Messages sent by Albert Schofield.
ISSUE 41
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD)
Subject: TAPE TO DISC ON THE BBC B
Anyone who has used the cassette
filing system will be familiar with
control codes in the file names. These
appear as queries (?) no matter what
the control code is. Control codes
cannot be used in disc filenames as
they confuse the DFS. However, the
control codes can usually be dispensed
with when transferring files to disc
but occasionally a file will not work
without the control codes and this
causes problems when transferred to
disc. There are various ways of
getting round this, so to illustrate
one method I will give details of how
to transfer one such program to disc.
The program is ATOM SMASHER which is
in four parts :- ATOM-SMASH, INST???,
M/C???? and MAIN?. The file that
causes the problem is the third one
M/C????. The first file is a short
loader for the second file which is
really only a basic program with
protection so the first file can be
dispensed with and the second file
made listable by the following
routine.
Load the second file, INST???, from
cassette by using *LOAD""18E0 .
Then enter:- ?&227A=&FF to set the end
of file marker. If page is normally at
&1900 you should now be able to list
the file, otherwise set page to &1900
first. Delete line 308 which is
CALL&1790. Also delete line 310 which
is *RUN. Add the following line:-
5 IF PAGE<>&2000THEN PAGE=&2000:
CHAIN"INSTRUC" .
This is necessary to make room for the
next file to download. Alter line 760
which is CHAIN"" to 760*M/C. Add line,
770 PAGE=&E00:RUN
Now save the file to disc as INSTRUC .
The last two files are machine code
and load in below &1100 so they can be
combined into one file so that they
can be downloaded together.
To do this load the third file from
cassette with:- *LOAD""1900 . Then
load in the last file with:-
*LOAD""1E00 . Save it to disc with:-
*SAVE M/C 1900+F00 BBA 900 .
This file will have to be downloaded
to &900 so use whatever method you
prefer. By chaining INSTRUC the
instructions will be displayed but the
game itself will not work because the
control codes have not been entered.
You can prove this by cataloguing a
block or two of the third file from
cassette. Press BREAK and chain
INSTRUC . The game will now work.
To identify the control codes
catalogue a block or two of the third
file, M/C????, press BREAK and enter:-
*SAVE MEMORY 0 400 . This will save
the first four pages of memory. Then
*DUMP MEMORY and at location &3B2 can
be seen the file name and the three
control numbers. The fourth is just a
query. Make a note of the seven
numbers:- 4D 2F 43 98 80 8A 3F. These
can be poked into memory by adding an
extra line to the file INSTRUC just
before it loads the next file as
follows:-
756 !&3B2=&432F4D:!&3B5=&3F8A8098
See page 409 of the USER GUIDE.
It is possible that slightly
different versions of the game exist.
If so you will have to make allowances
for this. More next month.
ISSUE 42
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD)
Subject: TAPE TO DISC ON THE BBC 'B'
Another game that will not work
without control codes in the filename
is ALIEN BREAKIN. This is in three
parts. A-B-IN, ??? and A#B#IN. The last
part being separated by the underline
character. The first part is a BASIC
program so load this from cassette and
alter the last line 1400 to:-
1400*KEY0 *??? |M*RUN A#B#IN |M
Then add line 1410*FX138,0,128 and
line 1420END and save to disc.
Then load in the second part from
cassette using *LOAD""2E00 and save to
disc using *SAVE ??? 2E00+5FC 3300.
Then load in the third part from
cassette using *LOAD""1900 and save to
disc using *SAVE A#B#IN 1900+2097 22CA
B6A. This last part will need to be
downloaded.
If you now run the game it will
probably work as the control codes
have been entered during transfer but
if you switch the computer off and on
then it will not work.
The control codes are 8E 8B 90. So
you could alter line 1400 in the first
part to 1400*KEY0 !&3B2=&908B8E|M*???
|M*RUN A#B#IN |M and it would then
work. But a better way is to use a
sector editor. On part two, where at
location &530 you will see the control
codes in reverse order. Replace these
with zeros. Also if you want music you
will see at location &5A8 the filename
for the last part with the A missing.
Replace the missing A. And that's
about all. More next month.
ISSUE 43
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD.)
Subject: TAPE TO DISC ON THE BBC'B'
The last of the programs that I have
which will not work without control
codes in the filename is DEMON
DECORATOR. This is in two parts. Both
parts are in basic but are unlistable.
To transfer the game to disc, load
the first part from cassette. The last
few lines can then be listed by typing
LIST850, (the comma is essential).
