ÃÏÍÍÏÄÏÒÅ ÆÒÅÅ ÍÁÇÁÚÉÎÅ ----------------------- WWW.COMMODOREFREE.COM ÉSSUE 18 ÁPRIL 2008 ÅDITOR ×ELL É MAY HAVE OVERDONE THE ×HAT TIME IS IT AND REFERENCES TO ÁZTEC à AND ÂILL ÂUCKLES. ÒEAD ALL ABOUT ÂILL IN THIS ISSUE AND HIS ÁZTEC à MUSEUM. ÌORD ÒONIN CONTINUES HIS TUTORIALS FOR NEW ÃOMMODORE 64 AND 128 USERS, É WAS HOPING FOR THE SAME SORT OF SERIES ABOUT THE ÁMIGA RANGE OF MACHINE, SO IF YOU FEEL YOU HAVE ENOUGH KNOWLEDGE ABOUT THE MACHINES HISTORY FEEL FREE TO DROP ME AN EMAIL. É ALSO MANAGED AN INTERVIEW WITH ÍUSICIAN ÒOB ÈUBBARD SO YOU CAN READ UP ON WHAT ÒOB IS UP TO NOW, AND MY REVIEW OF THE ÃOMMODORE BOOK IS INCLUDED WITH THIS ISSUE. É DID HOPE TO HAVE A REVIEW OF ÄIRMASTER Ö2 BUT RAN OUT OF TIME THIS MONTH SO LOOK FOR THAT NEXT MONTH. É INCLUDED SOME STATS ABOUT ÍAGAZINE DOWNLOAD ISSUE 16 SHOWING THE NUMBER OF UNIQUE DOWNLOADS OF THE MAGAZINE FOR EACH FORMAT, ITS ENCOURAGING TO SEE PEOPLE STILL INTERESTED SO THANKS FOR READING AND SUPPORT WITH A TOTAL 1358 READERS STILL WITH ISSUE 16, É SUPPOSE THE PRESSURE IS ON TO CONTINUE ÒEADERS ÃOMMENTS ÍAGAZINE ÄOWNLOAD ÉSSUE 16 ÈÔÍÌ 160 ÐÄÆ 930 ÓÅÑ 68 ÔÅØÔ 119 Ä64 81 ----------- ÔOTAL 1358 ×HATS THAT YOU SAY SHUT UP BABBLING AND LET ME READ THE MAGAZINE, YEP SOUNDS GOOD TO ME OK THEN HERE WE GO. ------------------------------------- ÈI ÎIGEL, É THOUGHT IT WAS INTERESTING TO FORWARD YOU THE ANSWER OF ÁHMET. É WAS VERY INTERESTED IN HIS PROJECT, BUT IF HE DOES NOT PLAN TO FOLLOW IT, IT COULD BE PROBLEMATIC TO GET THIS DEVICE AND HAVE NO FURTHER ASSISTANCE NOR DEVELOPMENT. ÆÙÉ, ÃHEERS, ÖINCENT ---- ÆORWARDED MESSAGE ---- ÆROM: ÁHMET ÚEKI ÅYMR ÄATE: 4 AVR. 2008 03:26 ÓUBJECT: ÒE: Ã64ÔÐà ÔO: ÖINCENT ÃOL ÈI, É PLANNED RELEASING ÍACÏÓ Ø BINARY BUT É MAY NOT CONTINUE DEVELOPING Ã64ÔÐÃ. É FOUND A JOB AGAIN. É'M SORRY BUT É HAVE NOT ENOUGH SPARE TIME. É DID NOT TEST ON NETWORK BUT É THINK YOU CAN NOT ACCESS NETWORKSHARED FOLDER VIA Ã64ÔÐÃ. ÔHANK YOU FOR YOUR INTEREST. ÁHMET ÃÏÍÍÏÄÏÒÅ ÆÒÅÅ ÏH THIS IS SAD NEWS, MAYBE AFTER ÁHMET HAS SETTLED IN HIS NEW JOB HE MAY FIND TIME TO CONTINUE THE PROJECT. É DID RECEIVE THIS NEWS FROM ÁHMET THOUGH ÈI ÎIGEL, É READ MY INTERVIEW IN THIS ISSUE OF ÃOMMODORE ÆREE ÍAG. ÔHANK YOU VERY MUCH. ÁTTACHED E-MAIL IS TRUE. É CAN'T CONTINUE DEVELOPING Ã64ÔÐà PROJECT. ÂEST REGARDS, ÁHMET ÃÏÍÍÏÄÏÒÅ ÆÒÅÅ ×ELL ÁHMET OFFERED TO REFUND ME FOR THE HARDWARE BUT É ASKED HIM TO SEND OUT THE DEVICE, ITS SOMEWHERE IN THE POSTAL SYSTEM NOW SO É SHOULD EXPECT TO SEE THE DEVICE SOON, HOPEFULLY BY NEXT MONTH É WILL HAVE A FULL REVIEW (POSTAL SYSTEM PERMITTING) AND É HOPE ÁHMET FINDS TIME TO CONTINUE SUPPORTING THIS VERY INTERESTING HARDWARE AND SOFTWARE COMBINATION ------------------------------------- ÆROM: ÁNDREW ×ISKOW ÓENT: 08 ÁPRIL 2008 19:40 ÓUBJECT: ÁNYTHING ÃOMMODORE ÕSERS ÇROUP ÍOSSYÃON4 VIDEO ÕÐÄÁÔÅÄ (AGAIN!) ÏKAY... É'VE DONE SOME EXPERIMENTING, AND É THINK É'VE FOUND A COMPRESSION SETTING WITH MORE ACCEPTABLE VIDEO IMAGE QUALITY, & THE AUDIO IS STILL IN SYNC WITH THE VIDEO. ÓO NOW THE ÍOSSYÃON4 VIDEO IS EASY ON THE EYES ÁÎÄ THE EARS. ;) ÃHECK IT OUT AT HTTP://COTTONWOOD.SERVEBBS.COM/ ACUG0447/MC4 ÁS A BONUS, THE THUMBNAIL IMAGE THAT ÇOOGLE ÖIDEO CHOOSES ARBITRARILY IS A FREEZE-FRAME OF ÌORD ÒONIN, SO IT'S MUCH MORE FITTING, É THINK! ;) -ÁNDREW ÃOMMODORE 25 ÙEARS ÐARTY ÆROM: ÒOBERT ÂERNARDO ÄATE: ÁPR 4, 7:42 PM ÈERE IS ANOTHER VIDEO RIP OF THE AFTER SHOW OF THE ÉMPACT OF THE Ã64 WITH ÂIL ÈERD, ÁDAM ÃHOWANIEC & ÄALE ÌUCK. HTTP://BLIP.TV/FILE/799758 ÁÎÄ ÈERE IS A RIP OF A COOL DVD THAT HAS SOME OF THE PRESHOW MEET & GREET AT THE ÃOMPUTER ÈISTORY ÍUSEUM. ÔHE ×OZ AND ÊACK ÔRAMIEL FROM A SPY CAM VIEW. ÔHIS IS THE CORRECT LINK FOR THE ÉMPACT OF THE Ã64 VIDEO: HTTP://BLIP.TV/FILE/792025 ÔRULY, ÒOBERT ÂERNARDO ÆRESNO ÃOMMODORE ÕSER ÇROUP HTTP://VIDEOCAM.NET.AU/FCUG ÃOMMODORE ÆREE ÑUITE AN OLD INTERVIEW BUT HERE IS ÊERI ÅLLSWORTH ON A TELEVISION NEWS REPORT TALKING ABOUT THE Ã64 ÄÔÖ HTTP://BLIP.TV/FILE/749800 ÃÁÒÔÒÉÄÇÅ ÃÁÓÅÓ ÁÖÁÉÌÁÂÌÅ É HAVE BEEN CONTACTED BY THIS ÅBAY SELLER, WHO INFORMED ME HE HAS A NUMBER OF THESE CATRIDGE CASES FOR SALE, É HAVE PURCHASED A COUPLE OF THE CLEAR ONES BECAUSE WE ALL LIKE TO SEE THE ELECTRONICY BITS ESPECIALLY IF THERE ARE ANY OF THOSE NICE FLASHY LIGHTS, JUST A MOMENT 2 MEN HAVE A RIVED IN WHITE JACKETS THEY HAVE INJECTED ME IN THE ARM SLEEP SLEEP.. ÃOMMODORE 64/128 ÅMPTY ÐLASTIC ÃARTRIDGE ÃASE ÔIME TO MAKE YOUR OWN Ã64/128 CARTRIDGES! ÃARTRIDGE CASES ARE HARD TO FIND IN BULK, THIS IS AN AUCTION FOR AN EMPTY CARTRIDGE CASE, READY FOR YOU TO PUT YOUR Ðà& EPROM. ÔHIS CASE IS KNOWN AS AN ÁTARISOFT CASE, IT HAS TWO PLASTIC PINS/PEGS & WILL FIT ANY SUITABLE ÐÃÂ. ÔHIS CASE IS USED, THE LABEL HAS BEEN REMOVED & WILL HAVE SOME MINOR LABEL RESIDUE. ÔO ASSEMLE YOUR CARTRIDGE, INSERT YOUR TESTED ÐÃÂ, USE A PLASTIC GLUE & GLUE BOTH SHELLS & LEAVE FOR 5 MIN, THEN CLAMP THE CARTRIDGE TOGETHER & LEAVE FOR 12 HOURS (OR AS PER THE GLUES INSTRUCTIONS). ÔO FINISH JUST OVER LABEL THE CASE, YOU CAN USE ANY FRONT 3.5" FLOPPY DISK LABEL (WIDELY AVAILABLE & LOW COST) IT WILL FIT PERFECTLY, ONE ON THE FRONT & ONE ON THE BACK. ÆINISHED!. ÅVER WANTED TO MAKE YOUR OWN ÃOMMODORE GAMES/UTILITY CARTRIDGES? ÔHIS IS THE SOLUTION, BURN YOUR ÅÐÒÏÍ, INSTALL & PLUG & GO! ÔHAT'S IT! ×E HAVE LISTED 5X 27C64 EPROMS & 5X ÓELECTABLE ÂLANK ÃARTRIDGE ÐÃÂS TO COMPLETE YOUR CARTRIDGES. ÉF YOU HAVE ANY QUESTIONS JUST ASK, WE WILL COMBINE POSTAGE. ÃÌÅÁÒ2.49 ÐOSTAGE Õ.Ë.3.85 ÄISCOUNT FOR BULK HTTP://STORES.EBAY.CO.UK/ ÔHE-ÃOMMODORE-ÓTORE ÔHE ÃOMMODORE ÓTORE HAVE A VARIED RANGE OF ÃOMMODORE ITEMS FOR SALE ON EÂAY WELL WORTH LOOKING AT, HARDWARE AND SOFTWARE MOST OF THE ITEMS ARE LISTED AS BRAND NEW & INDEED THE à 128 MEMORY UPGRADE É ORDERED WAS JUST THAT ÎEW NEVER OPENED WITH FULL INSTRUCTIONS & A TEST DISK! É ALWAYS WONDER WHERE PEOPLE STILL FIND THESE DISKS & HARDWARE FROM. - ÔHE-ÃOMMODORE-ÓTORE WROTE: ÁLSO A FRIEND LISTS THESE TO PURCHASE HE IS BASED IN ÁMERICA, HE JUST LISTS HE DOESNT HAVE AN EÂAY STORE, PEOPLE CAN CONTACT HIM VIA EÂAY OR - RAY.LEJUEZ@GMAIL.COM ÎÅ×Ó 1541 ÕLTIMATE ÐROJECT ÁVAILABLE NOW TO PRE-ORDER ÉNTRODUCTION TO THE 1541 ÕLTIMATE ÐROJECT ×HAT IS IT? ÔHE '1541 ÕLTIMATE' IS A STORAGE SOLUTION FOR YOUR ÃOMMODORE COMPUTER, SUCH AS THE Ã64, Ã128, ÐLUS4, Ã16, ETC. ÔHIS PIECE OF HARDWARE IMPLEMENTS A 'REAL' 1541 DRIVE FOR Ã= COMPUTERS, & IS CAPABLE OF STORING THE FLOPPY DISKS ON A MODERN ÓÄ-CARD, OR ÍÍÃ-CARD. ÉT CONTAINS A REPLICA OF ALL THE NECESSARY HARDWARE TO BE FULLY COMPATIBLE WITH A REAL DRIVE. ÔHE '1541 ÕLTIMATE' CAN BE USED AS A CARTRIDGE IN THE Ã64/Ã128, OR AS A STAND-ALONE UNIT FOR USE WITH OTHER ÃOMMODORE MODELS WITH A SERIAL BUS. ÉN CARTRIDGE MODE, THE USER CAN VIEW THE ÓÄ-CARD CONTENT WITH JUST A SIMPLE PUSH ON ONE OF THE BUTTONS, & 'MOUNT' .D64 IMAGES INTO THE FLOPPY DRIVE. ÉN STAND-ALONE MODE, THE USER CAN USE THE BUTTONS TO NAVIGATE THROUGH THE DIRECTORIES, OR SEND ÉÅà COMMANDS TO A SECONDARY DEVICE ON THE BUS. ÔHIS SECONDARY DEVICE ALSO ALLOWS SAVING & LOADING FILES TO THE ÆÁÔ FILE SYSTEM DIRECTLY, BUT IS NOT AS COMPATIBLE AS THE 1541 DRIVE. ÃONTEXT ÔHE '1541 ÕLTIMATE' IS A PERSONAL HOBBY PROJECT, THAT HAS GROWN INTO A MATURE DEVICE THAT CAN BE VERY USEFUL FOR CURRENT ÃOMMODORE USERS. ÉT ENABLES THE USER TO COPY REAL 5.25" FLOPPY DISKS ONTO AN ÓÄ-CARD, & ÒÕÎ THEM FROM THERE, WITHOUT THE Ã64 KNOWING THAT IT IS NOT A REAL DRIVE IT IS TALKING TO. ÆLOPPY DISKS ARE PRONE TO AGING, & MANY FLOPPIES ARE ON THE VERGE OF GETTING UNREADABLE. ÓO IN THE CONTEXT OF THE GREATER "ÐRESERVATION ÐROJECT" THAT IS CARRIED OUT BY ÃOMMODORE ENTHOUSIASTS, THE '1541 ÕLTIMATE' CAN DO A LOT OF USEFUL WORK. ÁLTHOUGH É AM NOT A COMPANY, É WOULD LIKE TO MAKE THE '1541 ÕLTIMATE' HARDWARE AVAILABLE FOR ÃOMMODORE ENTHUSIASTS, ESPECIALLY BECAUSE THIS PIECE OF HARDWARE IS VERY POWERFUL & CAN POTENTIALLY DO A LOT MORE THAN 'JUST' IMPLEMENTING A REPLACEMENT FOR THE 1541 DRIVE. É HOPE THAT PEOPLE CAN UNDERSTAND THAT ALTHOUGH THIS BOARD HAS BEEN MADE WITH A LOT OF CARE & ENTHUSIASM, IT IS STILL A HOBBY PROJECT & NOT AN OFFICIAL RETAIL PRODUCT. ÆEATURES - ÆULL EMULATION OF A REAL ÃOMMODORE 1541 DISKDRIVE. - ÓECONDARY 'ÉÅÃ-DRIVE' FOR DIRECT ACCESS TO ÆÁÔ FILESYSTEM. - ÆÁÔ/ÆÁÔ32 SUPPORT, WITH SUB-DIRECTORIES & LONG FILENAMES - Ã64 CARTRIDGE EMULATION; ÆINAL ÃARTRIDGE ÉÉÉ, ÁCTION ÒEPLAY, ÃOMMODORE 1750/1764 ÒÅÕ - ÆLEXIBLE FREEZER MENU TO SELECT, MOUNT, CREATE Ä64 IMAGES, BROWSE DISK IMAGES - ÃONFIGURATION SCREEN, WITH RESIDENT SETTINGS - 'ÓTAND-ALONE MODE' - POWERED THROUGH ÍINI-ÕÓ CONNECTOR, CONTROLLED THROUGH BUTTONS & ÉÅÃ. ÓPECIFICATIONS - ÂOARD SIZE: 68 X 96 MM - 250K-GATE ÆÐÇÁ - ÆULL SIZE 6-PIN ÄÉÎ CONNECTOR (ÉÅÃ) - 512 K ÓÒÁÍ - 2 Í ÆLASH ÒÏÍ - 32 Í ÓÄÒÁÍ (THE ÐLUS VERSION ONLY) - ÆULL SIZE ÍÍà / ÓÄ CARD COMPATIBLE (ÍINI/ÍICRO ÓÄ POSSIBLE WITH ADAPTER) - ÓTEREO AUDIO OUTPUT - 6-PIN EXPANSION PIN-HEADER FOR CONNECTION TO TAPE PORT (FOR Ã2Î EMULATION), OR OTHER FUTURE FEATURES. ÐAYMENT DETAILS ÃURRENTLY, É AM WORKING ON THE ONLINE WEBSHOP. ÕNTIL IT IS FINISHED, YOU CAN SIGN UP ON THE PRE-ORDER LIST FOR THE 1541 ÕLTIMATE OR 1541 ÕLTIMATE ÐLUS. ÂASIC OR ÐLUS? ÔHERE ARE CURRENTLY TWO VARIANTS OF THE 1541 ÕLTIMATE, THE BASIC (99) & THE PLUS (119) VERSION. ÔHE MAJOR DIFFERENCE IS THE AMOUNT OF AVAILABLE MEMORY ON THE CARD. ÔHE BASIC HAS JUST ENOUGH FOR 1541 EMULATION & THE NECESSARY SOFTWARE TO RUN; THE PLUS VERSION, HOWEVER, HAS 32Í OF ÒÁÍ, WHICH CAN BE USED AS ÒÅÕ (16 Í MAX) AND IN THE FUTURE FOR A LOT MORE INTERESTING FUNCTIONS. ÉF PURE 1541 EMULATION IS WHAT YOU NEED, THE BASIC VERSION WILL SUFFICE. ÂUT IF YOU ARE A POWER-USER & YOU ARE EXCITED TO SEE MORE & MORE FEATURES ADDED TO YOUR ÕLTIMATE CARD, É WOULD STRONGLY RECOMMEND PURCHASING THE PLUS VERSION. ÓHIPPING ÔHE ÕLTIMATE CARD WILL BE SHIPPED TO YOU AS A PERSONAL POSTAGE PACKAGE. ÉF YOU ARE LIVING OUTSIDE OF THE ÎETHERLANDS, YOUR COUNTRY MAY APPLY ADDITIONAL TAXES UPON RECEIVING YOUR PACKAGE. ÍOST LIKELY, THOUGH, THE VALUE OF THE PACKAGE IS BELOW THE TAXABLE LIMIT, SO YOU WONT BE HAVING ANY PROBLEMS. ÔHE FOLLOWING SHIPPING RATES APPLY: ×ITHIN THE ÎETHERLANDS: 3 IN SMALL BOX ×ITHIN THE ÅUROPEAN ÕNION: 6 AS A POSTAL PACKAGE (PRIORITY) ÏUTSIDE THE ÅUROPEAN ÕNION: 10 AS A POSTAL PACKAGE (PRIORITY) ÆOR MORE INFORMATION & DETAILS WHERE TO SEND FUNDS VISIT THE 1541 ULTIMATE WEBSITE HTTP://WWW.1541ULTIMATE.NET/CONTENT/ ÃÏÍÍÏÄÏÒÅ ÆÒÅÅ ÙOU CAN BET YOUR LIFE É HAVE THE ÕLTIMATE VERSION ON ORDER & AWAIT ITS DELIVERY. ÅXPECT A FULL REVIEW WHEN THE ITEM ARRIVES ÓÙÎÔÁØ ÅÒÁ ÐURE ÇEEK-CHEEK! ÔAKE FAMOUS 80S TRACKS SUCH AS 19, ÔWO ÔRIBES, ÔOO ÓHY, ÂILLY ÊEAN, ÂROKEN ×INGS & É ÆEEL ÌOVE, PAINSTAKINGLY RECREATE THE SOUND, & INJECT THAT INTO CLASSIC Ã64 MUSIC SUCH AS ÂÍØ ËIDZ, ÃOMIC ÂAKERY, ÓANXION, ÁRKANOID & ÇHOULS AND ÇHOSTS. ÒEMIXES COME FROM AMAZING TALENT: ÒOMEO ËNIGHT, ÌÍAN, ÍAKKE, ÔOM ÄETERT, ÔRON, ÍOOG, ÂINSTER, ÚIPHOID, ÂOZ, ÓONIC ×ANDERER, ÔONKA, ÓKITZ, ÔRACE, ÓLAYGON, IÆADEO & EVEN (GASP) A GUEST APPEARANCES HERE & THERE FROM ÃHRIS ÁBBOTT. ÙOU'LL WONDER HOW WE COULD GET AWAY WITH SUCH A CHEEKY TRIBUTE TO THE 80S: WELL, NO SAMPLES FROM THE ORIGINAL TRACKS WERE USED, & THE MUSICAL CONTENT HAS BEEN REPLACED BY THE Ã64 TUNE COVERED. ÔHE ÃÄ ALSO FEATURES SOME REALLY GREAT SONGS IN THEIR OWN RIGHT, WHICH RESULT FROM A PERFECT MATCH BETWEEN Ã64 MELODIES & HOOKS, THE SOUND OF ÓÉÄ, & CLASSIC 80S INSTRUMENTATION, SUCH AS ÁCE ÉÉ, ÊETHRO ×ALRUS, ÁSPAR ÇRAND ÐRIX, & ÄOMINATOR. ÔHE ÃÄ WAS THE BABY OF ÍARKUS "ÌÍAN" ËLEIN, WHO ACTED AS ÃO-ORDINATOR, REMIXER, ARTIST & LAYOUT, & EVEN MADE HIS OWN TEA, ABLY ASSISTED BY ÔOM ÄETERT WHO DID MUCH OF THE MASTERING. ÃÄ IS IN NOW SHIPPING! 9.99 + POSTAGE HTTP://WWW.C64AUDIO.COM/ PRODUCTÉNFO.PHP?CAT=Ò64ÓÅ ÂÁÃË ÉÎ ÔÉÍÅ ÌÉÖÅ ÓÔÏÃËÈÏÌÍ 2008 ÓEPTEMBER 13, ËOLINGSBORG, ÓTOCKHOLM, ÓWEDEN ÉT'S ALL ABOUT THE ÃOMMODORE 64 & ITS MUSIC - ÌIVE ON STAGE: ÊEROEN ÔEL, ÒEYN ÏUWEHAND, 6581, ÄISCO ÄANCEAWAY ÉT'S TIME FOR ANOTHER INSTALLMENT OF ÂACK IN ÔIME ÌIVE, & YET AGAIN, IT'S ALL ABOUT CELEBRATING THE à 64 & ITS MUSIC. ÔHE EVENT WILL TAKE PLACE IN ÓTOCKHOLM, ÓWEDEN, & THIS YEAR IT'S HOSTED BY ÁNDREAS ×ALLSTRM FROM Ã64.ÃÏÍ & ÊOHN ÃAREHAG FROM ÚIPHOID ÅNTERTAINMENT. ÔHE GUYS HAVE BEEN AROUND THE DEMO SCENE SINCE 1987, THEY HAVE THEIR OWN RADIO SHOWS ON ÓÌÁÙ ÒADIO, THEY RUN Ã64 SITES, ÁNDREAS PLAYED IN ÓÉÄ'80S TOGETHER WITH ÂEN ÄAGLISH AMONG OTHER THINGS. ÉT'S SAFE TO SAY THEY BREATHE à 64 AIR EVERY DAY. ÏH, YEAH... ÔHE EVENT. ÏN STAGE, YOU WILL FIND HEADLINER ÊEROEN ÔEL (ÍYTH, ÈAWKEYE, ÔURBO ÏUTRUN) DOING HIS ÄÊ ACT THAT DEFINATELY WILL GET THE DANCE FLOOR MOVING! ÈIS SET INCLUDES HIS CLASSIC ÓÉÄS, ONE GREAT ÒOB ÈUBBARD TRACK, PLUS UNRELEASED ÓÉÄ TRACKS. Á BAND THAT MAKES ITS DEBUTE THIS EVENING IS THE ROCK ACT 6581. ÔHE BAND CONSISTS OF MUSIC EXTRAORDINAIRE ÒEYN ÏUWEHAND (ÔHE ÌAST ÎINJA 3, ÆLIMBO'S ÑUEST, ÄEADLOCK), ÅIKE ÓTEFFEN, AKA ÒOMEO ËNIGHT IN ÁMIGA & Ã64 REMIX CIRCLES, PLUS ÁNDREAS ×ALLSTRM. ÒEYN WILL ALSO DO HIS ONE-MAN-BAND SET WHERE HE STARTS BUILDING UP A SONG ON THE KEYBOARD, THEN MOVES OVER TO THE BASS, THEN THE GUITAR, THE DRUMS, & FINALLY RETURNS TO THE KEYBOARD FOR AN IMPROV SOLO. ÔAKE A LOOK AT THIS MOVIE: WWW.YOUTUBE.COM/WATCH?V=V8ÕÂÙ8ÙJ9C0 FOR WHAT TO EXPECT. ÄISCO ÄANCEAWAY, WHO'S REMIX OF ÂANGKOK ËNIGHTS GOT RAVE REVIEWS, MAKES A BELOVED RETURN TO THE ÂACK IN ÔIME ÌIVE STAGE. ÔHE WIG! ÔHE GLASSES! ÔHIS IS THE COOLEST THING SINCE POWDERED MILK. ÔHE ÄÊ OF THE EVENING IS ÊUCKE OF ÇENESIS ÐROJECT & ÔHE EXPERIÍÅÎÔÁÌ ÓÉÄ ÓHOW FAME. ÌINE UP IS PROVISIONAL & MAY BE SUBJECT TO CHANGE. ÔWO SHOPS WILL BE AVAILABLE AT THE EVENT: ÔHE CREATOR OF ÂACK IN ÔIME ÌIVE, ÃHRIS ÁBBOTT, WILL BRING ÃÄ'S AND ÄÖÄ'S FULL OF Ã64 GOODIES. ÍORE INFORMATION HERE: WWW.C64AUDIO.COM. ÉNDIVIDUAL ÃOMPUTERS WILL BRING THEIR NEWLY PRODUCED Ã64 PRODUCTS, LIKE THE ÍÍà ÒEPLAY & THE ÒÒ-ÎET. ÍORE INFORMATION HERE: WWW.JSCHOENFELD.COM. ×E WILL ALSO SEE THE RELEASE OF ÔHE 8ÂIT ÐHILOSOPHY FROM ÓHINING ÍOVIE ÖISION. ÔHIS IS A DOCUMENTARY ABOUT THE Ã64, THE Ã64 REMIX SCENE & THE PEOPLE IN IT. ÓEE & HEAR THE LIKES OF ÃHRIS ÈLSBECK, ÒEYN ÏUWEHAND, & ÐRESS ÐLAY ON ÔAPE. ÍORE INFORMATION HERE: WWW.SHINING-MOVIE-VISION.DE. ×ILL THERE BE ANY Ã64 CELEBRITIES LIKE ÍARTIN ÇALWAY & ÊEFF ÍINTER THERE? ×HO KNOWS. ÂUT THERE'S A RUMOUR THAT ÄARTH ÖADER & A FEW STORMTROOPERS WILL SHOW UP TO ARREST NAUGHTY ÚØ ÓPECTRUM OWNERS. ÁS OF NOW, THIS SHOULD REALLY BE CONSIDERED A RUMOUR THOUGH. ÄOWNLOAD THE RADIO SHOW AIRED ON ÓÌÁÙ ÒADIO WHERE THE EVENT WAS ANNOUNCED. ÊOIN THE ÂACK IN ÔIME ÌIVE ÓTOCKHOLM 2008 ÆACEBOOK-GROUP. ÄISCUSS THE EVENT AT THE ÒEMIX 64 FORUM. ÍORE INFORMATION COMING UP, BUT FOR NOW: ÍARK YOU CALENDAR FOR ÂACK IN ÔIME ÌIVE ÓTOCKHOLM 2008 ON ÓEPTEMBER 13! HTTP://WWW.BACKINTIMELIVE.COM/ ÃEVI-ÁKTUELL ÉN THIS ÇERMAN ÐÄÆ MAGAZINE THE FOLLOWING ARTICLES: ÎEWS, ÆRAUEN UND ÃOMPUTER, ÓTREETROD, ÄOÒEÃON 2008, ÁLPHA ÍOD, ÉNTERVIEW WITH ÊRG ×INTERSTEIN & MORE. ÙOU CAN DOWNLOAD THE MAGAZINE FROM THE WEB PAGE. HTTP://WWW.CEVI-AKTUELL.DE.VU/ ÓÃÁÃÏÍ: ÎEW ISSUE & ÎEW HOMEPAGE ×E LAUNCHED OUR NEW WEBSITE WWW.SCACOM-ONLINE.DE.VU ÔHERE YOU CAN REACH THE NEW WEBSITES WWW.ENGLISH-SCACOM.DE.VU & WWW.SCACOM-AKTUELL.DE.VU TOO.