
Ok I am trying to write a tutorial a game that starts using Commodore graphics and BASIC then extends into using sprites then
adding music and finally finishes with a game in machine code
advanced users. I know the main focus is on the
Commodore 64, but this is a special machine for me as it
holds so many memories. If you have any Commodore
related news feel free to contact me. Back to the haters
then, we are building up a list of user names and I have
successfully traced some users back to ISPs (at cost to
myself) should I publish the information? Well I am
undecided at yet
BASIC to MACHINE CODE
Ok I am trying to write a tutorial a game that starts using
Commodore graphics and BASIC then extends into using
sprites then adding music and finally finishes with a game
in machine code, this will run over a number of issues,
problem is, I am definitely not a programmer and so am
requesting help to write this tutorial, although there are a
number of machine code type tutorials there is little taking
the BASIC programmer with a minimal amount of
knowledge into the real's of assembler or even just BASIC
game design and its pitfalls. If you can help out in anyway
I would appreciate your input, as a reward I can print your
name in the magazine, heck that must be worth
something.
Regards
Nigel
www.commodorefree.com
www.commodorecomputerclub.co.uk
Editor Nigel Parker
Spellchecking Peter Badders
Disk image Build Al Jackson
Submissions
BYTE BACK
As I write this Byte back is imminent and it is sadly
impossible for me to attend due again to the back
problems, you could say the I am "BACK BYTE" Argh
that`s a very poor joke, thanks to everyone who expressed
concerns and although I don`t feel it I am assured the
back is getting better and will "fully recover", or is that just
Lord Ronin (in the Beginning)
Paul Davis (beginning forth tutorial)
Members Silicon Valley Forth Interest
Group (interview) (http://www.forth.org/)
Forth Inc (http://www.forth.com)
Issue 28 March 2009
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COMMODORE FREE DISK IMAGE
REVAMP
NOTE: Issue 26 marked the beginning of a new format for the C64 version of Commodore Free:
Use a Mouse in Port #1, a Joystick in Port #2, or Keyboard Cursor keys to navigate the new format.
On the Main Menu screen, you will find a list of Topics on the left, 3 Icons on the right and a Title bar on the bottom.
As you move the 'Arrow' cursor over the Topics/Subtopics or Icons, the Title bar provides a short description of what you can expect when
you select that item.
The top left Icon is a question mark.
If selected, you can read about Commodore Free.
The top right Icon is a music staff If selected, you can play or change background music.
The bottom Icon is a curled arrow. Select this to quit Commodore Free & return to BASIC.
When you select a Topic, you will either get the article or a list of Subtopics to pick from. The article screen displays an article title at the
top, a scrollbar (with single & double arrows) on the right and the words EXIT & PRINT on the bottom. If you click on a single arrow, the
text will scroll one line at a time in the direction of the arrow. Use the double arrow to scroll a page at a time. On the keyboard, the
UP/DOWN cursor key scrolls a single line & the RIGHT/LEFT cursor key scrolls a page at a time.
Select EXIT to return to the Main Menu or PRINT to get a Hardcopy of the article in 80 columns. The keyboard 'E' or 'P' keys also provide
these functions. On the main screen pressing M will toggle the music on or off, but has no effect in the reader application.
THANKS go to
Al Jackson - Testing
Nigel Parker - Ideas testing
Alan Read - ALL programming
The Whole application was written using LOADSTAR`s
BASIC DOTNET +
Issue 28 March 2009
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NEWS
DirMaster v2.1/Style
DirMaster is a Windows-based GUI tool useful for the management
of common (and uncommon) emulator formats (such as .d64, .d81,
.t64, .dfi, .g64, etc) as well as native archival formats (such as .arc,
.sda, .lnx, etc).
New in this version:
- t64 *write/modify* support
- t64 "Run In" support
- disk/archive content preview on file open dialog
- remembers window location/size between launches
- cross linked sector check
"Run In" can now operate from a transient disk or tape image; this
creates a temporary image which is passed to the chosen emulator;
temp images are deleted when DirMaster exits
Configurable character replacements for exported file names and
various other user interface tweaks and bug fixes
Jim Brain uIEC/SD Device
- uIEC/SD not only supports SD and SDHC cards, but either SD or
SDHC cards can also be used for updating the firmware (new fea-
ture, older firmware update software only supports SD cards)
From: Jim Brain
I held off on announcing uIEC/SD availability until I had some stock
(impatient folks, you know who you are but I do now have some
stock (90 units).
Pictures available at:
http://www.jbrain.com/vicug/gallery/uIEC/IMG_6514
As with uIEC/CF, units are $50.00/unit, with shipping (for up to 3
units) as follows:
Since uIEC shares the same firmware (kudos to Ingo Korb, who
does not get enough recognition for this fine piece of code) as the
recently announced SD2IEC, I'll spare everyone rehashing the simi-
larities and just note the differences:
$5.00/US
$10.00/Canada
$15.00/Intl
- uIEC/SD is currently the smallest known CBM drive (1.5" x 1.5"
by 0.3"). Perfect for embedding in your favourite machine, drive, or
calculator (shout out to Tone007, who stuffed one in a CBM pocket
calculator)
Email brain@jbrain.com for ordering information, or simply PayPal
the address for immediate purchase.
I'd like to thank all
those who have
purchased uIEC
units. I hope every-
one finds them use-
ful.
Jim
- uIEC/SD shares the same 128kB Atmel AVR 8-bit microcontroller
as the rest of the uIEC line. With 51kB used for firmware, there's
plenty of room left for the future.
- uIEC/SD comes complete for use with IEC connector and power
supply cassette port connector. VIC/64/C128 users can simply plug
the wires in and use. (SX64/+4/C116/C16 users need to source 5V
elsewhere, let me know before purchasing if you'd like an alternate
connector)
- Although not yet defined for use, uIEC/SD offers an additional
switch line and programmatic LED for future use.
