***************************** ** COMMODORE FREE MAGAZINE ** ***************************** Issue 26 January 2009 www.commodorefree.com Free to download magazine Dedicated to Commodore Computers Available as Text, Html, PDF, SEQ and Commodore 64 D64 disk image Editor --------- www.commodorecomputerclub.co.uk/ http: //translate.google.com/translate_t# Happy new year! Translation Right a few readers have asked about Commodore Free as a German,French and Spanish publication. I am one person editing the magazine,I speak only one language (and am still trying to master that correctly) I can't possibly translate the magazine to other languages on my own. I have found this website though, run by Google: http: //translate.google.com/translate_t# w here you can convert to and from many languages. I have tried the site with the TEXT version of Commodore Free and it did seemed to work ok, well for my schoolboy French. Something, however is lost in the translation, especially if you transfer back to English again, but this is better than nothing,and I am hoping you will be able to pick your way through the translations to your native language. Now back to Commodore Free magazine For anyone who knows me, and wonders why the heck I still load games from tape (and most think I am absolutely mad for continuing to do so), heck people tell me with uiec and mmc and all manner of sd card readers what's the point of using flaky tape devices We have an interview with Tom Roger from the Tapes 64 website (a tape preservation website) http://tapes.c64.no/index.php So why do people load from tape, well for me personally tape was the first storage format I ever had, loading from tape is slow and this builds up anticipation, loading screens and music displayed during the waiting process really added to the game. I also personally feel that the time it took to load a game made the user get more involved with the game and play it for longer, if you have almost instant access to any game like from an SD card reader you will play a game for a few seconds, then think heck I could be playing xyz load xyz for a few seconds then think I havent played abc for ages then load abc and play for a few seconds. Of course loading from tape using a none turbo loading system and having to wait 20 minutes for something like Arcadia to load,well even I'm not that dedicated a user. Also for this issue I have also had permission to reprint "On the Road the Commodore Scene meeting 2008 and a visit to AmigaKit by Robert Bernardo" Part of Robert's tour of the Commodore community. You may remember Robert visited "commodore Scene" well ok what was left of Commodore Scene it was myself, Shaun Bebbington and Allan Bairstow. At the time of the meeting Allan commented that meeting every 2 years was too much, we all agreed we needed a local club and have meetings more regularly hence the emergence of the "Commodore Computer Club U.K." in the article I have included a picture Robert took showing myself in the centre and Shaun Bebbington and Alan Bairstow. Some of you may have already seen the article, but I know you wont have seen the picture. Lord Ronin continues his beginners guide to using the Commodore 64 with a look at the final chapters of the User guide that was included with the machine,I know some readers have said "what is the point" but if you have been reading the article Lord Ronin does give some easier to understand information, he has also corrected some of the listing errors in the manual,I guess it was rushed with the launch of the machine. Some more information I have converted the manual to a 40 column document with ASCII art, this is being checked on Commodore 64 to ensure readability and then I intend to create a disk menu with the manual. The news section sees some more innovations from Individual Computers with a flicker fixer for the Commodore 64, I would love to see this device working. Also on the news of the Commodore Computer Club, we should have a working bank account (although I am writing this in the past tense) after various problems it seems the bank has excepted us as users, I can only put the problems down to the credit crunch as we gave them everything they wanted then they would say there was information missing and ask us to refill in the forms, with a bank account we sort of now look semi- professional. I have received various hate mails about Commodore Free,and at one point I thought about just stopping production and doing other things. But I did receive some emails from users expressing an interest in the magazine and wishing me good luck. I am paying rather a lot for web hosting, but I feel it does give me flexibility, and although its expensive the support is excellent. I don't really know what to do for the best at this moment. All I can say is that Commodore Free may go more infrequent, mainly because of the time to research and create the magazine, and the lack of time I have to myself and my Commodore. I welcome comments Regards Nigel www.commodorefree.com ==================================== ==================================== NEWS The 8Bit Philosophy a Commodore 64 Symphony Released ------------------------------------- A documentary about c64 musicians and Commodore remixes is available for download now, there are two versions available: Long Cut (40 mins, MPEG 2, 1.7 GB): http://8bit.scenesat.com /The.8Bit.Philosophy. long.cut.version.1.0.16.9.MPEG2. progressive.mpg Short Cut (Bit Live 2008, 20 min, MPEG 2, 1GB): http://8bit.scenesat.com/The.8Bit. Philosophy.Short.Cut.1.0.16.9.PAL. MPEG2.progressive.mpg UN- NEW ------------ This email arrived into the Homestead mailing list, the sender wanted to UN NEW a basic listing, I thought with the Lord Ronin series for anyone following the Commodore manual this may be of use. The NEW command, as you are aware from the tutorials in earlier issues of Commodore Free, clears a basic listing from memory, so what happens if you want the listing back, or typed new in error? How does it work though? -----Original Message----- From:] On Behalf Of Cameron Kaiser To: dunric Subject: Re: [Homestead] UNNEW command in ML in BASIC 2.0? > Is there an UNNEW command in ML via BASIC 2.0? Perhaps via a BASIC Loader This is my usual incantation: poke2050,1:sys42291:poke45,peek(34) :poke46,peek(35):clr personal: http://www.cameronkaiser.com/ -- Cameron Kaiser * Floodgap Systems * www.floodgap.com Individual Computer news ------------------------ COMMODORE FREE I know its late but ran out of room in the other issues5.10.2008: new products in fall 2008, Amiwest, holidays Indivision AGA introduced ------------------------- After delivery of Indivision AGA has started about one week late this September, all units of the first production are already shipped to our resellers. We were prepared for a good demand, but are still surprised about the extremely high demand for a 24-bit flicker fixer. A second production run has already been started and it will be available in November of this year. Since our trade partners all have stock at this point, we don't expect a shortage in the coming weeks. One feature that many customers are pleased about is the HighGFX support of Indivision AGA With the new flash update V1.2 alpha, we're extending screen modes to true HD720 wide-screen-resolutions with up to 1280x720 pixels, displayed with more than 60Hz refresh rate. Special thanks goes to André "Ratte" Pfeiffer who adapted his HighGFX package especially for Indivision AGA. Flicker fixer for the C64 ------------------------- On September 13th, we have announced our new product for the C64 at Back In Time Live in Stockholm, Sweden. We have worked on this product for the past two years together with developer Peter Wendrich. The result is an extremely user-friendly cartridge that can be used without opening the computer. It is just plugged to the expansion port of the C64. Technical data in short: - VGA-output 60Hz refresh rate + more - Turbo-function with full 6510- processor compatibility - cycle-exact REU (memory expansion) with 16MByte ram - MMC/SD card slot with MMC64 compatibility and 1541-emulation - connector for PC-keyboard - built-in help function "the book" with 16MByte flash - freezer (compat with Retro Replay) - bright yellow case + blue buttons Chameleon will presumably be available in the first quarter of 2009. The price will be about 220,- EUR including German sales tax of 19% Micromys V3 available in November --------------------------------- The mouse-adapter Micromys V3 that we have already announced in December 2007 will finally be available in November 2008. We're proud to say that star-programmer Chris Hodges of Poseidon fame will be writing the Amiga-wheel drivers. His publications for the Amiga made him an excellent reputation in the Amiga market. He is filling a gap that Michael Schöttner has left after he could not start working for us because of family reasons. Another reason for the delay was the case: We could not find a vendor for a long time, but finally found someone who is willing to do the small quantities that we require. The picture below shows a first prototype that will be revised for mass-production. We decided to make a model with a cable in order to deal with space constraints on every desk. This design will allow installation on every narrow desk, even when a bulky USB-PS2 adapter is used. Catweasel MK4plus available --------------------------- The Catweasel MK4plus is available starting today. It replaces the Catweasel MK4, which has been sold out earlier this year. The main changes are cosmetic, and we have followed customer feedback in some places. The one easily visible change is that the new card is no longer low -profile PCI compliant. This feature of the old Catweasel MK4 was rarely used by our customers, so we decided to use the increased space for a better arrangement of the two SID sockets. These are more easily accessible now. Additional filters in the audio part are geared towards filtering noise from high-performance graphics cards and low-quality power supplies. Another novelty is the external audio jack and an angled internal audio connector for better accessibility. The Catweasel MK4plus is delivered only with an English manual at first, a German translation will be made available in November of this year. picture shows extras. Unit is delivered without SID-Chips. Lyra 2: Keyboard adapter with new functions ----------------------------------- We've been delivering the keyboard adapter Lyra for eight years now. It allows connecting PC-keyboards to Amiga computers. We're now delivering a new version called Lyra 2 that implements a few new features requested by our customers. Lyra 2 supports small-size keyboards without a numeric keypad, and multimedia- keyboards can be used with Guido Mersmann's tool MMKeyboard. The Amiga 1200 version now supports Amiga keyboards as well. The online manual gives an overview over the new functions. Just like the Catweasel manual, this manual is also available in English at this point. A German translation will be made available in November of this year. Lyra 2 is available from our trade partners starting today. C-One goes Amiga ---------------- The FPGA-based computer C-One is ageing. Despite that, it marks a milestone in computer history,because it's the world's first computer that is purely based on programmable logic chips that can re-program each other while the machine is running. In November of this year, we'll be providing an extension card that quadruples the FPGA space of the C-One. The board then has enough resources to run the "Minimig" core. C-One pioneer and FPGA-developer Tobias Gubener has invented a very special solution for his version of Minimig for the C-One: Not one, but two 68000-compatible processors are working in the FPGA extender. One of them does the job of the PIC controller on Dennis van Weeren's Minimig board, and the other replaces the physical 68000 CPU of the Minimig board. If you already own a C-One board, the extender can be bought for 99,- EUR from us. New boards are only delivered with the extender for a bundle-price of 333,- EUR. If you are interested in purchasing the extender only, please contact us in the coming weeks, so we can get an estimate of the required quantities. Individual Computers sponsors Amiwest ------------------------------------- On October 17th and 18th 2008, the yearly Amiga-show"Amiwest"took place in Sacramento, California. We don't only exhibit there, but also co- sponsor the show. Together with our retail partner AmigaKit from England, we provide enough money to grant free admission to the show.Tickets for the banquet on Saturday evening are 29,- US Dollars each. Up-to-date information about the show can be found in the show blog. Holidays until October 27th --------------------------- We're on holidays starting from