ÔHE NEW ÅNGLISH-ÓÃÁÃÏÍ ISSUE 2 IS AVAILABLE. ÇOTO WWW.ENGLISH-SCACOM.DE.VU.ÙOU CAN DOWNLOAD THE ÐÄÆ OR READ IT ONLINE! ÁLSO THE NEW ÇERMAN ÓÃÁÃÏÍ-ÁKTUELL IS AVAILABLE! ÌOOK AT OUR HOMPEAGE & THE FIRST VIRTUAL ÃOMMODORE ÍUSEUM OF THE WORLD! ÐLEASE ÇIVE FEEDBACK & SUPPORT! ÇABRIEL ÎOEL, THE C64 FILMMAKER ÁLL: ÇABRIEL ÎOEL, THE C64 FILMMAKER, HERE. ÁFTER OVER 300 HOURS OF WORK SPANNING NINE MONTHS, MY LATEST VIDEO IS DONE, AND UTILIZES NOT ONLY ÍARTIN ÇALWAY'S TITLE TRACK FROM 'ÍIKIE', BUT INCORP- ORATES THE MUSIC & AUDIO EFFECTS FROM THE ÓTICKYBEAR ÅDUCATIONAL ÓOFTWARE SERIES, WHICH MADE ITS DEBUT ON THE Ã64. ÇIVEN THE NATURE OF WHAT IT COMPLEMENTS (I.E. A DEMONSTRATION OF THE 1983 EQUIVALENT OF 'ÇUITAR ÈERO'), É IMAGINE IT WILL GENERATE A TREMENDOUS AMOUNT OF INTEREST. ÁNYWAY, HERE IS THE LINK: HTTP://WWW.YOUTUBE.COM/ WATCH?V=W-CÆ-ÍÎ7TÑ4 ÅNJOY,ÇABRIEL ÎOELITSTHEIT PRODUCTIONSGN ÅRIC ÓCHWARTZ ÁMIGA ÔRIBUTE ÅRIC ÓCHWARTZ MADE A TRIBUTE TO THE ÁMIGA. ÉT'S AN ANIMATION WITH THE SONG ÓTILL ÁLIVE IT TELLS THE HISTORY ABOUT ÁMIGA. ÙOU CAN HTTP://YOUTUBE.COM/WATCH?V=9MG6WRÙÃÔ9Ñ --------------------------------------- ÄÃ2Î PROJECT UPDATE ------------------- HTTP://WWW.LUIGIDIFRAIA.COM/C64/ DC2N/INDEX.HTML 01 ÆEB 2008 ÆIRST MOUNT ÅVENING: É ALMOST FINISHED THE FIRST MOUNT AFTER ÆARNELL SENT ME THE SOCKETS É NEEDED. ÉT CAME OUT NICELY É THINK. ÄÃ2Î ASSEMBLED BY ME É WILL BRING THIS ONE TO THE ÈÃà ÓHOW AS WELL. ÔHIS WILL GIVE ME THE CHANCE TO TEST IT BEFORE SENDING IT OUT TO THE PERSON WHO PRE-ORDERED IT. 03 ÆEB 2008 ÈANDMADE BOX ÅVENING: ENTHUSIAST BUILT HIS OWN ÄÃ2Î BOX.ÄÃ2Î BOXED BY ENTHUSIAST LOOKS NICE, DOESN'T IT? 09 ÆEB 2008 ÎEW BOX ÍORNING: É BUILT THE FIRST VERSION OF THE ÄÃ2Î BOX. É WILL BRING THIS ONE TO THE ÈÃà ÓHOW.ÄÃ2Î CONNECTED TO A Ã64ÄÃ2Î BOXED BY ME ÔHAT'S A FIRST GO, É WILL HOPEFULLY COMPLETE IT SOON. 16 ÆEB 2008 ÈÃà ÓHOW ÍORNING: É PRESENTED THE ÄÃ2Î AT THE ÈÃà ÓHOW TODAY, WHERE É MET QUITE SOME NICE PEOPLE. ÍANY THANKS TO THE ORGANIZERS! 20 ÆEB 2008 ÆÁÔ AGAIN ÅVENING: É COMPILED IN AND TESTED THE FRAGMENTED FILE SUPPORT ROUTINES OF MY ÆÁÔ DRIVER. Á ÔURBOTAPE (ÇÇÓ) AND A ÃYBERLOAD ÔÁÐ IMAGE (ÌÎ2) HAVE BEEN PLAYED TO MY Ã64 WITHOUT PROBLEMS. 24 ÆEB 2008 ÆINISHING THE BOX ÍORNING: É ALMOST FINISHED THE SECOND VERSION OF THE ÄÃ2Î BOX. ÓINCE É WAS NOT ABLE TO FIND THE SWITCH É NEED FOR ÄÃ2Î AT THE LOCAL SHOP, É HAVE TO STOP HERE FOR NOW. ÄÃ2Î IN A BOX ÐEEPO HAS MADE 693 DUMPS SO FAR! ÅXCELLENT JOB PROGRESSING WITH MOUNT ÅVENING: ÁND HERE IT IS, A ÄÃ2Î ALMOST FULLY MOUNTED WITH THE MODE SELECTOR: C2N EMULATION OR DUMPING .ÄÃ2Î BOXED BY ME 23 ÍAR 2008 ÈAPPY ÅASTER! ÍORNING: ÂASED ON THE CUSTOM ÄÃ2Î MOUNT ÓÌà HAD DONE, É MOUNTED MY DEVELOPMENT VERSION: ÍONITOR-WHILE-DUMPING ÄÃ2Î É CAN NOW SWITCH THE ÄÃ2Î MODE OF OPERATION AND ADJUST THE DATASSETTE WHILE DUMPING, TO PERFORM A FINE TUNING FOR THOSE TAPES THAT ARE HARD TO DUMP, WITHOUT HAVING TO UNPLUG THE DATASETTE FROM ÄÃ2Î.ÔHAT IS, THE SIGNAL IS SENT TO MY Ã64 AS WELL, WHERE THE "ÒECORDER ÊUSTAGE" PROGRAM IS KEPT RUNNING. ÔHE WAY É DO THAT ACTUALLY IS AS PER BELOW: LOAD "ÈEAD ÔESTER" (AKA "ÒECORDER ÊUSTAGE") FROM AN ÓÄ ÃARD TO MY Ã64 USING ÄÃ2Î IN Ã2Î EMULATION MODE SWITCH ÄÃ2Î INTO DUMPING MODE PUT A TAPE IN THE Ã2Î CONNECTED TO ÄÃ2Î AND PRESS ÐÌÁÙ ALIGN THE HEAD AND REWIND THE TAPE TO MAKE A CLEAN DUMP OF IT! ÌAST UPDATE 20 ÆEB 2008 ÃOMPLETED 98% ÔESTED 99% (THE THREE MAIN FEATURES: ÐÌÁÙ, ÒÅÃÏÒÄ, AND ÄUMP) ÆÁÔ-16 SUPPORT READ: 100% WRITE: 90% É DEVELOPED A HARD REAL-TIME IMPLEMENTATION OF THE ÆÁÔ-16 FILE SYSTEM DRIVER. ÓUPPORT FOR FRAGMENTATION HANDLING IN WRITE OPERATIONS WILL BE ADDED AT A LATER TIME. ÐÌÁÙBACK LEGACY ÔÁÐ V0 FILES SUPPORT FOR ÄÃ2Î 16-BIT ÔÁÐ FILES WILL BE ADDED ÒÅÃÏÒÄ AND ÄUMP ÄÃ2Î 16-BIT ÔÁÐ FILES (COUNTER RATE IS 2 ÍÈZ) ÔÁÐ VERSION 0 FILES (100% ÍÔAP COMPLIANT) ÄÃ2Î ÔÁÐ FORMAT 16-BIT ÄÃ2Î FORMAT GENERATED BY ÒÅÃÏÒÄ/DUMP OPERATIONS RESPECTIVELY: ÏFFSET ÓIZE ÄESCRIPTION 0X00 12 BYTES ÉÄ STRING: "ÄÃ2Î-ÔÁÐ-ÒÁ×" 0X0à 1 BYTE ÆORMAT VERSION: ACTUALLY ONLY VERSION 0 IS DEFINED 0X0Ä 2 BYTES ÒESERVED FOR FUTURE NEEDS 0X0Æ 1 BYTE ÃOUNTER RESOLUTION [BIT]: 16 ACTUALLY 0X10 4 BYTES ÃOUNTER RATE (ÌÓÂÆ) [ÈZ]: 2000000 ACTUALLY 0X14 ANY 16-BIT (COUNTER RESOLUTION) DATA VALUES (ÌÓÂÆ) ÅACH DATA VALUE IS THE DELAY, EXPRESSED IN CLOCK CYCLES (AT ÃOUNTER RATE), BETWEEN TWO CONSECUTIVE RISING (FALLING) EDGES OF THE ÃOMMODORE COMPUTER WRITE LINE (Ã2Î READ LINE) SIGNAL.0XÆÆÆÆ IS AN OVERFLOW VALUE, MEANING THAT THE NEXT DATA VALUES SHOULD BE SUMMED TO THIS ONE TO BUILD UP THE TOTAL DELAY, UP TO THE FIRST NON-0XÆÆÆÆ VALUE (INCLUDED). ÁNYWAY, WE DON'T REALLY REQUIRE TO DEAL WITH THAT SINCE THE DC2NCONV SOFTWARE CONVERTS ÄÃ2Î 16-BIT FILES TO LEGACY ÔÁÐ V1 FILES, WHICH ARE ALREADY SUPPORTED BY MANY EMULATORS AND TOOLS. ÄÃ2Î ÔÁÐ FILE RESOLUTION (2 ÍÈZ) IS ACTUALLY 16 TIMES HIGHER THAN THE LEGACY ÔÁÐ FORMAT (123.156 KÈZ). ÏRDERING: ÔHE FIRST BATCH OF ÄÃ2ÎS IS BEING ALREADY SHIPPED TO LARGE COLLECTORS WHO SHOWED INTEREST IN HAVING A ÄÃ2Î QUITE SOME TIME AGO, FOR PRESERVATION PURPOSES. Á SECOND BATCH OF DEVICES IS BEING PROCESSED. ÄELAYS ARE LIKELY TO OCCUR BEFORE É WILL BE ABLE TO WORK AT THE NEW MOUNTS FOR THE ELECTRONIC COMPONENTS É NEED ARE OUT OF STOCK AT THE SUPPLIER É USED BEFORE. ÅVEN IF PEOPLE CANNOT YET ORDER A ÄÃ2Î UNTIL THE ABOVEMENTIONED ISSUE IS SOLVED, PRE-ORDERING A ÄÃ2Î FOR PRESERVATION OR ENTERTAINMENT PURPOSES CAN BE DONE BY WRITING ME AN EMAIL. ÄÃ2Î WILL BE SOLD ON A FIRST-COME-FIRST-SERVED BASIS. ÉF YOU THINK YOU SHOULD BE ON THE PRE-ORDER LIST AND YOU AREN'T, OR IF YOU ARE THERE AND YOU DON'T WANT TO BE ANYMORE, AGAIN EMAIL ME. ÐEOPLE WHO HAVE PRE-ORDERED SO FAR ÆIRSTNAME ÌASTNAME ÃOUNTRY --------------------------------------- ÎIGEL ÐARKER ÕË ÃÏÍÍÏÄÏÒÅ ÆÒÅÅ ====== É HAVE LEFT THE OTHER LIST OUT IF YOU ARE CURIOUS VISIT THE WEBSITE FOR DETAILS ====== ÈI ÎIGEL, ÔHANK YOU FOR YOUR EMAIL. ÓURPRISING ENOUGH, TOMORROW É WILL START WORKING AT THE ÄÃ2Î TO SEND YOU. ÁNYWAY, É PREFER NOT TO GIVE OUT TIME ESTIMATIONS TO THE PEOPLE WHO PRE-ORDERED. É WOULD HAVE CONTACTED YOU WHEN THE FIRST BUILD HAD BEEN COMPLETED AND TESTED PROPERLY ÏN AVERAGE, IT TAKES THREE WEEKENDS TO BE BUILT. ÓORRY ABOUT THAT, BUT É HAVE NO HELP WITH THIS AND NO PROFESSIONAL TOOLS. É MAY ACTUALLY BE ABLE TO DO IT SOONER FOR THIS WOULD BE MY THIRD BUILD. É HAD BUILT ONE THAT É MEANT TO SELL OUT, BUT IT'S NOW PART OF MY TEST BED DUE TO SOME CONSTRAINTS É MET RECENTLY (A HUGE COLLECTION OF TAPES TO IMAGE WITH ONE DEVICE WHILE DEVELOPING USING THE OTHER DEVICE). ÎEXT ÐROJECT ÍY NEXT COMING HARDWARE PROJECT IS Ä1541 WHICH É WOULD ALSO REFER TO AS "ÔRUE 1541". ÓURPRISINGLY ENOUGH THERE'S NO 1541 REPLACEMENT THAT ACTUALLY SATISFIES MY REQUIREMENTS, SO THAT É AM GOING TO FILL THIS GAP BY MYSELF. ÉT'S GOING TO BE ALL BUT A QUICK PROJECT, EVEN IF É KNOW É WILL GET THERE. ÍY AIM IS TO GO BEYOND Ä64 AND Ç64 FORMATS TO SUPPORT ALL OF THE COPY PROTECTED DISKS IN ONE GO. ------------------------------------- ÉNTERVIEW WITH Ã= ÍUSICIAN ÒOB ÈUBBARD ÒOB ÈUBBARD POSSIBLY NEEDS NO INTRODUCTION, BUT HERE GOES; ÒOB WAS ONE OF A FEW MUSICIANS THAT PUSHED THE ÓÉÄ CHIP WAY BEYOND WHAT MANY THOUGHT POSSIBLE, É REMEMBER SITTING WITH A ÂÂà MICRO OWNING FRIEND AND LOADING ÍONTY ON THE RUN, THE MUSIC STARTED AND WE JUST SAT LOOKING AT EACH OTHER. ÔHE MUSIC WAS SO GOOD HOW CAN THIS POSSIBLY BE COMING FROM THE MACHINE. É LIKE MANY OTHER USERS AT THE TIME LATER PURCHASED GAMES PURELY ON THE FACT ÒOB HAD WRITTEN THE MUSIC. ÃÏÍÍÏÄÏÒÅ ÆÒÅÅ ÐLEASE INTRODUCE YOURSELF TO OUR READER ÒÏ ÈÕÂÂÁÒÄ É DID A TON O' Ã64 GAMES AUDIO IN THE 1980S. ÃÆ ÁRE YOU A CLASSICALLY TRAINED MUSICIAN? ÒÈ YES... ÃÆ ×HEN CREATING ÇAMES MUSIC ÈOW LONG DID IT TAKE YOU TO SWITCH FROM THINKING IN MUSICAL NOTATION TO THINKING IN TERMS OF CODE/DATE TO INPUT INTO THE MACHINE? ÒÈ É USED TO SKETCH MUSIC IDEAS ON MUSIC MANUSCRIPT PAPER, AND THEN TYPE THE MUSIC INTO HEX DEFINE BYTE STATEMENTS IN ASSEMBLER SOURCE CODE. ÁFTER A WHILE A LOT OF HEX CODES BECAME SECOND NATURE. ÃÆ ÒOB CAN YOU TELL OUR READERS ABOUT 64 ORCHESTRA AND YOUR INVOLVEMENT? ÒÈ É WAS APPROACHED INITIALLY BY ÊEROEN ÔEL, AND THEN ONCE DETAILS WERE AGREED É STARTED WORKING ON ALL THE SCORES. ÓO É WAS HEAVILY INVOLVED IN DECIDING WHAT THE ENSEMBLE SHOULD BE AND THE MUSICAL DIRECTION IT SHOULD TAKE. ÃÆ ÓO THIS IS A REAL ORCHESTRA PLAYING ÃOMMODORE SID TUNES ON REAL INSTRUMENTS? ×HO THOUGHT OF THE IDEA? ÒÈ É THINK IT WAS ÍANO. ÃÆ ×HERE THERE MANY PROBLEMS ADOPTING ÇAMES MUSIC TO AN ORCHESTRA? ÒÈ ÔHE ORIGINAL ÓÉÄ TUNES ONLY USED 3 VOICES PLUS A FEW SOFTWARE TRICKS. ÓO YOU HAVE TO LOOK BEYOND THE ORIGINAL TUNES AND ADD OTHER ELEMENTS. ×ITH MY OWN TUNES IT'S EASIER SINCE É HAVE A GOOD IDEA WHAT THE POSSIBILITIES ARE. ÃÆ É PRESUME YOU ORIGINALLY WROTE YOUR ÃOMMODORE MUSIC IN MANUSCRIPT FORMAT, SO WAS THIS ORIGINAL MANUSCRIPT USED FOR THE ORCHESTRA? ÒÈ ÎO. ÃÆ ÄID YOU HAVE ANY OTHER ARRANGERS HELP OUT ON THE ORCHESTRATION, É REMEMBER FROM MUSIC LESSONS TRYING TO WORK OUT A 4 PIECE ORCHESTRA AND FOUND IT MORE DIFFICULT THAN JUST WRITING THE MUSIC FOR A PIANIST? ÒÈ ÎO É DID EVERYTHING MYSELF. ÃÆ ÄO YOU THINK MUSICIANS CAN MAKE GOOD ARRANGERS OR IS THIS A SEPARATE SKILL? ÒÈ ×ELL IT IS A SKILL ANY MUSICIAN CAN LEARN. ÌIKE MOST THINGS, IT'S A MATTER OF PUTTING IN THE TIME AND EFFORT. ÃÆ ×RITING ÇAMES MUSIC OR WRITING FOR AN ORCHESTRA, WHAT DO YOU FEEL IS THE MOST RESTRICTIVE? ÒÈ ÎOT SURE WHAT YOU'RE GETTING AT HERE.... ÃÆ ×HICH OF YOUR OWN TUNES DO YOU THINK WOULD SUIT AN ORCHESTRAL ARRANGEMENT AND WHY? ÒÈ ÍOST OF THE TUNES FOR THE C64 ORCHESTRA WERE CHOSEN BECAUSE THEY CAN BE ADAPTED TO WORK WITH THE ORCHESTRA. ÔHERE ARE SOME TECHNO TYPE OF TUNES THAT JUST WOULD NOT WORK VERY WELL. ÃÆ ÇOING BACK TO THE OLD DAYS ×HAT FEATURES WOULD YOU LIKE TO HAVE ADDED TO YOUR FAMOUS MUSIC ROUTINE THAT IT DID NOT HAVE? ÒÈ É DON'T REALLY KNOW. É ADDED THE SAMPLE PLAYER SO THAT É COULD TRY TO ADD A FEW REAL INSTRUMENTS WITH LIMITED PITCH RANGE. ÓO BY THIS TIME THERE WASN'T MUCH LEFT THAT IT COULD DO ÃÆ ÈOW DID YOU GET THE IDEA FOR THE MUSIC, DO YOU SIT DOWN AND THINK RIGHT É AM GOING TO CREATE A TUNE IN THIS FORMAT WITH THIS TIME SIGNATURE AND USE THIS KEY OR DOES THE MUSIC JUST EVOLVE, FOR EXAMPLE É USUALLY GO TO BED WITH A TAPE MACHINE OR PAPER & PEN AND WHEN É WAKE HAVE A MELODY É SCRIBBLE DOWN AND EXPAND ON THAT, ALTHOUGH SOMETIMES É JUST GO TO BED AND WAKE UP ÒÈ É USE VARIOUS METHODS. ÍOST OF THE TIME É WRITE AT THE PIANO. ÏTHER TIMES É WRITE AWAY FROM THE PIANO JUST WITH A PEN & MANUSCRIPT PAPER. ÏTHER TIMES É TRY TO JUST IMPROVISE AND SEE WHAT É COME UP WITH. Á LOT OF THE TIME IN GAMES A PRODUCER WANTS SOMETHING SPECIFIC SO YOU HAVE TO COPY AN EXISTING PIECE. OR GO OFF IN A SPECIFIC DIRECTION. ÃÆ ×HAT DID YOU THINK OF OTHER COMPOSER'S MUSIC ROUTINES AT THE TIME? ÒÈ ÔHEY WERE ALL VERY CLEVER ! ÃÆ ÈOW DID YOU CREATE THE SAMPLES USED IN GAMES LIKE ÂÍØ ËIDZ? ÒÈ É HAD A Ã64 SAMPLER THAT É USED & THEN HACKED THE SAMPLES INTO MY SOURCE CODE. ÃÆ ×HAT WAS IT LIKE WORKING AT ÅÁ IN THE ÕÓÁ? ÒÈ ÉT WAS REALLY FANTASTIC IN THE EARLY YEARS. ÌATER ON ÅÁ BECAME VERY CORPORATE AND THE GAMES WERE ALL VERY MUCH ALIKE, SO A LOT OF THE FUN WAS LOST. ÃÆ ÄO YOU FEEL MUSIC CAN MAKE A BAD GAME SEEM GOOD OR BETTER AND DO YOU THINK BAD MUSIC CAN MAKE A GOOD CAME FEEL WELL BAD? ÒÈ ÎO, A GOOD GAME WILL ALWAYS BE GOOD REGARDLESS OF THE GRAPHICS OR AUDIO. ÃÆ ÄO YOU THINK SOME OF THE CREATIVITY HAS BEEN LOST NOW THAT GAMES CREATORS CAN JUST THROW IN A FULL SONG FROM A BAND OR A FULL ORCHESTRAL TRACK, INSTEAD OF WORKING WITH THE HARDWARE ITSELF TO GENERATE THE MUSIC? ÒÈ ÙES IT HAS. ÉT IS ALSO DUE TO THE SAMENESS OF ALL THE GAMES, AND THE FACT THAT IT COSTS SO MUCH MONEY TO DEVELOP A GAME. ÔHE PUBLISHERS CAN'T AFFORD TO TAKE ANY RISKS, AND SO EVERYTHING IS VERY GENERIC. ÃÆ ÍANY PEOPLE PURCHASED GAMES JUST BECAUSE YOU WERE LISTED AS THE MUSICIAN HOW DID THIS MAKE YOU FEEL AT THE TIME? ÒÈ ×ELL É DON'T KNOW ABOUT THAT REALLY.... ÃÆ ÄO YOU STILL FOLLOW THE ÃOMMODORE SCENE? ÒÈ ÎOT REALLY. É DON'T HAVE A ÃOMMODORE ANY MORE. É SOLD IT IN 1988. ÃÆ ÔHE NEW GAME ÓÈÒÅÄÚ 64 ALLOWS PLAYERS TO PLAY ALONG WITH ÓÉÄ TUNES USING THE ÐÓ2 GUITAR FROM ÇUITAR ÈERO - WHICH OF YOUR TRACKS SHOULD PEOPLE TRY AND HAVE YOU SEEN THE PROJECT? ÒÈ É WOULD GUESS ÁRCADE ÃLASSICS - É HAVENT SEEN THE GAME. ÃÆ ÄO YOU FEEL LIKE A CELEBRITY, AND ARE YOU SURPRISED PEOPLE STILL REMEMBER YOUR WORK? ÒÈ ÙES, É'M VERY SURPRISED - É MEAN IT IS OVER 20 YEARS AGO !! ÃÆ ×HAT MUSIC PROJECTS APART FROM 64 ORCHESTRA ARE YOU CURRENTLY WORKING ON? ÒÈ ÊUST MY OWN PRIVATE MUSICAL PROJECTS AND PURSUITS/INTERESTS. ÃÆ ÄO YOU HAVE A FAN WEBSITE? ÒÈ NO. ------------------------------------- ÉN THE ÂEGINNING BY ÌORD ÒONIN FROM Ñ-ÌINK ÒIGHT THEN LETS DO IT AGAIN. ÙOU TYPE IN .. ÌÏÁÄ"0:*",8,1 ÌÏÁÄ IS TELLING THE COMPUTER WHAT YOU WANT IT TO DO. ×HICH WILL BE IN THE QUOTES. 