Alter the last line 870 to:-
PAGE=&1100:CHAIN"PAINTER". Then add an
extra line:- 855PRINTTAB(6,19)CHR$(131
)"Press"CHR$(129)"SPACE"CHR$(131)"to c
ontinue.":REPEAT:UNTIL INKEY-99<>0 .
This line will allow time to read the
instructions. Then save the file to
disc.
If the second file is then
transferred to disc as PAINTER the
game will then probably work, as the
control codes will have been entered
during transfer. If the computer is
then switched off and on again the
game will still work but in a very
unpredictable way. To remedy this,
load the second file into memory again
and delete the following three lines:-
967, 1283 and 1685. These are the
lines causing the problem. Save to
disc again as PAINTER. The game should
now work perfectly. More next month.
ISSUE 44
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD)
Subject: TAPE TO DISC ON THE BBC'B'
Some cassette based games which, when
transferred to disc, will load and run
but will not work properly. One such
game is SPACEMAN SID. When loaded from
disc, all that appears is the top part
of the screen and the bottom part but
no action in between. The reason for
this is because the last part is
locked and will not work properly when
unlocked. In this case it is necessary
to make the computer think that it has
loaded a locked cassette file. A
locked cassette file can only be *RUN.
It cannot be *LOADED or *DUMPed. When
a locked cassette file is *RUN the
byte at location &3CA is set (See page
347 of the ADVANCED USER GUIDE). So
this byte must be set to make the
computer think that it has loaded a
locked cassette file. With SPACEMAN
SID it should be set to A1. This can
be done with the following poke:-
?&3CA=&A1.
The game can be transferred to disc
as follows. SPACEMAN SID is in three
parts SID, SID1 and SID2. The first
part is a basic program so load it
into memory and alter the *T. command
at line 21 to ?&3CA=&A1 and save to
disc. Load in the second part using
*LOAD""1900.
The second part is part basic and part
machine code. The machine code section
contains the tape token 8C. This must
be replaced by a space (20) to prevent
the computer reverting to the cassette
filing system. The file could be saved
to disc and a sector editor used to
alter the 8C which is at location &F6F
in the file but an easier way is to
type ?&286F=&20 before saving the file
to disc. Then save to disc using
*SAVE SID1 1900+1600. The third part
SID2 will have to be loaded at &1900
using an unlocking utility. Then saved
to disc using:-
*SAVE SID2 1900+3600 E10 400. As this
file loads in at &400 it will also
have to be downloaded. I use the MOVE
DOWN routine on the BEEBUG DISCMASTER
disc for this but any downloader will
do. The game should then load and run
perfectly. More next month.
ISSUE 45
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD)
Subject: TAPE TO DISC ON THE BBC B
Last month I dealt with a game which
would not work unless a character was
poked into the locked program byte.
This month I will deal with the game
EAGLE'S WING which needs to have four
characters poked into the four spare
bytes immediately following the locked
program byte. The four characters are
DDH. (including the full stop). To
PEEK at these locations, first
catalogue a few blocks of any part of
the game, press escape and type
PRINT$&3CB. The characters DDH. will
be shown. Typing PRINT ÷!&3CB will
show the hex equivalent in reverse
order which is as they should appear
in the necessary poke.
So to transfer the game to disc a
short loader program will be needed as
follows:-
10 !&3CB=&2E484444
20 CHAIN"EAGLE"
Save this to disc as LOADER. Load in
the first part of the game, which is
Eagle-Wing, using *LOAD""1900. This
section is part basic so list it and
copy line 10 and then list it again.
The hidden line 15 can now be seen.
Copy line 15 to eliminate the REM but
leave the colon. Delete line 20. Copy
line 40 and alter the last statement
to:- *L. 1.EAGLE
Add line 50PRINT'"PRESS"'"SPACE"GET$
Add line 60CALL&753E
It is essential to do these
alterations exactly as shown to
maintain the same length of the basic
which is &AB. Otherwise the screen may
be corrupted. Save it to disc using:-
*SAVE EAGLE 1900+600 8023.
The second part, which is 1.EAGLE, is
locked so it will have to be loaded at
&1900 using a locked file utility.
Save it to disc using:-
*SAVE 1.EAGLE 1900+600 753E 7000
The last part, which is 2.EAGLE? is a
bit tricky. It is locked and also, as
the ? shows, the filename contains a
control code. This control code is
different in every block so it is in
effect a changing filename. So type
*TAPE and then enter *OPT2,0 to force
it to load and load it in at &1900
using a locked file utility. Ignore
the File? messages. Then save it to
disc using:-
*SAVE 2.EAGLE 1900+2C00 3200 1200
By chaining LOADER the game should
now run. More next month.