October 6th until October 27th 2008. Please understand that only limited email support can be provided during that time. Unfortunately, Vesalia is also closed for fall holidays at the moment, so the newly available products are not yet listed in their web shop. However, orders can be placed and processed. All prices are recommended retail prices and include the German sales tax of 19%. Prices at our retail partners may vary. For mail ordering, shipping may be added. individual computers Jens Schonfeld GmbH Crazy Light Construction Kit 3.0 -------------------------------- There is a new Construction Kit to make Boulderdash caves. With the following features: - No One's Enemy Designer v3.0. - Better scroll detection. - Grafik optimization. - Drive independent so you can use a 1581 or a hard disk. - All editors are enhanced or completely rewritten. - The ghosts and surprise explosions are replaced by falling walls, acid and boxes. - Title screen with more colours, more text characters. There is a instruction video available to see how the Construction Kit works. http:// www.gratissaugen.de/erbsen/plans.html XRoar (Amiga) ------------- XRoar is an emulator for the Dragon and Tandy range of computers. The Dragon and Tandy are eight bit home computers based on the 6809 CPU. Initially produced in Wales in early 1980s, later it spawned some variants in other countries as well. Even if using a very powerful processor - the eight bit smaller brother of the Motorola highly successful 16/32 bit 68000 and 68008 family, the lack of good peripherals,non quality software and weak user base, made the computer unpopular despite being with reasonable specifications for the period it was introduced.Nevertheless with XRoar you can experience the Dragon computer and tinker with the software available for it. The Amiga version uses ASL file requester for the selection of the virtual diskettes, cassettes or cartridges. There are 3 video modes available for selection. The YUV overlay video output mode displays on resizable window, which can be used directly on Workbench. The emulator supports Joystick via Amiga Input, have sound output and recognises several formats for diskette images, snapshots and tapes. XRoar is a new development, under constant updates but is available already for GP32, Nintendo Dual Screen, Linux and PSP. The Amiga version contributes to its wide availability. Because of legal reasons the original firmware ROM images are not included in the archive, but only a freeware replacement with very limited functionality. The replacement gives the possibility to load software, without the need of original firmware ROM image files.If you don't have any firmware images,you might like to try this one. It doesn't do anything beyond trying to boot OS9 (Dragon version), and only a few cartridge images work with it (mostly CoCo software-Dragon carts seem to always contain many more direct jumps into ROM). If you do have images, but want to try this one anyway, save it out and use "-extbas FILENAME" to load it instead of the normal Dragon 64 image Popular software titles for the Dragon computers include games - Manic Miner, - Frogger, - Chuckie Egg, - Jet Set Willy, - Donkey Kong, - Cassette 50, operating systems - OS9, -Dragon DOS, productivity software - Dragon Graphic Studio, - File Master, Rainbow Writer, - 6809 editor assembler. There is software for Dragon in the Others section. Not being that popular, nevertheless, the XRoar emulator providing Dragon emulation with enhanced functionality compared to the other Dragon emulators for Amiga, gives great entertainment for the people enjoying the retro computers and the software written for them. http://hirudov.com/amiga/XRoar.html Plus/4 World Closed re-housed and re-opened ------------------------------ The Official (Re)Opening Of Plus/4 World! - 2008-09-26 Our previous host, emucamp.com is unfortunately gone forever. Let us take this opportunity to thank the good folks at ztnet.com for their generosity, we appreciated having a good home. However, it's now time to move on. In a truly incredible move, Mike has come to the rescue and offered to give us a new home! It's very cool to finally have our own domain name :-) And (obviously) here it is: you are on Plus4World.com! Also big thanks to everyone who offered their help with finding a permanent hosting solution for us. Obviously things are still not 100% (there's tons of stuff to upload), and we might have minor glitches here and there. If you find problems, report them, or better yet, volunteer and try to help out. If you like this place (and from the incoming emails it appears there are many of you who do), be sure to thank Mike. Cheers! http://plus4world.powweb.com/ C- ONE Website News -------------------- From: cone_cores Subject: [cone_cores] C-One.net Just to let everyone on the group know,www.c-one.net has these features to offer the C-One community: - Wiki - FAQs - Downloads - Picture Gallery - Forums - Newsletter - Blogs The forums are the only dedicated forums for the C-One. I've created several categories and posted a few "seeder threads". Go check it out! Commodore Documentaries ------------------------ Okay, for those who liked the VIC-20 documentary, there is a 2/3rds finished C64 documentary.Here are the videos so far: Chapter 1 - Hardware high res - http://www.youtube.com /watch?v=qJNXGW80U0s&fmt=18 low res - http://www.youtube.com /watch?v=qJNXGW80U0s Chapter 2A - Games high res - http://www.youtube.com /watch?v=BKFGpuzhcbM&fmt=18 low res - http://www.youtube.com /watch?v=BKFGpuzhcbM Chapter 2B - Games high res - http://www.youtube.com /watch?v=RyZFHZdEZaY&fmt=18 low res - http://www.youtube.com /watch?v=RyZFHZdEZaY Chapter 3 will cover operation of BASIC, GEOS, and touch on terminal programs. The Vic 20 documentaries ------------------------- The Vic 20 documentaries are available still from YouTube Vic 20 Documentaries Chapter 1 hardware http://www.youtube.com /watch?v=tV7A_PwXEX0 chapter 2 games http://www.youtube.com /watch?v=YJoQYgoPgVQ&feature=related Chapter 3 basic operation http://www.youtube.com /watch?v=hjlI_NmYVpQ&feature=related Trans Logic 2 ------------- Skoro from the group Assassins has released a new game entitled Trans Logic 2. This is a sequel to Trans Logic. You have to slide the stones so that the left screen equals the right screen. The game is made for the PAL C16 or Plus/4. The game can also be played with the VICE emulator Music was composed by Simon (SLD) and the code work was created by Varga (Skoro). http://plus4world.powweb.com/software /Trans_Logic_2 VICtoria Gold Edition ---------------------------- by Orion70 and Mike for 16K expanded VIC 20 VICtoria Gold Edition is the latest update of the turn based strategy game which tasks the player with being the Emperor of Rome. This latest version requires a 16K expanded VIC and uses some of that space for some very nice graphics. It can be downloaded here http://it.geocities.com/orion010870 /VICtoria_gold.zip along with a cover image and manual (please note that it's hosted by Geocities so the file may not always be available due to their bandwidth restrictions). "VIC=toria GOLD Edition is a turn-based strategy game for the VIC-20 expanded with 16K RAM. As the ruler at the dawn of Roman power, your task in centuries to come is to conquer all the known world, region by region. It won`t be easy progressively stronger empires, barbarian invasions, and civil war will keep you occupied in the struggle for your own survival." Edge of Disgrace by Booze Design -------------------------------- http://www.youtube.com /watch?v=yFdjWSaDlIo http://www.youtube.com /watch?v=0b4uGv-9xpw&feature=related Ok remember I kept harping on about a plain vanilla Commodore 64 entering the charts with minimal sound processing, well I am sure if the excellent music track from this demo was released, it would sail to number 1. The music is superb, I was tapping along, the actual demo itself is equally impressive. However not being a demo techy I can only say you need to watch it for yourself. ==================================== ==================================== MossyCon5 --------- By Lord Ronin from Q-Link April the 5th 2009 is the date slated for MossyCon5. A small get together of C= users from three or more states The first three years were held at Mohr Realties Games, a small little game {RPG} shop that also promotes the Commodore line. OK in truth it is the headquarters of the Anything Commodore Users Group CBM Reg Number 447. This is a small shop and a small amount of people arrived; but after the amount of demos that have grown s o have the attendees. There wasn't enough room for the pipe smoke,so for MossyCon4 in 2008, we moved to a Pizza place, and they gave us the space for free! OK some promo adverts in the press releases helped sweeten the deal. So we decided to hold MossyCon 5 at the same place. This year we are expecting: more music work from Steve Jones, a Display of C= items from Robert Bernardo of the Fresno California Users Group, along with an Amiga One with the new OS 4.1 installed. Perhaps a demo of the Amiga 4000 Power Tower. Well that's on the assumption we can get it set up right with the monitor. The first idea came from Steve Jones of Prophet 64 fame, He suggested that we do a game challenge:this idea grew from using the Adventure Construction Set and a 30 minute adventure, Into a gigantic hell storm. First the ACS is still being used, But the time limit has been removed,then the idea of one theme for a game was deleted. As ACS will create Sword & Sorcery, Spy/ Mystery (great for horror too) Along with Sci-Fi. That idea expanded; some people like text adventures, so adventure writer was added to the mix. Then some don't like ACS and prefer Dungeon Creator found in Load Star by David Caruso II then some other game makers that I do and others that I don't have in my personal collection where tossed into the works. The end result is that we hope that there will be many games produced for the micro con. The Idea is that we want to have some 1541 disks of the games, but we also we want to have them in a playable format from a CD This is a task that I hope to have completed at the time of MossyCon 5. One other part has also introduced, I admit it was by myself the dice gamer. Making adventures for dice and paper games, using Geos as the tool for writing and for maps. Don't get too scared, I have found a way using post print 3.8 and GeoDos to put the files onto disks readable from a Linux system,then on the Linux system convert the files to a .pdf format. This PDF file works well on the reader that myself and several others users have for testing.In fact it is how I made the 20 page Cyber Space edition of our newsletter. Right now there are three known games in ACS,half of one in Dungeon Creator and assorted bits in other game makers, along with a nearly finished adventure for the out of print High Colonies Sci-Fi game. Taking up about an entire 1541 disk side, in uncomp- ressed form. Now then, as we have readers throughout the world, and most won't be attending MossyCon5, it would be nice to have this available as well, but I don't think there is space, I don't need the competition at the bar gang [VBG]. Anyone in the C= world can contact me about submitting their work, I'll go over in detail the simplistic rules for the game making, then when completed the work is sent to me and through the prayers to the great C= Headed goddess. Your work will be on the CD at MossyCon5. All credit is yours and the CD isnt for sale either a complete labour of love. So if this is of interest to you. Feel Free to contact me .... lordronin@vcsweb.com. I'll get back to you, though a bit slow at times in the email these days ==================================== ==================================== Creating TAP Files ------------------- http://tapes.c64.no/index.php For now, this article won't go into deep details about the transfer process, since this is documented in other places. However The recommended way to transfer tapes is using a real C64 datasette. For PC-users, this is best done with mtap by Markus Brenner You can download the application at his web site at http://markus.brenner.de. Another pretty common way to transfer tapes, is through sampling it with a sound card using a HiFi-tapedeck. DON'T DO IT!!!! It's a TERRIBLE way of dumping tapes,and the error-rate is VERY high It's quite high even using a real datasette. Okay,you have everything you need now (I assume that you've read the instructions found in the mtap- archive found at Markus Brenner's site), and if you follow these simple but time-consuming steps, you will soon be making the best TAP-files that can be made. 1. Dump the same title several times. Yes, it IS time-consuming, but it is the only way to make sure you get all data is pulled out