
Issue
#2 - May/June 1984
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Computer News (ECN) is published bi-monthly by Sage Enterprises. Current
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rates may vary. Send all correspondence (subscriptions, ads, reviews,
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Computer News
Rt. 2, Box
211, Scrivner Rd.
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MO 65074
Telephone:
314/782-3448
Staff: Editor -
Darrell R. Sage, Associate - Shirley Sage, Contributing Subscribers

Ramblings From
The Ridge
by D. Sage
This is only our second issue and we have
already begun changing our format. In order to bring you more
information in each issue, we have reduced our type size and changed to
a double column format. We are also trying to eliminate as much white
space as possible. Future issues will include some illustrations.
I want to thank all of you who took the time to
write us, especially those who sent in reviews, programs or articles.
Where necessary we will always try to provide a personal reply to your
correspondence. In addition we will begin an information service for
answering your questions with this issue. If you have a specific
problem with a program we will try to help you find a solution. To use
our service simply send us a letter describing what you are trying to
do, include a listing of the program, and if at all possible send us a
copy of the program on a Data Pack. This will make it easier for us to
analyze your problem. In addition we must ask that you enclose a return
envelope and sufficient postage to allow us to return your materials.
If you feel your problem or question can be answered over the
telephone, give us a call. For now we must ask that you only call us
between 9 a.m. and noon on Saturdays. If you call at any other time you
are likely to get our answer phone and will needlessly be charged with
a long distance call. We cannot accept collect calls and cannot afford
to return calls left on the answer phone. Our telephone number is (314)
782-3448. You do not have to have a problem to call us. We are more
than happy to talk to anyone about anything. We enjoy hearing from all
of our subscribers.
We will be covering a lot of ground in this
issue. Every effort is being made to satisfy novices as well as those
who are more experienced. Included in this issue are software reviews,
book reviews, hardware reviews, articles, news, and programs.
Your participation is encouraged. See our first
issue for submission requirements or try to follow the format of
articles and reviews in this issue. If you are sending programs it will
make it easier for us if you send them on data pack. We will copy the
program and return it to you promptly, usually the day we receive it or
no later than the next day.
We now have ribbons available for the ADAM
printer. Included elsewhere is an order form and price list. We will
provide 48 hour service on filling orders. We have also found a
supplier of data packs, Data Backup, Iona, Idaho. For information on
ordering see the ad elsewhere in the newsletter. We have tested one
data pack and it has performed without error. The delay on shipments
from Coleco are substantial. If anyone is aware of a reliable volume
source let us know. Many of our readers outside of major metropolitan
areas are having difficulty obtaining supplies especially at reasonable
prices.
We also have some bad news from our fellow
publishers. Scholastic magazine has announced that the ADAM FAMILY
COMPUTING magazine has been indefinitely postponed. Shirrel Rhoades,
publisher of FAMILY COMPUTING, stated that ADAM owners who mailed in
their warranty cards will instead receive the July issue of FAMILY
COMPUTING. He indicated that the ADAM magazine would come out when
there were sufficient subscribers and advertisers to justify the
expense of the publication. Until that time commitments to owners would
be met by issues of FAMILY COMPUTING magazine. Issues would be mailed
on a quarterly basis.
Hershel Abelman of SMART Publications indicated
that his magazine for the ADAM was also being delayed. He also cited
insufficient advertising revenues to cover costs as the primary reason
for the delay.
Software from third-party companies seems to be
appearing on store shelves at a rather slow pace. I suggest that
subscribers write the companies and urge them to speed up the process.
If they become aware that there is demand for their products they will
get them to the stores. If you are aware of any of this software
actually being available, let us know. Give us the name and address of
the store and a phone number if possible so we may relay the
information to all subscribers. We are particularly interested in
information on dealers that are in the mail order business and who have
products in stock. A number of mail order houses seem to have a bad
habit of listing items in their catalogs that do not and probably never
will exist.