0 IS THAT HANG OVER FROM TWO DRIVES ON ONE NUMBER. ÃOMMAS ARE SORT OF LIKE A SEPARATOR. 8 IS THE DISK DRIVE NUMBER AND THAT 1 AT THEN END. ×ELL THAT IS USED FOR ÍÌ PROGRAMMES. ×ORKS FOR ÂASIC MOST OF THE TIME AS WELL. ÔHAT * THING IS A WILDCARD TO LOAD THE FIRST PRG ON THE DISK. ÏË YOU THEN PRESS RETURN AND SOMETHING SHOULD HAPPEN. ÉF EVERYTHING IS FINE, YOU MAY SEE A FAST "SEARCHING FOR *". ÔHEN LOADING IT AND THE SCREEN SHOULD CHANGE AND THE PRG STARTS. ×ELL, THERE IS THAT OLD SAYING ABOUT THE BEST LAID PLANS OF MICE, MEN AND MACHINES. ÎOTHING MAY HAPPEN AT ALL. ÓO LETS TROUBLESHOOT THAT PART. ÆIRST IT COULD BE THE LOAD COMMAND É GAVE YOU. ÃHANGE IT TO ... ÌÏÁÄ"0:*",8 PRESS RETURN ÔHIS WILL LOAD BUT NOT RUN THE PROGRAMME. ×HEN IT HAS LOADED AND THE READY IS FLASHING TYPE ... ÒÕÎ PRESS RETURN ÔHAT IS THE 70% OF THE TIME FIX TO THE PROBLEM. ÂUT, ÙET, ÈOWEVER THERE CAN BE ANOTHER PROBLEM. ÔHAT BEING THE FIRST PRG ON THE DISK ISN'T THE ONE THAT LOADS THE FILES. ÔHIS IS FOUND ON SOME FACTORY/COMMERCIAL DISKS. ÉF YOU ARE USING ONE OF THEM FOR YOUR FIRST TIME <É DID> AND ARE VERY LUCKY <É WASN'T> ÔHEN YOU HAVE THE MANUAL FOR THE DISK. ×HICH SHOULD TELL YOU THE LOAD COMMAND. ÍORE OFTEN YOU JUST HAVE THE DISK, AND IF YOU ARE FORTUNATE. ÔHE LOAD COMMAND IS WRITTEN ON THE DISK LABEL. ÎOW IT IS POSSIBLE TO TYPE IN THE EXACT FILENAME THAT YOU WANT TO LOAD. ÌIKE ... ÌÏÁÄ"ÁÄ&Ä ÄÉÃÅ",8,1 PRESS ÒÅÔÕÒÎ ÔHAT WILL FIND THE PROGRAMME ON THE DISK OF THAT NAME AND LOAD IT FOR YOU. ÁS WELL AS MOST OF THE TIME RUNNING IT. Á TRICK HERE IS THE WILDCARD. ÔHAT IS THE * SYMBOL. ÉF YOU ARE LIKE ME, OLD AND MENTALLY INCOMPETENT. ÏË MAYBE NOT LIKE ME,BUT YOU CAN'T MEMORISE THE SPELLING OF EVERY PRG ON YOUR DISK. ÙOU CAN TYPE ... ÌÏÁÄ"ÁÄ&Ä*",8,1 PRESS ÒÅÔÕÒÎ ÔHIS COMMAND WILL LOAD THE FIRST PROGRAMME ON THE DISK THAT STARTS WITH ÁÄ&Ä. ×E CAN DISCUSS THIS A BIT MORE LATER ON. ÒIGHT NOW, YOU WANT TO SEE WHAT IS ON THE DISK AND WHAT HAPPENS TO THE SCREEN. ÏR WHAT IS ON THE TAPE OR WHAT IS ON THAT CART, ORAL OF THE ABOVE. ÔAKE A LOOK AT THE THINGS FOR A WHILE. ×E CAN DO MORE AFTER YOU HAVE HAD A LITTLE FUN. ::::::::: ×HAT DID YOU SEE? Á GAME, A TOOL, A UTILITY A SOMETHING OR ANOTHER? ÄID YOU LOOK AT A FACTORY DISK, SOME BACKUP COPY OR A DISK THAT HAD A COLLECTION OF SEPARATE UNRELATED FILES? ÓURE É KNOW THAT YOU HAVE SEEN A SOMETHING THAT MAY OR MAY NOT HAVE IMPRESSED YOU WITH THE Ã=. ×E ARE TALKING ABOUT 8BIT GRAPHICS AND ALL OF THAT 80S STUFF. ÙOU HAVE JUST SEEN SOMETHING THAT PROBABLY DIDN'T MAKE THAT MUCH SENSE. ÄON'T WORRY, É WANTED YOU TO HAVE SOME HANDS ON WITH PROGRAMMES. ÓEE WHAT CAN BE DONE IN SOME FORM. ÎOW THEN WE GET TO SOME OF THE MEAT OF THE Ã=. ÌETS ADMIT AT THIS POINT THAT THE THING WORKS DIFFERENTLY THAN WHAT YOU ALREADY KNOW ON OTHER PLATFORMS. ÈOW TO OPERATE A PROGRAMME IS DIFFERENT. ÙOU HAVE TO TELL IT TO LOAD AND PERHAPS TO RUN. ×HAT YOU SAW ON THE SCREEN, WELL IT WASN'T 16,500,000 COLOURS, OF WHICH ACCORDING TO ÒIPLEY YOU CAN ONLY SEE THE 500,000. ÎOR DOES IT HAVE STEREO SOUND. ÕNLESS YOU HAVE A MODIFIED ONE OR THE ÓTEREO ÓÉÄCART PLUGGED INTO IT. ÌETS GET INTO WHAT THE COMPUTER DOES, AFTER WE GO INTO SOME BACKGROUND. ÔHIS PART IS ANTIDOTE IN PART. ÐART ALSO FROM READINGS AND TALKS WITH OTHER USERS. ÔHIS UNIT CAME OUT IN 1982CE. ÓOME PEOPLE SAY IN ÊANUARY, OTHERS SAY IN ÊUNE. ×HAT IT DID WAS CHANGE THE COMPUTER WORLD. ÙEAH THAT LITTLE THING CHANGED THE COMPUTER WORLD. ÉLL ADD THAT IT CHANGED THE WORLD PERIOD. ÔOUGH TALK AND THAT NEEDS AN EXPLANATION. ÓO HERE WE GO, AND YEAH É AM AND HAVE BEEN ACTUALLY USING THAT MANUAL DURING THE PREVIOUS STUFF. ÔAKE A LOOK AT THE KEYBOARD. ÎOT THE SAME AS YOU HAVE SEEN BEFORE. É MENTIONED THE RETURN VS. THE ENTER KEY. ÎOTICE THAT AT THE TOP ROW THE THIRD KEY FROM THE RIGHT IS A ÂRITISH POUND STERLING SYMBOL <>. ÄON'T HAVE THAT ON YOUR OTHER KEYBOARD. ÎOR A Ã=KEY OR A RUN/STOP KEY OR EVEN A CLR/HOME OR INST/DEL KEY. ÄEPENDING ON YOUR MODEL. ÙOU WILL SEE THAT THERE ARE LITTLE GRAPHIC THINGS EITHER ON THE TOP OF THE KEYS OR ON THE FRONTS. É'LL HAVE YOU PLAY WITH THEM IN A MOMENT. ÔHERE MAY ALSO BECOME ABBREVIATIONS ON THE NUMBER KEYS AT THE TOP ROW. ×E WILL GET TO THEM IN A BIT. ÔHESE ARE SOME OF THE DIFFERENCES. ÈERE IS THE FIRST ONE TO TELL YOU. ×HILE OTHER PLATFORMS USED/USE ASCII CHARACTER. ÈAVING 128OF THEM IN THE MAIN SET ÃOMMODORE USES THE STANDARD ÐÅÔASCII. ÙOU HAVE ABOUT 256CHARACTERS AT YOUR FINGER TIPS. ÉF YOU THINK THAT MEANS THE CHARACTERS OR THE LETTERS ARE THE SAME. ÎOPE THEY ARE NOT. ÉF YOU TRY TO READ A TEXT TYPE FILE FROM ÐÅÔ TO ASCII. ×HAT YOU WILL SEE ... IÓ ÓÏÍÅÔÈÉÎÇ ÏÎ ÔÈÉÓ ÏÒÄÅÒ. WÈÅÒÅ ÔÈÅ ÃÁÓÅ ÉÓ ÒÅÖÅÒÓÅÄ. ÁLSO THE EXTRA CHARACTERS NOT FOUND IN THE MAIN ASCII FILE WILL SHOW UP AS STRANGE GARBAGE IF THEY SHOW AT ALL. ÎOW TO THE STORY. É WAS AROUND IN THE EARLY DAYS OF COMPUTERS. ÂUT NOT A MEMBER OF IT. É THINK THAT É STILL MAY HAVE A POPULAR ELECTRONIC MAGAZINE WITH AN ARTICLE ABOUT THE FIRST COMPUTER FOR HOME USE, THE ÁLTAIR. ÁS É MENTIONED IN AN EARLIER PART. É WAS A TECH FOR ÒADIO ÓHACK. ÔHAT MACHINE AT THAT TIME WAS BLACK AND WHITE WITH NO SOUND. ÓOME CODERS WOULD MAKE A "THING". ÄIDN'T DO ANYTHING ON THE SCREEN. ÂUT IT DID PLAY A SONG. ×HAT YOU DID WAS TUNE A LITTLE PORTABLE RADIO OFF OF A STATION. ÐUT IT ABOUT A FOOT AWAY FOM THE KEYBOARD. ÔHEN WHILE LOADING YOU HAD A SONG. ÎOT A GREAT SONG BECAUSE ALL IT WAS DOING WAS MODULATING THE ÒADIO ÆREQUENCIES THAT WHERE GENERATED WHEN THE PROGRAMME LOADED FROM THE TAPE DRIVE. ÔHAT WAS THE SOUND OF THAT TIME PERIOD. ÏË HERE COMES THE ÃOMMODORE 64. ×E NOW HAVE A THREE VOICE AND 9 OCTAVE SOUND CAPABILITY. ÒEMEMBER THAT É SAID THE ÒADIO ÓHACK ONE WAS BLACK & WHITE? ÔHE 64 HAS 16 COLOURS ÍORE SOUND THAN ANY ONE ELSE AND MORE COLOURS, AND MORE MEMORY. ÁLL IN ONE BUILT IN SYSTEM. É HAVE MONITORS FROM THAT TIME PERIOD. ÔHEY ARE MONOCHROME. ÂLACK & ×HITE, ÇREEN AND ÁMBER SCREENS. ÎOR DO THEY HAVE AN INTERNAL SPEAKER FOR ANY SOUND. ÉN MY COLLECTION OF PAPERS FOR THE Ã=. É HAVE A POSTER THAT GIVES THE CAPABILITIES OF THE DIFFERENT SYSTEMS OF THAT TIME, ALONG WITH THE PRICES. ÂEST WITH OUT ADDING ONTO THE SYSTEM WAS 4 COLOURS ON ANOTHER PLATFORM. ÔHOUGH THE Ã= DISK DRIVE WAS COSTLY AT FIRST. ÎO WAY DID IT RIVAL THE PRICE OF ANOTHER COMPANY'S DRIVE OF AROUND $1300. ÔHE ÃOMMODORE 64 BECAME THE MOST POPULAR AND BELOVED COMPUTER. ÏH YOU CAN READ THAT IN THE ÎOVEMBER 1998 CE ISSUE OF Ðà ×ORLD. ÁLSO THE 64 IS IN THE 2000 AND 2001 ÇUINNESS BOOK OF WORLD RECORDS. ×ELL THE PEOPLE HAVE A "FRIENDLY" COMPUTER. ÉN FACT THAT IS WHAT THE MANUAL TELLS YOU. ÔHAT "ÃOMMODORE IS KNOWN AS THE FRIENDLY ÃOMPUTER COMPANY..." ×HAT YOU MAY NOT KNOW IS THE MINDSET OF THAT TIME PERIOD. ÁT THE PRICE OF A HOME, OR ÐERSONAL ÃOMPUTER IN THAT TIME. ÙOUR AVERAGE TEEN ISN'T GOING OUT AND BUYING ONE. ÐARENTS HAVE TO BUY ONE. ÓO YOU HAVE TO SELL THE PRODUCT TO PEOPLE IN THEIR LATE 20S AND EARLY 30S. ÈEY THAT WAS ME AT THAT TIME. ÓO WHAT IS SO HARD ABOUT THAT? ×ELL TODAY COMPUTERS ARE AN ACTIVE PART OF DAY TO DAY LIFE. ÂACK THEN, THIS WASN'T THE CASE. ×E PARENTS OF THAT TIME DIDN'T HAVE THE SAME IDEAS AS THEY DO NOW. ÙOU SEE GOING BACK TO THE 50S AND 60S, WHEREAS KIDS. ×E LEARNED ABOUT COMPUTERS. ÔHESE WHERE THE THINGS IN MOVIES, CHEAP Ô.Ö. SHOWS, 25 CENT PAPERBACK BOOKS, AND 10-12 CENT COMIC BOOKS. ÔHAT WANTED TO DESTROY ALL LIFE OR TAKE OVER THE WORLD AND ENSLAVE THE PEOPLE. ÓURE THAT PROBABLY MAKES YOU LAUGH TODAY. ÂUT THAT WAS THE INPUT THAT WE HAD IN THOSE DAYS. ÎOT APPOSITIVE BUILDING FOUNDATION FOR COMPUTERS IN THE HOME. ÓO WHY SHOULD É, MAKING $4.00 AND HOUR. ÂLOW CLOSE TO A GRAND ON A COMPUTER SYSTEM? É MEAN THE COMPUTER, THE MONITOR, DRIVES AND OF COURSE SOME SOFTWARE. ÂÔ×: É HAVE SOME WITH ORIGINAL PRICE TAGS ON THEM OF OVER $40. ÁNSWER IS, THAT É DON'T. É WAS BUYING A HOME AND TAKING CARE OF A WIFE AND TWO SONS AT THE TIME. ×ELL THERE OBVIOUSLY WHERE PEOPLE THAT BOUGHT COMPUTERS. ÃOMMODORE WAS DOING AROUND 2 MILLION A YEAR IN SALES. ÔHIS IS IN THE EARLY DAYS OF A COMPUTER WHEN MOST PEOPLE DIDN'T EVEN KNOW WHAT IT WAS OR COULD DO. ÔHINKING THAT IT WAS A BIG GAME MACHINE, OF A REALLY STRANGE TYPEWRITER OF SOME FORM. ÁT LEAST IT WASNT THAT ELECTRONIC MONSTER THAT WAS GOING TO RULE THE WORLD. ÈMM, PERHAPS WE WERE RIGHT ABOUT THAT PART AFTER ALL. ÇENERAL STORY GOES THIS WAY. ÄAD FOR SOME REASON, BUYS THE Ã=64. ÂRINGS IT HOME. ÃONNECTS IT TO THE Ô.Ö. ÔHEN LOOKS INTO THE USERS MANUAL. ÈERE IS WHERE ÃOMMODORE HOOKS YOU IN, THE MANUAL IS WRITTEN JUST FOR THAT SETUP. ÙOU SEE, THE FIRST PART OF THE BOOK IS THE SET UP THAT WE HAVE ALREADY COVERED. ÓAVE THAT IT DOESNT REALLY TALK ABOUT MONITORS THAT MUCH AND WE DIDN'T GO INTO HOW TO CONNECT THE AUDIO TO YOUR STEREO SYSTEM. ÌETS GET STARTED ON THE THINGS IN THE MANUAL. ÄONE ENOUGH SOCIOLOGICAL HISTORY. ÔIME TO EXPERIMENT WITH THE KEYS. ÓO TAKE OUT ANY DISK OR TAPE THAT YOU HAVE IN YOUR DRIVES. ÊUST FOR SAFETY AND WE WILL BEGIN WITH THE COMPUTER TURNED OFF, WAIT A FEW SECONDS AND THEN BACK ON AGAIN. ÔHIS FLUSHES THE MEMORY. ÎOW YOU MAY FIND THAT YOUR 64 HAS A SMALL PUSH BUTTON ON IT. É HAVE SAVED THAT FOR THIS MOMENT. ÔHAT PUSH BUTTON IS A HACKER ADDITIVE. 99% PROBABLE THAT IT IS ARE SET BUTTON. ÇIVE IT A PUSH AND LET GO. ÉF THE SCREEN MOVES A BIT AND GOES BACK TO THE BLUE SCREEN. ÙOU HAVE A RESET BUTTON. ÂOOKS AND MAGAZINES HAD THE PLANS AND PARTS LISTS FOR INSTALLING THESE. É HAVE A PLUG-IN PORT EXPANDER THAT HAS A RESET ON IT AS WELL. ÙOU KNOW THAT É AM BEING DEVIOUS WITH THESE NOTES ABOUT ADDITIVES TO THE Ã=. ÓLYLY INSERTING BITS ON THINGS THAT WERE DONE FOR THE Ã=.ÉNDICATING A GREATER AMOUNT OF PRODUCT AND BACKGROUND THAN YOU MAY HAVE EXPECTED. ÔHAT IS THE GOOD PART. ÂAD PART IS THAT YOU COULD BE A READER WITH THIS EXTRA STUFF. ÎOT KNOWING WHAT IT IS ABOUT, AND É DON'T MENTION IT AT ALL. ×ORSE ARE THE READERS THAT HAVE A STOCK MACHINE AND HAVE TO GO THROUGH THIS EXTRA DRIVEL, ON TOP OF THE ORDINARY DRIVEL. ÁT LEAST YOU CAN SEE THAT IT IS A LARGE WORLD FOR THE Ã=. ÔHAT ALL SAID, É MUST GET BACK TO THE KEYS. ÍANUAL TAKES YOU THROUGH THINGS IN A SIMPLE, AND FRIENDLY WAY. ÇREAT METHOD TO HOOK THE FATHER INTO THE Ã=. ÈE HAS THE CHEQUE BOOK, AND THE GREATEST FEARS OF THE NEW TECH OF THE COMPUTER. ÔHAT MIGHT SOUND SILLY TODAY. ÉT WAS THE REALITY OF THE TIME. ÐRESS A KEY AND YOU SEE THE LETTER SHOW UP ON THE SCREEN. ÔODAY THAT IS TAKEN FOR GRANTED. ÆIRST TIME THE GUY DID THAT IN THE 80S. ÓEEING HIS NAME OR WHAT EVER WAS TYPED ON HIS Ô.Ö. ÎOW THAT WAS RADICALLY IMPRESSIVE. Á SENSATION OF WONDER AND A TOUCH OF FEAR. ÏË NOW THEN É DON'T HAVE TO TELL YOU ABOUT THE FACT THE KEYS ARE LIKE A TYPEWRITER WITH SOME EXTRA ONES. ÙOU ARE EXPERIENCED IN THAT ALREADY. ÌETS MESS AROUND WITH THE DIFFERENT KEYS. ÔHE ÃÏÎÔÒÏÌ [ÃÎÔÒÌ] KEY AND THE Ã=KEY HAVE A SPECIFIC USE AT THIS TIME. ÙEAH THEY DO MORE, BUT NOT JUST YET. ÓO PRESS THE ÃÎÔÒÌ KEY AND THE NUMBER1 KEY. ÔHAT LIGHT BLUE FLASHING BOX JUST CHANGED TO A BLACK ONE. ÔYPE YOUR NAME. ÙEAH IT IS ALL IN BLACK. Á FAST LOOK AT THE NUMBER KEYS, DEPENDING ON YOUR MODEL, SHOW SOME ABBREVIATIONS AS É MENTIONED EARLIER. ÅXCEPT FOR 9 AND 0. ÌETS GET TO THOSE NOW. ÙOU SHOULD STILL BE IN BLACK. ÓO JUST PRESS ÃÎÔÒÌ AND THE NUMBER 9.ÈMM DOESN'T LOOK LIKE ANYTHING HAPPENED RIGHT? ÔRY TYPING IN YOUR NAME AGAIN. ÁH THERE IT IS, BUT IN WHAT IS CALLED REVERSE VIDEO. ÌOOKS RATHER CRUDDY TOO DOESN'T IT? ÂLACK SORT OF DOESN'T GO WELL IN REVERSE VIDEO OVER THAT BLUE BACKGROUND. ×ELL YOU CAN CHANGE THE BACKGROUND AND THE BORDER. ÉN FACT THERE ARE SOME LITTLE HOME BREW PROGRAMMES THAT FLOATED AROUND THAT WILL GIVE YOU ALL THE COLOUR COMBINATIONS. ÓO YOU CAN SEE WHAT LOOKS THE BEST FOR YOU. ÎOW JUST PRESS THE SPACE BAR A FEW TIMES. ÙOU HAVE NOW A BLACK BAR. ÐRESS ÃÎÔÒÌ AND 0. ÔHAT TURNS OFF THE REVERSE VIDEO. ÎEXT É WANT YOU TO PRESS THE Ã= KEY AND THE 6 KEY. ÔHAT BOX, CALLED THE CURSOR HAS NOW TURNED INTO A BRIGHT LIGHT GREEN COLOUR. ÔRY THE REVERSE VIDEO NOW AS WELL. ÔYPE A BIT AND DO ANOTHER BAR. ÄON'T LOOK THAT GREAT NEXT TO THE BLACK DOES IT? Á CHART FOR YOU. ÃONTROL KEY AND1 = BLACK ÃONTROL KEY AND 2 = WHITE ÃONTROL KEY AND 3 = RED ÃONTROL KEY AND 4 = CYAN ÃONTROL KEY AND 5 = PURPLE ÃONTROL KEY AND 6 = GREEN ÃONTROL KEY AND 7 = BLUE ÃONTROL KEY AND 8 = YELLOW ÃONTROL KEY AND 9 = REVERSE ON ÃONTROL KEY AND 0 = REVERSE OFF Ã= KEY AND 1 = ORANGE Ã= KEY AND 2 = BROWN Ã= KEY AND 3 = LIGHT RED Ã= KEY AND 4 = DARK GREY Ã= KEY AND 5 = MEDIUM GREY Ã= KEY AND 6 = LIGHT GREEN Ã= KEY AND 7 = LIGHT BLUE Ã= KEY AND 8 = LIGHT GRAY ÓHOULD ADD HERE FOR THOSE THAT ARE DOING THIS ON A 128. 80C MODE HAS TWO DIFFERENT COLOURS. ÌETS DO BIT OF ADJUSTING. ÐRESS ÃÎÔÒÌ AND 9. ÐUTTING YOU IN REVERSE VIDEO. ÎOW GO THROUGH THE COLOURS ABOVE. ÕSE THE SPACE BAR PRESS FOR ABOUT 6 TIMES AND CHANGE THE COLOUR. ÐUT ALL 16 OF THEM UP THERE. ÓURE THE BLUE WON'T SHOW UP. ÎOW ONCE YOU HAVE THAT DONE. ÁDJUST YOUR ÍONITOR OR Ô.