ISSUE 46
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD)
Subject: TAPE TO DISC ON THE BBC B
Several members have been enquiring
about the operation of Vine Micro's
REPLAY tape to disc system so here
goes with a rundown on it.
REPLAY first appeared in 1985 and had
to be tailor made for each make of
DFS. It was activated by entering
*REPLAY and some software used this
command to block the use of REPLAY. So
in 1988 Vine Micros brought out a MARK
2 version of REPLAY which would work
with any 1770 DFS double density only.
This version did not use the *REPLAY
command but was activated just by
pressing a push button switch which
was usually mounted on the back of the
computer. In 1989 Vine Micros ran foul
of the new copyright laws and were
banned from producing any more.
If you have a REPLAY system fitted it
is probably one of the original
types. If you enter *REPLAY and get
BAD COMMAND then you have the MARK 2
version.
I will deal with the original version
first. Insert a blank formatted disc
into drive 0 and type *REPLAY or *REP.
and the main menu will be displayed.
Press the function key f5 to
initialise the disc. Then press key f1
to create a new file. A filename can
now be entered which can be up to
twenty characters long. The name will
appear flashing white to indicate that
it is ready to be saved to. Now press
BREAK and load in your game as normal.
When it is fully loaded press the
REPLAY switch just once. The two
keyboard control LEDs will start
flashing. Press key f0 and the game
will be saved to disc.
To reload the game in future type
*REPLAY or do a SHIFT/BREAK. The menu
will be displayed and the appropriate
key may be pressed to load the game.
The game can originate from either
tape or disc.
With the mark 2 version the discs
have to be specially formatted. Place
a disc in drive 0 and press the REPLAY
button. The two keyboard LEDs will
flash alternately. Press key f4. The
message "Shall I format this disc ?"
will appear. Press Y and answer the
questions regarding the disc drive.
The disc will be formatted and the
menu will appear. Press SPACE and the
utilities menu will be displayed.
Press C to create a file which can be
up to 31 characters long. Press break
and load in your game. When it is
fully loaded press the replay button
and then press f0 and the game will be
saved to disc. To reload the game
press the REPLAY button and then key
f0 and the menu will appear. With the
mark 2 version it is not essential to
create a file first. The game can be
loaded in first and then the REPLAY
button pressed followed by the f0 key
and the game will be saved with the
filename "UNSET". This can be renamed
afterwards if desired. Here is a list
of the buttons that can be used:-
f0-SAVE TO DRIVE 0.
f1-SAVE TO DRIVE 1.
f4-ACCESS DRIVE 0.
f5-ACCESS DRIVE 1.
SPACE-RETURN BACK TO PROGRAM.
More next month.
ISSUE 47
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD)
Subject: REPLAY DISC UTILITY
It is often useful, when playing a
game, to be able to re-save (or
update) a file on disc for replay at a
later date. With the REPLAY utility
some files can be continuous update
files in which case pressing the
REPLAY switch will cause a save to the
program just loaded. To set a program
to be continuously updated, simply
enter the EDIT FILE mode (option 4
from the main menu) then press the
program letter, and then once the data
file is displayed, press "U". The
program name will then change colour
to purple and "R&W" will appear to the
left of the name which means READ &
WRITE. Then press "E" to exit the edit
mode and re-save the data file.
On the mark 2 REPLAY the procedure is
slightly different. In this case go
into the EDIT DATA file mode and press
the "R" key. The program name will
then be prefixed by R/W instead of
"R". To cancel this just repeat the
process by pressing "R" again and the
prefix will re-appear as "R".
Once set, a program can be loaded as
normal and then at some time during
the program execution, the REPLAY
switch can be pressed (along with one
of the drive keys f0 to f3) and REPLAY
will overwrite the old program on the
disc.
On the MARK 2 REPLAY it is advisable
not to use the AUTOMATIC FILE CREATION
feature on the disc with R/W files on
it. This is because if you load a
program from a R/W file, then any
subsequent save to the disc will
over-write this file except when there
is a W-only file to save to, or the
user has accessed the main menu.
The file priority to a disc is:-
(1) a W-only file.
(2) a R/W file if the last access to
the disc being used was to load in a
R/W file.
(3) a blank file. ie. automatic file
creation.