Some of you have expressed concern about a
number of computer magazine reviews that have been extremely critical
of Coleco and the ADAM. We have seen no evidence to indicate that
Coleco plans to drop the ADAM. We have also not seen any evidence to
indicate that the ADAM has suffered from more problems than other home
computers. Many of the magazine reviews that appeared in March and
April were written back in December 1983 and/or were based on early
versions of the ADAM. Coleco has had to fight the same battle that
companies such as Mattel encountered. The computer industry does not
like to see a toy company produce a quality product at a low price
below that of computers produced by the industry. In addition Coleco
has typically not advertised in computer magazines. Coleco also did not
provide ADAMs for review, free-of-charge, to the computer magazines.
All of these things should be considered when reading any product
review. The ADAM has had problems but if our readers are any indication
the problems have generally been limited to early models.
NOTE: Elsewhere in this newsletter is a
brief article seeking information about ADAM's memory map. If anyone
out there has detailed information on the memory map or is aware of an
Assembler for the ADAM that is actually available, please call me. If
you run across any books that have such technical information in them,
I would like to know. Coleco has indicated that a technical manual will
be forthcoming but we have been unable to obtain any such materials. Return to Top
West
Hartford Happenings
by D. Sage, Editor
Ribbons and Data Packs may now be ordered directly from Coleco for $5.95 each plus $1.25 shipping for up to 10
items. Send your order to Coleco Industries, Inc., Consumer Services,
23 Chilton Ave., West Hartford, CT 06110. Delivery takes 8 weeks or
more.
Updated manuals are available by calling
Coleco's hot-line. You will need your serial number in order to obtain
the manuals free.
As many of you know there are a number of
versions of the word processor software and Basic currently in
existence.
ADAM's printer uses Xerox 800 or Diablo Hytype
I multi-strike ribbons. Inked ribbons will not work and its possible
some of these ribbons may not fit properly.
Richard Weiderman reports that he has received
a second digital data pack drive. It cost $149 and was obtained through
Markline, 411 Waverly Oaks Rd., Waltham, MA 02154. We ordered drives
from several sources but have yet to receive one.
Doreen Scascitelli of Coleco
indicates that
they have been talking to Al Gerson, founder of the Kaypro User's
Group, about starting an ADAM User's Group. They suggested we might
become a Midwestern Chapter. We, of course, intend to keep ECN fully
independent but would be more than happy to provide any assistance to
any group that seeks to help ADAM owners. We will keep you posted on
any developments in this area.
Coleco announced a number of
layoffs and
employee recalls during March and April at the New York facilities
involved in production of the ADAM. In addition they indicated that
automation and production efficiencies have allowed them to maintain
production levels of ADAM while cutting the production line from three
to one shift.
On April 14, Coleco announced
first quarter
income of 4.4 million on sales of 186.1 million. This is a good sign
for ADAM. It is a lot easier to support a product that is profitable
than one that is producing continuing losses. In addition Coleco's debt
situation has recently improved.
It is expected that working models
of a
disk drive and modem will be shown at the Consumer Electronics Show to
be held in Chicago this June.
More good news. Charles Winterble,
formerly
involved in the development of the Vic-20 and Commodore 64, has joined
Coleco as Group Vice President - Computer Products.
Return to Top
What
About The Competition
by D. Sage, Editor
Commodore is still busily running around
trying to figure out what to produce next. Commodore 64's are still selling
well. If they introduce the 264 and 364 in a non-compatible form their
sales are likely to decline. They may have a new disk drive available
soon. It is reported that the new drive will take care of all of the
problems that have existed for the last several years in the models
1540 and 1541. There is also supposed to be a new manual for the disk
drive.
Look for software prices in general to become
more competitive. This will be true for computers like Apple and
Commodore that have a large established base.
AT&T is entering the micro market at the
high end.
Apple plans to begin using a new high speed
version of the 6502 microprocessor. This will allow them to continue to
upgrade their Apple II series while maintaining compatibility with most
available software. Sales of the Macintosh seem to be quite brisk with
delivery delays running as high as 6 to 8 weeks. Apple has introduced a
portable designated the IIc. It will sell for $1295 with one disk drive
and no monitor. The price of the IIe has been cut to $995.
Atari continues to operate at a loss. I cannot
imagine how much longer this can go on. Atari and Phillips (alias
Odyssey) are reportedly working on a joint venture to develop the next
generation video game system.