Ö. UNTIL THE COLOUR, TINT, HUE AND BRIGHTNESS ARE ACCEPTABLE TO YOUR EYES. ×E ALL HAVE DIFFERENT LEVELS OF COMFORT WITH THE SETTINGS. ÎOW ARE YOU BORED WITH THAT BORDER AND SCREEN COLOUR? ×ELL É DO AND LIKE TO CHANGE IT. ÓO HERE IS A WAY TO DO THAT BEFORE WE GO ONTO MORE THINGS. ÃURSOR TO THE START OF A NEW LINE ON THE SCREEN. ÔYPEÐÏËÅ53280,0:ÐÏËÅ53281,0 THEN PRESS RETURN. ÙOU SHOULD NOW HAVE A BLACK SCREEN AND A BLACK BORDER. ÁLONG WITH THOSE COLOUR BARS. ÎOW THAT IS A FANCY THING TO SEE, ESPECIALLY FOR THE FIRST TIME IN YOUR LIFE. ×ELL IT ISN'T IN THE START OF THE USERS MANUAL. É'M TOSSING IT IN HERE FOR YOU TO SEE A FEATURE. ÒEMEMBER THIS MANUAL WAS WRITTEN FOR THE FIRST TIME EVER COMPUTER USER IN A WORLD THAT DIDN'T HAVE ANY COMPUTER BACKGROUND. ÏÒ BETTER SAID, THE MANUAL WAS WRITTEN TO INTEREST YOU IN THE COMPUTER AND KEEP YOU INTERESTED. ÁT THE SAME TIME NOT TO GET TO TECHY AND "NERDISH". ÙOU SEE THE IMAGE OF THAT TIME OF A COMPUTER USER WAS THE GEEKY GUY IN THE GLASSES, WHITE BUTTON DOWN SHIRT WITH THE PLASTIC POCKET PROTECTOR, STUFFED WITH PENS. É DON'T THINK WE FIT THAT IMAGE ANYMORE <ÖÂÇ>. ×HAT É AM SAYING WITH THIS IS THAT THE Ã= CHANGED THE WAY PEOPLE THOUGHT ABOUT COMPUTERS. ÆOR YEARS THE 64 WAS THE #1 SELLER. ÂEFORE THE 64, ÃOMMODORE HAD THE ÖIC-20. ÂEFORE THAT THE ÐÅÔ LINE. ÔAKING US BACK TO ROUND 1977CE. É HEARD A REPORT THAT WHEN THEY STARTED IN 1980CE THE ÖIC LINE. ÔHERE WAS STILL A 2 YEAR BACKLOG FOR THE ÐÅÔ SYSTEM. ÂUT HEY IF YOU ARE INTERESTED IN THAT STUFF, IT IS ONLINE IN MAIL LISTS AND WEBSITES, AND VERY WELL STATED IN THAT ÏN THE ÅDGE BOOK BY ÂRIAN ÂAGNALL. ÐLAINLY STATED, ÃOMMODORE WON THE PEOPLE OVER TO THE IDEA AND USE OF A ÐERSONAL ÃOMPUTER.64 BEING THE GREATEST ONE OF THE LOT. ÁS TO WHY THEY LOST OUT AND THE THINGS THAT THEY DID THAT WERE WRONG. ×ELL É AGAIN REFER YOU TO THAT BOOK. ÁT THIS POINT É AM TELLING YOU ABOUT HOW GREAT THE 64 IS AND HOW TO USE IT. ÉDIOTIC PRACTICES OF PEOPLE IN THE RAREFIED ATMOSPHERE OF THAT COMPANY IS FOR OTHER WRITERS. ÒIGHT THEN, BACK TO THE KEYS. ÔHERE IS THAT ONE WHICH IS LABELLED AS "ÃÌÒÈÏÍÅ". ÏN THIS 128Ä IT HAS THE HOME UNDER THE ÃÌÒ PART. ÁNYWAY TRIVIA ASIDE. ÐRESS IT NOW AND SEE WHAT HAPPENS. ÒIGHT THE FLASHING CURSOR GOES UP TO THE TOP LEFT HAND CORNER OF THE SCREEN. ÂEFORE YOU ASK, YEA HIT WILL OVERWRITE ANYTHING UP THERE IF YOU TYPE NEW STUFF ON THE SCREEN. ÓPEAKING OF THE SCREEN. ÉT'S PRETTY CLUTTERED UP NOW ISN'T IT? ×ELL YOU COULD TURN OFF THE 64 AND BACK ON AGAIN TO CLEAR ALL THAT STUFF. ×ASTEFUL OF TIME AND ENERGY. ÓO THERE MUST BE A BETTER WAY TO CLEAR THE SCREEN. ×ELL YEAH YOU COULD CURSOR DOWN A BIT UNTIL ALL THE STUFF IS OFF THE SCREEN. ÔHAT ALSO TAKES TIME. ÔELL YA WHAT. ÃURSOR DOWN A FEW LINES. ÔHERE THAT IS ENOUGH, NOW PRESS THE ÓÈÉÆÔ KEY AND THE ÃÌÒÈÏÍÅ KEY. ÂINGO, SCREEN IS CLEARED AND YOU HAVE THE CURSOR AT THE TOP LEFT. ÇENERALLY THIS SPOT IS CALLED "ÈÏÍÅ". ÔECHY WORDS FOR IT IS ROW 0 COLUMN 0.Á WAY OF TELLING YOU THAT WE COUNT IN MANY COMPUTER RELATED THINGS, STARTING AT 0 RATHER THAN 1. ÐICK THE COLOUR THAT YOU WANT TO USE FOR THIS NEXT PART. ÎOW TYPE IN ÃÉÔÔÙ ÇÏÔ ËÌÁ×Ó ÓPELLED WORSE THAN É USUALLY DO IN THESE THINGS. ÂAD GRAMMAR AS WELL. ÍUST BE A WAY TO FIX THAT, BESIDES SENDING ME BACK TO REMEDIAL ÅNGLISH.<Ç> ÔHERE IS AND THIS IS WHERE WE MESS WITH THE CURSOR KEYS. ÔHEY ARE AT THE BOTTOM RIGHT OF THE KEY BOARD. ÓTATED ÃÒÓÒ WITH ARROWS. ÆIRST ONE IN A LEFT TO RIGHT READ HAS THE ARROWS UP AND DOWN. ÐRESS IT AS YOU IT BEFORE IN MOVING THE CURSOR. ÒEAL EASY IT GOES DOWN. ÈOW TO MAKE IT GROUP? ÓINCE THERE ISN'T AN UP CURSOR KEY? ÐRESS THE SHIFT KEY AND THAT CURSOR KEY. ÓEE IT GOES UP. ÔAKES A LITTLE GETTING USED TO THE SPRINGS IN THE KEYBOARD FOR ACCURACY. É'M NOT GOING TO TELL YOU ABOUT MY ATTEMPTS AT THE START IN GETTING THE CURSOR ON THE RIGHT LINE. ÎOW THERE IS THE NEXT KEY. ÔHIS HAS LEFT RIGHT ARROWS. ÐRESS IT AND THE CURSOR MOVES TO THE RIGHT. ÂET YOU CAN GUESS HOW TO MOVE IT TO THE LEFT. ÙUPPERS THAT SHIFT KEY. ÍORE ON THE SHIFT KEY LATER ON. ÎOW THEN CORRECT THE SPELLING IN THAT EXAMPLE BY MOVING THE CURSOR OVER THE WRONG LETTERS AND TYPE IN THE CORRECT ONES. ÉF YOU FEEL LIKE IT. ÔYPE OVER THE GOT AND TURN IT TO A HAS. ÒEAL SIMPLE, AND NOW TO THE NEXT PART. ÔYPE IN ÈÅÒÅ ÉÓÁÎ ÅØÁÍÌÅ ÔHIS SHOULD READ "THERE IS AN EXAMPLE" ÈOW TO FIT IT? ÃURSOR OF COURSE TO GET TO THE BAD AREAS. ÂUT THEN WHAT? ×ELL LETS GO STEP BY STEP. ÆIRST CURSOR TO THE ÈÅÒÅ, PUT IT RIGHT OVER THE È. ÎOW PRESS THE SHIFT KEY AND THE ÉÎÓÔ ÄÅÌ KEY. ÅVERY THING MOVES TO THE RIGHT ONE SPACE. ÙOU NOW TYPE IN THE Ô. ÔHAT DONE, CURSOR OVER TO THE ÉÓÁÎ. ÐLACE THE CURSOR ON THE Á AND PRESS SHIFT AND ÉÎÓÔ ÄÅÌ. ÍAKING THE BLANK SPACE. ÆINISH WITH THAT AND CURSOR OVER TO THE ÍÌ PART AND DO THE SAME. ÁDDING NOW IN THE SPACE THE Ð. ÔHAT IS THE WAY TO ÉÎÓERÔ SPACES. ÔO ÄÅÌETE SOMETHING. ÊUST PRESS THE ÉÎÓÔÄÅÌ KEY. ÓEE IT MOVES RIGHT TO LEFT AND DELETES EVERYTHING IN IT'S PATH. ÎOT THAT HARD, BUT IT IS FOR THOSE WITHOUT THE MANUAL. ÓEEN TOO MANY OF THEM IN THE PAST. ÂÔ×: WITH MY CRIPPLED HANDS. É HAVE TO USE THIS FEATURE QUITE OFTEN IN WRITING. ÎOW É WANT YOU TO DELETE THE THINGS YOU HAVE PUT ON THE SCREEN. ÅITHER WITH THE ISNT DEL KEY OR THAT SHIFT CLEAR HOME COMMAND. ÇOOD, NOW TYPE A FEW THINGS. ÌETS JUST DO ONE ROW OF KEYS ON THE KEYBOARD FOR THIS EXPERIMENT. ÄO THE ONE THE ONE THAT STARTS WITH THE Á. ÄON'T WORRY ABOUT THE : ; = KEYS. ÊUST THE LETTER KEYS. ÇOT THAT DONE? ÏË NOW CURSOR OFF OF THAT LINE AND THEN É WANT YOU TO PRESS THE ÓÈÉÆÔ AND THE Ã= KEY. ÈEY THERE YOU ARE NOW IN LOWER CASE. ÔRY TYPING SOMETHING THAT USES ÃAPITALS. ÙEAH THAT IS THERE AS WELL. ÉT SEEMS FROM WHAT É HAVE READ AND HEARD OVER THE YEARS THAT ÕÐÐÅÒ CASE, OR NOW CALLED SCREAMERS, WAS THE STANDARD OR TEXT ON THE SCREENS. ÃOMMODORE CHANGED THAT AS WELL. ÏH YEAH PRESS THE Ã= AND ÓHIFT KEY AGAIN AND YOU WILL GO BACK TO UPPER CASE. ÏË NOW THEN WE GET A BIT COMPLICATED. ÁLSO A BIT MORE TYPING FOR YOU. ÃLEAR THE SCREEN. ÎÏ×! ÐICK A COLOUR YOU LIKE. É USE ÃYAN MOSTLY. É WANT YOU TO DO THE KEYS ROW BY ROW. ÉN THIS MANNER. ÆIRST AS IT IS ON THE SCREEN. ÓTART WITH 1 AND END WITH THE /. ÙEAH É WANT THE + - * : ; = , . AND THE / KEYS AS WELL. ÒIGHT, YOU SEE A MEANINGLESS LINE OF LETTERS, NUMBERS AND PUNCTUATION. ÃURSOR DOWN TWO LINES AND START AT THE LEFT EDGE OF THE SCREEN FO THIS NEXT PART. É WANT YOU TO DO THE SAME AS ABOVE. ÂÕÔ!!!! HOLD DOWN THE SHIFT KEY OR USE THE ÓÈÉÆÔ ÌÏÃË KEY. ÈEY THERE ARE DIFFERENT CHARACTERS ON THE SCREEN. ×HAT ARE CALLED GRAPHIC CHARACTERS. ÉN FACT THEY ARE THE ONES THAT ARE THE ILLUSTRATION ON THE RIGHT HAND SIDE OF THE KEYS. ÎOW, CURSOR DOWN TWO LINES. ÓTART AT THE LEFT SIDE OF THE SCREEN. ÒELEASE THE ÓHIFT LOCK, IF YOU USED IT. ÔYPE ALL THE KEYS AGAIN. ÂÕÔ ÔÈÉÓ ÔÉÍÅ HOLD THAT Ã= LOGO KEY AS WELL. ÙEAH THERE YOU HAVE IT. ÔHIS MAKES THE CHARACTERS ON THE LEFT HAND SIDE OF THE KEYS. ÎOW É HAVE A Ô.Ö. SHOW TO WATCH AND A ÒÐÇAME TO RUN. ÙOU, PROBABLY ARE FEELING A BIT CREATIVE AT THE MOMENT. ÁLL THOSE CHARACTERS TO USE AND THE COLOURS THAT ARE THERE AS WELL FOR THE CHARACTERS. ÇO AHEAD AND MAKE A BOX WITH YOUR NAME IN IT. ÃHANGE COLOURS, OF THINGS. ÍAKE A STEP PYRAMID. ÍOVE ON THE LINES A BIT, CHANGE THE GREY SCALE COLOURS AND SEE IT YOU CAN MAKE IT LOOK A TAD BIT 3Ä.ÉÏ× GO PLAY RIGHT NOW, AND É'LL BE BACK LATER. ÏH YEAH, DON'T USE THE ÒÅÔÕÒÎ KEY AT THIS TIME. É KNOW YOU WILL. ÂUT IT WAS A FRIENDLY WORD OF WARNING. ×ON'T HURT ANYTHING. ÙOU WILL JUST GET A MESSAGE FROM THE 64ON THE SCREEN. ÎOTHING TO WORRY ABOUT. ×HAT DID YOU DISCOVER? ÂOXES THAT YOU CAN USE COLOUR ON TO SHADE AND MAKE LOOK 3Ä. ÕSING THE ROUND CIRCLE PARTS WITH THE RIGHT ANGLE PARTS TO FORM LETTERS? ÐERHAPS YOU MADE A LITTLE SCENE WITH A STICK FIGURE? ÔELL THE TRUTH É DID THAT ON MY ÂÂÓ TO ILLUSTRATE SOME PLACEMENT OF THE CHARACTERS IN THE ÐÂÅÍ GAME. ÂET YOU DIDN'T MAKE A ØMAS SCENE WITH TREE, PRESENTS, SNOW, FIRE PLACE AND ALL OF THAT. ÏË IF YOU DID, YOU WEREN'T THE FIRST ONE. É HAVE THAT SCENE FROM SOME ARTIST. ÁNYWAY THAT SORT OF DRAWING IS CALLED KEYBOARD ART. ÁNOTHER ITEM FOR THE FUTURE DISCUSSIONS. É WANTED YOU TO SEE THE CHARACTERS FROM THE KEYBOARD AND PLAY A BIT. ÃAN'T DO THIS ON OTHER PLATFORMS. ÓINCE WE ARE SHORT ON SPACE IN THIS PART. É'LL LAY THIS ON YOUR FAST. ÔHERE WERE/ARE SOFTWARE PROGRAMMES THAT WILL LET YOU ÒÅÄÅÓÉÇÎ THESE CHARACTERS FROM THE KEYBOARD. ÎOT JUST AS IN A NEW FONT. ÂUT YEAH THE GRAPHIC ONES AS WELL. ×E ARENT GOING IN THAT DIRECTION RIGHT NOW. ÒÅÔÕÒÎ OR ÒÔÎ OR OTHER SHORTENED STYLES OF WRITING IT. ÓAID BEFORE IT IS LIKE THE ENTER KEY ON OTHER PLATFORMS. ÉN ESSENCE IT TAKES WHAT YOU PUT ON THE SCREEN AND STICKS IT INTO THE COMPUTER MEMORY. ÎOW YOU SEE WHY YOU GOT THAT FUNNY MESSAGE WHEN YOU PRESSED RETURN WHILE DOING THE COLOURS AND CHARACTERS. ÒÅÓÔÏÒÅ KEY IS TO "RESTORE THE COMPUTER TO THE NORMAL STATE IT WAS IN BEFORE YOU CHANGED THINGS WITH A PROGRAMME OR SOME COMMAND." ÃONFUSING ISN'T IT? ÌETS NOT MUCK ABOUT WITH IT AT THIS POINT IN TIME. ÍOST OF THE TIME É USE IT WITH THE ÒÕÎ/ÓÔÏÐ KEY TO STOP AND RESET. ÓPEAKING OF THE ÒÕÎ/ÓÔÏÐ KEY. ÂY ITSELF, IT WILL STOP THE OPERATION OF A ÂASIC PROGRAMME. ÈANG ON A MOMENT. ÔHAT IS WHAT THE BOOK SAYS. ÈOWEVER THERE IS A COMMAND IN PROGRAMMING THAT WILL DEFEAT THAT ÒÕÎ/ÓÔÏÐ KEY. ÓÈÉÆÔ AND ÒÕÎ/ÓÔÏÐ TOGETHER, WILL LOAD A PROGRAMME FROM THE TAPE DRIVE. ÁDVANCED DISK DRIVE LOAD COMMAND IS ÌÏÁÄ"0:*",8,1: ÔHAT DOES THE RETURN AND WILL START LOADING MOST PROGRAMMES. ÉF YOU HAVE JIFFY DOS, ÓHIFT ÒUN/ÓTOP WILL LOAD AND RUN THE FIRST FILE ON THE DISK. ÓO NOW PRESS RUN/STOP AND RESTORE.ÒESTTING EVERYTHNG. ÈERE IS A CODE TO TYPE IN, ÓÙÓ64759, AND PRESS RETURN. ÐRETTY MUCH SAME THING AS ÒUN/ÓTOP AND ÒESTORE. ÏNE THAT ISN'T IN THE MANUAL FOR YOU TO TRY. ÔYPE INÓÙÓ64738 AND PRESS RETURN. É USE THIS ONE FOR RESETTING BACK TO NORMAL. ÔRY THE TWO DIFFERENT CODES AND SEE WHAT YOU LIKE. ÌAST POINT IN THIS PART. ÎOT COVERED IN THE BOOK. ÈOW TO DO THAT SCREEN AND BORDER COLOUR CHANGE. ÌAID OUT THE POKE COMMAND AS ÐÏËÅ53280,Ø FOR THE BORDER AND ÐÏËÅ53281,Ø FOR THE SCREEN. Ø HERE INDICATES A NUMBER. ÂUT WHAT NUMBER? ÁH, THAT IS WHERE IT GETS CONFUSING. ÔHE NUMBERS ON THE KEYBOARD THAT YOU USED FOR COLOUR CHANGES AREN'T THE SAME FOR THIS PART. ÏNLY BECAUSE THE COUNT FOR THIS STARTS AT 0. ÍEANING THAT FOR THE BORDER AND SCREEN COLOURS IN THE ÐÏËÅ STATEMENT. ÂLACK IS 0. ÂUT ON THE KEYBOARD IT IS ÃONTROL AND 1. ÄOES GET CONFUSING AT TIMES. ÐLAY A BIT AND WE WILL DO MORE IN THE NEXT ÃHAPTER. -------------------------------------- ÔHE à 64 BOOK 1982-19XX ÉNFORTMATION HTTP://C64GOLDENYEARS.COM $17.99 ONE FIXED RATE FOR POST & PACKING WORLDWIDE PAY BY ÐAYÐAL OR CREDIT CARD ÆOREWORD WRITTEN BY ÊEFF ÍINTER ÏVER 200 GAME REVIEWS, ALL IN FULL COLOUR WITH SCREENSHOTS & COVER SCANS ÓIZE OF A ÓPECTRUM: ÐHYSICALLY THE BOOK IS ABOUT THE SIZE OF A ÚX SPECTRUM IN SIZE, THIS TIES IN WITH AN EARLIER WORK ABOUT THE HISTORY OF ÓPECTRUM GAMES AND SO BOTH BOOKS (SHOULD YOU DECIDE TO PURCHASE THEM BOTH) LOOK NICE ON THE SHELF. ÔHE COVER SHOWS A ÃOMMODORE 64 WRAPPED AROUND THE FRONT AND ONTO THE BACK THE ÃOMMODORE KEYS HAVE BEEN DOCTORED TO READ THE BOOKS TITLE AND PICKED OUT IN A LIGHTER COLOURING THAN THE OTHER KEYS TO MAKE THE TITLE STAND OUT. ÏPENING THE BOOK AND YOU COULD BE BACK IN THE 60S AS THE USE OF VERY VIVID ALMOST ACID STYLE COLOURING ÉF YOU WERE A FAN OF THE ÊEFF ÍINTER COLOUR CYCLING THEN YOU WILL FEEL AT HOME WITH THIS. ÔALKING ABOUT ÊEFF MINTER HE PROVIDES THE FORWARD FOR THE BOOK. ÁFTER A FEW SMALL INTOS, THE USUAL THANKS, ACKNOWLEDGEMENTS & REFERENCES USED FOR THE BOOK WE ARE ON THE CONTENTS PAGES. ÃONTENTS: ÔHE CONTENTS PAGE IS BROKEN DOWN BY YEAR AND THEN EACH YEAR BY GAME LISTED ALPHABETICALLY FROM Á TO Ú ÓOME YEARS HAVE MORE ENTRIES THAN OTHERS AND É SUPPOSE SOME USER READING WOULD COMPLAIN THAT THEIR FAVOURITE GAME ISNT LISTED AND WONDER WHY, ÉT WOULD BE AN IMPOSSIBLE TASK TO ACCOMMODATE EVERY GAME EVER CREATED INTO SUCH A BOOK. ÓOME GAMES ARE LISTED BECAUSE THEY ARE CLASSIC GAMES OTHERS BECAUSE GRAPHICS & SOUND STOOD OUT FROM OTHER TITLES OF THE ERA. ÈISTORY: ÁFTER EACH YEAR OR CHAPTER THERE IS A PAGE WITH SOME HISTORY OR GENERAL INFORMATION ABOUT ÃOMMODORE TYING INTO THE YEAR ÔHE FIRST SECTION FOR EXAMPLE DETAILS THE BIRTH OF THE ÃOMMODORE 64 FROM EARLY PROTOTYPES THAT WERE ON SHOW AT THE ÃÅÓ IN 1982 GOING TO LATER CHAPTERS ABOUT THE ÓØ64 PORTABLE ÃOMMODORE 64 AND THE ÃOMMODORE 16. ÌATER CHAPTERS DETAIL THE INTRODUCTION OF THE ÁMIGA RANGE OF MACHINES AND THERE IS EVEN A SECTION ABOUT ÃÍÄ AND THE ÓUPERÃÐÕ AND THE ÄÔÖ DESIGNED BY ÊERI ÅLLSWORTH. ÓCORING: ÅACH GAME HAS A BRIEF DESCRIPTION AND SOME WITTY ONE LINERS TO TIE IN WITH THE GAMES TITLE OR CONTENT ÅACH GAME LISTS THE ÄEVELOPER AND DISTRIBUTER WITH A COUPLE OF IN GAME SCREEN SHOTS AND A PICTURE OF THE ÃASSETTE OR DISK COVER WHERE APPLICABLE ÁLSO SHOWN AT THE TOP OF THE PAGE IS AN ICON SYSTEM SHOWING IF THE GAME WAS RELEASED ON ÔAPE DISK OR ÃASSETTE OR MULTIPLES THEREOF. ÖERY AMUSING TO ME AT ANY RATE IS THAT EACH GAME MADE WAS OBVIOUSLY REVIEWED AT SOMETIME BY THE VARIOUS ÃOMMODORE MAGAZINES OF THE DAY; THE AMUSING PART COME FROM THE FACT THAT THEIR WERE SUCH WIDE VARIETIES OF SCORES GIVEN BY THESE MAGAZINES, É PRESUME SOME FORM OF MONEY CHANGED HANDS FOR THE REVIEWERS AND THE LOW REVIEWS WERE A RESULT OF NO FUNDS AVAILABLE FOR THE REVIEWER. ÔHE READER OF SAID MAGAZINE WOULD LOOK AT THE SCREEN SHOTS SEE THE REVIEW PURCHASE THE GAME WITH RAVE REVIEWS AND THEN TAKE IT HOME LOAD THE GAME UP AND FIND IT WAS IN FACT WELL SHOULD WE SAY RATHER POOR , É ALWAYS TOOK THESE WITH A PINCH OF SALT, PREFERRING A TRY BEFORE YOU BUY OPTION THAT SOME OF THE INDEPENDENT SHOPS PROVIDED. ÒEADING THE BOOK REVEALS SOME OF THESE RATHER AMUSING ANOMALIES IN THE SCORING SYSTEM OF THE MAGAZINES FOR EXAMPLE ON THE FIRST GAME REVIEW WE SEE ÁXIS ÁSSASSINS, ÙOUR ÃOMMODORE GAVE A SCORE OF 6 OUT OF 10, ÃOMMODORE ÕSER DECIDED TO AWARD 1 OUT OF 5 AND ÚÚÁÐÐ 64 AWARDED 70% HOW DOES THAT WORK OUT THEN. ÉNDEX: ÌISTED AT THE END OF THE BOOK IS A FULL INDEX FROM Á TO Ú OF ALL THE GAMES COVERED BY THE BOOK THE FINAL FEW GAMES BRING THE READER UP-TO-DATE WITH MOOD 64 THAT STARTED LIFE IN 1996 AND HAS BEEN WORKED ON BUT IS STILL UNFINISHED AND THE RATHER EXCELLENT ÂOMB ÍANIA FROM ÐROTOVISION HTTP://WWW.PROTOVISION-ONLINE.DE/ MAIN.HTM RELEASED IN 1996 LATER ON WE HAVE A PAGE REFERENCING THE ÍETAL ×ARRIOR SERIES OF GAMES 1999 TO 2004 AND THEN ÍETAL DUST FOR THE ÓUPERÃÐÕ ÅNDING WITH ÊERI ÅLLSWORTH AND THE ÄÔÖ JOYSTICK WITH 30 INCLUDED GAMES ÓUMMING-UP: ÁLTHOUGH THE BOOK IS RELATIVELY EXPENSIVE COSTING 17.99 THE BOOK IS 248 PAGES INCLUDING THE INDEX AND INTROS AND CAN YOU REALLY AFFORD TO MISS THIS PIECE OF HISTORY ÍINE CAME WITH A NOTE FROM ÁNDREW ÒOLLINGS THANKING ITS READER FOR THE PURCHASE AND SUPPORT ÆAVOURITE GAMES FROM THE BOOK: ÍY 5 ÆAVORITE GAMES IN THE BOOK IN NO PARTICULAR ORDER ARE : ÍOOD 64 =×ELL EVERYONE SAID IT CANT BE DONE ON A STOCK C64 ÂOMB ÍANIAÂECAUSE MY WIFE ENJOYS IT ÌEMMINGSÁGAIN IT CANT BE DONE THEY SAID ÔHE ÓENTINALÂECAUSE IT WAS SO STRANGE AND KEPT ME OFF SCHOOL FOR SO LONG ÉRIDIA ÁLPHAÂRILLIANCE ÌEADERBOARD ÔHE ANIMATION FOR THE TIME WAS BREATHTAKING ÍONTY ON THE RUN ÔHE MUSIC SHOCKED ME SO MUCH IT WAS ABSOLUTELY GREAT (SEE ROB ÈUBARD INTERVIEW) ÐARADROIDÅXCELLENT IDEA FOR A GAME ÂATALYX6 GAMES FOR THE PRICE OF 1 TRULY AN ADEA OF BRILLIANCE ÁNTICIPALÆINALLY É GET THE CHANCE TO KILL A GERBIL ÉNTERNATIONAL SOCCER ÇREAT MULTIPLAYER FUN ÄRAT THATS 11 GAMES! ÂUT AS É AM REVIEWING É HAVE DECIDED TO MAKE 11 THE NEW 5 Æ.