If the disc is full then nothing will
be saved.
More next month.
ISSUE 48
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD)
Subject: REPLAY DISC UTILITY
Some games have special screen
formats and when saved with REPLAY the
screen may appear broken up. To
correct this, the REPLAY edit utility
will have to be used.
Some versions of REPLAY have the
necessary data built in for certain
games to correct this but the data
will only be recognised if the game
name is spelt correctly in upper case
letters.
To enter data, first transfer the
program as normal from tape to disc.
Get into the main REPLAY menu, then
enter the 'Edit file' menu by pressing
number '4', followed by the letter
corresponding to the program to be
edited. If the Mode needs changing,
then press the letter 'M', and enter
first the screen mode (the first
number, ie. a number from 0 to
7),followed by pressing the <RETURN>
key, and then enter the screen size
(the second number ie. either 1, 8,
10, 16, or 20 - do not enter the
letter k), followed by <RETURN>.
To enter the video data, press the
letter 'V' from the edit file menu.
You will then be asked 'Register ?',
to which you should respond with the
first number of the video data (eg.
the '6' in '6,16', followed by
pressing <RETURN>, and then respond to
the 'Data ?' prompt by typing the
second number (eg. the '16' in '6,16',
followed by <RETURN>.
Video data is listed as multiple
groups of two numbers. The first
number in each group is the video
register number, and the second is the
video data value. To exit the video
data entering stage, simply press
<RETURN> by itself (ie. without
entering any data) when the 'Register
?' prompt appears.
Colours are entered by pressing the
letter 'C' from the edit file menu.
You will then be asked the 'Logical
colour ?' value, which is the first
number in the group of two numbers
(ie. the '1' in '1,7') which should be
typed in, followed by <RETURN>. Then
the 'Actual colour ?' value should be
typed in, which is the second number
in the group (ie. '7' in '1,7'
followed by <RETURN>, To exit the
colour altering mode simply press
<RETURN> by itself (without entering
any data). To exit the edit file menu,
press the letter 'E'.
The most common alterations needed
are Mode/Screen size, Colours, and
alterations to video registers 6 and
7. The values of these can easily be
worked out by the average user who
knows something about how the screen
displays its data, or simply try
different values until it comes right.
The first thing to get right is the
MODE, so try different values until
you can actually see something on the
screen that looks at least vaguely
correct. If the screen is 'broken up'
and you have tried all the different
modes available (0 to 7) then you will
need to try different values for video
registers 1 and 2. Assuming that the
screen looks reasonably okay, the next
step is to alter video register number
6 until the full number of lines is
displayed. Then try different values
of register 7 until it is centred
correctly.
Vine Micros issued sheets of data
values for various games already
worked out. I have most of these
sheets so if you have problems with
any games, I may be able to help with
the data values. More next month.
ISSUE 49
To: 999 (all members)
From: K3H (ALBERT SCHOFIELD.)
Subject: TAPE TO DISC ON THE BBC B
Cassette based games sometimes have
extra protection devices such as a
card with groups of colours which
have to be entered before the game
will run, so a copy is no good without
the card. Sometimes a device called a
LENSLOK is used. This has to be placed
over the monitor until two characters
appear which have to be typed in
before the game will run. There is
also a time limit and if, like me,
your monitor is the TV and is a couple
of feet away it can be a bit tricky.
The only game I have come across
which uses the LENSLOK is MOON CRESTA.
The game as it stands is fairly
straight forward to transfer to disc
but the LENSLOK still needs to be
used. What is needed is a method of
transferring it to disc which
dispenses with the LENSLOK.
The game is in three parts, CRESTA1,
CRESTA2 and the filename for the last
part is just a space. The first part
just gives a fancy screen. The second
part handles the LENSLOK routine. The
game itself is in the last part. So
position the tape at the start of the
last part and load it in using:-
*LOAD""1900
When it is loaded in, enter the
following eight pokes, pressing RETURN
after each one.
?&465F=&00
?&4660=&46
?&466F=&D0
?&4739=&00
?&473A=&21
?&4775=&50
?&4776=&4D
?&477B=&50
Now enter *DISC and save the
shortened file to disc using:-
*SAVE CRESTA2 1900+2EBC 4400 16C3
All that is needed now is a short
loader program as follows:-
10*KEY0 *CRESTA2|MCALL&4429|M
20*FX138,0,128
30END
Save this as CRESTA. Chaining CRESTA
will now run the game and no LENSLOK
needed. More next month.