THE IBM PC Jr. is going to have a hard time
finding a market. Its introduction has probably done more to boost
sales for other low end computers. I cannot imagine why anyone would
buy one. One thing I am willing to predict -- there will not be any IBM
PC Jr. clones.
We expect that there will be a lot of new
introductions at the June CES at Chicago and perhaps a few conspicuous
absences.
Activision is continuing to show losses on
their software sales. They reported a 1984 loss of $18 million.
Alan Kay, former chief scientist at Atari, has
moved to Apple. Return to Top
Programs: Greetings
by Nicholas Mucciariello
Below are two very basic programs written after
reading about "Turnkey" systems in the ADAM manual. A "Turnkey" system
is a form of greeting or logo that automatically appears when Basic is
loaded. It can be any program, but must be saved under the savename
"HELLO" and it must be capitalized. This program is saved on the Basic
tape. When the tape is loaded, the program is run.
My first program prints the word HELLO on the
screen. Each letter is a different color and a welcome to smart basic
is at the bottom of the screen. The only difference in the second
variation is that the letters change color. Readers are welcome to use
this program.
Editor's Note: Mr. Mucciariello, age 35,
Somerset, NJ, is a beginning programmer.
I recommend that anyone storing turnkey
programs on their Basic tape exercise some care. Repeated saving and
deleting of such programs increases the chances that the tape itself
will become worn and require replacement.
Greeting 1
5 REM GREETING1 by Nick Mucciariello 10 GR 20 COLOR=1 30 VLIN 15, 23 AT 6: HLIN 6, 10 AT 19: VLIN 15, 23 AT 10 40 COLOR=3 50 VLIN 15, 23 AT 12: HLIN 12, 16 AT 15: HLIN 12, 16 AT 19: HLIN 12, 16 AT 23 60 COLOR=6 70 VLIN 15, 23 AT 18: HLIN 18, 22 AT 23 80 COLOR=8 90 VLIN 15, 23 AT 24: HLIN 24, 28 AT 23 100 COLOR=14 110 VLIN 15, 23 AT 30: HLIN 30, 34 AT 15: HLIN 30, 34 AT 23: VLIN 15, 23 AT 34 125 PRINT "WELCOME TO ADAM SMART BASIC" 130 PRINT "TYPE text HIT RETURN TO START"
Greeting 2
5 REM GREETING2 10 GR 15 FOR i=1 TO 42 20 COLOR=1+INT(i/3) 21 IF i=42 THEN GOSUB 116 30 VLIN 15, 23 AT 6: HLIN 6, 10 AT 19: VLIN 15, 23 AT 10 40 IF i=42 THEN GOSUB 117 50 VLIN 15, 23 AT 12: HLIN 12, 16 AT 15: HLIN 12, 16 AT 19: HLIN 12, 16 AT 23 60 IF i=42 THEN GOSUB 118 70 VLIN 15, 23 AT 18: HLIN 18, 22 AT 23 80 IF i=42 THEN GOSUB 119 90 VLIN 15, 23 AT 24: HLIN 24, 28 AT 23 100 IF i=42 THEN GOSUB 120 110 VLIN 15, 23 AT 30: HLIN 30, 34 AT 15: HLIN 30, 34 AT 23: VLIN 15, 23 AT 34 111 IF i=42 THEN GOTO 125 112 NEXT i 114 GOTO 20 116 COLOR=1: RETURN 117 COLOR=3: RETURN 118 COLOR=6: RETURN 119 COLOR=8: RETURN 120 COLOR=14: RETURN 125 PRINT "WELCOME TO ADAM SMART BASIC" 130 PRINT "TYPE text HIT RETURN TO START"
Return to Top
Using Joysticks In Programs
by Darrell Sage, Editor
A number of readers and callers have asked that
we take some time to explain how to use the PDL(#) function for the
joysticks in programs. Unfortunately there are many ways this function
can be used and it is therefore impossible to cover them all in one
article. I have chosen only one of these options and will demonstrate
its use in a program. In addition Dick Jones has provided a brief
description of each of the paddle status lines and their values which
will be given next before discussing the program.
Paddle (Joystick) Commands
PDL(0) - Controller #2 - reads up and down movement of the joystick.