Á.Ñ (FROM THE ×EBSITE) 1. ÈOW MANY PAGES WILL THE BOOK HAVE? 254 PAGES, A SIMILAR SIZE AND FORMAT TO ÁNDREW ÒOLLINGS' ÓPECTRUM BOOK. HTTP://WWW.ZXGOLDENYEARS.COM/ ÉT WILL BE FULL COLOUR THROUGHOUT. ÔHERE WILL BE AN INTRODUCTION, A CONTENTS LIST AND THEN CHAPTERS FOR EACH YEAR STARTING WITH 1982. ÔOWARDS THE END OF THE Ã64'S COMMERCIAL LIFE, THERE IS ONE CHAPTER DEALING WITH 1993-1994, AND A FINAL CHAPTER LOOKING AT 1995 TO THE PRESENT DAY. ÅACH CHAPTER OPENS WITH AN HISTORICAL LOOK-BACK AT THE COMPUTER INDUSTRY OF THE TIME AND WHAT WAS HAPPENING WITH THE Ã64. ÅACH REVIEW THEN HAS SCREENSHOTS, A SCAN OF THE COVER ARTWORK AND THE REVIEW ITSELF. ÔHIS IS SPLIT INTO THREE MAIN SECTIONS - A REVIEW OF WHAT É THINK OF THE GAME, TRIVIA ABOUT THE GAME OR ITS CREATORS, AND FINALLY A SYNOPSIS OF THE STORY AND HOW IT PLAYS. 2. É'D LIKE TO SEE "ÇAME Ø" IN THE BOOK - WILL YOU INCLUDE IT? ÔHERE WILL BE A DEFINITIVE LIST OF GAMES ON THE SITE AS SOON AS IT IS FINALIZED (SEE QUESTION 8), BUT FEEL FREE TO MAKE SUGGESTIONS VIA THE CONTACT PAGE. ÉN THE CASE OF SEQUELS AND LONG-RUNNING SERIES, THERE WILL BE REFERENCES TO THEM IN AN ENTRY FOR PART OF THAT SERIES (E.G. ÌAST ÎINJA ÒEMIX IS DISCUSSED UNDER THE ENTRY FOR ÌAST ÎINJA 2). 3. ×ILL IT BE ALL ARCADE GAMES, OR WILL THERE BE GAMES THAT REQUIRE A LOT OF THOUGHT? ÔHERE'S A GOOD CROSS-SECTION OF STYLES - FROM PLATFORMERS TO DRIVING GAMES, TEXT ADVENTURES TO BOARD GAMES, ROLE-PLAYING GAMES TO SHOOT'EM UPS. 4. ÈOW WERE THE GAMES CHOSEN? Á COMBINATION OF METHODS WAS USED TO WHITTLE DOWN THE LIST. ÆIRST OF ALL, TOP GAME LISTS FROM SITES LIKE ÇAMEBASE64 AND ÌEMON64 WERE COMBED THROUGH. ÓECONDLY, MANY OF THE TITLES ARE GAMES É PLAYED AND REMEMBER FONDLY FOR VARIOUS REASONS. ÔHERE ARE ALSO A FEW OBSCURE TITLES AND SEVERAL THAT HAVE A HISTORIC SIGNIFICANCE. ÔHE FINAL LIST WAS THEN SORTED BY COPYRIGHT DATE AND ALPHABETICAL ORDER, AND ORGANISED INTO CHAPTERS FOR THE BOOK. 5. ÈOW WERE THE SCREENSHOTS TAKEN? ÉT WOULD BE IMPRACTICAL TO ORGANISE SCREEN PHOTOGRAPHY, SO Ðà EMULATORS LIKE ÖICE AND ÃÃÓ WERE USED TO CAPTURE THE SCREENSHOTS. ÔHE PALETTES USED ARE DESIGNED TO GIVE A "BRIGHT" IMAGE ON THE PAGE. 6. ×HAT ARE YOUR QUALIFICATIONS FOR WRITING THIS BOOK? É'VE BEEN PLAYING GAMES FOR 25 YEARS AND OWNED A ÃOMMODORE 64 FOR MORE THAN 20 YEARS. É HAVE A LARGE COLLECTION OF GAMES AND STILL PLAY ON MY "REAL" MACHINE REGULARLY, AS WELL AS TAKING ADVANTAGE OF EMULATION TO PLAY TITLES É DIDN'T GET THE CHANCE TO PLAY BEFORE. ÁS A FREELANCE WRITER, É DID REVIEWS FOR ÃOMMODORE ÆORMAT IN ITS LAST FEW ISSUES, AND THE 2005 "ÄEF ÔRIBUTE TO ÚÚÁÐ 64". É WAS ALSO "ÐROFESSOR ÂRIAN ÓTRAIN", AKA ÔHE ÍIGHTY ÂRIAN IN THE PAGES OF ÃOMMODORE ÆORCE. ÔHROUGHOUT THE 1990'S É WROTE FOR FANZINES AND DISK MAGAZINES. É'VE ALSO BEEN PUBLISHED REGULARLY IN ÒETRO ÇAMER, INTERVIEWING PROGRAMMERS AND WRITING ABOUT CLASSIC GAMES. 7. ÔHE ÓPECTRUM/ÁMSTRAD/ÍÓØ/ÁTARI WAS A BETTER MACHINE ÁLL OF THE 8-BIT MACHINES HAD THEIR OWN PARTICULAR STRENGTHS & WEAKNESSES, AND OFTEN A GAME WOULD BE BETTER SUITED TO A PARTICULAR MACHINE. ÁS A GAMER É PLAYED A LOT OF ÓPECTRUM AND ÁMSTRAD GAMES BACK IN THE DAY, BUT THE Ã64 WAS THE FIRST MACHINE É OWNED AND LOVED. ÓO THAT'S WHAT É AM WRITING ABOUT. -------------------------------------- "×HAT ÔIME ÉS ÉT?" ÒEADÍE FOR ÃOMMODORE 64 ÖERSION (Ã) ÃOPYRIGHT 2008 ÂILL ÂUCKELS ÁLL ÒIGHTS ÒESERVED. ÉNTRODUCTION - ÁPPLE ÉÉE ÖERSION "×HAT ÔIME ÉS ÉT?" WAS (AND IS) AN ÁPPLE ÉÉ PROGRAM WRITTEN BY ÃANADIAN ÓOFTWARE ÄEVELOPER ÂILL ÂUCKELS AND WAS ONCE DISTRIBUTED IN THE EARLY 1990'S BY A PUBLISHER CALLED ÃLASS ÓOFTWARE IN ×INNIPEG, ÃANADA IN BOTH AN ÅNGLISH AND A ÆRENCH ÖERSION. ÃLASS ÓOFTWARE IS NOW GONE. "×HAT ÔIME ÉS ÉT?" WAS INTENDED FOR USE AS "ÃOURSEWARE" IN ÃANADIAN ÃLASSROOMS FOR TEACHING ÅLEMENTARY ÓCHOOL CHILDREN HOW TO "TELL TIME" USING VARIOUS ANALOG AND DIGITAL CLOCK REPRESENTATIONS. ÔHE ÆRENCH ÖERSION OF "×HAT ÔIME ÉS ÉT?" WAS (AND IS) CALLED "ÑUELLE HEURE EST-IL?". ÂOTH ÅNGLISH AND ÆRENCH ÖERSIONS FOR THE ÁPPLE ÉÉE ARE AVAILABLE FOR FREE DOWNLOAD AS EMULATOR DISK IMAGES AT: HTTP://WWW.CLIPSHOP.CA/ÄISKÉMAGES/ HTTP://WWW.CLIPSHOP.CA/C64/TIMED64.ZIP ÉNTRODUCTION - ÃOMMODORE 64 ÖERSION ÉN EARLY 2008 AS PART OF HIS EFFORTS TO PRODUCE AN ÁZTEC à PROGRAMMING ENVIRONMENT FOR THE ÃOMMODORE 64 (Ã64), COMPLETE WITH SAMPLE PROGRAMS, THE DEVELOPER OF THE ÁPPLE ÉÉ VERSION OF "×HAT ÔIME ÉS ÉT?", ÂILL ÂUCKELS, DECIDED THAT HE WOULD CREATE AN ÅNGLISH-ONLY VERSION FOR THE Ã64 AS A DEMO PROGRAM IN THE à PROGRAMMING LANGUAGE USING AN OBSOLETE Ã64 COMPILER PROGRAM CALLED "ÁZTEC Ã". ÔHIS WAS THE SAME LANGUAGE AND THE SAME MAKE OF COMPILER THAT HE HAD USED FOR HIS ÁPPLE ÉÉ VERSIONS. ÄURING THE TIME YEARS BEFORE WHEN HE CREATED THE ÁPPLE ÉÉ VERSIONS, "×HAT ÔIME ÉS ÉT?" WAS ONE OF THE PROGRAMS THAT HE HAD PURCHASED THE Ã64 ÁZTEC à COMPILER TO PRODUCE. ÄUE TO AN UNFORTUNATE CHAIN OF EVENTS AT THAT TIME, PROGRAMMING THE Ã64 VERSION WAS NEVER STARTED, ALTHOUGH SOME Ã64'S WERE STILL IN USE IN ÃANADIAN ÓCHOOLS. ÂILL'S PARTNER ON THE PROJECT (AND FRIEND AND MENTOR) DIED OF A HEART ATTACK, WAS REVIVED, AND HAS SPENT FROM THAT TIME TO THIS RECOVERING, SO WAS NOT CAPABLE OF DELIVERING THE Ã64 PORTION OF THE PROJECT WHICH HE HAD UNDERTAKEN. ÁS MANY OF US KNOW PROGRAMMING IS A "TEAM SPORT" AND SOMETIMES (SADLY) A GAME NEEDS TO BE POSTPONED OR CALLED- OFF WHEN ONE OF THE PLAYERS (OR IN THIS CASE HALF THE TEAM) GETS HURT. ÂILL DECIDED NOT TO PRODUCE THE Ã64 VERSION AT THAT TIME. ÔHE ÍARKET DISAPPEARED FOR Ã64 PROGRAMS ALMOST IMMEDIATELY AFTER. (ÔHE ÁPPLE ÉÉE FOLLOWED AND VANISHED A YEAR OR SO LATER FROM THE ÓOFTWARE ÂUDGETS IN ÃANADIAN ÓCHOOLS). ÔHE IDEA OF A Ã64 VERSION OF "×HAT ÔIME ÉS ÉT?" (AND THE COMPILER TO CREATE IT) WERE SHELVED AND FORGOTTEN UNTIL RECENTLY. ÁLTHOUGH IT IS NOW SOMETIME IN 2008, AND HE HAD INTENDED TO HAVE HIS PARTNER WRITE THE Ã64 VERSION ALMOST 20 YEARS AGO USING A COMPILER PRODUCED ALMOST 25 YEARS AGO, ÂILL HAS FINALLY PRODUCED THE Ã64 VERSION OF "×HAT ÔIME ÉS ÉT?" IN ×INDOWS ØÐ IN LESS THAN TWO WEEKS OF HIS SPARE TIME INCLUDING THE TIME REQUIRED TO PREPARE THE Ã64 GRAPHICS AND MUSIC. ÉT RUNS NICELY IN THE ×INÖÉÃÅ Ã64 ÅMULATOR IN ×INDOWS ØÐ (IT HAS NEVER BEEN TRIED ON A REAL Ã64), AND IS AS COMPLETE IN EVERY WAY AS THE OTHER VERSIONS, ACCOUNTING FOR DIFFERENCES BETWEEN THE Ã64, THE ÁPPLE ÉÉE, AND THE ÉÂÍ-ÐÃ. ÉT TURNED-OUT TO BE A GOOD CHOICE FOR AN ÁZTEC Ã64 PRODUCTION DEMO PROGRAM. ÁLSO, FOR ÂILL, THIS NOW ANSWERS THE QUESTION WHETHER OR NOT ÁZTEC à FOR THE Ã64 WOULD HAVE BEEN CAPABLE OF PRODUCING A COMPARABLE VERSION OF "×HAT ÔIME ÉS ÉT?" TO THAT OF THE ÁPPLE ÉÉE. ÔHIS WAS JUST ONE OF THOSE THINGS THAT HAD TO BE DONE OR HE WOULD NEVER HAVE REALLY KNOWN THE ANSWER. ÔHERE IS NOW NO DOUBT THAT ÁZTEC à WAS THE RIGHT TOOL FOR THE JOB, AND ONLY THE FICKLE FINGER OF FATE THAT TOOK AWAY THE LIVELIHOOD OF HIS FRIEND AND PARTNER PREVENTED THE RELEASE OF "×HAT ÔIME ÉS ÉT?" BEFORE TODAY. ÈISTORY - ÁPPLE ÉÉE "×HAT ÔIME ÉS ÉT?" WAS ORIGINALLY DEVELOPED FOR USE ON THE ÉÂÍ-Ðà BY ÆRENCH-ÃANADIAN "ÃOURSEWARE" DEVELOPERS ÄENIS ÃOULOMBE AND ÒOBERT ÂOIVIN ON BEHALF OF ÃENTRE DE RECHERCH APPLIQU POUR L'ORDINATEUR (ÃÒÁÐÏ) IN 1989 AND MARKETED TO SCHOOLS ACROSS ÃANADA AS PART OF A SIX PROGRAM SET CALLED "ÃOLLECTION ÌES ÐETITES ESPADRILLES". ÎOTE: ÅSPADRILLES ARE CASUAL FLAT SANDALS ORIGINATING FROM THE ÐYRENEES. ÉN ÑUEBEC ÆRENCH, HOWEVER, ESPADRILLES IS THE USUAL TERM FOR RUNNING SHOES. ÔHE ÁPPLE ÉÉ VERSION WAS WRITTEN BY ÃANADIAN ÓOFTWARE ÄEVELOPER ÂILL ÂUCKELS ON THE ÉÂÍ-Ðà IN THE à PROGRAMMING LANGUAGE USING THE ÍANX ÁZTEC à 6502ÃROSS-ÃOMPILER FOR ÁPPLE ÉÉE ÐROÄÏÓ 8. ÉT WAS COMPLETED IN MID-1991. ÂILL DID NOT HAVE THE SOURCE CODE FOR THE ÉÂÍ-Ðà VERSION OF THE PROGRAM AND IT WOULDN'T HAVE HELPED MUCH ANYWAY. ÔHE ÉÂÍ-Ðà WAS A MUCH MORE CAPABLE AND SOPHISTICATED PLATFORM THAN THE ÁPPLE ÉÉ, SO PRODUCING "×HAT ÔIME ÉS ÉT?" FOR THE ÁPPLE ÉÉ REQUIRED A COMPLETE REWRITE "FROM THE GROUND-UP". ÔHE ÍANX à COMPILER PROVIDED A RUDIMENTARY ÇRAPHICS ÌIBRARY, BUT CAME NOWHERE CLOSE TO WHAT ÂILL NEEDED TO COMPLETE "×HAT ÔIME ÉS ÉT?" AND THE 3 OTHER PROGRAMS IN THE "ÃOLLECTION ÌES ÐETITES ESPADRILLES" THAT HE HAD UNDERTAKEN TO WRITE. ÓO HE SET TO WORK TO CREATE THE GRAPHICS AND THE SOUND ROUTINES THAT THE ÁPPLE VERSIONS NEEDED TO BEHAVE AS CLOSELY AS POSSIBLE TO THEIR ÉÂÍ-Ðà COUNTERPARTS. ÔHE ÉÂÍ-Ðà GRAPHICS OF THE DAY THAT ÃÒÁÐÏ USED (4 ÃOLOUR ÃÇÁ ÍODE) WERE VASTLY DIFFERENT FROM ÁPPLE ÉÉ GRAPHICS (WHICH WERE A COARSER RESOLUTION), AND EACH AND EVERY SCREEN AND GRAPHICS IMAGE NEEDED TO BE REDRAWN, AND REFORMATTED FOR THE ÁPPLE ÉÉ. ÕSING THE ÇRAPHICS FROM THE ÉÂÍ-Ðà VERSION AS A STARTING POINT, ÂILL DEVELOPED HIS OWN ÁPPLE ÉÉ GRAPHICS FILE FORMATS AND PROGRAMMED HIS OWN SET OF CONVERSION TOOLS WHICH HE RAN ON THE ÉÂÍ-Ðà TO PRODUCE THE ÁPPLE ÉÉ GRAPHICS AFTER CREATING AND EDITING THESE IN ÉÂÍ-Ðà FORMAT TO SUIT THE ÁPPLE ÉÉ DISPLAY. ÈE DID THIS IN CONJUNCTION WITH WRITING HIS ÍANX à GRAPHICS LIBRARY, SINCE BOTH TASKS WERE COMPLIMENTARY. ×HEN THE GRAPHICS IMAGES AND GRAPHICS AND SOUND LIBRARY ROUTINES WERE COMPLETED HE MOVED FORWARD TO WRITING THE PROGRAM. ÎOT ONLY DID THE ÁPPLE ÉÉ HAVE LESS CAPABLE GRAPHICS THAN THE ÉÂÍ-ÐÃ; IT ALSO RAN MORE SLOWLY WITH ONLY 128Ë OF MEMORY, SOME OF IT UNUSABLE, AND WITH SLOWER DISK ACCESS AND A SMALLER FLOPPY DISK SIZE. ÔO OVERCOME ALL OF THIS ÂILL BROKE HIS ÍANX à ÁPPLE PROGRAMS INTO SMALL MODULES CALLED "OVERLAYS" WHICH RAN IN VERY LITTLE MEMORY, AND HE USED THE UPPER RAM BANK OF THE ÁPPLE ÉÉ TO STORE HIS GRAPHICS LIBRARIES AND OTHER DATA TO AVOID LOADING FROM DISK WHERE POSSIBLE. ÓINCE THE ÍANX à COMPILER TRANSLATES ITS PROGRAMS INTO MACHINE LANGUAGE WHICH RUNS AS QUICKLY AS CAN BE ON THE ÁPPLE ÉÉ, NO OPTIMIZATION OR ADDITIONAL "TWEAKS" WERE REQUIRED, EXCEPT TO SCRIPT THE GAME LEVELS USING EXTERNAL SCRIPTS (ALSO OF ÂILL'S DESIGN) WHICH FURTHER SAVED ON DISK SPACE AND PROGRAM MEMORY, AND WHICH AVOIDED SLOW PROCESSOR INTENSIVE OPERATIONS THAT WOULD OTHERWISE HAVE BEEN NEEDED. ÔHE FINISHED RESULT RAN MORE SLOWLY THAN ITS ÉÂÍ-Ðà COUNTERPART, BUT FOR ALL PRACTICAL PURPOSES, "×HAT ÔIME ÉS ÉT?" FOR THE ÁPPLE ÉÉ HAD ALL THE SAME FUNCTIONALITY. ÒECENT ÈISTORY - ÁPPLE ÉÉ ÉN MID-2007 ÂILL ÂUCKELS RESURRECTED THE ÁPPLE ÉÉE VERSIONS OF HIS PROGRAMS FROM "ÃOLLECTION ÌES ÐETITES ESPADRILLES". AND RELEASED THEM AS ÁPPLE ÉÉ ÅMULATOR ÄISK ÉMAGES, REBRANDING THEM "ÔHE ÌITTLE ÒUNNING ÓTEPS ÃOLLECTION". ÁLTHOUGH ÂILL IS THE SOLE AUTHOR AND ALSO THE ARCHITECT, THE DESIGNER, AND THE PROGRAMMER OF THE ÁPPLE ÉÉE ÅNGLISH AND ÆRENCH VERSIONS OF "×HAT ÔIME ÉS ÉT?" AND THE OTHER 3 PROGRAMS IN THE "ÔHE ÌITTLE ÒUNNING ÓTEPS ÃOLLECTION", HE STILL INCLUDES THE TWO ÑUEBECKERS' NAMES WHO WROTE THE ÉÂÍ-Ðà VERSIONS ON HIS TITLE SCREENS, LISTED IN BLUE BELOW HIS OWN. ÈISTORY - ÃOMMODORE 64 ÉN ÄECEMBER 2007 AFTER RESURRECTING HIS Ã64 ÁZTEC à COMPILER, ÂILL ÂUCKELS SET TO WORK TO PRODUCE A Ã64 PROGRAM- MING ENVIRONMENT THAT WOULD PROVIDE EQUAL CAPABILITIES WITHIN THE Ã64'S LIMITATIONS AND FEATURES AS TO WHAT HE HAD PREPARED MANY YEARS BEFORE FOR ÁPPLE ÉÉE PROGRAMMING IN ÁZTEC Ã. ÁFTER COMPLETING THE Ã64 ENVIRONMENT IN LESS THAN A 3 MONTH PERIOD, HE WAS FINALLY ABLE TO PRODUCE A Ã64 VERSION OF "×HAT ÔIME ÉS ÉT?" AS COMPLETE IN EVERY WAY AS THE OTHER VERSIONS, ACCOUNTING FOR DIFFERENCES BETWEEN THE Ã64, THE ÁPPLE ÉÉE, AND THE ÉÂÍ-Ðà (AS NOTED ABOVE). ÉN FACT THE Ã64 ÖERSION RUNS AT THE SAME SPEED AS THE ÁPPLE ÉÉE VERSION IN LESS MEMORY, WITH EQUAL OR BETTER GRAPHICS, AND BETTER SOUND. ÓOME OF THE TECHNIQUES THAT HE USED TO SAVE SPACE ON THE ÁPPLE ÉÉE ARE THE SAME, SUCH AS THE USE OF OVERLAYS & SOME Ã64 TECHNIQUES ARE MORE EFFICIENT MEMORY- WISE, LIKE THE USE OF COMPRESSED GRAPHICS. ÈE WROTE ADDITIONAL TOOLS AS WELL THAT WERE SIMILAR TO THE TOOLS ON THE ÁPPLE ÉÉE THAT ALLOWED EMBEDDING OF GRAPHICS, SOUND, AND EVEN FONT SETS & CURSORS DIRECTLY IN THE PROGRAM. ÔHE ÁZTEC à ÃOMPILER FOR THE Ã64 IS NOT AS SOPHISTICATED AS ITS ÁPPLE ÉÉE COUNTERPART, AND PROVIDED NO ÇRAPHICS ÌIBRARY OR ÓOUND ÒOUTINES AT ALL. ÁLL THIS WAS WRITTEN "FROM SCRATCH" FOR UE Ã64. ÄESPITE ALL THAT, WHICH AFTER ALL THESE YEARS IS A GIVEN MORE THAN A SURPRISE, ÁZTEC à WAS STILL EQUAL TO THE TASK AND WAS CLOSE-ENOUGH TO THE ÁPPLE ÉÉE VERSION, THAT THE RE-USE OF MANY ROUTINES FROM THE ÁPPLE VERSION WAS POSSIBLE WITH FIX-UPS FOR THE DIFFERENCES BETWEEN THE TWO MACHINES. ÂECAUSE