from the tape. Often when reading these old treasures, a few pulses may be misread for different reasons. Especially on lower quality tapes. This is critical, because you may not always get any clues that the tape infant WAS misread. Even if some pulses are wrong, it may load and appear to be working. Some loaders have implemented checksums. A checksum is a value that is created by adding the read bytes into a sum. At the end of the file, the final sum is compared to the sum that is expected by the loader. These loaders aren't as demanding, but they're not 100% foolproof either. The positive thing is that noisy, worn out tapes, USUALLY produces random errors. Using a TAP-scanner and cleaner (in this text, I'll be referring to my good friend Stewart Wilson's FinalTAP,since it's probably the best TAP-tool released at the time being), we can detect a lot of things. We can detect loadertype, if a checksum is present,and if it's OK. FinalTAP also creates crc32 values of the data. Both single files and the entire data.This is very useful since we then can compare different dumps of the same tape. As a rule of thumb, you should have at least two identical dumps before you can assume the TAP is OK. I recommend at least three dumps for loaders not containing their own checksum since they are more vulnerable. It's not likely that you have two identical TAPs which are faulty, but you can never be 100% sure.It's better to do one extra dump just to make sure the data is OK. If you can get the same title from several sources (assuming the other sources has the same version as you), that's even better. If two dumps from two different sources, even different sides of a tape turns out identical, you're 99,9% sure that your dump is completely error free. Sometimes, the content from two different sources may vary slightly. This could be very confusing for the inexperienced, and also sometimes for the more experienced TAP-maker. That doesn't HAVE to mean it is an error (unless it fails to load, or an internal checksum indicates so). It's actually common with very small differences in "unused memory" in certain loaders (Novaload being an example of this). The software companies had written the game including random garbage bytes present in RAM at the time and those bytes may differ two different recordings,even on the same tape.This is unfortunately something we cannot do anything about, but I would advise you to try locating the differences to see if it can be any harm. An article on this subject will come later. 2. Time to clean up! Well, you now have a functional tape? Congratulations. Now we want to clean it up. As we've mentioned, old tapes are noisy and the need to be freshened up a little. FinalTAP also has functions for that. Actually,that is FinalTAP's main purpose. By pressing the "optimize"-button, FinalTAP flattens out the signals of recognised files and removes any noise that it may detect. This has at least two advantages. You get files that are excellent as master tapes for writing back to real tapes again (these tapes will actually turn out cleaner and nicer than the originals you have),and the files will compress much better,which is nice if you want to share your tapes on the net. Due to the way FinalTAP works, it may happen that not all noise is being removed entirely. This is because it does NOT touch anything it doesn't recognise.This is your guarantee that FinalTAP won't damage your TAP-image. In these cases, manual hex-editing is necessary if you want a perfect TAP. This is not recommended for inexpe- rienced TAP-makers, because you could end up damaging the TAP if you don't know exactly what you are doing. The leftovers from FinalTAP will not harm the tape in any way, and the tape should still load fine on a real C64. You should be aware of the fact that FinalTAP does not support all the different loaders out there, and probably never will, but it supports all of the most common loaders. You should also make sure that 100% of the TAP is detected. In some cases where some noise hasn't been removed, it will say it detected 99% after optimizing/cleaning. An unprocessed TAP may have down to 97% detected (This is the lowest value I've found myself so far). 3. ALWAYS save ALL your raw dumps This is very important, because you can always clean a TAP, but never go back IF the process went wrong. The raw files can also be useful for research and developing utilities for those into that. I hope by writing this article I've managed to give you a clue on how to succeed in making the best possible TAP-files for the community. If there's something you feel is not answered here, or you need some other help, feel free to contact me ==================================== ==================================== Interview with Tom Roger (Tapes 64) ----------------------------------- http://tapes.c64.no/index.php Commodore Free Please introduce yourself to our readers Tom Roger Skauen Hello. My name is Tom Roger Skauen and I was born in 1979, which makes me 29 at the time of this interview. The Commodore 64 have always had a special place in my heart, ever I received my first unit, sometime in either 1984 or 1985, I don't remember exactly.I should see if I can find the invoice at my father's place sometime as it would be nice to know when this madness really started. Apart from Commodore 64-stuff, I do some hobby based programming on PC, compose some music every now and then and.. nothing really in particular. If anyone really wants to know anything about me, just contact me. I shouldn't be hard to find, and friendly letters are always answered, even if I may be very late sometimes CF. How did you first become involved with Commodore machines TRS. My mother took part in some sort of computer school back in the early/ mid 80s, so we bought a Commodore 64, mainly for her to write programs in BASIC at home,which was the preferred language at that particular school. Being a kid that loved any electronic equipment, I of course fell in love with the Commodore 64 immediately. CF. What was the first machine you owned TRS. That was the Commodore 64. CF. Can you explain why games were distributed on Tapes TRS. This seems to be a mainly European phenomenon. Probably because it was a cheap way of distributing games, and cassette players for Commodore 64 were way cheaper than a disk drive so virtually every C64 user owned one. In USA, there were almost no tape games at all. I'm afraid I cannot provide any real explanation for why this trend never hit Europe, but probably because disk drives were more expensive in Europe? Hard to say. CF. Do people still uses tapes on Commodore machines TRS. Yes. For different reasons. Some people (like me) do it because they still find an odd pleasure in watching the loading screens and listening to the music a while before the game play can begin. Some because they prefer to play originals (also like me), and tapes are far easier to duplicate than disks. There are also people who own a C64 that they play some games on every now and then they still don't even own a disk drive. So yes, we can safely say that tapes are still being used on CBM machines, at least the C64. CF. What was the websites motivation TRS. Not sure, really. It started out like a small project that myself and a guy from Australia did. Our goal was to just dump our collections and share them with everyone, but at some point, more people got involved and the archive kinda exploded. At one point it became too much for me to handle alone, so I let Peepo do the work for a while, and never really returned to it myself, sadly. Even if the site is rather idle, I've not stopped working with tapes, so stay tuned... CF. Is the site still active and currently maintained TRS. It is not currently maintained, but all the content is still there and there's still lots of downloads. At some point, something might happen but I don't want to say anything about what and when, because I do not want to give out promises I don't know I will be able to keep. But there are plans, if it's of any comfort. CF. I still prefer to load games via the tape format, as the suspense and loading music and title screen for me add to the game, sometimes playing the game is actually an anticlimax would you like to comment TRS. I totally agree. There are quite a few games with rather cool loading tunes and/or loading gfx, but games themselves being utter crap. In some cases, like Rambo, it's working out very well. The only annoying part with Rambo is that the game itself is so short. But the loading tune and loading picture really builds up expectations nicely, and the game itself is very well made and looks good. Platoon is another game where it really adds to the game, not to mention some of the classics like Last Ninja 1 and 2. Last time I played Last Ninja 2 was from tape, and I really enjoyed it all. CF. So some countries they just had disk drives and didn't bother with tapes, do you think they lost out or gained:-) TRS. Being the tape lunatic I am, of course I think they lost out :) But I'm quite sure that these people think that WE were the real losers, people who had to wait for ages to load a game, and at the time while C64 was still hot, they were probably right. Even if I fancied loading the few original games I owned myself back in the days, I'm quite sure I'd happily trade that away for much faster loading. I got a disk drive in 1989, and I have to admit that I did not care much for tapes after that, until the nostalgia caught up with me in the end of the 90s. CF. How can people look after taped games TRS. Store them in a room with no direct exposure to sun,and preferably in a room where temperature doesn't vary too much. Sudden changes in temperature is very bad for tapes. A cool and dry room is preferred, but not everyone has such a room available. In general, keep them away from as much excessive heat,differing temperatures and moisture as possible and they will probably last for quite some time still. I'm amazed to see that I have tapes from early 80s that don't show any signs of wear or ageing at all. CF. What is the best method to align tape heads for perfect copies, and to ensure the games still load correctly TRS. By using a tool that displays the signals, such as Recorder Justage Align by using a selection of different games from different publishers. When you have an alignment that reads them all good, there shouldn't be much problems. In some cases it may be very difficult to align the tape head to read both sides of a tape perfectly. This is probably not a defect, but something distributors did to improve the chances of loading side 2 if your cassette player was too misaligned to read side 1. In case of aligning a deck for dumping, you should probably check every tape for optimal results and do small adjustments if you can gain anything from it. CF. I presume that motors wear out on and the bands connecting the motors to the drive mechanism will wear out, does this affect performance of the tapes TRS. I'm not really sure. The only problems I've had myself is that heads are worn out and tapes that gets "stuck" because they're too moist, and motor isn't able to pull it. (A so called sticky tape will be slowed down by anything that touches it, and the heads will slow it down the most, sometimes even stop it completely). CF. Also with the wear and tear does this make archiving difficult TRS. What makes archiving difficult is mostly a tape that hasn't been cared for. Apart from that we haven't run into many problems on wear and tear issues.Some tapes are more prone to sucking up moisture though. I've seen this on many Gremlin Graphics tapes and some Ocean tapes. In many cases there are tricks to get the content dumped anyway, but sometimes I've sadly had to give up. CF. how long do you think tapes will last before they degrade beyond use TRS. To be honest I have Absolutely no idea. But if stored properly, there is a fair chance that tapes may actually outlive the hardware from what I've seen today. CF. I guess archiving is important, is this the reason for the website TRS. The reason for the website was basically because I wanted something to do and to organize my stuff, and because I also wanted to share my work with others. CF. Is archiving the covers a goal of the website TRS. Maybe not so much for the site in its current form, but scanning covers is an important part of archiving and will also be done, yes. CF. Are all the TAP files on the website given from users or have you compiled these yourself TRS. All .tap-files on the site were made by a small group of people. They are all verified and cleaned by either me or Peepo. Nothing is collected from other websites. CF. If our reader has a selection of Tape files how can he send them TRS. He should make sure he has preferably two dumps of each tape side, then