Starting value is 128, each down movement adds +1 to the previous
value, each forward movement subtracts 1 from the previous value, a
CLEAR command does not reset the value.
PDL(1) - Controller #1 - same as PDL(0).
PDL(2) - Controller #2 - reads right and left movement of the joystick.
Starting value is 128, each right movement adds one to the previous
value, each left movement subtracts one from the previous value, a
CLEAR command does not reset the value.
PDL(3) - Controller #1 - same as PDL(2).
PDL(4) - Controller #2 - Returns a value of 0 (zero) when joystick is
not moved. Movement forward returns a value of 1, right a value of 2,
back a value of 4, and left a value of 8. Different values are returned
if you move the joystick diagonally. If you move it to the upper right
you will get a 3, lower right a 6, lower left a 12 and upper left a 9.
For most games you will find this value and those for the fire buttons
most useful.
PDL(5) - Controller #1 - same as PDL(4).
PDL(6) - Controller #2 - left fire button not pressed gives a 0 (zero),
button pressed returns a value of +1.
PDL(7) - Controller #1 - same as PDL(6).
PDL(8) - Controller #2 - same as PDL(6) except this is the right fire
button.
PDL(9) - Controller #1 - same as PDL(8).
PDL(10) - Controller #2 - this returns the ASCII value of the keypad
button pressed. Nothing pressed=0. 1=49, 2=50, 3-51, 4-52, 5-53, 6-54,
7-55, 8-56, 9=57, 0=48, #=35, *=42.
PDL(11) - Controller #1 - same as PDL(10).
PDL(12) - Controller #2 - this returns the actual value of the keypad
button pressed. Nothing pressed-15, 0=0, 1=1, 2=2, 3=3, 4=4, 5=5, 6=6,
7=7, 8=8, 9=9, *=10, #=11.
PDL(13) - Controller #1 - same as PDL(12).
PDL(14) - Controller #2 - this is a rather strange one it returns a
value of 255 and appears to be a potentiometer reading that was
included for the speed roller that was originally supposed to be
included on the controller and that is now present on the super action
controllers.
PDL(15) - Controller #1 - same as PDL(14).
The program at the end of this article will
demonstrate how one of the PDL functions can be used in the program.
For this demonstration PDL(5) will be the only joystick value used by
the program. Once you have entered the program, run it. A "v" shape
pointed to the left will appear on the screen. Use joystick #1 and push
the joystick away from you. The shape should begin moving to the left.
Push the joystick to the right and the shape will rotate right; push it
to the left and it will rotate left. When you release the joystick the
shape will stop moving. If you continue moving the shape until it
leaves the screen in one direction you will find that it reappears at
the opposite side of the screen and will still be moving in the same
direction.
The program is relatively complex, so let's
take a look at it line-by-line. HIMEM is set to memory location 51455
in line 50. This protects our shape table so that BASIC does not
destroy it. Lines 110-120 define the shape (see the article on shape
tables for a detailed discussion on designing shapes). Lines 150-180
read the twelve data statements and stores them sequentially from
memory location 51456 to 51467. Line 190 tells the computer where to
find the shape table. Line 200 turns on high resolution graphics. Line
300 sets the image color to white. Lines 310-320 set starting values
for a number of variables. "lc" is the column value, "lr" is the row
value for the screen and "m1" is the movement counter. Every time the
joystick is pushed forward the shape will actually move 5 positions on
the screen. The SCALE is set to 1 which means that the object will be
drawn in the same scale that it was coded. The rotation (ROT) is set to
zero and "rt", the variable that will keep track of joystick movements,
is set to zero. Line 330 draws the "v" shape at its starting point near
the center of the screen. Line 400 is the beginning of the joystick
routine. The variable, "j1", is equated to the value of PDL(5) (see the