HE HAD ALREADY DESIGNED THE ARCHITECTURE TO RUN IN A LOW MEMORY ENVIRONMENT, IN MANY WAYS THE Ã64 VERSION IS A "PORT" & AN OPTIMIZATION OF THE ÁPPLE ÉÉE VERSION, WHICH IN TURN WAS AN OPTIMIZED BUT ORIGINAL REWRITE OF THE ÉÂÍ-Ðà VERSION THAT HE NEVER SAW THE SOURCE CODE FOR. ÓYSTEM ÒEQUIREMENTS - Ã64 ÖERSION "×HAT ÔIME ÉS ÉT?" REQUIRES A Ã64 WITH 64Ë OF MEMORY & A FLOPPY DISK. ÉT RUNS UNDER THE ÂÁÓÉà 2 ÏPERATING ÓYSTEM. ÉT CAN ALSO BE RUN FROM A DISK IMAGE FILE IN AN Ã64 EMULATOR. ÉT HAS BEEN TESTED IN ×INDOWS ØÐ USING ×INÖÉÃÅ, & PROBABLY WORKS IN OTHERS USING THE D64 DISK IMAGE FORMAT. ÓTARTING: ÐUT THE "×HAT ÔIME ÉS ÉT?" DISK IN THE DRIVE & START THE COMPUTER. ÔYPE ÌÏÁÄ "*",8" & PRESS [ÒETURN]. ÁFTER THE PROGRAM LOADS, TYPE "ÒÕÎ" & PRESS [ÒETURN] AND WAIT UNTIL THE ÍAIN ÍENU ÓCREEN APPEARS. ÉF YOU ARE RUNNING "×HAT ÔIME ÉS ÉT?" IN AN EMULATOR, FOLLOW THE SAME BASIC STEPS. ÉN ×INÖÉÃÅ JUST CLICK-ON THE DISK IMAGE IF YOU HAVE FILE ASSOCIATIONS SET, OR SELECT IT FROM WITHIN ×INÖÉÃÅ AND AUTO START, OR FROM WITHIN YOUR CMD WINDOW IF YOU HAVE FILE ASSOCIATIONS SET, TYPE TIME.D64 PRESS ENTER & IT WILL AUTO START. ËEYS AND ÎAVIGATION ÔHE ÁRROW ËEYS ARE USED TO NAVIGATE THE MENUS AND TO SELECT CHOICES DURING ACTIVITIES (ÇAME ÐLAY). ÔHE [ÒÅÔÕÒÎ] ËEY OR THE ÓÐÁÃÅÂÁÒ CAN BE INTERCHANGEABLY USED TO ENTER SELECTIONS. ÔHE Ø ËEY IS USED TO RETURN TO THE ÍAIN ÍENU AND TO ÅXIT THE PROGRAM. ÔHE ÓOUND ÔOGGLE ËEY - Ó TOGGLES THE SOUND ON OR OFF AT THE ÍAIN ÍENU OR DURING ANY OF THE ACTIVITIES. ÔHE 3 ËEY - ÐRESSING THE NUMBER 3 AT THE ÍAIN ÍENU WILL USE 3 DIGITAL CLOCKS FOR THE FIRST 10 SCREENS OF MULTIPLE CHOICE ANSWERS DURING ACTIVITIES (ÇAME ÐLAY). ÔHIS IS "LEVEL 1". ÁFTER THE FIRST 10 SCREENS, 5 DIGITAL CLOCKS WILL BE USED. ÔHIS IS "LEVEL 2". ÔHE 5 ËEY - ÐRESSING THE NUMBER 5 AT THE ÍAIN ÍENU WILL USE 5 DIGITAL CLOCKS FOR 20 SCREENS OF MULTIPLE CHOICE ANSWERS DURING ACTIVITIES (ÇAME ÐLAY). ÔHIS EFFECTIVELY SKIPS "LEVEL 1" & GOES DIRECTLY TO "LEVEL 2". ÎOTE: ÅACH TIME THE ÍAIN ÍENU IS DISPLAYED THE DEFAULT OF 3 DIGITAL CLOCKS IS RESET. ÔHERE SHOULD BE NO NEED TO PRESS THE 3 KEY UNLESS THE 5 KEY HAS BEEN PRESSED AND NEEDS TO BE RESET BACK TO 3 DIGITAL CLOCKS BEFORE STARTING A NEW ACTIVITY (ÇAME). ÔHE ÁLPHAÎUMERIC ËEYBOARD KEYS ARE USED WHEN REQUIRED TO ENTER INFO DURING ACTIVITIES (ÇAME ÐLAY) IN ALL PROGRAMS IN THE "ÃOLLECTION ÌES ÐETITES ESPADRILLES" INCLUDING "×HAT ÔIME ÉS ÉT?". Á MOUSE IS NOT SUPPORTED. ÔITLE ÓCREEN ×HEN THE PROGRAM LOADS THE ÔITLE ÓCREEN WILL DISPLAY DURING LOADING, THEN THE ÍAIN ÍENU WILL APPEAR WHEN THE PROGRAM STARTS AFTER IT IS LOADED. ÍAIN ÍENU ÓCREEN "×HAT ÔIME ÉS ÉT?" HAS 3 ÌEARNING ÁCTIVITIES (ÇAMES) WHICH CAN BE SELECTED FROM THE ÍAIN ÍENU BY MOVING THE ÓNAIL ÃURSOR WITH THE ÁRROW ËEYS TO THE DESIRED ACTIVITY THEN STARTED BY PRESSING THE [ÒÅÔÕÒÎ] ËEY. ÅACH ÌEARNING ACTIVITY IS A ÇAME BASED ON A DIFFERENT TYPE OF ANALOG CLOCK FORMATTED AS A SERIES OF 20 SCREENS PRESENTING THE TIME ON THE ANALOG CLOCK AS A QUESTION AND 3 OR 5 MULTIPLE CHOICE ANSWERS IN DIGITAL CLOCK FORMAT. ÆOR THE FIRST 10 SCREENS 3 DIGITAL CLOCKS ARE DISPLAYED. ÔHIS IS "LEVEL 1" ÆOR THE FOLLOWING 10 SCREENS 5 DIGITAL CLOCKS ARE DISPLAYED. ÔHIS IS "LEVEL 2" ÔHE STUDENT SELECTS THE ANSWER FOR EACH SCREEN, AND WHEN 10 SCREENS ARE COMPLETE, THE ÓTUDENT IS PRESENTED WITH A MUSICAL REWARD. ÁFTER THE REWARD FOR COMPLETING 20 SCREENS, THE STUDENT IS RETURNED TO THE ÍAIN ÍENU. ÁCTIVITIES FOLLOWED BY MUSICAL REWARDS IS THE BASIC FORMAT OF ALL THE PROGRAMS IN THE "ÃOLLECTION ÌES ÐETITES ESPADRILLES". ÔHE 4TH ÍAIN ÍENU CHOICE EXITS THE ÍAIN ÍENU, ENDS THE PROGRAM & RETURNS TO ÂÁÓÉÃ. ÉT IS THE EQUIVALENT OF PRESSING THE Ø ËEY. ÓOUND CAN BE TOGGLED ÏÎ OR ÏÆÆ AT THE ÍAIN ÍENU OR DURING ANY OF THE ACTIVITIES BY PRESSING Ó. ÁCTIVITY 1: 12 ÈOUR ÁNALOG ÃLOCK - ÈOURS ÏNLY ÂACKGROUND: ÔHE 12-HOUR CLOCK IS A CONVENTION OF TIME KEEPING IN WHICH THE DAY RUNS FROM MIDNIGHT TO NOON, THEN FROM NOON TO MIDNIGHT, AND IS DIVIDED INTO 2 PERIODS OF 12 HOURS, NUMBERED FROM 0 TO 12. ÔHE 12-HOUR CLOCK IS ONLY DOMINANT IN A HANDFUL OF COUNTRIES, PARTICULARLY THE Õ Ó & ÃANADA (EXCEPT ÑUEBEC). ÔHE 24-HOUR CLOCK IS THE MOST COMMONLY USED TIME NOTATION IN THE WORLD TODAY. ÇAME ÐLAY ÔHIS ACTIVITY TEACHES HOURS IN THE 12-HOUR CLOCK TIME FORMAT. ÆOR EACH SCREEN, A RANDOM TIME IS DISPLAYED ON THE 12-HOUR ANALOG CLOCK. ÔO THE RIGHT OF THE ANALOG CLOCK IS A MULTIPLE CHOICE MENU OF DIFFERENT TIMES IN DIGITAL CLOCK FORMAT, WITH ONLY ONE THAT MATCHES THE TIME THAT IS DISPLAYED ON THE ANALOG CLOCK. ÆOR EACH SCREEN, WHEN THE ÓNAIL ÃURSOR IS TO MOVED TO THE DIGITAL CLOCK THAT MATCHES THE ANALOG CLOCK, & [ÒÅÔÕÒÎ] IS PRESSED, A SECTION OF THE ÄRAIN ÐIPE ON THE LEFT OF THE SCREEN WILL FILL WITH WATER. ÆOR EVERY 10 SCREENS THE WATER WILL EMPTY FROM THE DRAIN PIPE, & GIVE THE ÓNAIL A "BATH". ÁCTIVITY 2: 24 ÈOUR ÁNALOG ÃLOCK - ÈOURS ÏNLY ÂACKGROUND: ÔHE 24-HOUR CLOCK IS A CONVENTION OF TIME KEEPING IN WHICH THE DAY RUNS FROM MIDNIGHT TO MIDNIGHT AND IS DIVIDED INTO 24 HOURS, NUMBERED FROM 0 TO 23. ÔHIS SYSTEM IS THE MOST COMMONLY USED TIME NOTATION IN THE WORLD TODAY. ÔHE 12-HOUR CLOCK IS ONLY DOMINANT IN A HANDFUL OF COUNTRIES, PARTICULARLY THE ÕÓ & ÃANADA (EXCEPT ÑUEBEC). 24-HOUR NOTATION IS IN THE ÕÓ & ÃANADA ALSO REFERRED TO AS MILITARY TIME OR ASTRONOMICAL TIME, & IN ÁUSTRALIA AS ARMY TIME. ÉN SOME PARTS OF THE WORLD, IT IS CALLED RAILWAY TIME. ÉT IS ALSO THE INTERNATIONAL STANDARD NOTATION OF TIME (ÉÓÏ 8601). ÇAME ÐLAY: ÔHIS ACTIVITY TEACHES HOURS ONLY IN THE 24-HOUR CLOCK TIME FORMAT. ÆOR EACH SCREEN, A RANDOM TIME IS DISPLAYED ON THE 24-HOUR ANALOG CLOCK. ÔHE ANALOG CLOCK IS IN THE FORM OF A "CUCKOO CLOCK". ÔO THE RIGHT OF THE ANALOG CLOCK IS A MULTIPLE CHOICE MENU OF DIFFERENT TIMES IN DIGITAL CLOCK FORMAT, WITH ONLY ONE THAT MATCHES THE TIME THAT IS DISPLAYED ON THE ANALOG CLOCK. ÆOR EACH SCREEN, WHEN THE ÓNAIL ÃURSOR IS TO MOVED TO THE DIGITAL CLOCK THAT MATCHES THE ANALOG CLOCK, & [ÒÅÔÕÒÎ] IS PRESSED, A SECTION OF THE ÈOUR ÇLASS ON THE LEFT OF THE SCREEN WILL FILL WITH SAND. ÁFTER THE FIRST 10 SCREENS ("LEVEL 1") THE HOURGLASS WILL BE HALF-FILLED WITH SAND & THE CUCKOO WILL COME OUT OF THE CLOCK & "SING". ÁFTER THE NEXT 10 SCREENS ("LEVEL 2") THE HOURGLASS WILL BE COMPLETELY FILLED WITH SAND AND THE CUCKOO WILL COME OUT OF THE CLOCK & "SING", THEN THE STUDENT WILL BE RETURNED TO THE ÍAIN ÍENU. ÔO MAKE THE ACTIVITY MORE CHALLENGING IN "LEVEL 2", THE HIGHER-ORDER NUMBERS ON THE CLOCK FACE WILL DISAPPEAR EVERY TIME THE TIME CHANGES. ÉF THE WRONG ANSWER IS PRESSED HOWEVER, THEY RE- APPEAR UNTIL THE TIME CHANGES AGAIN. ÁCTIVITY 3: 12 ÈOUR ÁNALOG ÃLOCK - ÈOURS AND ÍINUTES ÂACKGROUND: ÔHE OTHER 2 ACTIVITIES IN "×HAT ÔIME ÉS ÉT?" PRESENT TIME IN AN "ÈOURS ÏNLY" FORMAT. ÁDDING A SECOND OBJECTIVE OF MINUTES INTRODUCES AN ADDITIONAL BASE OF 60 TO THE BASE 12 & BASE 24 ARITHMETIC THAT THE STUDENT MUST PERFORM IN ORDER TO TELL TIME IN HOURS. ÔHE APPROACH THAT "×HAT ÔIME ÉS ÉT?" USES IS TO BREAK THE MINUTES INTO 5 MINUTE INTERVALS WHICH ALLOWS THE STUDENT TO COUNT BY 5'S AND 10'S TO GAIN A RELATIVE FRAMEWORK FOR THE BASE 60 ARITHMETIC THAT MINUTES & SECONDS REQUIRE. ÇAME ÐLAY ÔHIS ACTIVITY TEACHES HOURS & MINUTES IN 5 MINUTE INTERVALS. ÆOR EACH SCREEN, A RANDOM TIME IS DISPLAYED ON THE ANALOG CLOCK. ÔO THE RIGHT OF THE ANALOG CLOCK IS A MULTIPLE CHOICE MENU OF DIFFERENT TIMES IN DIGITAL CLOCK FORMAT, WITH ONLY ONE THAT MATCHES THE TIME THAT IS DISPLAYED ON THE ANALOG CLOCK. ÆOR EACH SCREEN, WHEN THE ÓNAIL ÃURSOR IS TO MOVED TO THE DIGITAL CLOCK THAT MATCHES THE ANALOG CLOCK, & [ÒÅÔÕÒÎ] IS PRESSED, A LIGHT BULB ON THE LEFT OF THE SCREEN WILL BE "TURNED-OFF". ÔHERE ARE 10 LIGHT BULBS. ÁFTER THE FIRST 10 SCREENS ("LEVEL 1") ALL THE LIGHT BULBS WILL BE TURNED-OFF AND THE ÓNAIL WILL TAKE A "BITE" OUT OF THE APPLE ON THE LOWER LEFT OF THE SCREEN, AN ANGRY WORM WILL APPEAR FROM THE APPLE, MUSIC WILL PLAY, & ALL THE LIGHT BULBS WILL RE-APPEAR. ÁFTER THE NEXT 10 SCREENS ("LEVEL 2") ALL THE LIGHT BULBS WILL BE TURNED-OFF AGAIN AND THE ÓNAIL WILL TAKE ANOTHER "BITE" OUT OF THE APPLE ON THE LOWER LEFT OF THE SCREEN, THEN THE STUDENT WILL BE RETURNED TO THE ÍAIN ÍENU. ------------------------------------- ÁZTEC à FOR Ã64 & ÔIME SOURCE CODE (Ã) ÃOPYRIGHT 2008 ÂILL ÂUCKELS ÁLL ÒIGHTS ÒESERVED. ÔHE ÔÉÍÅ PROGRAM FOR THE à 64 CONTAINS A COMPLETELY REWRITTEN ÅNGLISH ÌANGUAGE VERSION OF AN APPLICATION THAT É ORIGINALLY DEVELOPED & PUBLISHED FOR ÁPPLE ÉÉE IN 1991. ÔHE FORMAL TITLE OF THIS PROGRAM IS "×HAT ÔIME ÉS ÉT?". ÔHE GOAL OF THE APPLICATION IS TO TEACH ÅLEMENTARY ÓCHOOL ÃHILDREN HOW TO TELL TIME. ÒEGARDLESS, MY OWN GOAL IN PRODUCING THIS PROGRAM WAS TO PROVIDE A FULL-BLOWN APPLICATION THAT DEMONSTRATES WHAT A SEASONED EXPERT ÐROGRAMMER CAN DO IN THE ÁZTEC à ÅNVIRONMENT FOR THE à 64. ÎOW IF ALL YOU ARE IN THIS FOR IS RUN PROGRAMS AND NOT TO MAKE THEM THE ÔÉÍÅ DIRECTORY LIKE ALL MY OTHER PROGRAM DIRECTORIES CONTAINS THE FINISHED PROGRAMS INCLUDING A DISK IMAGE CALLED TIME.D64. ÔHESE PROGRAMS ARE PRELOADED ON THE DISK IMAGE AND RUN NICELY IN THE VICE EMULATOR. ÉF YOU ARE USING THESE IN ×INÖÉÃÅ REMEMBER THAT WHILE GRAPHICS LOAD QUICKLY IN ×ARP ÍODE, THE SOUND ROUTINES ARE TIME-BASED AND YOU SHOULD TAKE YOUR EMULATOR OUT-OF ×ARP ÍODE FOR PROPER SOUND PLAYBACK AND TIME-BASED EVENTS. ÉNTRODUCTION: ÉF YOU ARE READING THIS BUT HAVE NOT REVIEWED ALL OF THE SAMPLES AND ALL THE PROJECTS IN THIS PROGRAMMING ENVIRONMENT PLEASE DO NOT BE OFFENDED IF MOST OF THIS GOES COMPLETELY OVER YOUR HEAD, OR WORSE YET SOUNDS LIKE A NATTERING OLD MAN (WHICH IT SHOULD IF IT'S FLYING HIGH ENOUGH, SINCE THAT WAS MY INTENT). ÔAKE COMFORT IN THE FACT THAT É AM GIVING YOU ALL THE SOURCE CODE AND GRAPHICS IMAGES THAT É USED TO PRODUCE THE ÔÉÍÅ APPLICATION. ÁLL THIS IS COMPLETELY TRANSPARENT. ÔHERE ARE NO TRADE SECRETS HERE AND NO ÔÉÍÅ DEADLINES SO TAKE YOUR ÔÉÍÅ AND ENJOY THE CONFUSION BECAUSE IT'S PART OF THE GAME. ÉT FEELS SO GOOD WHEN YOU FINALLY UNDERSTAND, FOR A MOMENT... 'NUFF SAID. ÓO LET'S GET STARTED AND TALK ABOUT THE ARCHITECTURE AND É AM ASSUMING THAT YOU HAVE READ THE OTHER MAKE FILES & GAINED AN UNDERSTANDING THAT MEMORY MANAGEMENT AND MAPPING IS "ÊOB ÏNE". ÂALANCING THE ÔÉÍÅ ÏVERLAYS: É REALLY ENJOYED THIS PART. ÓOME OF YOU CAN IMAGINE HOW É HURRIED THROUGH GETTING ALL MY SAMPLES AND LIBRARY ROUTINES WRITTEN AND TESTED SO É COULD ACTUALLY DO SOMETHING MORE-OR-LESS MEANINGFUL. É WONDERED MYSELF AT TIMES WHETHER É WOULD BE ABLE TO FIT ALL THE STUFF É NEEDED TO INTO MEMORY. ÍY WORK ON THIS PARTICULAR APPLICATION ON THE ÁPPLE ÉÉE USING ÁZTEC à WAS IN THE ÐÒÏÄÏÓ 128Ë ENVIRONMENT WHICH ALLOWED ME ÔO STORE DATA IN AUXILIARY MEMORY. ÅVEN IN THAT ENVIRONMENT WHICH IS ABOUT THE SAME SIZE IN CONVENTIONAL MEMORY AS THIS ONE, É NEEDED TO BREAK DOWN THE ÁPPLE ÉÉE VERSION OF ÔÉÍÅ INTO MORE OVERLAYS THAN É DID HERE AND TO KEEP THE GRAPHICS DATA IN UPPER MEMORY... AN OPTION É DON'T HAVE HERE. ÓO WHEN É DID ALL THIS AND IT JUST BARELY FIT É KNEW É COULD SHOW THE REST OF YOU HOW FAR THIS CAN GO WITHOUT BREAKING, ÌIKE É SAID ABOVE; MEMORY MANAGEMENT AND MAPPING IS "ÊOB ÏNE" AND SHOWING SOMEONE WHAT CAN BE DONE MAKES THE JOB FUN. ÙOU SHOULD HAVE ALREADY FIGURED-OUT FROM MY OTHER PROGRAMS THAT É HAVE BEEN PLAYING AROUND WITH PROGRAM MEMORY HOLES, AND STICKING DATA INTO BITS OF MEMORY THAT É COULDN'T RUN MY PROGRAMS IN. ÔHIS IS THE WAY WE DO IT. ÙOU SHOULD ALSO HAVE FIGURED-OUT BY NOW THAT THE LINKER OUTPUTS THE CODE AND DATA SIZES, AND THAT MY MAKE FILES CAN BE REDIRECTED TO DISK FILE SO YOU CAN REVIEW ERRORS AND DO SOMETHING ABOUT THEM, OR TO EXAMINE ACTUAL DATA AND CODE SIZE AND ADJUST THE MEMORY USAGE UNTIL THERE IS BARELY ANY WASTED SPACE. ×HEN É DO OVERLAYS É AM ALWAYS TRADING-OFF WHAT TO PUT INTO THE MAIN (ROOT) MODULE AND WHAT TO LINK INTO THE OVERLAYS. ÉF THE MAIN MODULE GETS TOO BLOATED AND THE OVERLAY WIPES-OUT THE UPPER RAM THE PROGRAM WILL FINISH BUT NEVER GET BACK TO THE ÂÁÓÉà PROMPT. ÍY GOAL IS ALWAYS TO GET THE USER BACK TO THE ÏÓ WHETHER É PROGRAM FOR ×INDOWS, ÌINUX, ÍÓ-ÄÏÓ, ÁPPLE ÉÉE ÐROÄÏÓ, OR THE Ã64. ÏNE MUST THEREFORE CONSIDER ALL THE OVERLAYS AT ONCE AND REALIZE WHERE ONE MUST PUT WHAT AND WHEN TO DISCARD AND WHEN NOT TO. ÉN MAKING ÔÉÍÅ FIT INTO ÓÐÁÃÅ É CREATED SOME PRETTY NEAT TOOLS TO HELP SAVE MEMORY, AND KEPT THE CODE THAT É COULD IN THE MAIN MODULE, AND THE CODE THAT É COULDN'T IN THE OVERLAYS. É RUN-LENGTH ENCODED MY GRAPHICS AND RE-USED BUFFERS AS WELL. ÔHE Ã64 DISK DRIVE IS NOTORIOUSLY SLOW, SO IT IS BAD ENOUGH THAT É NEEDED TO READ THESE OVERLAYS FROM DISK BUT IT WOULD HAVE BEEN MUCH WORSE IF É NEEDED TO READ ADDITIONAL GRAPHICS FROM DISK, OR WORSE YET, TO READ MORE OVERLAYS (LIKE É NEEDED TO ON THE ÁPPLE ÉÉE). ÍY COMMENTS ARE PRETTY GOOD IN THE ÔÉÍÅ MODULES, BUT SORRY KIDS, THEY ARE INTENDED FOR EXPERTS. ÓO BECOME ONE YOURSELF IF YOU AREN'T ALREADY AND READ THE CODE AND THE ÍÁËÅÆÉÌÅ AND RUN THE THING AND HAVE SOME FUN WITH IT. 'ÎUFF ÓAID ON THE BALANCING OF OVERLAYS... SOME ADDITIONAL EULOGIES ON THE TOPIC ARE IN THE ÔÉÍÅ SOURCE CODE. ÕSING ÔHE ÇRAPHICS AND ÓOUND ÒOUTINES ÉF YOU HAVE LOOKED AT MY GRAPHICS ROUTINES YOU KNOW BY NOW THAT É COULD HAVE GONE MUCH FURTHER, BUT THAT WAS NEVER MY GOAL. É JUST WANTED TO HAVE A LITTLE FUN WITH THIS OLD COMPILER AND SHOW-OFF A LITTLE BIT AND LEAVE THE FIELD WIDE-OPEN FOR COMPETITION. É ALSO COULD HAVE OPTIMIZED A LITTLE FURTHER, OR A LOT FURTHER. ÂUT É ALREADY KNOW WHERE ALL THIS BREAKS AND BY NOW É THINK É GOT SOME OF MY MONEY'S WORTH BACK ON MY ORIGINAL PURCHASE PRICE IN ENJOYMENT. ÐART OF MY GOAL WAS TO SHOWCASE THE Â64ÎÁÔ.