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   CBM      Commodore Computer Conference      4,328 messages   

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   Message 1,612 of 4,328   
   Stephen Walsh to All   
   Commodore Free Magazine, Issue 91 - Part   
   19 Mar 16 11:21:49   
   
   t stunt on a coding screen   
   and you get a ton of "syntax errors" and "undefined statements" within the   
   whole.  The Commodore catches all the programming errors within itself when   
   it does that, but it takes a good eye to see the errors in the printed   
   page.  I'd have to say that stories need to be beta tested just as much as   
   programs do.  Thankfully I have an actual editor in my family who can do   
   this work for me without charge and I have beta testing for the world of   
   Commodore to help make programming mistakes disappear.   
      
   In conclusion, I would like to say that when it comes to function, "Check   
   Mate" makes the grade for which it was originally designed.  When I get   
   into it I will do little to it except what I have aforementioned in this   
   article, but with all the programs I write, I would like to add a small, on   
   screen documentation that will give overall use and tips on how to maximize   
   the use of the program as seen from the eyes of the programmer.  As always,   
   I'd like to say that programming on the Commodore is both fun, nerve   
   racking, and refreshing.  I await, sometimes with anticipation, on the next   
   idea that comes to mind for the Commodore.   
      
      
      
   *************************************   
           BOOK REVIEW: 10 PRINT   
             By Andrew Fisher   
   *************************************   
      
   When we first got a Commodore 64 computer, like so many we tried out the   
   programs in the User Guide bundled with the machine.  I have strong   
   memories of a short program that generated a maze-like picture on the   
   screen.  A refinement of that program appeared as a one-liner in RUN   
   magazine, and it is the one-liner that inspired this book.   
      
   As part of the Software Studies series from the MIT Press, 10 PRINT is an   
   academic study created by ten authors.  Working together they researched   
   not only the program itself and the Commodore 64 it ran on, but expanded   
   the discussion to include wider culture - the history of mazes, randomness   
   in art and games of chance, the way BASIC contributed to the growth of   
   computing and porting programs between machines and languages.  The end   
   result is a fascinating text that celebrates not only the one-liner itself   
   but also the C64.   
      
   The way the book is laid out is very clever.  The front cover uses the   
   familiar Commodore font, and its blue & white pattern recreates the mazes   
   the program creates.  Chapters are headed by a page that resembles the C64   
   User Guide, with each chapter numbered like a BASIC program in increments   
   of 10.  This allows remarks and side topics to be discussed in separate   
   chapters headed with REM (the BASIC statement allowing a remark), numbered   
   with a 5 to appear between the larger chapters.   
      
   There are many figures illustrating key points in the text.  These include   
   familiar screenshots of the C64 screen output (in the classic pale blue &   
   dark blue colours of the start-up screen), photographs and artwork.   
   Breaking up the main text are sidebars, highlighted with a pale blue   
   background for clarity, discussing topics leading away from the current   
   chapter.   
      
   Throughout the book are many citations and references to printed material   
   and books, clearly annotated with page numbers from the original work.  One   
   of the works cited in this scholarly manner is in fact Commodore Free.  In   
   issue 23 the late Lord Ronin contributed a variation of the one-liner,   
   although sadly as published in its original form a key mistake renders the   
   program faulty.  (A corrected version appears at the end of this review for   
   experimentation and demonstration, along with other examples).  The book   
   ends with refined versions of the program called Maze Walker, allowing   
   either the computer or player to "solve" a randomly created maze.   
      
   Having previously read an MIT work on the Atari 2600 (Racing the Beam,   
   discussing the techniques used to program key games on the console) I was   
   really looking forward to reading 10 PRINT.  I was not disappointed - in   
   fact, I was pleasantly surprised at how much I enjoyed it.  From lab rats   
   in a maze to the foundation of Microsoft, from the beginnings of BASIC to   
   the Dadaist artists, this is a wide-ranging and fascinating book.  Best of   
   all it acknowledges the C64 in a big way - from showing how the ROM font   
   includes the diagonal characters that make up the maze to its role in   
   popularising programming.  Once I started I found it difficult to put down.   
   The presentation is top notch and the formatting of the text flows nicely.   
      
   For those who do not want to splash out for an expensive book, there is a   
   PDF version available under a Creative Commons license.  But the printed   
   book is a nice artefact in itself, and a pleasing addition to my shelves of   
   computer-related books.  Profits from the book are going to the Electronic   
   Literature Organisation - helping to promote writing, publishing and   
   reading in electronic media.   
      