preceding table for PDL values). Line 405 equates "xc" and "xr" to the
starting column and row values respectively. If the joystick has not
been moved then line 410 sends the program back to line 400. If the
value of "j1" is anything other than zero then the program proceeds to
line 420. Lines 420 and 440 check to see if the joystick was moved
right or left. The value of "rt" is either incremented (added to) or
decremented (subtracted from) or left unchanged accordingly. Lines 430
and 450 reset the value of "rt" so that it cannot be less than zero or
greater than 64 which is the normal range of values possible for
rotation. Lines 460-540 determine the value of "tt", which is used to
control the actual rotation of the "v" symbol on the screen. Because of
the level of resolution available and the size of the "v" it can only
be rotated over 8 different screen positions. Lines 460-540 control the
actual rotation so that it will appear smooth on the screen. Line 600
checks the position of the joystick. If the joystick is not pushed
forward then the program proceeds to line 650. If the joystick is
pushed forward, returning a value of 1 to PDL(5), then "m1" is
incremented by 5. Line 650 checks the value of "m1". If it is zero the
program jumps to line 790, if not it proceeds to line 660. At line 660
one is subtracted from "m1". At 670 the previous column and row values
are saved in "xc" and "xr". Lines 680-710 determine which direction to
move the shape. The values of "tt" are checked for the rotation so that
the shape will be moved in the direction that it is pointing. Movement
is obtained by changing the column and row values that will be used in
the DRAW statement. Lines 720-750 take care of the problem of the shape
running off the screen by returning it to the opposite side. Line 790
erases the shape at the old column and row values. Line 800 sets the
old column and row values. Line 800 sets the rotation (ROT) to "tt" and
line 810 draws the shape at the new location. Line 820 checks "m1" and
sends the program back to line 660 if "m1" is greater than zero. If not
the program proceeds to line 830 then goes to line 400 to check the
joystick value again.
This program can actually be written in fewer
steps, but I wanted to keep it as simple as possible. Unfortunately,
even with more steps it is still relatively complex. With some practice
and experimentation you can see what is going on in the program. One
thing that will make it simpler is to diagram the joystick values in
relation to the movement of the shape. In any event you can use this
joystick routine to write your own games in BASIC.
10 REM Joystick Demonstration 50 HIMEM :51455 100 REM Shape Table 110 DATA 01,00,04,00 115 DATA 18,19 120 DATA 56,56,40,40,40,00 140 REM Load Shape 150 FOR s=0 TO 11 160 READ h 170 POKE 51456+s, h 180 NEXT s 190 POKE 16766, 0:POKE 16767, 201 200 HGR 290 REM Initialize Values 300 HCOLOR =3 310 lc=125: lr=75: m1=0 320 SCALE =1:ROT =0: rt=0 330 DRAW 1 AT lc, lr 400 j1=PDL(5) 405 xc=lc: xr=lr 410 IF j1=0 GOTO 400 420 IF j1=2 THEN rt=rt+1 430 IF rt>=64 THEN rt=rt-64 440 IF j1=8 THEN rt=rt-1 450 IF rt<0 THEN rt=rt+64 460 IF rt<=4 OR rt>=60 THEN tt=0 480 IF rt>4 AND rt<12 THEN tt=8 490 IF rt>=12 AND rt<=20 THEN tt=16 500 IF rt>20 AND rt<28 THEN tt=24 510 IF rt>=28 AND rt<=36 THEN tt=32 520 IF rt>36 AND rt<44 THEN tt=40 530 IF rt>=44 AND rt<=52 THEN tt=48 540 IF rt>52 AND rt<60 THEN tt=56 600 IF j1<>1 THEN 650 610 m1=m1+5 650 IF m1=0 THEN 790 660 m1=m1-1 670 xc=lc: xr=lr 680 IF tt<12 OR tt>52 THEN lc=lc-1 690 IF tt>36 AND tt<60 THEN lr=lr+1 700 IF tt>20 AND tt<44 THEN lc=lc+1 710 IF tt>4 AND tt<28 THEN lr=lr-1 720 IF lr<=1 THEN lr=lr+157 730 IF lr>=159 THEN lr=lr-158 740 IF lc<=1 THEN lc=lc+254 750 IF lc>=256 THEN lc=lc-255 790 XDRAW 1 AT xc, xr 800 ROT =tt 810 DRAW 1 AT lc, lr 820 IF m1>0 THEN GOTO 660 830 GOTO 400 900 END
Return to Top
Shape Tables And Shapes
by D. Sage, Editor
A number of subscribers have expressed an
interest in learning more about the graphics capabilities of the ADAM.
