This section is the dump area of the
mag, the 3 in the morning better not
keep this in the text area area. The
scrolly text message buffer of endless
tosh that makes your eyes spin but you
just can't stop reading it because you
might miss something important at the
end, you can't *LIST it because the
person that wrote it EORed it into
knots type area.
Was it you that wrote that article a
while back and didn't think it was
worth sending in to 8BS? Now it's stuck
on a disc somewhere in the bowels of
your disc box gathering dust? Or were
you the one that wrote that brilliant
routine and promptly forgot about it.
Surely, it is hidden away on that
utility disc that you haven't looked at
for months.
What? You don't remember? Well just
have a look through your collection
again it must be there. Yes! Go on,
stick it on a disc and send it to 8BS.
Can't you find it? Oh well, it
shouldn't take a minute to knock up
something else should it? After all if
someone like 2J3 can do it you must be
able to do something far better!
Or was that you, Steve Flintham that
lay down a challenge to get a BASIC
program to make an exact copy of
itself? See Basread.
A spin off from this was spending
several hours working out how GOTO and
GOSUB targets were stored in memory.
They are stored in three bytes after
&8D is found. Why are they stored
like this? Is it something to do with
RENUMBER ing? Or BCD?
This is a procedure that calculates
the GOTO or GOSUB "TARGET".
Assuming that the file pointer is
hovering over the first of the three
bytes:
400DEFPROCcalc:A%=BGET#F%
410G%=(BGET#F% EOR &40)+(BGET#F%
EOR &40)*&100
420IF A% MOD &10=0 G%=G%+&4000
430A%=A%-A% MOD &10
440IF A%=&40 G%=G%+&40
450IF A%=&70 G%=G%+&80
460IF A%=&60 G%=G%+&C0
470PRINTSTR$G%;:ENDPROC
How about this idea:
A challenge to see who can create the
most useful one liner? Maybe a dump
routine or sound sampler, or 3D
scrolling "shoot 'em up" game?
Something will have to replace the
Repton competition when it is finally
laid to rest.
Here are some of the latest cheats from
my repertoire of fiddlings.
If you have the slightest doubt about
how to use this information, don't do
it or you will mess up your prize
games.
PANTHEON
30 FOR L%=0TO2 STEP2
40 P%=&C00
50 [
60 OPT L%
70 JSR &FFF4
80 LDA #&60:STA &1A1D:STA &1A2A
90 STA &2845 ½ SOME IMMORTALITY
100 LDA #&EA:STA &24F5:STA &24F6
110 STA &2887:STA&2888 ½ INF LIVES
120 RTS
130 ]:NEXT
140 *LOAD OMCL
150 ?&BAA=0:?&BAB=&C:CALL&B00
Lines 80 90 and 100 give immortality
except for falls. Remove line 90 as the
game probably plays better without it.
Line 110 gives infinite lives. This on
it's own is probably sufficient.
RUBBLE TROUBLE changes to RUBBLE2
70B$=""
80PRINT"IMMORTAL? Y/N":A$=GET$:IFA$="Y"
B$="?&34D0=0:?&295E=0:?&339F=0:?&353C=0
:":REM ?&3023=0 TIME NOT KILL
90PRINT"INFINITE LIVES? Y/N":A$=GET$:IF
A$="Y"B$=B$+"?&2F15=&EA:?&2F16=&EA"
100REM ?&2035=NUMBER OF LIVES
110OSCLI"K.0*LOAD RUBBLE3|M"+B$+"|MCALL
&4078|M"
120*FX138 0 128
130END
TIME MACHINE
*KEY 10 INPUT ?&B33:?&39D6=?&B33:CALL &
F86|M
Pressing break allows you to input the
location you wish to go to:
1 Swamp 2 Sphinx 3 Brig
4 Cellar 5 Grassy plain 6 Time warp
10 Machine 11 Swamp 13 Lake
14 Causeway 15 Island 16 Desert
17 Wall 18 Passage 19 Weapons
20 Statue 21 Temple 22 Tunnel
23 Foremast 24 Rigging 25 Pantry
26 Deckhouse 27 Cabin 29 Nest
30 Cabin 31 House 32 Quagmire
33 Fog 34 Door 35 Fog
36 Window 37 Hall 39 Study
40 Powerhouse 41 Corridor 42 Guardroom
44 Dead
POWER RAIDER
Immortal
*LOAD POWCODE
?&2E78=&EA
?&2E79=&EA
?&2E7A=&EA
*SAVE POWCODE 1800+3FFF
YIE AR KUNG FU 2
Main game:
?&2015=&EA:?&2016=&EA: infinite lives
?&2CF6=&EA:?&2CF7=&EA: no minor nasties
?&2DE3=&EA:?&2DE4=&EA: infinite power
THE EMPIRE STRIKES BACK
Infinite shields:
Main game
?&568A=&EA
?&568B=&EA
?&568C=&EA
Thought for the day:
Tippex on disc labels flakes off inside
disc drives. This cannot be good.
