CWTA Issue 36 - December 1987 - Type-Ins

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The following listings were published in the December 1987 issue of Computing_with_the_Amstrad:

Type-Ins

  • Espionage (Jacob Metcalfe, adapted by Ken Goodman)
  • Printer Echo Utility (Ian C. Sharpe)
  • Random Access Filing (Joe Pritchard)
  • Knight's Tour (Jordan Yates)
  • Pokmuncher (Roger Payne)
  • Country Garden (David Bozon)
  • Character Definer (Cornelius Wurtz)
  • 3-Flasher (Andrew Clarkson)
  • Big, big characters (Hung Ngo)
  • Trap (Barry Wise)
  • Molecular Matrix (Angus Irving)
  • Koch curve (Ian Sharpe)
  • Stonefear Castle (Clive Gifford)
  • Star Frame (CWTA Postbag)

Notes

  • Printer Echo Utility installs a RSX called PRINTER,n with "n" being 0 or 1 to switch Printer Output Off or No, from that point everything printed onscreen is printed until PRINTER,0 is issued (so even PRINTER,0 will be Printed!).
  • Files I.BAS -> VI.BAS relate to the Random Access Filing with I.BAS setting up some RSXes that the other files use. <USE CAUTION> when using these examples or refer to DEC 87 issue of CWTA because they may wipe information off a Disc, the article suggests using an Blank DATA Formatted Disk when handling these examples.
  • Knight's Tour - I think I've correctly typed in this listing, however there were some Printing issues with the original source. CWTA mentioned use of '£' along with '#' though the '£' didn't seem to show witin the listing.
  • Pokmucher - Use Q,A,O,P for Up, Down, Left, Right. A Pacman Style game, which uses TEST(), to check for Walls, Pills & Ghosts. Neat!
  • Country Garden - uses the Sound Que (SQ), to continously play "Country Garden" while drawing the Flowers.
  • Character Definer - Have a Disc in the drive before running this program. Uses Cursor Keys, [TAB] when finish editing a character. The utility runs in MODE 2, though displays how other characters would look in MODE 1 & MODE 0.
  • 3-Flasher - Flashes a 3RD Colour for your Palette. 2 RSXes called INK n,a,b,c & SPEED,s are setup, with <n> representing the palette number followed by the 3 colours & SPEED selects the SPEED the INKs flash (1 is fastest).
  • Big, big characters - This makes it possible to draw 8 character wide characters (huge) or 16 character wide characters (absolutely ginormous), included in the Screenshot is a little example I made to handle strings, if the size = 2, add 16 to x, or add 8 to x if size = 1.
  • Trap - unrelated to a later ACU 10-Liner called Trap. Use Cursor keys to move the club symbol around the maze to the exit, except it's some odd musical path you need to take to get to the exit arrrugh. The original listing is BASIC 1.1 with a GOTO 50 placed after a DATA statement on Line 100, though the game seems to be too good for 464 users to missed out.
  • Molecular Matrix - This is really cool for something which could be a 1-Liner!
  • Koch curve 'koch.log' - This is from an article for coding in Logo. I've used Logo 3, which is Disk 3 of the CP/M Plus Disk Set, another version of Logo is presented on the CP/M 2.2 Disk, but is missing some 'things' that Logo 3 has. To run it, run CP/M Plus, once that's loaded, Remove Disc & Insert Disc 3 and type 'submit logo3', when that's completed you should see a funny Arrow head the centre of the Screen. Remove that Disc and Insert Disc with 'koch.log', LOAD "koch (please note the space between LOAD and " is important for load to work), 2 procedures are added 'koch' and 'k', demo can be run with 'koch 330 1','koch 330 2',koch 330 3', with the different parameters playing a role in the final graphical output.
  • Stonefear Castle - a mini text adventure, for people interested in writing Adventure games. Commands are:- 'north, south, east, west, take, fight, examine, quit' and magic word 'abazoom'
  • Star Frame - Reader J.D. Lane wrote to CWTA Postbag, after having trouble producing a Frame of Stars around the screen. CWTA didn't post the original code, though produced their own based on the original. I have included a STARFRME.ASM source code which is text file. To run the demo 'STARFRME.BIN', type 'MEMORY &7FFF:LOAD"STARFRME.BIN":CALL &8000' use 'CALL &BB18' following CALL &8000 to visually see the Star Frame before 'Ready' prompt appears.


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