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Disk 13 program notes
PROGRAM NOTES
BOGGLE by D.Tonks
I take no responsibility for insanity caused by playing this
game.
All you have to do, is get the large blue block across to to the
right hand side of the screen. It's so easy, I don't know why I
wrote it....
The game is Sam mouse compatible, as well as joystick or cursor
keys, so control should be no problem.
To move a block, just click on the leading edge of the block.
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MACHINE CODE PAGING by G.Bobker
This is the first in a series of Machine code tutorials for the
beginner. Geoff has, for his first lesson, taken the paging
command, and explained it in very simple to understand terms.
The article has a printout option, so that a hard copy can be
obtained for reference purposes.
There will be more of these articles in future issues.
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POKES/CHEATS compiled by R,Evans
A new regular feature for the Supplement. Bob Evans is
collecting together all the pokes and cheats for both Spectrum
and Sam programs. Each issue he will publish a selection of
these to make your game-playing life easier. As far as possible,
all pokes will have been checked to make sure they work, and if
the printout option is used, you could printout the list each
month to make up quite a comprehensive file of pokes and cheats.
To use any of the poke in either Messenger or Snapshot programs,
65536 has to be added to the address.
e.g. if the poke is POKE 32768,201 Then it must be entered as
POKE 65536+32768,201
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UDG's by D.Tonks
Another one of my explanations on a part of Sam's BASIC. This
issue I'm dealing with User Defined Graphics, which work the
same as on the Spectrum, but are in a different place, and there
are more of them.
For those of you who know how to use the Spectrum UDGs, this
will just show the differences in using the Sams UDGs. For those
of you who have never come across a UDG before the article takes
you from square one, and explains what they are, where they are
and how to use them.
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GALLERY (member's pictures) (no vicar, not pictures of members)
Another selection of screenshots, some of which were done by
members of the club. I know from experience that even the
simplest picture can take an age to complete, so these people
are to be congratulated on their efforts.
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DOT 2 DOT by M.D.Mackenzie
A very simple 2 player game, but very nicely done. You've
probably played this as a child, using paper and pens, the idea
being to draw a line between 2 dots and complete squares. This
is the Sam version of it, which will save you an absolute
fortune in paper.
Full instructions are given within the program, and as it's
unprotected, you can have a look how it's done, and maybe modify
it to your own taste.
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EXTRA SETS by D.Marriot
Another 15 character sets, which go with the FONTINDEX published
in issue 12.
More of Dave's sets to come in the future, as he sent in a disc
full of them.
The sets can be used straight away, by loading them straight off
the Supplement disc into address 20880. All the sets have the
suffix ".FNT".
FONT EXTRA by D.Tonks
This is a simple to use font designer, which doesn't actually
design fonts, but takes existing fonts, and allows you to add up
to 8 colours. These can then be used in your programs, using the
FONT PROC that's in this issue.
Use the up down cursors to select a line and the left/right
cursors to change the colour of that line.
Options include, loading in your own font, saving the completed
colour font and restarting with the default colours.
A demo font is included in the FONT PROC, for you to see what
can be done with a few minutes work.
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FONT PROC (see above)
This is the DEFined PROCedure that you need to use the coloured
fonts described above.
The syntax is CPRINT x,y,a$
where X=pixels across the screen
Y=pixels up the screen
A$= your text
If the string is too long it will automatically wrap to the next
line, and no character is split if it's too close to the right
of the screen.
Instead of A$, you can of course use an actual string:-
CPRINT 20,80,"THIS is a test"
All characters from CHR$ 32 to CHR$ 128 are used, and the new
coloured set is saved off from 65536.
Before using the PROC, this code must of course be loaded back
to this address.
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MEGABERT by M.D.Mackenzie
Qbert was always a popular game on any computer, and now we have
a good conversion for the Sam. Dave has used a Spectrum listing
for the basis of this program, but unusually, has used MODE 2 to
do the graphics in. This gives a very playable game, with some
nice clear graphics.
A must for your classic games collection...
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MONOPOLY by M.Welsh
Another very popular board game, that has had a few conversion
to computers done to it.
This version uses MODE 4 and MODE 3 mixed to give the clearest
graphics along with the most info on screen. It's all very
nicely laid out, and unlike other versions I've seen, it's clear
what's going on at all times. Single keypresses are all that are
needed in most cases to tell the computer what you want to do,
and all transactions are handled by the computer, so that you
can concentrate on the game itself.
DELUXE PONTOON by M.Collinge
This is a re-write of an earlier program from the Supplement of
the classic card game of PONTOON.
Matthew has incorporated a betting system into the game to make
life more interesting, and uses the card set prevoiusly
published in the Supplement.
If you have a look throught the listing, you may just find that
there is a cheat mode, but I'll leave you to find this out for
yourself.
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AUTOCAT (Sorry, I have no name with this one, please tell me if
you recognise it as yours)
Quite a good disc catalogue program. Use the option to re-read a
directory, and the program will read in the directory and resave
the auto complete with the new names.
Entering the program number when a choice is requested, will
load that file, and there are options to rename, erase files
etc..
Be careful what disc you read in to try it, as the program
overwrites any autofile that is on the disc.
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