ÌÉ IN ALL OF THIS. É THINK THAT THE Ã64 ROUTINES THAT É AM LEAVING YOU WITH ARE BETTER THAN WHAT É DID ON THE ÁPPLE. ÔHE SOUND IS BETTER OF COURSE AND THE GAME PLAY IS WITHOUT DOUBT THE SAME SINCE THE PROCESSOR IS THE SAME. ÔHE MEMORY SAVING TECHNIQUE OF RUN LENGTH ENCODING CAN BE TAKEN FURTHER, BUT É KEPT IT SIMPLE. ÓTILL, BY COMPARISON THE Ã64 STUFF IS EASILY AS ROBUST AS THE ÁPPLE ÉÉE EQUIVALENT OF USING BITMAP GRAPHICS FROM UPPER MEMORY. É AM SATISFIED AND CAN NOW LEAVE THIS ALONE. ÓO BY ALL MEANS CHANGE THE CODE, AND HAVE SOME FUN YOURSELF. ÍY SELECTION OF MULTICOLOUR MODE WAS DELIBERATE. ÔHE GRAPHICS ARE SIMPLE SINCE É ORIGINALLY DREW THEN FOR THE ÁPPLE ÉÉ TO AVOID ALIASING WHICH EFFECTIVELY PUTS THEM SOMEWHERE CLOSE THE SAME COARSE RESOLUTION AS ON THE Ã64. ÔHERE ARE STRANGE CONSIDERATIONS WHEN COMPARING LOW RESOLUTION GRAPHICS ON THE ÉÂÍ-Ðà AND ÁPPLE ÉÉE AND Ã64 WHICH É HAVE DISCUSSED IN LENGTH IN MY ×IKIPEDIA ARTICLES ETC. ÂUT THE COMMON DENOMINATOR THAT É MOSTLY WENT WITH WAS 4 ÃOLORS, AND 2 OF THEM BEING ÂLACK AND ×HITE, WITH THE OTHER TWO MAINLY ÒED AND ÂLUE, & É WILL LEAVE THE REST FOR YOU TO FIGURE-OUT ON YOUR OWN. ÒEAD THE CODE, RUN THE PROGRAM AND HAVE FUN! ÏVER AND ÏUT. ÂILL ÂUCKELS ÆEBRUARY 25, 2008 ---------------------------------------- ÙE ÏLDE ÃLIP ÓHOPPE ÄELUXE ÃLIPÓHOP ÃOPYRIGHT ÂILL ÂUCKELS 1991-2007. ÁLL ÒIGHTS ÒESERVED. ÖERSION 2.0 (×IN32 ÒELEASE FOR ØÐ) ÃLIPÓHOP2ÓETUP.EXE - ÃLIPÓHOP ÉNSTALLATION WWW.MTS.NET/RAEK/ÃLIPÓHOP/ ÃLIPÓHOP2ÓETUP.EXE ÖGAÆANÓETUP.EXE - ÃOMPLIMENTARY ØÐ ÓCREENÓAVER ÉNSTALLATION WWW.MTS.NET/RAEK/ÃLIPÓHOP/ ÖGAÆANÓETUP.EXE ÁBOUT ÃLIPÓHOP ÏVERVIEW ÃLIPÓHOP IS A "ÌEGACY ÇRAPHICS" UTILITY PROGRAM WHICH ALLOWS YOU TO VIEW, EDIT, SAVE & PRINT ÏLD ÐRINTÓHOP, ÐRINTÍASTER, AND ÐRINTÐARTNER ÃLIPÁRT. ÃLIPÓHOP ALSO SUPPORTS VIEWING, EDITING, SAVING & PRINTING OF OTHER OLDER GRAPHICS & TEXT FILE FORMATS INCLUDING ÂÓAVED, ÐÃÐAINT ÐICTOR ÐÉÃ, ÐÃØ & ÂÓÖ. ÁPPLE ÉÉ ÈÉÒÅÓ ÉMAGES & MANY à 64 ÉMAGE ÆORMATS ARE SUPPORTED AS WELL. ÔHE CURRENTLY DISPLAYED ÃLIPÁRT OR GRAPHIC CAN ALSO BE COPIED TO THE ×INDOWS ÃLIPBOARD TO BE USED IN OTHER PROGRAMS, TO COMPOSE A NEW SCREEN IMAGE, OR CONVERTED TO OTHER FORMATS LIKE ×INDOWS ÂÍÐ, ÐICTOR ÐÉÃ, ÐÃØ, OR ÂÓAVED. ÙOU CAN CHOOSE A COPY COMMAND FROM A VARIETY OF 3 CLIPBOARD COPY COMMANDS. ÅACH OF THESE 3 COMMANDS ARE USED TO GET DIFFERENT PROPORTIONS FOR THE APPEARANCE OF THE ÃLIPÁRT OR GRAPHIC. ÓAVING TO ÂÍÐ OR OTHER FORMATS ALSO SUPPORTS THIS FEATURE. ÃLIPÓHOP SUPPORTS BOTH PAGE SIZE AND "SCREEN-SCALE" PRINTING AND ÃLIPART CATALOG PRINTING AND SAVING TO ÂÍÐ IS ALSO PROVIDED. ÏNLINE ÈELP ÃLIPÓHOP'S HELP FILE IS EXTENSIVE, AND YOU WILL HAVE NO TROUBLE FINDING THE HELP YOU NEED TO CHANGE COLORS IN A GRAPHIC, OR TO USE THE MANY OTHER GRAPHICS EDITING OPTIONS THAT ÃLIPÓHOP SUPPORTS. ÔHE ONLINE HELP SHOULD PROVIDE MORE THAN ENOUGH INFORMATION TO GET YOU STARTED. ÅXTRAS ÃLIPÓHOP COMES WITH A LARGE COLLECTION OF OLD ÃLIPÁRT & MANY SAMPLE GRAPHICS. ÃLIPÓHOP IS DISTRIBUTED WITH AUTHORIZED VERSIONS OF ÐÃÐAINT, THE VERY FIRST ÐAINTBRUSH PROGRAM FOR THE Ðà (BY ÊOHN ÂRIDGES), WHICH CAN BE OPTIONALLY INSTALLED TO RUN UNDER ×INDOWS ØÐ, AND MANY OTHER EXTRAS. ÔHE INSTALLATION OF ÌEGACY ÁPPLICATIONS (ÐÃÐAINT, ETC) IS OPTIONAL. ÄURING TESTING OF ÃLIPÓHOP, É HAVE FOUND THAT SOME HARDWARE PLATFORMS ARE UNABLE TO RUN ÃÇÁ ÍODE ÄÏÓ ÌEGACY ÁPPLICATIONS WITHOUT USING ÄOSÂOX. ÈISTORY AND ÄEVELOPMENT ÃLIPÓHOP WAS ORIGINALLY WRITTEN BY ME (ÂILL ÂUCKELS) IN 1999, AND WAS REWORKED AS A ×IN32 APPLICATION WITH SUPPORT FOR LONG FILENAMES IN 2006 FOLLOWED WITH SIGNIFICANT FUNCTIONAL AND CONTENT ADDITIONS & IMPROVEMENTS. ×HEN ÃLIPÓHOP WAS FIRST RELEASED, ITS USE WAS LIMITED TO SUPPORTING ÌEGACY ÃLIPÁRT IN ×INDOWS. ÃLIPÓHOP WAS EXPANDED A GREAT DEAL FOR THE 2007 ×INDOWS ØÐ REWRITE (ÃLIPÓHOP ÄELUXE), INCLUDING SUPPORT FOR OTHER ÌEGACY ÇRAPHICS FORMATS. ÃLIPÓHOP NOW SUPPORTS THE FEATURES THAT WE HAVE COME TO EXPECT IN A ×INDOWS ØÐ APPLICATION, INCLUDING ÆILE ÁSSOCIATIONS, ÓHORTÃUT ÍENUS, AND INTEGRATED PRINTING FUNCTIONALITY. ÔHIS RELEASE OF ÃLIPÓHOP INCLUDES THE FOLLOWING ÁPPLICATIONS PREVIOUSLY RELEASED BY ÃLIPÓHOP'S AUTHOR OR THE (EXPANDED) FUNCTIONALITY OF THEM (AND MUCH MORE): ÃLIPÓHOP ÖERSION 1.1: ÏLD ÐRINTÓHOPPE ÃLIPÁRT ÕTILITY ØÓÈÏÐ ÏLD ÐRINTÓHOPPE ÃLIPART ÃONVERTER ÉÃÏÎÄÒÁ× - ÏLD ÐRINTÓHOPPE ÇRAPHICS ÅD ÓHOPÓAVE ÇRAPHICS ÐLAYTHING - ÏLD ÐRINTÓHOPPE ÃLIPÁRT ÓÄË FOR ÄÏÓ ×ÉÎÂÍÐ - ÄÏÓ ÂÓAVED ÔEXT ÓCREEN TO ÂÍÐ ÃONVERSION ÕTILITY ×ÓÑÕÁÓÈ - ÂÍÐ ÉMAGE ÓCALING ÕTILITY ÃÇÁ2ÂÍÐ - ÃÇÁ ÇRAPHICS ÃONVERSION TO ÂÍÐ ÕTILITY ÓÔÉØ - ÃHILDREN'S ÓTICKER ÄRAW ÃLIPÓHOP WAS WRITTEN IN à AND COMPILED UNDER THE ÖISUAL ÓTUDIO 2005 COMMAND LINE USING THE ×IN32 ÓÄË FOR ×INDOWS ØÐ. ÔHE MAIN APPLICATION'S ÓOURCE ÃODE IS NOT BUNDLED WITH THE APPLICATION SINCE IT IS NOT FOR DISTRIBUTION. ÔHE SOURCE CODE FOR SEVERAL OF THE PROGRAMS THAT COME WITH ÃLIPÓHOP IS INCLUDED WITH ÃLIPÓHOP. ÅFFECTIVE ÊULY 15, 2007 ÃLIPÓHOP HAS BEEN "ÏFFICIALLY" RELEASED AND MAY BE PUBLICLY DISTRIBUTED. ÔHANK YOU "ÏFFICAL ÂETA ÔESTERS" FOR TAKING TIME TO HELP ME WITH GETTING ÃLIPÓHOP READY FOR RELEASE. ÆIND OUT MORE ABOUT ÂILL ÂUCKELS ÇENERAL HTTP://WWW.CLIPSHOP.CA/ HTTP://WWW.CLIPSHOP.CA/ÄISKÉMAGES/ HTTP://WWW.ABOUTUS.ORG/ÁPPTIUS.COM HTTP://WWW.ABOUTUS.ORG/ÃLIPÓHOP.CA ×IKIPEDIA HTTP://EN.WIKIPEDIA.ORG/WIKI/ ÂÓÁÖÅ_%28GRAPHICS_IMAGE_FORMAT%29 Ã128 ÁLIVE Ã64 ÁRTICLE ÌINKS ×INDOWS ÕSER HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,317.MSG3685.HTML#MSG3685 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2203.MSG8795.HTML#MSG8795 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2203.MSG8797.HTML#MSG8797 ÂÓAVED ÔEXT ÓCREENS HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,203.MSG8798.HTML#MSG8798 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,203.MSG8799.HTML#MSG8799 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,203.MSG8800.HTML#MSG8800 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,203.MSG8801.HTML#MSG8801 ÄIRECTORY ÌISTER HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,1070.MSG8802.HTML#MSG8802 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,1070.MSG8803.HTML#MSG8803 ÃOMPILER HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,70.MSG8808.HTML#MSG8808 ÃÐ/Í HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2218.MSG8796.HTML#MSG8796 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2219.MSG8804.HTML#MSG8804 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2219.MSG8838.HTML#MSG8838 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2219.MSG8881.HTML#MSG8881 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2228.MSG8878.HTML#MSG8878 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2228.MSG8912.HTML#MSG8912 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2228.MSG8919.HTML#MSG8919 HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP/TOPIC,2231.MSG8910.HTML#MSG8910 ÁLL Ã128 ÐOSTS HTTP://LANDOVER.NO-IP.COM/FORUMS/INDEX. PHP?ACTION=PROFILE;U=262;SA=SHOWÐOSTS --------------------------------------- Ã= ÆREE INTERVIEW WITH ÂILL ÂUCKELS ÐROGRAMMER & MAINTAINER OF THE ÁZTEC à ÍUSEUM ÃÏÍÍÏÄÏÒÅ ÆÒÅÅ ÐLEASE INTRODUCE YOURSELF TO OUR ÒEADER ÂÉÌÌ ÂÕÃËÅÌÓ ÍY NAME IS ÂILL ÂUCKELS. É AM A ÃANADIAN ÓOFTWARE ÄEVELOPER. ÒATHER THAN TELL YOU ABOUT THE LARGER ASPECTS OF MY VERY GOOD LIFE, É WOULD LIKE TO TELL YOU A LITTLE ABOUT MY LIFE & TIMES AS A COMPUTER PROGRAMMER. É STARTED STARTED MY CAREER IN ÓOFTWARE ÄEVELOPMENT IN THE 1980'S WHILE WORKING AS A PRODUCT DESIGNER WITH VECTOR BASED COMPUTER GRAPHICS ON "MAINFRAME" ÃOMPUTER ÁIDED ÄRAFTING (ÃÁÄ) SYSTEMS. ÈEAVILY INFLUENCED BY COMPUTER MAGAZINE ARTICLES ABOUT GRAPHICS PROGRAMMING BY OTHER PROGRAMMERS OF THE DAY LIKE ÓTEVE ÒIMMER (ÃOMPUTING ÎOW ÍAGAZINE) & THE ALREADY WELL ESTABLISHED Ðà ÇRAPHICS PROGRAM MARKET, É MOVED VERY QUICKLY TO A NEW CAREER AS A PROFESSIONAL ÇRAPHICS ÐROGRAMMER. ÔHE MARKET FOR GRAPHICS PROGRAMS WAS (AND IS) HIGHLY COMPETITIVE AND BY THE EARLY 1990'S IT BECAME CLEAR THAT ALL BUT THE NICHE MARKETS FOR SPECIALIZED GRAPHICS PROGRAMS WERE FILLED WITH VERY GOOD PRODUCTS, AND NOT MUCH MORE THAN AN AVERAGE LIVING COULD BE MADE UNLESS ONE WAS BOTH AN EXCEPTIONALLY LUCKY OR BRILLIANT PROGRAMMER OR BOTH. ÂEING ONLY AVERAGE IN BOTH THESE AREAS, AND AFTER FINDING THE SAME HELD TRUE WHILE TRYING MY HAND PROGRAMMING IN THE ALREADY ESTABLISHED COMPUTER MUSIC & EDUCATIONAL PROGRAM MARKETS, É MOVED TO PROGRAMMING IN THE LARGER MARKET OF SPECIALIZED BUSINESS SYSTEMS, WHICH É STILL DO PROFESSIONALLY TODAY. ÆROM THAT TIME TO THIS É HAVE PRODUCED ÓHAREWARE AND ÆREEWARE IN THE AREAS OF ÇRAPHICS, ÃOMPUTER ÍUSIC, & ÃHILDREN'S ÅDUCATIONAL ÐROGRAMS, WHICH É DO AS A HOBBY AS TIME PERMITS. ÍY LATEST EFFORTS CONTINUE TO FOCUS IN THOSE AREAS, AND IN RE-WRITING MY OLDER ÓHAREWARE & ÆREEWARE FOR THE SYSTEMS OF TODAY. ÍY RECENT EFFORTS ALSO INCLUDE DOCUMENTING THE ALMOST FORGOTTEN SYSTEMS OF YESTERDAY AND PROVIDING THE LATEST GENERATION OF PROGRAMMERS & USERS WITH ARTICLES ABOUT THESE OLD SYSTEMS SOME WHICH ARE POSTED ON ×IKIPEDIA AND OTHER ONLINE FORUMS. ÃÆ. ÈOW LONG HAVE YOU BEE WORKING WITH Ã= ÃOMPUTERS? ÂÂ. É AM RELATIVELY NEW TO Ã= COMPUTERS & THE FIRST ONE É SAW WAS IN 1983 WHEN É WAS IN MY 30'S WHEN É SAT DOWN WITH ONE OF MY COUSIN'S BOYS WHO WAS AROUND 12 AT THE TIME & COPIED AN EXAMPLE MUSIC PROGRAM INTO THEIR NEW HOME COMPUTER, A Ã64, THEN MODIFIED IT TO PLAY A MELODY OR TWO OF MY OWN. ÁFTER A BRIEF INTRODUCTION TO THE COMPUTER HE WANDERED OFF & DID SOMETHING ELSE WHILE É SAT FOR AN HOUR OR SO IN SILENT AND PROFOUND AMAZEMENT AT THIS NEW TECH- NOLOGY THAT WAS STARTING TO MAKE ITS WAY INTO MANY ÃANADIAN HOMES. ÕP TO THAT POINT & FROM THE TIME É HAD ENTERED THE WORK-FORCE IN THE LATE 1960'S THE COMPUTER HAD EVOLVED FROM THE BIG INSTITUTIONS, ACADEMIA AND THE BANKING INDUSTRY TO AN AFFORDABLE BUT STILL EXPENSIVE PROPOSITION FOR SMALLER BUSINESS FOR INVENTORY AND INDUSTRIAL PRODUCTION CONTROL. ÆOR THE DECADE BEFORE THE INTRODUCTION OF THE Ã64 AND THE NEXT FIVE YEARS OR SO THAT FOLLOWED É NEVER PAID MUCH ATTENTION TO ÃOMMODORE COMPUTERS SINCE MY FOCUS ON THE USE AND PROGRAMMING OF COMPUTERS WAS CONFINED TO BUSINESS AND INDUSTRIAL USES LIKE THE EMERGING ÃOMPUTER ÁIDED ÄESIGN & ÍANUFACTURING (ÃÁÄ/ÃÁÍ) AND AUTOMATION TECHNOLOGY THAT HAD TAKEN OVER IN THE WORK PLACE. ÉNTERESTINGLY, BY 1985 MY MOTHER WHO IS 83 HAD PURCHASED A Ã64 WITH ALL THE AMENITIES & COMPLETED A Ã64 PROGRAMMING COURSE AT ONE OF OUR LOCAL ÕNIVERSITIES É ON THE OTHER HAND WAS BECOMING QUITE PROFICIENT IN THE USE & PROGRAMMING OF ÉÂÍ-ÐÃ'S AS WELL AS OF THE STILL EXPENSIVE MINI COMPUTERS THAT HAD ALREADY REPLACED THE MAINFRAMES OF THE 50'S, 60'S AND 70'S. ÆROM MY OWN PERSPECTIVE AS WELL FROM THAT OF FAMILY AND FRIENDS IN GENERAL, THE USE OF COMPUTERS WAS ACCEPTED BY THIS TIME AS PART OF AN EVOLUTION OF LITERACY THAT EXTENDED BOOKS AND CREATIVE MEDIUMS LIKE WRITING, ART AND DESIGN THROUGH THE USE OF TECHNOLOGY. ÍY CAREER THROUGH THOSE YEARS HAD MOVED FROM ÉNDUSTRIAL ÓALES WHICH INCLUDED MUCH AUTOMATION, TO ÍECHANICAL ÄESIGNER AND ÃÁÄ/ÃÁÍ INCLUDING THAT OF TRAINER TO PURE APPLICATION PROGRAMMING. ÂY LATE 1988 MY PROFICIENCY WITH COMPUTERS AND PROGRAMMING HAD LED ME TO MY PRESENT CAREER OF ÓOFTWARE ÄEVELOPER AND ÂUSINESS ÃONSULTANT. É STILL PROGRAM IN THE WORKPLACE DAILY AND EVEN AT ALMOST 56 YEARS OF AGE OCCASIONALLY STILL WILL PROGRAM AROUND THE CLOCK IF REQUIRED BY THE PROJECT & THE CLIENT. ÍY PASSION FOR PROGRAMMING IS STILL AS KEEN AS IT EVER WAS AT THAT TIME, DESPITE THE FACT THAT THE COMPUTERS & PROGRAMMING LANGUAGES OF TODAY HAVE BECOME INCREASINGLY MORE SOPHISTICATED & COMPLEX. ÈOWEVER, FROM THE TIME THAT É SAT DOWN WITH MY YOUNG COUSIN AT HIS Ã64 IN 1983 É HAVE ALWAYS INDULGED MYSELF IN AN ACTIVITY THAT É LIKE TO CALL "ÒECREATIONAL ÐROGRAMMING" WHICH HAS RESULTED IN MY PRODUCTION OF THOUSANDS OF LARGE & SMALL SOFTWARE APPLICATIONS FOR MANY PLATFORMS INCLUDING THE Ã64, AND ÁPPLE ÉÉE, AS WELL AS THE ÉÂÍ-Ðà FAMILY OF COMPUTERS. ÉN RECENT YEARS É HAVE RESURRECTED MANY OF MY RECREATIONAL EFFORTS, SOME WHICH WERE DISTRIBUTED IN THE 80'S & 90'S AS ÓHAREWARE & ÆREEWARE, AND SOME THAT WERE WRITTEN FOR "REAL MARKETS" LIKE ÇRAPHICS, ÅDUCATIONAL & ÍUSIC ÐROG- RAMMING. É OFTEN & HAVE FROM THAT TIME TO THIS USED MY RECREATIONAL PROGRAM- MING AS "PROOF OF CONCEPT" FOR COMMERCIAL PROJECTS THAT É WORK ON. ÔHE LINES BETWEEN "VOCATION" & "CAREER" DO NOT EXIST FOR ME. É WOULD ALWAYS RATHER SIT-DOWN IN FRONT OF MY COMPUTER AND PROGRAM THAN READ A BOOK OR WATCH TELEVISION. ÒECENTLY É HAVE BECOME QUITE INFATUATED WITH EMULATORS LIKE THE EXCELLENT ÖÉÃÅ EMULATOR FOR THE Ã64. ÔHE WHOLE COMPUTER INDUSTRY IS MOVING TO A GENERAL MODEL OF "VIRTUALIZATION" AND WHAT THAT MEANS IS THAT ANYONE IN THIS BUSINESS NEEDS TO EDUCATE THEMSELVES AND STAY INFORMED IN THIS AREA. É REGULARLY USE "INDUSTRIAL STRENGTH" VIRTUALIZATION AS PART OF A "TOOLBOX" OF CLIENT DELIVERABLES, AND INCORPORATE PRODUCTS LIKE ÍICROSOFT ÖIRTUAL ÐÃ, & ÖÍ×ARE INTO THOSE SOLUTIONS. É ALSO, AS A "MATTER OF COURSE", & HAVE FOR YEARS, USED CROSS- PLAFORM DEVELOPMENT ENVIRONMENTS & EMULATORS WHICH HAVE EXISTED LONG BEFORE É WROTE MY FIRST COMPUTER PROGRAM. É HAVE NEVER SEEN A TIME THAT SUCH EXCELLENCE EXISTS IN THE "VIRTUALIZATION" AREA, AND É ABSCRIBE WHOLE-HEARTEDLY TO ONE OF THE MANY LITTLE ADAGES THAT WE PROGRAMMER-TYPES SEEM TO LIKE; "ÅVERYTHING ÏLD IS ÎEW AGAIN!". ÃÆ. ÈOW MUCH DOCUMENTATION WAS THERE AVAILABLE ON FORMATS LIKE ÐRINT ÓHOP & ÐRINT ÍASTER FOR YOU TO WORK FROM? ÂÂ. ÔHERE WAS NEVER ANY DOCUMENTATION FOR THESE OLD FORMATS, BUT THEY WEREN'T ALL THAT MYSTERIOUS EITHER. ÆROM THE TIME É GOT INTO COMPUTING É HAVE DECIPHERED MACHINE LANGUAGE AND BINARY FILE FORMATS. ÌIKE MANY IN MY BUSINESS É AM VERY ASTUTE AT PATTERN- RECOGNITION & REVERSE-ENGINEERING. ÓINCE É UNDERSTAND HOW COMPUTER GRAPHICS WORK IN GENERAL IN A COMPUTER PROGRAM DECIPHERING A SIMPLE FILE FORMAT THAT IS UNCOMPRESSED LIKE THESE ÏLD ÐRINT ÓHOP LIBRARIES IS AS TRIVIAL AS TYING ONES SHOELACES FOR SOMEONE LIKE ME. ÃONSIDER THAT THE ÏLD ÐRINT SHOP GRAPHICS CAME IN TWO PARTS (A PAIRED LIBRARY) ON THE ÉÂÍ-Ðà & ON OTHER SYSTEMS LIKE THE ÁPPLE ÉÉ WERE NOT IN LIBRARIES AT ALL BUT IN "ÍINI-ÐIX" (INDIVIDUAL FILES WITH DESCRIPTIVE NAMES). ÔHE ÁPPLE ÉÉ COULD HAVE LONG NAMES BUT THE ÉÂÍ-Ðà COULDN'T SO THE DESIGNERS OF ÔHE ÐRINT ÓHOP STORED THE LONG NAMES IN A SEQUENTIAL BINARY .