SCACOM Aktuell issue 10
Vote for me
SCACOM Aktuell issue 10 ( the German Commodore magazine) is
available for download in a number of formats ZIP, PDF and JPG.
Grab a copy from here http://www.scacom.de.vu/
I notice I have an entry in csdb but I only have one vote though, I ,
head over to the sight and make your vote heard
http://noname.c64.org/csdb/scener/?id=10226
3 New Vic 20 games arrive
http://sleepingelephant.com/ipw-
web/bulletin/bb/viewtopic.php?t=3362&...
Kweepa has released "WhackE". Go to
http://www.kweepa.com/step/vic20/whack-e/whack-e.prg
Boray has released "How Many". Download at
http://user.tninet.se/~pug510w/datormuseum/howmany.zip
Jeff Daniels has released "Ten Ten Duality". As mentioned earlier
in the news section Click the link at
- Renovator and R-Type Reverse by Simon Peterson
- Imaginator v3 by Richard Bayliss
The SEUCK Vault
Six more games enter the Vault.
- Piequest and Lost Treasure (both Amiga) by Ricky Derocher
- Legion of the Damned by Anthony Burns
Watch out soon for a re-designed archive and more games to down-
load. http://www.seuckvault.co.uk
Issue 28 March 2009
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Blok copy for the PET
is enabled by default in VICE but is very loud, turn down the vol-
ume before running the game!) If you'd like a version of this game
on tape or disk it should be available soon from Cronosoft for £1.99
(excluding postage and packing).
Trivia: the original and, at the time of writing, incomplete version of
this game was written in order to learn the Atari 2600 hardware
where it utilised vertical splits to achieve eight independently
coloured playfield objects; despite all of that colour, the PET version
is, of course, rendered entirely as green (or orange) on black. The
music is a cover of "End Theme" done on a one channel sound
hack...!
Jason Kelk (TMR) has released Blok Copy, for the Commodore
PET, you will need a minimum of a 40-column screen and 8K of
RAM to run the game. The game also supports sound from the par-
allel port of the PET. To read about it and download a copy head
over to
<http://www.cosine.org.uk/products.php?prod=blok_copy&4mat=ot
her>
The mission objective for Blok Copy is simple; the playfield con-
tains seven distinct designs of tile arranged into columns of five and,
at the start of each level, those tiles are shuffled around; the operator
must then reorganise those tiles to resemble their starting order to
unlock the stage and progress to the next until all ten levels have
been re-synchronised. The controls are W for up, X for down, A for
left and D for right, using these controls alone move the cursors at
the edge of the playfield to select a row and column and holding
down the right hand shift key at the same time will instead cause the
selected row or column to move.
Blok Copy is the first release for Cosine on the Commodore PET. In
order to run it, you'll need a machine with a 40 column display and a
minimum of 8K RAM, any PET that meets these specifications
should be able to run it and those fitted with a parallel port sound
hack will also get titles music, in-game effects and jingles (the sound
New revolutionary C64 music routine unveiled
The routine in question was demo'ed in the production VICIOUS
SID (picture), which also included other crazy audio routines you
can check out by following the attached link.
Commodore Free :- Although this demo was original released on the
29th of October in CSDb
http://noname.c64.org/csdb/release/?id=72678 it's one I missed! Al
Jackson noticed the article on this blog website
http://c64music.blogspot.com/ and I have copied the text below.
Now for the people who still doubt; how about that C64 entering the
charts with minimal external processing effects is getting closer,
wouldn't it be great to see errr hear on a cd :====
Beta testing of this software will start soon, a few artists have started
to experiment with pre-beta versions of the tools, like Fanta, who
made an amazing X'2008 SID music entry with his tune Fanta in
Space, which you can check out by clicking here.
http://oxyron-party.untergrund.net/fanta_in_space.mp3
(this is the output straight from a Commodore 64, nothing added!)
http://c64music.blogspot.com/
A team of super talented coders have managed to break the limits of
C64 sound once again.
The Human Coding Machine from Germany and SounDemoN from
Finland, have managed to create a music routine that allows you to
have:
- 4 channels of 8-bit sample rate, digi playback
- 2 channels of SID synth sound
- You can filter both SID channels AND SAMPLES!
- And you have enough raster time so you are not forced to turn off
the screen, and can actually do something with it ;)
This technique has been presented in the X'2008 demo party, the bi-
annual classic of the C64 scene where usually all barriers are broken
and this one has been, fortunately, no exception!
Ten Ten Duality
The Story:
In a world of bi-location, you must achieve synchronization. "Ten-
ten" comes from the Japanese "dot dot" or Dakuten. Your objective
to align a universe of dots.
http://sleepingelephant.com/ipw-
web/bulletin/bb/viewtopic.php?t=3362
A game for the Unexpanded Vic 20, Joystick required.
All BASIC.
Game Play:
Use the joystick to control both "Tens" on separate playfields. Take
advantage of asymmetry to bring each simultaneously to its respec-
tive goal. Fail, and your doppelganger will escape to autonomy.
Sleep deprivation does strange things to you. I made this game earli-
er this week between 1am and 5am. I couldn't sleep. It made sense to
me at the time and seemed very fun. The next day, I played it, and I
couldn't understand what the heck I was thinking the previous night!
I decided to just abandon it.
Ok, I know none of that makes much sense, but play it anyway.
http://sleepingelephant.com/denial/games/TenTen.zip
Tonight I am up late again, and the game makes sense to me again.
So, at the moment, my judgment may be clouded. I present to you,
Ten Ten. Whatever that means.
Issue 28 March 2009
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