contact me at slc@c64.no. CF. Do you know about the DC2N project and do you plan to archive tapes in this format as well as TAP files TRS. I am very well aware of the DC2N-project, having one of the prototypes in action with excellent results so far. I have dumped about 90% of my own tape collection with the DC2N, but even if I keep the DC2N-files, they will probably not be spread. There's really no need for that, they are kept only as a raw source of the tape in case it should be necessary one day, and uploaded to c64tapes.org which is another tape project, but so far more focused on archiving than downloads. A site absolutely worth taking a look at. CF. What is the best maintenance to perform on a Datasette TRS. No idea. Fix it when it breaks down, and leave it alone when it's actually working =) CF. How would you align the heads? can you explain this, and why you would need to do such a process TRS. This is already answered to some extent. The only real way to do this is by using an alignment tool, and it's needed whenever your cassette player starts choking on about any original you feed it with. Over time, the head MIGHT drift a little, but if it has never been tampered with chances are you won't need to now either. In case you do, use a proper alignment tool that displays the signals graphically. There are really no other good ways to do this. CF. Because tapes were slow people invented "fast loading systems" do you know how many of these systems exist and can you explain briefly how they worked? TRS. There must be hundreds of different systems out there, but many are based on Paul Hughes' Freeload. When Paul Hughes examined some of these Freeload-clones, he found that they were line-by-line-identical with his own work. For how they work... There are two reasons why the turbo loaders are so much faster than the standard ROM loader. The ROM loader isn't really as slow as it seems, but all data is stored twice. In addition to this, one byte is represented by 20 pulses. One pair for each bit,then one pair for a parity bit and one pair to decide if it's done loading, or if there's more. So technically, all data is stored 4 times + some extra overhead. There's no wonder why this loader is so slow. In addition, turbo loaders usually has shorter pulses than the ROM loader (some have longer, but still load faster). Turbo loaders mostly also use two pulse lengths (one length for a 0-bit and the other length for a 1-bit). The standard ROM loader uses three different lengths. Some turbo loaders also uses more than 3 pulse lengths, but this is very very rare. This is a HUGE topic, so I'm not going to go into more details here. CF. Utilities and information are listed on the website, about creating tapes, do you think archiving is important TRS. Absolutely. This is an important piece of computer history, and everyone involved in this in one way or another is doing a really important job. We are at least trying to do our best to create a archive for enthusiasts who DO appreciate this, and there are quite a few of them out there judging from the download statistics from tapes.c64.no CF. Do you have any question you wished I had asked but didn`t TRS. Not really, but I'd like an opportunity to thank all enthusiasts and people out there who has an interest in this. In fear of forgetting someone, I just want to also thank everyone I'm working with on various tape projects. I really appreciate the existence of this community and I'm very happy to be a part of it. ==================================== ==================================== THE BRAIN INNOVATIONS "MICRO IEC" --------------------------------- (AKA: uIEC) review by Larry Anderson http://www.portcommodore.com/ Updated 09/16/2008 SUMMARY WOW! If you've been kicking yourself for not getting a CMD HD - you will be kicking yourself if you don't get a uIEC (even if you have a CMD HD), its compact, energy efficient, stores a ton of stuff, silent, and cards/ drives can be plugged into a PC to transfer files without special programs, and it is very affordable - just can't get much better than that. MY PAST & LEADING UP TO THE UIEC I have followed and/or bought the latest in C= storage, partly because I had ran a BBS for 15 of those years Each time a 'better' drive came out that I could afford, I had to get it. I remember the 1541 (big expense back in 1984 for me) later I had a pair of 1541s replaced by the MSD-SD2 (a dual drive, even had a PET IEEE-488 interface!) then I jumped to a 1571 with the extra storage capacity on one disk. One of the biggest jumps was to the 1581, a whole 800k on a disk! add into those RAM units such as the Commodore REU and RAMLink.Then finally I though I had reached the pinnacle with a CMD-HardDdrive (My CMD 20 megabyte drive cost a whopping $419 new back in '94) Problem with all those drives; was as I started using other systems for getting files it was really hard to move data to and from those other systems to the 64 BBS. Usually this involved 'calling' the BBS or 64 w/terminal over modems or a null-modem connection from the Amiga, Mac or Linux computer and uploading the files, while it worked it was really darned slow and cumbersome and meant stringing extra wires here and there. A few years ago non-volatile solid state storage started to come out, notably the Micro MMC, which had promise in that you could put files on the card directly from a PC, but unlike all the other drives did not offer a 'DOS' for the Commodore-64 to easily access the files (just a specialized boot loader menu to launch game images 'ROMs') Not too useful if you have a BBS, or do other work requiring storage on the 64. A little after that Jim Brain had announced his work on the uIEC, a device to use solid state Compact Flash cards on the 64 like you did with a hard drive on the CMD HD - meaning no need for special programs in to the 64, plug-in to the IEC port and go. The big news was the poss- ibility to seamlessly access files on the card on a PC as well, using the popular FAT file systems so popular with these cards. Thanks to our patience, support and Jim Brain's diligence a new contender, the uIEC is now a reality. Though there are now other similar storage devices: 1541-III, Ultimate 1541, etc. Unlike those, this one is readily available in the US and the price is very reasonable, WHAT IS THE UIEC? Generally speaking, it is a very compact disk drive for the C64, C128, VIC-20, C16, Plus/4 with no moving parts and lots of storage capacity... but it is way more versatile. There are two versions of the uIEC, one with just a compact flash card slot, and a larger one that also includes an IDE drive connector, The uIEC CF/IDE is the one I am using. The smaller uIEC CF does not have traditional IEC connector as it is intended for mounting/wiring inside a commodore. HARDWARE FEATURES - Compact size - the large CF/IDE model is only a modest 3" x 2.5" - About 4" long w/CF card inserted, slightly larger than a C64 game cartridge! - Uses 5v DC power - which can be tapped from the C64 (this one was provided with a cassette port connector to get power) - Supports IDE Drives and Compact Flash cards (uIEC supports IDE/IDE, IDE/CF, or CF/CF if you have an IDE ->CF adapter for the second card. uIEC/CF supports single CF card) - One IEC serial port (Commodore 64 style disk interface) interfacing for a 2nd port is provided, but not wired in. - 2 LEDs (power & activity) - 20 pin header for special switches or other interfacing - Supports FAT12/16/32 partitions of any legal size though support for >137GB drives needs more testing. SOFTWARE FEATURES - Uses SD2IEC DOS which is a popular DOS for a number of solid state drives for the Commodore (MMC2IEC, SD2IEC, and uIEC). - Stores data on the card using the popular FAT file system (no special format all CF cards are already formatted for this),this also means data on the CF is readily accessible on a PC without any special access software. - The uIEC DOS can access files on the card directly or through many popular disk/image formats (i.e. it can use a .d64 image as if it were converted to a disk) others include P00. - Support for some popular fast loaders Turbo Disk, Final Cartridge III, JiffyDOS) and at least plays well with many others like Action Replay and doesn't seem to crash when using Super Snapshot, but it doesn't speedload either) - Files/disk images can be stored into sub directories so you can organize your content if you have lots of stuff. - Pretty easy use and navigation when using a DOS wedge (like JiffyDOS' @ commands) - Supports FAT Long filenames - Transparent support for PRG/SEQ/USR file extensions, with REL support planned. - Supports partition-less cards/ drives, or up to 4 primary partitions or 3 primary and 12 extended partitions. (Email Jim if you have more than 12 extended partitions on a drive.) - Supports read / write of D64 images - Block level disk access supported on D64 images - Most CBM DOS commands (Scratch, Initialize, Rename, etc.) supported - CBM general config commands (U0, U+ , U-, UI, U9, U:, UJ) supported. - CBM block level commands (B-R, B-W, UA, U1, U2, UB) supported when in D64 image. - CMD-style partition ($=P) support - CMD-style subdirectory (MD,CD,RD) support. - CMD DOS Commands (G-P, G-[shift-P]) support. - Long form CMD directories ($=T:*, $=T:*=L) supported - 1581-style/CMD-FD/HD-style wildcard matching supported ($:JIM*RAIN) - JiffyDOS fast loader equipped (PAL and NTSC support). Can be enabled or disabled via DOS command. Transparent support for P00/S00/U00 files, with R00 support planned. Pricing for the unit are (shipping additional): uIEC : $75.00 - the CF/IDE model (unit reviewed here) plus shipping uIEC/CF: $50.00 - the CF only model (intended for internal C64 mounting) http://www.jbrain.com/vicug/gallery/ uIEC?page=1 see # 1882, 1880, & 1875 Production just starting so there may be a waiting list. From: Brain Innovations in Iowa Email for availability/order details: brain [at] jbrain.com APPEARANCE & HOOKING UP The unit is a tidy little package, a PCB with just a few tiny circuits on it - very easy to handle (you can readily grasp the long edges of the board wile plugging and unplugging the card and cables. There are four screw mounting holes on the edges With the IEC connector it may be a tight fit in the 64, the standard (v1) model will not have the IDE connector which makes it quite smaller and is better suited for internal mounting in a 64. Being fresh connectors the fit is tight, so one must be careful plugging and unplugging the serial cable. Also the guides on the CF slot can lead you off when inserting the card (this is where making a case with a good CF guide could help. For starters I use my PC to put a few files on the CF card, some D64's, a couple zipped d64s, and some .prg files (straight to the file system - not inside an image), and a few folders as well. Plugging in the cassette connector was a tad tough it was just a cassette connector without housing (using a couple 6/32" machine screws made it easier to grip without bothering the wire.) My unit had a connector different then the final version Jim is going to produce so those should be easier to handle. If you have an SX64 or want to mount the uIEC inside a c64 case you could tap power from other points (like the joystick port) POWER ON At first I though something was wrong after I turned on the machine, the LEDs lit and it did nothing, commands didn't work - after a couple checks I discovered the boot process is a bit longer then I imagined, about 30 seconds, this is an issue with using a CF card, which Jim is working to resolve. Though during this time it is so eerily silent, and so small something you have to get used to no squeak of the 1541 or whine of the HD spinning. Software Updates Another part of the bootup is checking for a EEPROM update file, unlike many devices uIEC is flash- upgradable so if there are some bug fixes or improvements, the device can be updated without a trip back to the factory or buying a replacement. OPERATION Initially I discovered the unit was using device 10,so I at first was only able to play with single file programs or ones that were load device aware... After reading the documentation http://snowcat.de/cgi-bin /gitweb.cgip=sd2iec.git;a=blob; f=README;hb=HEAD I found how to set the device number and save the settings in the uIEC so I could use it as device 8. (more on that later) Listing directories went as expected LOAD"$",8 (or @$ for DOS wedge users.) displayed the contents of the card at the root level loading up one of the PRG files was quick, and JiffyDOS just works so far.Refer- ring to the documentation enter sub directories or mounting .D64 files uses the CD command, i.e. (without a wedge) OPEN 15,8,15, "CD:GAMEDISK.D64":close15 or for people using a wedge: @CD:GAMEDISK.D64 gets you into the GAMEDISK.64 image, there