ÎÁÍ FILE OF 16 CHARACTERS IN LENGTH FOR EACH NAME AND STORED THE CORRESPONDING GRAPHICS AT THE SAME RELATIVE POSITION IN A SEQUENTIAL .ÄÁÔ FILE. ÓINCE WE ALL KNEW FROM USING ÔHE ÐRINT ÓHOP THAT THE RESOLUTION OF THE GRAPHIC IS 88 X 52 WITH A BIT-DEPTH OF 1 (MONOCHROME) IT WAS NOT HARD TO USE A CALCULATOR TO DIVIDE THE FILE SIZE OF THE .ÎÁÍ FILE BY THE 16 CHARACTER NAME LENGTH TO DETERMINE THE NUMBER OF GRAPHICS IN THE .ÄÁÔ FILE, THEN TO PEER INTO BOTH FILES TO DECIPHER THE OTHER BINARY PARTS AND GUESS WHAT THEY MIGHT BE. ÂEING A PROGRAMMER, É SIMPLY WROTE TEST PROGRAMS TO VIEW THESE ON MY SCREEN & THROUGH TRIAL & (VERY LITTLE) ERROR DEVELOPED THE NECESSARY LOADER AND CONVERSION ROUTINES THAT É THEN RELEASED WITH EXAMPLE SOURCE CODE ABOUT 20 YEARS AGO. É HAVE HONESTLY LOST TRACK OF HOW MANY TIMES É HAVE PERFORMED THIS SAME TYPE OF ANALYSIS, AS É AM SURE MANY OTHER PROGRAMMERS HAVE, BUT THAT IS THE SHORT VERSION OF HOW IT IS DONE! ÃÆ. ÈOW LONG HAVE YOU PROGRAMMED IN Ã? ÂÂ. É STARTED PROGRAMMING IN à IN AROUND 1986. ÔO THAT POINT É HAD PROGRAMMED MOSTLY IN VARIOUS ÂÁÓÉÃ'S AND SPECIALIZED ENGINEERING LANGUAGES SIMILAR TO ÆÏÒÔÒÁÎ. ÈOWEVER MY WORK IN PROGRAMMING ALREADY EXTENDED TO PROGRAMMING IN ÁSSEMBLY AND PURE ÍACHINE LANGUAGE. É DIDN'T SO MUCH START PROGRAMMING IN à AS SIMPLY DOING SO. É AM LIKE MANY PROGRAMMERS NOT LANGUAGE DEPENDENT. ÍY SYNTAX AND PATTERN RECOGNITION & LOGIC SKILLS COME NATURALLY AS DO MY MUSICAL SKILLS & OTHER CREATIVE SKILLS. ÏNE OF MY FAVOURITE QUOTES OVER THE YEARS THAT ABOUT SUMS THIS UP IS BY ÒOBERT Á. ÈEINLEIN; "Á HUMAN BEING SHOULD BE ABLE TO CHANGE A DIAPER, PLAN AN INVASION, BUTCHER A HOG, CON A SHIP, DESIGN A BUILDING, WRITE A SONNET, BALANCE ACCOUNTS, BUILD A WALL, SET A BONE, COMFORT THE DYING, TAKE ORDERS, GIVE ORDERS, COOPERATE, ACT ALONE, SOLVE EQUATIONS, ANALYSE A NEW PROBLEM, PITCH MANURE, PROGRAM A COMPUTER, COOK A TASTY MEAL, FIGHT EFFICIENTLY, DIE GALLANTLY. ÓPECIALIZATION IS FOR INSECTS" ÃÆ. ×HAT OTHER LANGUAGES HAVE YOU WORKED WITH, CAN YOU GIVE THE PROS & CONS OF EACH? ÂÂ. ÁT THIS POINT THE NUMBER OF COMPUTER LANGUAGES THAT É HAVE WORKED IN AND CONTINUE TO WORK IN FILLS A VERY LARGE "TOOLBOX" (OR A "WORKSHOP" WOULD PROBABLY BE A BETTER ANALOGY). É AM NO DIFFERENT THAN MOST CAREER PROGRAMMERS AND WE ALL (TO VARYING DEGREES) HAVE PROVIDED OURSELVES WITH THE OPPORTUNITY TO CONTINUE TO GROW AND EXPAND INTO ALL AVAILABLE OMNIVERSES OF LANGUAGE, SYNTAX, & DIALECT. É COULD WRITE MANY BOOKS ON THIS AND STILL NOT COMPLETELY ANSWER YOUR QUESTION. É HAVE WORKED WITH A VARIETY OF PROGRAMMING LANGUAGES LIKE ÁSSEMBLY ÌANGUAGE, ÂÁÓÉÃ, AND à (Á AND Ã) IN MANY FLAVOURS AND ON MANY PLATFORMS. ÍY PROGRAMMING LANGUAGE SKILLS EXTEND FROM THE DAYS OF THE ÍINI ÃOMPUTERS & THE VARIOUS ÊOB ÃONTROL LANGUAGES TO CURRENT .ÎÅÔ LANGUAGES IN ×INDOWS & ×INDOWS ÍOBILE, & ON THE ÌINUX ÓIDE & ×INDOWS ÓIDE BOTH, Ã++. ÅVEN ON OLDER COMPUTERS LIKE THE Ã64 & ÁPPLE ÉÉE, É PREFER TO PROGRAM IN THE à ÐROGRAMMING LANGUAGE, PRIMARILY DUE TO THE READ- ABILITY & MAINTAINABILITY OF à OVER BOTH ÂÁÓÉà & ÁSSEMBLY ÌANGUAGE, AND Ã'S GENERAL EFFICIENCY. ×HENEVER É LOOKED AT LANGUAGES LIKE ÐASCAL WHICH IS AS EASY LEARN AS ANY OTHER LANGUAGE, ÄÅÌÐÈÉ & OTHER ÐASCAL DIALECTS, IT WAS JUST TO BE PROFICIENT, & É TRANSLATED EVERYTHING TO à OR Ã++ FOR CONSISTENCY IF É NEEDED TO TRANSLATE AT ALL. É CONTINUE TO USE à CODE THAT É WROTE 20 YEARS AGO IN PROGRAMS FOR TODAY'S COMPUTERS WITH LITTLE IF ANY CHANGES, & É ALSO WILL TAKE LARGE Ã++ METHODS & CLASSES AND TRANSLATE THEM DIRECTLY TO TO THE SIMILAR GRAMMAR OF ÖÂ.ÎÅÔ TO USE IN AN ÁÓÐ.ÎÅÔ APPLICATION. ÉT IS ALL THE SAME TO ME. ÈOWEVER, FOR SOMEONE WHO DOES NOT PROGRAM IN Ã, AND WHO SIMPLY WANTS TO HAVE FUN ON THE Ã64, ÂÁÓÉà IS THE EASIEST LANGUAGE TO PROGRAM IN. ÈOWEVER SINCE PROGRAMMING IN ÂÁÓÉà ON THE Ã64 CAN BE QUITE "LOW LEVEL" TO GET-AT THE FUN STUFF LIKE SOUND AND GRAPHICS, GENERALLY SPEAKING PROGRAMMING EFFORT IS EQUAL BETWEEN à AND ÂÁÓÉÃ. ÉF ONE THEN NEEDS TO AUGMENT ÂÁÓÉà 2 WITH MACHINE LANGUAGE, à WINS "HANDS-DOWN" BECAUSE NATIVE MACHINE LANGUAGE CAN GENERALLY BE MIXED WITH à IN THE SAME PROGRAM AND WITH ARGUABLY THE SAME LEARNING CURVE, AND à IS FOR THE MOST PART PORTABLE AND EFFICIENT EXCEPT FOR THESE MACHINE LANGUAGE PIECES.à GENERALLY "ABSTRACTS" A PROGRAM DESIGN INTO MORE READABLE AND AGAIN ARGUABLY HIGHER LEVEL CONCEPTS AND CONTROL STRUCTURES THAT ARE ESSENTAILLY UNENCUMBERED BY CLUTTER LIKE LINE NUMBERS. à IS MODULAR AND LENDS ITSELF TO WRITING LARGER AND MORE READABLE PROGRAMS WITH MORE COMMENTS ETC. ÉT JUST DEPENDS ON INDIVIDUAL NEEDS. ÔHE DRAWBACK OF USING à ON THE Ã64 IS THAT ALL THE REFERENCES ARE WRITTEN USING ÂÁÓÉà AND ÁSSEMBLY ÌANGUAGE EXAMPLES. ÔRANSLATING THIS INTO à BECOMES QUITE EASY WITH PRACTICE BUT IT DOES TAKE PRACTICE. ÃÆ. ×HAT'S YOUR FAVOURITE BIT OF OLD CLIP ART THAT YOU'VE FOUND AND CONVERTED? ÂÂ. ÔHE 3 DISK SET OF ÍINI-ÐIX BY ÂEAGLE ÂROTHERS FOR THE ÁPPLE ÉÉ THAT É TRANSLATED TO THE ÉÂÍ-Ðà IN THE EARLY 90'S WAS ONE OF MY FAVOURITES. ÍY ALL TIME FAVOURITE IS THE CLIP ART LIBRARY THAT WAS PRODUCED BY ÄON ÊOYCE FOR THE ORIGINAL RELEASE OF ÐRINTÍASTER. É HAVEN'T CORRESPONDED WITH ÄON THIS MILLENIA. ÈOWEVER THE ARTIST THAT PRODUCED PERHAPS THE BEST CLIP ART LIBRARY OF ALL TIME HAD THIS TO SAY IN 1999: "×HEN É FIRST CAME UPON COMPUTERS IN THE EARLY 80S, É WAS IMPRESSED WITH THE THEN CURRENT PHILOSOPHICAL APPROACH TO CREATING GRAPHICS INTERFACING WHICH SUGGESTED THAT THE GOAL WAS TO GET THE COMPUTER TO ACT LIKE YOUR BRAIN DOES, TO BE INTUITIVELY USEABLE. ÔHEN THIS ALL REVERSED AND DIDN'T SEEM TO MATTER ANYMORE. ÒATHER SUDDENLY, WE HAD TO LEARN WITH DIFFICULTY ART PROGRAMS THAT HAD AND HAVE LITTLE TO DO WITH HOW OUR ART BRAINS WANT TO WORK. ×HEN STUFF LIKE ÁDOBE APPEARED, THE GOAL WAS THEN TO FORCE YOUR BRAIN INTO COMPLIANCE WITH DISTINCTLY UNINTUITIVE GRAPHIC PROCESSES. ÃOMPUTERS WERE NO LONGER TRYING TO BE LIKE US, WE WERE TRYING TO BE LIKE COMPUTERS." ÃÆ.. ÄO YOU DRAW MUCH YOURSELF? ÂÂ. É COMPOSE RATHER THAN DRAW ON THE COMPUTER MOSTLY. É CARTOONED MY WAY THROUGH MOST OF MY SCHOOL RATHER THAN PAY ATTENTION IN CLASS AND PRODUCED SALES CATALOGUE AS WELL AS ENGINEERING DRAWINGS IN MY ÃÁÄ DAYS IN THE 80'S. ÉT DEPENDS WHAT YOU MEAN BY DRAWING REALLY. É ALSO DO FREEHAND AND SCAN THE COMPOSITION THEN CLEAN-UP IN A PAINT PROGRAM. É DON'T REALLY SEPARATE COMPOSITION FROM ÁRT, AND HAVE WRITTEN MANY INTERESTING SCREENSAVERS AND OTHER VECTOR AS WELL AS BITMAPPED GRAPHICS PROGRAMS WHICH MAKES ME A ÇRAPHICS PROGRAMMER RATHER THAN A ÕSER OF ÐAINT ÐROGRAMS. ÈOWEVER MY SKILL WITH THE MOUSE IS EASILY AS PROFICIENT AS MOST É HAVE SEEN IN MY TIME IN COMPUTING. É HAVE PRODUCED COUNTLESS DRAWINGS IN BOTH ÁNALOGUE AND ÄIGITAL MEDIUMS IN MY LIFETIME. ÃÆ. ÃAN YOU BRIEFLY EXPLAIN ÂÓÁÖÅ (GRAPHICS IMAGE FORMAT)? ÂÂ. ÎOT BRIEFLY BUT É WROTE A LARGE ARTICLE ON ×IKIPEDIA WHICH CAN BE REVIEWED FOR MORE DETAIL. Á ÂÓÁÖÅ ÉMAGE (AKA "ÂÓÁÖÅÄ ÉMAGE") AS IT IS REFERENCED IN A GRAPHICS PROGRAM IS AN IMAGE FILE FORMAT CREATED USUALLY BY SAVING RAW VIDEO MEMORY TO DISK (SOMETIMES BUT NOT ALWAYS IN A ÂÁÓÉà PROGRAM USING THE ÂÓÁÖÅ COMMAND). ÔHIS FORMAT WAS IN GENERAL USE WHEN THE ÉÂÍ Ðà WAS INTRODUCED. ÉT WAS ALSO IN GENERAL USE ON THE ÁPPLE ÉÉ IN THE SAME TIME PERIOD. ÔHE à 128 FOLLOWED WITH THE ADDITION OF THE ÂÓÁÖÅ & ÂÌÏÁÄ ÃOMMANDS A SHORT TIME LATER. ÏN THE ÉÂÍ, ÂÓAVED GRAPHICS & TEXT IMAGES COULD BE CREATED FOR ANY VIDEO MODE, WITH MORE COMPLEXITY FOR THE NEWER MODES. ÏN THE ÁPPLE ÉÉ & à 128 ÂÓAVED ÇRAPHICS WERE GENERALLY ALL THAT WAS USED. ÔHE ÂÓÁÖÅÄ FORMAT IS A DEVICE-DEPENDENT RASTER IMAGE FORMAT; THE FILE HEADER STORES INFORMATION ABOUT THE DISPLAY HARDWARE ADDRESS, AND THE SIZE OF THE GRAPHICS DATA. ÔHE GRAPHICS DATA FOLLOWS THE HEADER DIRECTLY & IS STORED AS RAW DATA IN THE FORMAT OF THE NATIVE ADAPTER'S ADDRESSABLE MEMORY. ÔHERE IS NO FILE COMPRESSION, & THEREFORE THESE ÌÏÁÄ VERY QUICKLY AND WITHOUT MUCH PROGRAMMING WHEN DISPLAYED IN NATIVE MODE. ÎO ADDITIONAL INFORMATION (SUCH AS SCREEN RESOLUTION, COLOR DEPTH AND PALETTE INFORMATION, BIT PLANES AND SO ON) IS STORED. ÖIDEO ADAPTERS WERE SIMPLE WHEN THIS FORMAT WAS IN WIDE USE AND THE OTHER INFORMATION TO LOAD THESE COULD USUALLY BE INFERRED BY PROGRAMS THAT LOADED THESE. ÃÆ. ×HAT Ã64 APPLICATIONS DO YOU REALLY LIKE? ÂÂ. É AM NOT SO MUCH INTO Ã64 APPLICATIONS WRITTEN BY OTHERS. ×E USED TO HAVE A SAYING IN PROGRAMMING THAT YOU ARE ETHER INTO INPUT OR OUTPUT, AND THAT IS THE DIFFERENCE BETWEEN PROGRAMMERS AND OTHER USERS LIKE "GAMERS". ÇIVE ME A GOOD à COMPILER, AN APPLICATION TO WRITE & É AM HAPPY. É AM CURRENTLY HAPPY WITH MY ÁZTEC-à CROSS-COMPILER FOR THE Ã64 AND WITH THE ×INÖÉÃÅ EMULATOR, BOTH WHICH RUN UNDER ×INDOWS ØÐ AND ARE NOT Ã64 APPLICATIONS AT ALL. ÎOT MEANING TO BE EGOTISTICAL (THAT COMES NATURALLY TO A PROGRAMMER) BUT É LIKE THE WORK THAT É DID ON THE VARIOUS Ã64 PROGRAMS THAT É WROTE FOR MY ÁZTEC à ÍUSEUM ×EBSITE. ÃÆ. ÄO YOU FOLLOW THE ÃOMMODORE ÄEMO SCENE, IF SO HAVE YOU SEEN ANYTHING THAT AMAZED YOU AND THOUGH "HOW WAS THIS DONE?" ÂÂ. É WAS INTO THE DEMO SCENE A LITTLE ON THE ÉÂÍ-Ðà IN THE LATE 90'S WHEN IT SPILLED-OVER FROM THE ÁMIGA ALONG WITH THE ÍÏÄ FILES AND É REMEMBER A REALLY GOOD DEMO BY ÆUTURE ÃREW THAT MY KIDS ENJOYED. ÃÆ. ÁRE YOU WRITING ANY OTHER APPLICATIONS RELATED TO THE Ã64? ÂÂ. ÁT THE MOMENT É AM CONSIDERING PORTING MY ÁZTEC à Ã64 COMPILER ENVIRONMENT COMPLETE WITH ALL OF MY GRAPHICS AND SOUND LIBRARIES TO THE Ã128. ÉF É ADD ADDITIONAL FUNCTION- ALITY É WILL PROBABLY PORT WHATEVER IS APPROPRIATE BACK TO THE Ã64. ÍY FOCUS IS NOT PLATFORM SPECIFIC SO MUCH AS PROVIDING SPECIFIC FUNCTIONALITY FOR VARIOUS PLATFORMS. ÈAVING SAID THIS, IT WOULD NOT BE HARD TO WRITE MOST TYPES OF APPLICATIONS FOR THE Ã64 USING THE ÁZTEC à COMPILER THAT AUGMENTED WITH MY MANY TOOLS & ROUTINES. É AM MORE CONCERNED AS WELL WITH ADDING SUPPORT FOR ADDITIONAL Ã64 GRAPHICS FORMATS TO SOME OF MY OTHER APPLICATIONS AND TOOLS FOR ×INDOWS ØÐ AND SO FORTH. ÔHE SIMPLE ANSWER IS NO. ÃÆ. ÃAN YOU EXPLAIN THE HISTORY OF ÁZTEC Ã, É SEE YOU HAVE AN ONLINE MUSEUM HTTP://WWW.CLIPSHOP.CA/ÁZTEC/ INDEX.HTM#COMMODORE  ÁZTEC à IS A PROGRAMMING LANGUAGE ENVIRONMENT FOR A VARIETY OF OLDER NOW- OBSOLETE PLATFORMS INCLUDING THE Ã64, ÍÓ ÄÏÓ, ÁPPLE ÉÉ ÄÏÓ 3.3 & ÐROÄÏÓ, OLDER ÍACINTOSHES, & ÁMIGAS. ÍANX ÓOFTWARE ÓYSTEMS OF ÓHREWSBURY, ÎEW ÊERSEY, PRODUCED à COMPILERS BEGINNING IN THE 1980'S TARGETED AT PROFESSIONAL DEVELOPERS. ÔHROUGHOUT THE 1990'S THEY CONTINUED TO MAKE THEIR ÁZTEC Ã. ÁS THEIR MARKET SHARE DROPPED, THEY TRIED TO MAKE THE MOVE TO SPECIALIZING IN EMBEDDED SYSTEMS DEVELOPMENT, BUT IT WAS TOO LATE. ÔHEY DISAPPEARED FOLLOWING THE LOSS OF MARKET PRESENCE OF SOME OF THEIR TARGET PLATFORMS. ÃÆ. ÄO YOU DISSEMBLE OTHER PEOPLES WORK TO FIND OUT WHAT MAKES THE CODE WORK?  ÎO. ÔHIS IS NOT USUALLY NECESSARY. É WILL OCCASIONALLY DISASSEMBLE PORTIONS OF THE OPERATING SYSTEMS ETC. TO DETERMINE HOW THEY WORK BUT THE NEED TO DO SO SEEMS NOT TO BE PRESENT MUCH ANYMORE WITH SO MUCH INFORMATION AVAILABLE ON THE INTERNET. ÔHERE IS NOT REALLY MUCH MYSTERY IN HOW PROGRAMS NEED TO BE WRITTEN FOR ME, OR FOR MANY PROGRAMMERS. ÃÆ. É SPEND SO MUCH TIME ON THE PROGRAM DESIGN & FLOWCHARTING THAT ONCE THE ACTUAL PROGRAMMING OR CODING HAS TO BE DONE É LOOSE INTEREST IN THE PROJECT, DO YOU SPEND MUCH TIME PLANNING AND DOCUMENTING?  ÙES, BUT GENERALLY IN THE AREAS OF BUSINESS RULES AND TIME ESTIMATES, BUT THIS IS MORE PROJECT MANAGEMENT THAN PROGRAMMING. ÆOR THE SIMPLE PROGRAMS THAT É WRITE WHICH IS JUST ABOUT EVERYTHING THESE DAYS É START WITH A CLEAN SCREEN AND WRITE THE PROGRAM NARRATIVE. ÔHE ARCHITECTURE AND EVERYTHING IN GENERAL CONFORMS TO STANDARD PATTERNS AND STRATEGIES THAT ARE WIDELY ACCEPTED IN THE INDUSTRY AND SECOND NATURE FOR ME BY NOW. Á PLAN LIKE A ROAD MAP IS NECESSARY IF ONE IS JUST VISITING, BUT AFTER ONE HAS DRIVEN THE SAME ROAD DAILY FOR SO MANY YEARS IT IS NOT. ÔHE USER DOCUMENTATION IS ANOTHER MATTER AND É SPEND AS MUCH TIME ON THAT AND COMMENTING MY CODE AS É DO ON THE PROGRAMMING. ÃÆ.. É NOTICE YOU USE ×INVICE DO YOU THINK EMULATION IS IMPORTANT TO KEEPING MACHINE ALIVE, WHICH WOULD YOU PREFER AN ÅMULATION OR A REAL MACHINE? ÂÂ É WOULD PREFER A REAL MACHINE FOR USING A PROGRAM, BUT FOR TESTING AND PROGRAMMING AN EMULATOR WORKS BEST. ÃÆ.. ×HAT DO YOU THINK ABOUT THE NEW HARDWARE THAT IS BEING DEVELOPED FOR ÃOMMODORE MACHINES?  ÓINCE É AM NOT SO MUCH INTO GAMING AND EVEN THE ÁMIGA É AM NOT REALLY INTERESTED. ÂUT HAVING SAID THAT É AM ALWAYS KEENLY INTERESTED IN VIRTUAL ENVIRONMENTS BUT WITH ONLY SO MANY HOURS IN THE DAY EVEN É NEED TO SLEEP. ÃÆ.. ÄO YOU HAVE A FAVOURITE MACHINE? ÎO. ÃÆ.. ÈAVE YOU ANY FINAL COMMENTS TO ADD, OR IS THERE A QUESTION YOU WOULD HAVE LIKED ME TO ASK?  ÙES ÎIGEL. ÉF YOU EVER RUN ACROSS SOME SOFTWARE THAT WILL EXTEND A 24 HOUR DAY TO SOMETHING LONGER LIKE 48 HOURS PLEASE LET ME KNOW. ÔHEN É MIGHT HAVE TIME TO PLAY WITH ALL THE NEW TECHNOLOGY WHILE É ENJOY THE OLD. É HAVE LIVED FROM A TIME WHEN BLOCKS OF ÉÃÅ WERE DELIVERED BY HORSE-DRAWN WAGONS FOR ICE BOXES FOR THOSE IN MY CITY WHO STILL DID NOT HAVE REFRIG- ERATORS TO A TIME WHEN COMPUTERS RESPOND TO VOICE COMMANDS. ÁT ÃHRISTMAS TIME É BOUGHT MY LOVELY WIFE A ÒOBOT VACUUM CLEANER TO PLAY WITH. ×HAT A HOOT! ÁND THANK YOU FOR A MOST INTERESTING INTERVIEW. ------------------------------------- ...The End...