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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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