it then looks like you are in the 1541. To get back out of an image or back a directory (without resetting the 64 & the unit) is done by doing CD with a left-arrow symbol (<- Above the CONTROL key on the 64/128). @CD:<- (left arrow symbol) Resetting the computer returns the uIEC to power-on state which is normally the root directory of the card. You can also set up partitions on your CF or hard disk and use the CMD style partition commands (CP) to jump between partitions. Running single files works without a hitch, game disks without software fast- loaders also work fine. programs with fastloaders (stereo sidplayer 10 for example) need to have the fastloader disabled or bypassed (this may be near impossible for some programs without acquiring a cracked version). note: this result is pretty much the norm on non-Commodore 1541 drives. Using some cracked single disk games was also rewarding. One program I usually have fits with loading,Editor Assembler, also worked fine with uiec One note: when you are not in a d64 image, in the FAT file system, upper and lower case letters are treated as the same thing unlike Commodore DOS (My game, MYGAME, and my game, would all be thought of as the same file) which can be a convenience (to load files without having to deal with case issues) or an unexpected annoyance (if there is a need for similar file names with difference cases - though I don't think I've run into any mys- elf) In d64 mode the file case sens- itivity operates as expected. But What About Multiple Disk Games? Yes! you can work with multiple disk images without having to go back to BASIC. You will need to have a disk change button or two connected to the uiec (there are pins assigned for that on the board: 15 and 16 of connector 1, for forward and back, connect the other lead of each momentary-on switch to pin 1) First, after copying the disk images into the card or drive, you make a file called a "swap list" which is a text file containing just a list of the image file names (and paths) you need in the "set" (example a swaplist file called PACGUYLIST or whatever you wish to name it) the file includes these lines representing the names of the disk files in the disk set: PACGUYDISK1.D64 PACGUYDISK2.D64 PACGUYDISK3.D64 Then instead of CDing to the first d64, you issue the command: @XS;PACGUYLIST This command opens the file and automatically selects the first disk image on the list. Once you have the game going and it asks for the next disk you push your diskchange switch and uiec queues up the next on the list (or previous if you have a 'back' switch) If you go to the end of the disk list it starts again at the beginning and visa versa. TRYING OUT UIEC WITH IDE DISK DRIVE On the CF/IDE version, besides the CF slot there is a header to plug in a PC drive. CMD HD the drives used SCSI interfaced hard disks which can be troublesome to locate a replacement. On the uIEC the hard drive interface is IDE (aka ATA, not serial ATA). If you do use a hard drive you will need to use a separate power supply to power the drive. You can get a simple USB to IDE kit which includes a comp- atible power pack pretty reasonably on eBay, this is what I used for my testing, or if you get a big external USB drive enclosure you could put the uIEC in it along with the drive. (and not use the USB part of the unit) I quickly formatted and set up an old drive with some d64s on the PC and then went to the 64. Hooking up the drive you need to make sure the red line on the cable is at pin 1 of the pins on the uIEC (there is no plastic guide on the circuit board like PC motherboards have, but it does indicate pin 1 on the PCB text.)After that plug in the drive power and turn on the 64, and very quickly the uIEC is ready! Only a second or two of wait at most instead of 30 with CF, sure seems a bit zippier, but also a lot more bulk with that big drive (relatively) and cables to deal with. Attempting to use the IDE and the CF at the same time only resulted in drive errors (should work, will have to check, maybe it's a master/slave select issue?) From Jim Brain's Posting you should be able to use two hard drives (master slave, like on the PC) Some of the planned expansion for the IDE part is uIEC support for reading CD-ROMs which will be very nice. A LITTLE BIT ON CONFIGURATION As mentioned you may at times need to set uIEC as device 8 so you can load some d64 images of games OK.To get to device 8 you use the command (in BASIC): OPEN 15,8,15,"u0>"+CHR$(8):CLOSE 15 - To set to 8; this is similar to how you do a soft device change on the 1571 or later drive. to save the device settings it so it remembers when reset (and other settings you may wish), just enter: @XW now every time it powers up it will start with the settings you want. Pretty darn easy and no programs needed. Though I found it took a couple tries to get the settings to catch. But once they were set everything works as expected MORE TECHNICAL EXPLORATION Some of this is more a sysop view of the uIEC, so bear with me if you get lost, this is for the other techies and Sysops out there. DRIVE IDENTIFICATION When trying CMD's Fcopy, the uIEC is identified as a 1541, thus keeping Fcopy from accessing partitions or subdirectories. Jim is working on the best way to provide compatibility with such tools. PARTITIONS AND SUB DIRECTORIES Partition navigation works like a CMD in that if you partition the drive the partitions are 'drives' to the device, partition 0 is the current partition, etc. Currently there is no partitioning software for the uIEC on the C64, you can use PC utilities to do the job presently. A C64 partit- ioner/formatter is in development. One thing I never got into was subd- irectories on my CMD Drive, and from what Jim reported they work similar on the uIEC. To move things in and out of disk image file you need to be 'in' the image but you then you can access outside files; but only if they are from a separate partition. There is work on making access of image contents more flexible but it is a whole lot better then just access only within an image. This could make development of a C64 based .d64 image utility much easier! 15 channels can be opened at the same time. So no problem opening multiple files. NATIVE MODE The "Native mode" of the drive is the FAT file system which technically is different than what many are used to with 1541s and CMD drives. Part of which is in native mode you don't have that 16MB content size limit. But then again, you don't have tracks and sectors not in an image, so disk editors, directory editors, and util- ities that may rely on direct access to disk blocks will fail in native spaces (Lynx is an example) For util- ities that rely on such access you can use disk images. Also being FAT it goes by FAT file naming convention which means letters are not case sensitive and the characters / \ ? : , are in the list of no-no characters in native mode file names, of all those I think / would be the most common. Someone informed me that there is a file extension mode called x00 mode which should allow for using all the characters in Commodore file names, to initiate you would use the command @XE2, I haven't tried out this mode yet. Relative file support in native mode is operational but in alpha as it has not been tested in length as of yet. As more BBS guys get their hands on these I'm sure they will put them through the paces. GEOS SUPPORT I don't use GEOS/Wheels/Wings so I can't really comment on those. From what Jim said he needs help from a GEOS guru to figure out the GEOS fast loader to make it compatible. REALLY TECHNICAL For more information or to help with the open source sd2iec DOS refer to the sd2iec project home page. http://snowcat.de/cgi-bin /gitweb.cgi?p=sd2iec.git;a=summary CONCLUSIONS Overall WOW! This is the best thing I've seen since the CMD HD,plug it in and it works - no special software, minimal conflicts.But even way better as it works "cross-platform" its conveniently small, and very affor- dable. For sysops, I think it is generally OK and getting better ( unless you don't already have mass- storage, then it's really good), at present it would make a great U/D, text file and/or programs drive(s), Though the lack of some of those characters (which may not be an issue see "NATIVE MODE" above) in the file name will be an issue to resolve on some BBSs (i.e. Image BBS uses / in some of its system and program files) so you may have to do some BASIC updates to the system and implement a message/group/UD name filter to reach compatibility. Lastly REL file usability will be a factor if it is to become a total BBS drive (at least for the BBSs that rely on REL files.). Detractions - The 30 second start up when using CF cards - this should be fixed soon to just a second or two. - The cassette/power wire is a necessary thing, though I wish it weren't Always Room for Improvement None of these would keep me from recommending anyone to get the uIEC, but these could make it better (at least to me): - A utilities disk it would be great to have a 64 program to formant and/ or partition CF cards and hard drives - A menu/navigation program - so you can quickly navigate all the directories you will have on this thing, it's is something that someone who got a UIEC is probably is working on right now. - A "swap 8 button" to quickly (temporarily) swap a device 8 drive with whatever device # the uIEC is at the push of a button (I use that feature a lot on the CMD HD) - A two IEC port version ( with the 5V lead I need to keep it close to the 64 or route an IEC cable back from the other drives and end the chain with the uIEC, a ready made IEC pass-through port would be nice in the next version. - An LCD readout (not really necessary, but it would boost up the cool factor, or better yet if you could navigate directories using it... that's probably asking for too much at that price point though...) ADDENDUM: Jim Brain has announced there is going to be an even smaller version (!) of the uIEC CF, using an SD card instead of a compact flash. This will be replacing the UIEC CF version. Thanks to these people for corrections: Ingo Korb Greg King COMMODORE FREE I would like to thank Larry for Permission to reprint his review; an updated version can be found here http:// www.portcommodore.com/uiecreview.php ==================================== ==================================== In the Beginning 11 -------------------- By Lord Ronin from Q-Link Having gone through how we make more than a one sprite active, there is a bit more to it than we have covered last session. We will move ahead to some vague things for me, then back to multiple sprites. As well as fixing the problem of our sprite not going all the way across the screen. Down to line #12 from our programme. The line Says poke 2042,13. Right we know poke is put something into the computer. 2042 is a location. Looking back at that chart, the one that goes from 2040 to 2047, for the 8 sprite memory locations. We can see that 2042 is the number for sprite #2.That part is pretty easy, I lose it at the next part. That ,13 part. The manual says "13th area of memory." and continues with the information that a sprite takes up 63 sections of memory Said just about that way. Yeah I get lost here. OK it helps a little bit with the following.As they talk about doing all of that three series adding up stuff to make the data for the sprite. 21 rows, three series each row is 63. Got that part figured out. What's next is that each one of those series. I mean the 128 64 32 16 8 4 2 1 series on each row is 1 byte of computer memory. therefore each row is 3 bytes of computer memory. So an entire sprite is 63 bytes of computer memory. Impressive that we can do so much with so little space. Even at this lamer beginner wanna-be level of a novice. Thought that the,13 part was the section under the registers in the last instalment. Where the book says 2-15 are the pairs for sprites 1-7. But 13 doesn't fit any pairing for sprite #2. Can't help you, my members or myself on this part. line 20, we have a for and next loop In that we have 0-62, remember 0 starts so there is really 63 units. hmmm that is the same number of things you put in those data statements. 