   OVERALL...  8/10   
      
   Perhaps a little high-brow for some readers, but a good read.   
      
   WHERE TO FIND THE BOOK   
      
   Visit the website:  www.10print.org   
      
   Amazon in the UK:   
   www.amazon.co.uk/10-PRINT-CHR-205-5-RND/dp/0262018462/   
      
   Amazon in the US:   
   www.amazon.com/10-PRINT-CHR-205-5-RND/dp/0262018462/   
      
   Online PDF download (50Mb):   
   nickm.com/trope_tank/10_PRINT_121114.pdf   
      
   EXAMPLES   
      
   Here is the program as it appeared in the User Guide.   
      
   10 PRINT "[CLR/HOME]"   
   20 PRINT CHR$(205.5+RND(1));   
   40 GOTO 20   
      
   It looks elegantly simple, but here's how it works.   
      
   Line 10 clears the screen (press SHIFT + CLR to leave the reversed heart   
   symbol, or you can use PRINT CHR$(147))   
      
   Line 20 PRINTs either CHR$(205) or CHR$(206).  These are the diagonal   
   graphics symbols on the M and N key (made using the SHIFT key).  The RND(1)   
   chooses a random number between 0 and 1, which gets rounded up or down to   
   the nearest whole number.  By changing the .5 you can change the balance   
   between the two characters.   
      
   Line 40 simply goes back to line 20 and repeats.  It's the semi-colon AFTER   
   the PRINT statement in line 20 that makes the C64 print the next symbol   
   directly after the last one.   
      
   Here is the one-liner, first found in RUN magazine.   
      
   8 PRINT CHR$(205.5+RND(8));:  GOTO 8   
      
   Here is a suggested variation, adding random colour.   
      
   8 PRINT CHR$(205.5+RND(8))CHR$(149+RN   
     D(8)*11);:  GOTO 8   
      
   This selects a random colour for the next character printed, using CHR$   
   codes once again.  RND(8) uses 8 as the seed to generate the random   
   numbers.  Using RND(1) as the first RND statement in a program will always   
   generate the same random sequence, which is helpful when testing.   
      
   Here is the Lord Ronin variation, fixed to work properly.  (The problem was   
   an extra bracket and the lack of the semicolon in line 20).   
      
   10 ? "[CLR/HOME]"   
   20 ? CHR$(205.5+RND(1));   
   40 GOTO 20   
      
   As you can see this is now almost identical to the original, with the   
   exception of using the shortcut ?  in place of PRINT.   
      
   FOOTNOTE:   
      
   MIT is the Massachusetts Institute of Technology, an American university   
   dedicated to science and research.  It has played a pivotal role in the   
   development of computing, and includes among its alumni the group who would   
   go on to found Infocom Software.   
      
   This article is dedicated to the memory of Lord Ronin.  We miss your   
   enthusiasm, Sensei.   
      
      
      
   *************************************   
          A GARDEN OF GAME GLYPHS   
             By Tristan Miller   
   *************************************   
      
   www.nothingisreal.com   
      
   The following letters have been extracted from the title screen logos of   
   popular games for the Commodore 64.  Can you name the game each letter was   
   taken from?  Solution below.   
      
   [IMAGE]   
      
   SOLUTION:   
      
   * A. Archon   
   * B. BC's Quest for Tires   
   * C. Creatures   
   * D. Dragon Wars   
   * E. Exile   
   * F. Forbidden Forest   
   * G. Great Giana Sisters   
   * H. Hunchback   
   * I. IK+   
   * J. Jumpman   
   * K. World Karate Championship   
   * L. Lemmings   
   * M. Might and Magic, Book Two   
   * N. The Last Ninja   
   * O. Donkey Kong   
   * P. Pirates!   
   * Q. Qix   
   * R. Rags to Riches   
   * S. Microprose Soccer   
   * T. Turrican   
   * U. M.U.L.E.   
   * V. Ultima V: Warriors of Destiny   
   * W. Oils Well   
   * X. Blue Max   
   * Z. Zak McKracken and the Alien   
     Mindbenders   
      
      
      
   ***********************   
      
   --- MBSE BBS v1.0.4 (GNU/Linux-i386)   
    * Origin: Dragon's Lair ---:- dragon.vk3heg.net -:--- (3:633/280)   

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