Well it happened finally. All this time
with just the odd finger slip here and
there, just delete and the error is
corrected.
Everything was going fine when all of a
sudden in an unguarded moment, the
worst happened. Instead of loading a
file into an empty memory, I saved
empty memory over a file. Out came the
sector editor, fifteen minutes of
sticky palmed jiggling about finally
rescued the file.
I backed up the disc I was using onto a
spare disc. I then used the spare disc
and my sector editor to find the area
that the text file was sitting. Then I
changed the file attributes of one of
the existing files to the same length
and address on disc as that of the data
I wanted to rescue. I then loaded that
newly changed file into EDIT and
trimmed the excess off. I then saved
the rescued file back onto the original
disc. PHEW!
No female members?
I think that there is a minor point in
need of clearing up regarding the two
versions of this program of mine.
There have been questions put to me by
various people now about the difference
between Mix-ed and Mix-ed2 the sound
sample editors.
In a nutshell: Mix-ed is obsolete.
There is no need to attempt to use it
if you have Mix-ed2. Mix-ed and Mix-ed2
will work well on all samples on CJR
discs.
There now follows a more involved
explanation which you probably don't
need to read if you have better things
to do. After all, this is just the
ramblings section.
This is the question from YJ2 that
prompted these paragraphs:
"Incidently what is the difference
between Mix-Ed 1 and Mix-Ed 2? (apart
from the fact that the latter is
uncompatible with the former). Is there
a conversion program for transferring
files between the two systems?"
Ok. Well to cut a long story long.
Aeons ago, before I had my own sound
sampler I had a load of TYB samples.
Wishing to play around with these
samples I wrote my first version of
Mix-ed.
Mix-ed is not compatible with the BBC B
because of an assembler instruction. At
the time I wrote the program I was
unaware of compatability problems.
I then acquired my own sampler and
started gathering my own collection.
The software that takes and runs these
samples is slightly different to TYB
software. Therefore Mix-ed2 was born.
As is usually the case, as time passed
by, Mix-ed2 evolved. Comparing the 2
versions will bear this out. Mix-ed2
is shorter than the original Mix-ed
for instance.
The original Mix-ed is on the first two
sample discs (CJR-4 and 5) that I sent
to Duncan and now Daniel. The first two
sample discs contain The Yorkshire Boys
samples only.
Mix-ed2 is for use with all susequent
discs. All subsequent discs contain
samples taken by myself only. Has
anyone heard the laugh on CJR-8? This
is a friend of my wife's, a nice lass,
but what a noise.
I do not see any point in attempting to
alter Mix-ed as I regard this program
and in fact the whole area, finished
with. The collection of sampling and
editing programs that I have written
suits my needs to now produce sample
discs when the mood takes me. I am
working on my next disc (CJR-9, samples
disc 6) at this moment, although it
only has 1 meagre sample on it at
present.
As you are all bearing witness to,
teletext editing was the next poor
innocent subject for me to slaughter.
That is now out of the window. To be
replaced with text game writing
programs maybe, or even graphics games.
All of this is generally interspersed
with my favourite subject but the
problem is that none of that can be
published.
an extra bit!!!
Okay. Stage one finished.
That was simple.
For stage two, you need a sector
editor and a bit of patience!
Unless of course you are really
Oh! That's too many clues!
to