63 for the amount of numbers inserted in the data statement, 63 for the bytes of memory used for a sprite. Here too we have the read q part. Read is the command to go look at the data. Going out on a limb here in my understanding. Q then would be a variable for that information, as the next part of the like poke 832+n,Q. Fits as a 63 time around variable that is read and poked into the memory of the machine. Again the book says this loop is poked into the 13th block of memory. Starting at location 832. Again I have no idea of this 13th block and why or how they picked location 832. Only that it works in the lessons here. line 40 we are pokeing v+4,x and at line 50 we are poking v+5,x. That 4 is the controller for sprite 2 in the X co-ordinate. While the 5 is the same for the same sprite save that it is the Y coordinate. Doesn't make too much sense by itself. Remember though we have line 30 which is the for X = 0 to 200. Add that value of X to both the +4 and the +5. Then there will be a replacement across and down the screen. Making the diagonal movement. Trick here is that it is moving so fast, since the data is being read fast and the computer runs fast. You see the balloon float diagonally across the screen, this is the same sort of trick used for years to make animation. Show, move, show again, Just do it so fast the eye doesn't see the changes. Well there is a note to look at the back of the book for the list of the registers.All 46 are listed with some very minor explanations to them, that isn't a part of this series but personally maybe that is where some of the raster stuff is done and where the controls for a light pen can be accessed. As they are listed in that area as are several sprite things,and yes that 23 and 29 part from last instalment is right for what they do with a sprite. We may have the greatest PC ever created. But we can't do multiple objects in one memory section, So each sprite has its own 2 sets of memory sections to make it and to move it on the screen. Now they want you to try the following. Add this line to the programme... 25 pOv+23,4:pOv+29,4: rem expand Run the program and your balloon just got taller and wider by around twice as much. Right that 23 makes it taller and the 29 makes it wider, ok and the 4 is still playing around with the 2nd sprite. Play a bit with just pokeing one or the other. But leave one of them out. See what your balloon looks like now. Note too that it still starts from the same section of the screen. Next they want you to modify some lines... 11 pOv+21,12 12 pO2042,13:pO2043,13 30 forx=1to190 45 pOv+6,x 55 pOv+7,190-x ..... Oh sorry I jacked out for a little bit and did a few of the type in things for this part.... The extra lines above did some changes, like line 45 and line 55,you note that line 11 changed the ,4 to a ,12. As we talked about earlier this will mean that sprite 2 and sprite 3 are now activated. Line 12 adds a new poke command, and that is 2043,13. Looking back on the charts, the one for the sprite locations. 2043 is the number for sprite #3. I'm still at a loss on the,13 and where and why they use find and use it. Off of that rant for a moment and back to line 30 there is a change in the writing of the for part. Instead of 0 to 200 it is now 1 to 190. Not sure why this is done. But it works on the screen. At line 45 we poke in v+6,x. Line 55 we poke in v+7,190-x. That 6 & 7 must be or the new sprite. But we have a reverse of something here. 190-x is gonna make it do what? Run the newly modified program and lets see what happens, what I had was a cyan big balloon going as it had before. now a little purple one is going in sort of the opposite direc- tion,bottom left corner of the screen to the top right. OK we have two sprites moving on the screen at two sizes in two directions. Time to complicate things even more. 11 pO v+21,28 12 pO2042,13:pO2043,13:pO2044,13 25 pOv+23,12:pOv+29,12 48 pOv+8,x 58 pOv+9,100 Before you run this one, I'll lay odds that you can see we have added another sprite to the mix. You should see that in line 11 with the higher number,you will also see that in line 12 there is a third poke for another sprite location. This is going to be a balloon because of that ,13.This is obtaining the information from the same location as the other two sprites. At line 25 we do something a little different, we poke the expansion codes into two of the balloon sprites.Seeing that it is the same number of 12,that means it is the 4 and the 8 values, or sprites 2 & 3. 48 is a similar line, to what we have seen before, this line controls the horizontal direction. Line 58 is close to what we have seen before, understanding that the 9 will deal with this sprites vertical movement, hmm no variable or negative number here, What happens in this program? Give it a run, you should see the balloon as before on the screen, except that both of those two balloons are now bigger. The third sprite, is also another balloon and is coloured green, this sprite went directly across the screen as far as it could. That may be what that line 58 is supposed to make it do? "Additional Notes on Sprites" is the next part of the book, there are questions, not all of them raised are covered above. Starting off is changing the colour of the sprite, repeating the command of v=53248 as the way to set the video. We are told that to change the colour of our first sprite, or "sprite 1" to type in pokev+40,13 to make the sprite a light green, That 40 is the register code,for sprite #1 The only problem is, that we haven't turned on sprite #1 in our program. Next part of the ,13 is the light green colour,so for your experiments, a refresher. 39-46 is for sprite colour 0-7. Pokeing v+40 is the register number for the sprite #1. If that was a poke v+39 it would be for sprite #0. 41 for sprite #2. 42 = sprite #3, 43 = sprite # 4, 44 = sprite #5, 45 = sprite #6 and finally 46 = sprite #7. There are charts that will tell you the number between 0 and 15 for the colours, the easiest way to remember that in this part of programming. We start at the colours listed on the keys, though not all models have the second set of colours listed. Black is 1 on the keys so remember control and 1 to change to black for text and the cursor, as well as in print statements? Well here we start with 1 on the keys, but in programming we start at 0. So Black = 0. Light Grey is the 16th colour. Since we started at Black as 0 then Light Grey, the last colour number would be 15, simply stated; just subtract one from the key readings, so the white key is number 2, this would be 1 in the code list, Cyan is 4 on the key and ther- efore 3 in the code. Yellow is 8 on the key, so it is 7 in the code.Takes a little bit of time to be comfort- able with this trick,I still at times have to do a count and subtract one, When I deal with the second set of colours; The ones that we get with the C= key. Next they tell us that we may have noticed that the sprite didn't go all the way to the way to the right hand side of the screen. Yeah we did see that one, the reason for this is that our value for that specific register is the maximum that it can be, 255. While the screen is 320, they say dots for their illustration of a 320 dot wide screen and 255 dots for the direction. We know it can move across the screen, as we have seen it in programmes. How is it done then? Back to that registers and description chart; register 16 is the Most Significant Bit and it appears that it is for the X or horizontal coordinate. What we do is poke the value of the sprite into the memory at this position of 16, doing that for sprite #2, it would read pokev+ 16,4. That will take it past the 255 location on the screen and move it from 256 to the 320 location. We will have the programme in just a moment, What I want to present at this point is the fact that there are only 64 spaces on the horizontal that the sprite needs to move all the way across the screen. Keeping that in mind, lets do the programme. First off this program is only for one balloon. Pretty much keep just the DATA statements from your previous balloon work, Kill off the other lines and then type in the following. 10 v=53248:pOv+21,4:pO2042,13 20 forn=0to62:readq:poke832+n,q:next 25 pOv+5,100 30 forx=0to255 40 pOv+4,x 50 next 60 pOv+16,4 70 forx=0to63 80 pOv+4,x 90 next 100 pOv+16,0 110 goto30 Right then, we have new and old stuff in here, so let's take a look at the lines. Line 10 is a tad bit different,sure we have the turn on the chip with the variable v, then followed by the turning on the sprite and the sprite being the 2nd one . Next we poke into the sprite our data values. What is new then? Well you have used all those commands on one line. Using that : symbol to separate different commands on one line, rather than write a mess of separate code lines. line or 20. Has that part that reads all 63 parts of the sprite,doing that 0 to 62 bit for Q with the READ command. Line 25 has the "Y" co- ordinate for the sprite, here we see a 100 rather than the previous "X". Line 30 has the "X" But see that it is 0-255, line 40 we have the semi familiar poke for the second sprite and the horizontal coordinate. Note that it is "X" and that is generated in line 30 for 0 to 255. Pretty much what we have done already, line 50 is a next and must be for that for in line 30. line 60 we have something new, pokev+16,4. That one is for making the MSB or Most Significant Bit trip. Poked that into the v variable and that, 4 is the value for the second sprite, the one that has been working for us through out the prg. Line 70 is the rest of what we read about just a little bit ago, Here we have for x = 0 to 63. That is the next 64 spaces on the screen to make it go all the way to the right hand side of the screen. OK but we have to tell the sprite to do that, and that is done in line 80. Where we have pokev+4,x. Same as line 40. But here the x variable is the 0 to 63. See how that works? First the x variable is the 0 to 255, and then it becomes the 0 to 63. This takes us the rest of the way across the screen Final part of that piece is line 90. Where we have the next for the for- next loop. Since there isn't any variable in use past the x one, there isn't a need to tell the for next loop to do a next x.Computer has that as implied, we didn't give it any other variable to work with at that time. New at line 100, looks kind of fami- liar, here we poke v+16,0. Well we got the poke part and the v variable part, just started to understand the +16 part. You remember turning on the MSB. What the frell does that 0 mean? A big nothing? Sort of, remember back a bit when we were doing the chart stuff.Like the sprite drawings? There it was a 1 meant something was there or turned on, while a 0 meant that there was nothing there or turned off on this line that 0 means that we are turning off that MSB part of the sprite. That allows the whole thing to start over again, with line 110 in the goto command. I have a bit of a problem unders- tanding the next part, perhaps I missed something or I am just too literal. But here is what they say in regards to defining multiple sprites, we may need additional blocks for the sprite data, OK I can follow that part. As I suspect that this is the beginning of how to have more than 8 sprites. Remember that 8 are all that can be active at one time; you can have others in the "wings" waiting to be used though. They then tell us that we can use some of the "Basic's RAM by moving Basic, before typing or loading your programme type:" Get to that in a moment. I have heard about moving Basic for things like new fonts and the like, I don't know how it is done and have not done this myself, I needed to clarify that before the code line of... POKE44,16:POKE16*256,0:NEW This sets up to use blocks 32 through 41, these are memory locations 2048 through 4095, "To store sprite data." Right 64 bytes for each sprite, I am not sure of the block part or the 1044 memory locations that exist in the above. Suffice that it works and gives you more areas for your sprites. You may remember that 2040 is the memory for sprite 0, making sprite 8 at 2047, this starts one off at the spot right after sprite #8. Anyway feel free to play with some of the numbers in the program above and see what happens. In a recent lesson, we played with the colour of the balloon, placement on the screen and the speed of its movement; we also made some inter- esting effects. I Must tell you that I tried to gain the information on the vague parts I mentioned above, I found the infor- mation on that 832 part and the 13th block of memory, all in the Progr- ammers Reference Guide. Editorial comment time: Great book, but not for the rank beginner, there is tonnes of information, and it's Not written at the level of the users manual. Good book to have a copy of in some form though, But the book assumes a bit more comprehension than we have at the moment. I Barely grasp the concepts presented on the 832. Just to say that is the place to put the first sprite you use, they then go up by 64 for the different parts. Don't try it now though. Sprite #4 causes a problem in screen location, now that 13 for the 13th block of memory. Not real up on it, but can say that if you have a second sprite, and here I mean a different one than the other`s You would use the 14th block of memory and so forth. Not the scope to do that in the users manual or in this series, in attempting to explain the higher level of sprites, Besides I have to learn more as well. Add at this point sprites are more than we have seen here in the series and the user's book; I haven't talked about controlling them with the joystick or keyboard, nor anything about multicolour sprites. I haven't even talked about multicolour custom fonts either, none of that is in the users manual. I point it out now to show you there is a vast amount more to learn and to play with on the C= than presented here. Now back to the book and their beginnings on binary math.We actually have been doing some of this without knowing it with those charts for the balloon and sprite locations, that on and off part. Well we aren't going to spend a lot of time on this part; I had it and failed it in college.First we have some terms to explain; well the book starts out that way in this area. BIT is the smallest part of information that the computer can store, basically something is there or not, the on/off thing. If there is something there, the value is 1. If it is empty then the value is 0.Right like those chart things earlier for the sprite creation and location stuff. The book goes into a BYTE next this is a series of BITS, since we are an 8 bit machine; A BYTE for us is composed of 8 bits. Hmm wasn't the number of slots in that sprite row, and say isn't that the same amount of sprites that can be on the screen active? OK now I have to add some i nformation that isn't in the book, because you may have heard the terms in regards to the C= in the past. NIBBLE, isn't in the book, the term comes from crackers and hackers, so I was told by some of them. NIBBLE is 4 BITS, yeah half a BYTE. This is one of the early copy systems, called a nibbler. Sorry we had it before the Futurama show, but then again Matt tosses in a lot of C=64 things in that show. Back on topic; You may find in your disk collection that you have a tool called a "nibble copy" or a "nibbler", That will copy a disk at 4 bits at a time, this Broke early copy protection. Another word that you have heard in here in the early part, and will see on your disks, is a BLOCK. Commodore measures things in BLOCKS, as I said before. We have been doing things with bits most recently; I wanted to let you know that these measurements of block and bits/bytes will be tossed around a lot, and Used by users, programmers, coders, manufact- urers and more. Gets real confusing at times, when they start tossing out KiloBytes, Bytes and blocks; For the record a C= block is a 256 bit unit. Roughly 4 of them will make 1 kilobyt Saying all of that trivia, here is your next thing to play upon; On the regular screen, save the balloon stuff if you wish, I want you to do some simple math problems. We are going to raise a number, What I want you to do is type in ... ? 2^0 Now then just cursor up and over the 0 and change it to a 1, then a 2 a 3 a 4 a 5 a 6 and finally a 7. You will see that it goes the same 1 through 128 values we have dealt with before. I just think that this is easier than making the chart in the book to show you the same smegging thing. Now there is a program to type in and I strongly suggest that you save this one. 5 rem binary to decimal converter 10 input"enter 8-bit binary number; ";a$ 12 iflen(a$)<>8then?"8 bits please... ":goto10 15 tl=0:c=0 20 forx=8to1step-1:c=c+1 30 tl=tl+val(mid$(a$,c,1))*2^(x-1) 40 nextx 50 ?a$;"binary ";" = ";tl;"decimal" 60 goto10 Line 30 is the one that most of the group here, self included, frell up. Forgetting to do )) after the 1 and before the *. The programme will take an 8 character binary number, like 11111111 and tell you what the decimal value of it is, and for here it is 255. There are a couple new commands in this one that are lightly discussed in the book, VAL is for VALue, Gives us the actual value of the character as a numeric form. MID$ also called "mid-string", and takes a look at each character in the string, from left to right. C variable in that string in line 30 tells the program what character to work upon as the program goes through the loop There is a lot more to the usage of these two new commands. Not all that needed for this level of underst- anding. Last part of that line raises the number to a power of 2. That x-1 just keeps it in track, Starting off at 2^7 and each time through the loop dropping by one, till it reaches 2^0. Locale group lesson is to count on this thing from 0 to 255, in decimal, by typing the binary values, sounds tough I know; and it took me two hours the first time, however there is a pattern. If you have that chart at hand, the one that starts at the left with 128 and ends with 1 on the right, You can see the pattern a lot faster. Page 79 starts on sound creating, the book ends at 103, starting all the appendices. Lot to cover and we aren't going to make it at all; No reason too either. If you have fol- lowed through to this to this point, you understand that there is a lot more to programming than we can cover in these instalments'.Just for Basic, let's not mention other forms of programming languages. You may have also thought that you are not inter- ested in programming; in either case there are other sources than just my lame drivel. I'll try to remember to talk on that in the last part. Sound is not a something that I am not comfortable with at this time. Not because I can't read music to some degree, no because there is a lot of complicated things here for the beginner; and the fact that not all of the 64 user manual examples work on the later SID chip, Like this 128Dcr I am using. What I am going to do is lay out some type in things that did work on this C=PC. Leaving off a lot of explan- ations and just having you see that you can make sounds on the system. Big books cover this topic better than I or this manual can/did. Like I said earlier on, and for sprites as well; there are progra- mming tools that will do this work for you. One I did was just put the note on the staff and select the musical instrument, sound effects may be a bit harder for games, or not The book tells us about the ADSR; The Attack Delay Sustain and Release of the sound, the waveform control and hi/lo frequency. First three settings are generally done just once for the programme, Hi/Lo is done for each note and waveform is the start and stop for each note. That said, the first type in thing in the book failed on the 64c and on the 128Dcr in 64 mode: But the next one worked, and they did some additives for diff- erent sounds in the instructions, OK type in the following... without my comments 5 rem musical scale 7 forl=54272to54296:pOl,0:next 10 pO54296,15 20 pO54277,9 30 pO54276,17 40 fort=1to300:next 50 reada 60 readb 70 ifb=-1thenend 80 pO54273,a:pO54272,b 85 pO54276,17 90 fort=1to250:next:pO54276,16 95 fort=1to50:next 100 goto20 110 data17,37,19,63,21,154,22,227 120 data25,177,28,214,32,94,34,175 900 data-1,-1 Not a great explanation. They take a few pages to explain things, run the program and you should hear an 8 note musical scale. Once tired of that, change line 85 to read pO54276,33 and 90 to fort=1to250:next:pO54276,32. Youll get a sort of harpsichord sound This is just one of the three voices and a couple of the different waveforms that can be used. Scare you now with the added information that there are those that have added a second SID chip, or a cart and do this in Stereo. Most popular music player for the c= 64 is the Stereo SID player, OK one last one that worked, A sound effect to try out. For a gun shot 10v=54296:w=54276:a=54277:h=54273 :l=54272 20 forx=15to0step-1:pOv,x:pOw,129 :pOa,15:pOh,40:pOl,200:next 30 pOw,0:pOa,0 Continued Next Month =================================== =================================== interviews Sean McManus ----------------------- creator of a new novel involving the Commodore 64 http://www.sean.co.uk/index.shtm Commodore 64 co-stars in music industry novel The Commodore 64 co-stars in a thrilling new novel that satirises the music industry. ‘University of Death` by Sean McManus reveals what happens when a major record label builds a program that creates and markets perfect pop songs, tailored for each listener`s taste. At the heart of the system is a Commodore 64 churning out random melodies. Commodore Free Free Please introduce yourself Sean McManus I'm a writer and keen retrogamer, based in London. I've just published my first novel, University of Death, which is all about the plight of the music industry and is named after the band at the centre of the story. The book explores how fans relate to their favourite bands, how businesses use technology to manipulate consumers, and what would happen if the music industry disappeared overnight. The story has a cast of famous people in cameo roles, and a special guest role for the humble Commodore 64! CF. How does the Commodore fit in? SMM. In the story, there's a computer program that's inventing random bands including their music. A major record label is using spyware hidden on fans computers to sell them this fake music. When I started writing the book, that idea seemed far-fetched, but then Sony BMG was caught putting anti-piracy software onto Celine Dion CDs that was classified as malware. All of a sudden,that bit of the story didn't seem quite so unlikely. Anyway, in the middle of this fictional-bands system is a Commodore 64 that has been churning out random melodies for twenty years. There were a couple of reasons for choosing to put a Commodore there, and not something more modern. One was that using a Commodore 64 meant that one man with no particular IT expertise could keep it running without any hassle. Today, you'd need a team of consultants and a big pot of money to create even the simplest original software, which would make it hard to keep the whole scam secret. The other reason was that I just liked the aesthetics of the Commodore I know I have an emotional response to classic machines from the 80s, which it's difficult to have with anything post-Windows. I'm guessing others feel the same the Commodore is a style icon. The Commodore is also widely respected for its music capabilities. As it turns out, that didn't matter for my story the machine in my book doesn't make a sound itself but it was easier to believe that someone from a record company had been amazed at the synth-like sounds of a Commodore, than it was of a Spectrum or Amstrad. And that this had sparked the whole dastardly plan. CF. What was your first machine? SMM. Well, speaking of Commodores,the first machine I owned was an emulator I grew up with Amstrads, and came across Commodores mainly through friends. We'd play Commodore classics like Yie Ar Kung Fu, Wizball (which was only good on the Commodore, really) and Beach Head (which features in my story). I remember friends showing me the latest demos as well the Commodore had a really lively demo scene, with the music being particularly impressive.There's still a great Commodore music scene today I went to a Back in Time event last year and it was the maddest and greatest thing I'd seen all those people dancing to the music from I- Ball. CF. What machines do you have today? SMM. Today, I've got a couple of Amstrads, a couple of Spectrums and the C64 TV game joystick. That is a superb invention it's a shame it's been discontinued. It would have been nice to see more games get a new lease of life that way. I also come across new games through online emulators from time to time, including Lazy Jones which I played online after reading a story in Retro Gamer about it. CF. Tell us about your contribution to Commodore Format magazine? SMM. As the 8-bit scene was winding down, I did have an opportunity for a fleeting moment of Commodore glory when I wrote a review of a new emulator for Commodore Format magazine. At the time, I was writing type-ins and tutorials for Amstrad Action and Amstrad Computer User magazine and I came across a Commodore emulator. It was at a time before emulators were popular. Most people who cared were probably still playing the real thing, and it was too early for nostalgia to kick in. The internet wasn't widely available, but you used to have shareware cafes in Germany where I was living at the time.You'd pay to copy a floppy worth of software from their vast shareware archive.That's where I found this C64 emulator, which ran in DOS on my 386 laptop. I pitched a review to the editor of Commodore Format and it became one of my earliest published freelance articles. CF. Will there be a follow-up to this book? SMM. Highly unlikely. The story as it stands is well-rounded and has a beginning, middle and an end. It doesn't really need a sequel. I've been thinking about another aspect of popular culture I'd like to explore in a book though, so there might be a completely different novel at some stage in the future.It took two years to write this one, though, so I need to muster the energy and gather all the ideas I need first. CF. Where can people find out more? SMM. You can download the first two chapters of 'University of Death' at my website at www.sean.co.uk. The Commodore doesn't enter the story until a bit later, but it gives a good flavour of the tone and intr- oduces the main characters. There's also more information on what inspired the book, and reviews from magazines like Record Collector and Metal Hammer on the site. The book's only available at www.lulu.com, and you can find the direct ordering links easily through my site. Thank you for your interest! ================================== ================================== On the Road ----------- the Commodore Scene meeting 2008 and a visit to AmigaKit by Robert Bernardo, Fresno Commodore User Group, http://videocam.net.au/fcug Another long-distance trip through England in June this time from Haywards Heath in southern England to Birmingham in the middle England and from there to Preston in northern England in order to attend the Commodore Scene meeting. Fortunately, there was a direct train from Haywards Heath to Birmingham, and so, I did not have to go through London, thus saving me time and trouble. It was on a high-speed,modern train with electrical ports at every pair of seats and food service in the centre car. The 3+ hour trip was not so bad, since it brought me past countryside I had not seen since 1995. There was the green, rolling countryside of Oxfordshire zooming past the windows, the canal boats plying their way in the canals, the quaint farmhouses and villages laying in the distance, the sky glowing blue and intermittently cloudy. I arrived into Birmingham at about 1 p.m., too early for MicroMart newspaper writer Shaun Bebbington to come and pick me up; he was still at work in the town of Crewe. When I got to the well-policed train station, I made my way up and out into the shopping centre, the Pavilion. I picked up a sandwich from the Marks & Spencer Simply Food store and walked around the quite enormous mall. Going outside, I found myself on New Street a pedestrian street which ran through the city centre directly to the photogenic Victoria Square and its regal buildings and imposing statues. Photos of the square, stamps from the nearby post office, 35mm film from the Tesco store, and I still had many hours to kill before Shaun would see me at 7 p.m.. Hey, how about a movie? Indiana Jones and the Crystal Skull in the Odeon Theatre. I telephoned Shaun and told him my plans. Hauling my luggage up and down the steps of the theatre, I planted myself in a great position to see the movie.After my enduring half an hour of commer- cials and previews, the movie started Movie review 3 out of 4 stars! Because of the half hour of commer- cials and previews, the movie ended later than what I expected, and Shaun was already waiting outside the theatre for me. We took the bus and then walked the rest of the way to his girlfriend's house, the place where I would spend the night. Lisa, who was ill with stomach problems, did not at first meet me when we arrived. Shaun and I went to the nearby convenience market to buy medicine for Lisa and frozen pizzas for all of us. Later that night, Lisa joined us in conversation about travel which invariably wandered off and on to Commodore computer talk. The next day Shaun and I took an early morning train out of Birmingham and toward Preston. The one-hour ride brought us to the larger- than- expected Preston train station and to Commodore Free editor Nigel Parker who was waiting for us. After a few minutes, Commodore Scene's Allan Bairstow drove up in his Chrysler minivan, and all of us piled in for the drive to Nigel's house, which was quite some way from town. At Nigel's house, we met his wife, Suzanne, and his young son, Robert. After a quick tour of the modern premises (what a kitchen! Hey, an exercise room!), we men then trundled up the steep stairs to the loft office. It barely fit all four of us sitting down, so crowded was it with hardware and software plus goods ready for eBay sales. I passed out Ghiradelli chocolates from San Francisco. The meeting ran for many hours, four to five hours as I recall. Though Allan had to leave after the first hour, we merrily carried on. The talk was wide and varied. We covered such things as Allan redoing his garage and thus his C= goods, the Maurice Randall situation, my video of California Commodore and Amiga clubs, my video of 1541 Ultimate creator Gideon Zweijtzer, the Behr-Bonz VIC-20 Mult- icart (a PAL one which I gifted to Shaun), various solid state card solutions such as the MMC2IEC, MMC64, MMC64-Retro Replay; clones of the FD- 2000 and SuperCPU, the U.K's Dave Elliott and his former C= hardware, Commodore Gaming and Commodore Int'l. the U.K. scene including a new U.K. C= club,(EDITOR now officially named Commodore Computer Club U.K.) and C64 noters such as Noterwriter (because Nigel wanted to run a presentation at work and did not want to use Powerpoint on a PC). (EDITOR I am still on the look out for a "power- point" style application for the C64 not to bothered about graphics or sound but text in different sizes and fades from one page to the next with the press of the space bar or similar to advance to the next slide) To keep up our energy, Suzanne was kind enough to bring us sandwiches and tea. The last hour or so was spent in the back garden, out of the hot and stuffy loft. We watched as Nigel's young son played, and talk continued over such subjects as the C64 DTV and Jeri Ellsworth. Early evening and it was time for the drive back to the train station. Another night at Lisa's house. She had made a fine salmon dinner, and afterwards, I talked to her curious teenage son, Kristien, about life in California. Hans Dussel of the HCC Commodore in the Netherlands had given me many DVDs filled with .pdf's of European Commodore magazines; I spent much of that night trying to make copies of those for Shaun. In the morning, Shaun gave me a carrier bag in which to carry my goods, including an early PAL VIC-20 which he had gotten out of storage. Then he brought me back to the ever- busy Birmingham train station. Travel hint we discovered that it was cheaper to buy multi- legged tickets (from town to town to town) from Birmingham to Cardiff instead of one single ticket. It was a long but scenic ride to Cardiff for what was to be a brief 4-5 hour meeting with Matthew Leaman of Amigakit.com I had never visited Cardiff, my last time in Wales being in 1995. As the train travelled nearer to that desti- nation city, we passengers gazed out over the wide Severn estuary that led there. The weather was cloudy with areas of drizzle.I counted the cities in great anticipation of my arrival in Cardiff. Finally, the train pulled into Cardiff Central, a small station in comparison to that of Birmingham. The signs greeted me in English and in Welsh. I pulled out my travel mobile phone and called Matthew. He would be over right away and told me to meet him at a parking lot to the side of the station. When I got out, I was thrown for a loop. Which side parking lot? There were several. I waited in one for about 25 minutes. No Matthew. I called again. He rep- eated that it was a side parking lot. I went to another side parking lot. After waiting some more, I called him again and described the nearby landm- arks to him. He didn't recognize those landmarks. I went back to the original side lot and waited. Another call and more description of the lan- dmarks. Finally, to my relief he appe ared and mentioned that this was not the side lot that he was thinking of. Nevertheless, it was good to see him, our last meeting being at the AmiWest Show 2007. He drove to Cardiff Bay area. He was going to treat me to lunch, and we walked through a shop- ping mall in search of a good resta- urant. Finding nothing there, we walked out onto the plaza itself. The weather had cleared up a bit, and the sun was shining through broken clouds a wind blowing from the Irish Sea. As we walked, he proudly pointed to several signs which had familiar- looking television actors and remarked, Cardiff, the home of Doctor Who. He pointed out the Cardiff opera house, used as background for a Doctor Who episode of a few years ago Surprised, I told him I remembered that episode and the surrounding plaza that was used in the episode. After looking at a few restaurants that faced the sea, we decided on an upscale pizza restaurant. Waiters in uniform welcomed us into the bright, cheery, modern restaurant a sign that this place was going to charge the big bucks (or should I say the big pounds). Matthew and I talked of many things the Commodore and Amiga clubs in the U.S., my travels around Europe, his AmigaKit business, and future Amiga products. The pizza came a large combination for me (or at least the closest the restaurant could come to a combination and it still wasn't gigantic American-style). Between bites of pizza and downing drinks, we happily conversed. We could have stayed longer, but time was running out;I had to make my late afternoon train. It was off to AmigaKit, and I discovered it was in an industrial park. Matthew led me through the hallowed doors of his establishment and into the main reception area of the office. There I found his jolly assistant,Dave Markey who I had previously met at AmiWest. He was very glad to see me, and it was good seeing my instant friend. The reception area was bare, save for a desk for Matthew to do his accounting and several Amigas that had been sent in for repair or upgrade. The more interesting area was the back room; here Dave had a couple of workbenches on which the computers would be repaired /upgraded He was working on an A4000 desktop with PPC board, its innards flowing out. Spare parts used in repairs were stacked on the floor to the side of the workbenches. However, those two rooms were not all In the grand tour of the offices, Matthew led me to the warehouse, a giant room across the hall. Behind its dark-colored door was treasure! Amiga hardware and software... more and more... some piled in neat stacks others on shelves. Boxes of unopened new AmigaTech A1200s stacked to the ceiling. Boxed games. All kinds of adapters and cables. Used hardware and software. CDTV controllers (over 3,000!). Even Commodore 64 software that Matthew obtained from the defunct High Street Micro in Crewe. Matthew offered it all, and it was so tempting. I had to steel myself. My mission was to get a new, formatted hard drive for one of my A1200s, a package of AmigaOS 2.1, and for friends, one or two NTSC CD-32s. No, not the solid state hard drive. No, not a new tower to replace a ramshackle A1200 tower I had. I had to consider that the things I bought must fit in my suitcases for the airline journey home. O.K., an 80-gig two-and-half inch IDE hard drive for the A1200 first. Matthew got cracking to it. He was going to format and install OS 3.9 on it. Meanwhile, I wandered around, looking at the hardware on the work- benches, talking to Dave, and taking photos and video of the areas I was permitted to record. Prepping the 80-gig drive took some time, and my train deadline was coming up. I asked Matthew about the NTSC CD-32. He showed me a big box with unwrapped CD-32s jumbled inside haphazardly. There were 4 big boxes with a total of over 300 CD-32s. They had come from the CBM warehouse in the Philippines. Oh, so this is where those last CD-32s ended up, I said. Matthew cautioned me, Only one out of thirty is NTSC. Uh-oh. With so little time left, Matthew couldn't test a whole slew of CD-32s. I reached into the box and drew out what I hoped would be the lucky NTSC one. He took it over to a workbench and hooked it up. After a few minutes, he gave me the bad news; it was PAL. asked him about AmigaOS 2.1;he didn't have it readily available. No time to look for it. I grabbed the drive, an empty box for the AmigaOne board I obtained a few days earlier, and an unusual, new-in- box Sega SG Fighter joystick unusual in that it seemed very similar to a flight joystick. I paid for the goodies with the good, old Visa credit card. Then Matthew and I rushed out of his establishment in our dash for the train station. Traffic seemed slower on the way back I had missed the train which would take me through Reading and to my destination of Haywards Heath. I had to take the next train which took the longer route through London. I would have to change trains, and then I would catch a southbound one to Haywards Heath. There was a traffic jam at the train station. Finally, Matthew edged his car in, he helped me unload my cases and bought goodies,and we shook hands I'll see you at AmiWest, Matthew, I said. He promised to bring the Amiga OS 2.1 with him. Then waving good-bye I walked into the station to await my train. ......END.... www.commodorefree.com