Since current versions of Basic do not support sprites about the only
way to use high resolution graphics is to learn how to use shapes
stored in a shape table. I must warn you that this is a very crude
approach to graphics especially if you want animated graphics.
Designing and coding shapes is extremely complex and time consuming but
it can be done. After reading this article and the manual study the
examples and try making simple shapes.
A shape table is nothing more than a portion of
memory set aside for storing and retrieving shapes. It is possible to
store several shapes in a shape table. I have included examples at the
end of the article that demonstrate how this is done. Once you have
created a shape the DRAW command is used to display it. The appearance
of movement can be obtained by drawing over the previous shape using
the background color then redrawing the shape at a different location.
This will be demonstrated in the article using joysticks. Shapes can be
drawn in only one color. To create a multi-color shape requires
combining shapes of different colors. Large shapes are drawn slowly in
Basic. To design and code a shape you will need graph paper and a
coding key. Since shapes are drawn by plotting individual points in a
given direction I have constructed a table (see Table 1 at the end of
this article) that gives essentially all of the codes for all possible
combinations of plots. This process is made slightly more complex by
the fact that each code stands for two points or plots and you can
either fill in a point or leave it the background color. I will use two
simple shapes to demonstrate how to code a shape and then how to use it
in a program. The shapes will be a "v" shape and a solid circle. In
future articles more detailed shapes will be demonstrated and we will
try to provide programs to simplify the construction of shapes.
Now
we are ready to begin coding the "v" shape. This shape will be coded so
that it points to the left and starts halfway between the two arms of
the "v". First let's draw the shape on a piece of graph paper by
darkening the squares that make up the shape.
Essentially this shape is composed of 5
darkened squares. Next we have to translate those squares into codes
that will tell a program to plot and color those 5 points or pixels on
the screen. The next piece of graph paper shows several x's and o's.
The x's are the five original points and the o's are points that will
be plotted but left uncolored (they will remain the same color as the
screen background). When you draw a shape using a shape table you
cannot simply code only the points you want for your shape. You must
move the shape pointer, like a pencil, from pixel to pixel telling it
which you want on and which you want off. You can only move your
pointer vertically or horizontally, you cannot move it diagonally.
There are 14 x's and o's in the graph. It will
be easier if the combined number of x's and o's are an even number. Now
look at Table 1. Find the value for two o's both with arrows pointing
down. The value should be 18 which is the code for the first two
positions or plots in our shape. Next find two o's one with a down
arrow and one with a left arrow. The answer is 19. Next we need an x
with a left arrow and an o with an up arrow. This one is 56. The next
one is also 56. The last three values from the table will all be 40's.
We now have the data all coded for the shape itself. The codes are: 18,
19, 56, 56, 40, 40, 40, 00. You will note that the last code, 00, is
used to tell the computer that there is no more
data for that shape. Next you will have to tell the computer how many
shapes are in your table and in what byte of data the shape starts. The
codes you will need for the number of shapes are 01 and 00. The codes
for the starting byte of the shape are 04 and 00. These codes must
precede your shape data in the DATA statement(s). Your data should now
look like this: 01, 00, 04, 00, 18, 19, 56, 56, 40, 40, 40, 00. Do not
feel bad if you do not understand all of this now. You may find it
necessary to reread this article several times before it makes any
sense. You do not need to understand all of the logic behind a shape
table to use one. The main thing is to learn how to use the codes to
plot shapes. Before I go on to a shape table that contains two shapes,
I will present a short program that draws the "v" shape on the screen
and then briefly discuss the program.
Shape Table Demo
5 REM Shape Table Demo 10 REM One Shape 50 HIMEM: 51455 100 REM Shape Table 110 DATA 01, 00, 04, 00 120 DATA 18, 19, 56, 56, 40, 40, 40, 00 150 FOR s=0 TO 11 160 READ h 170 POKE 51456+s, h 180 NEXT s 190 POKE 16766, 0: POKE 16767, 201 200 HGR 300 HCOLOR=3 320 SCALE=1: ROT=0 330 DRAW 1 AT 125, 75 900 END NOTE: In Table 1 00 is used to designate the end of a shape. Do not use this value within a shape.
When
writing a program that uses shapes from a shape table there are a
number of things that must be done. First you must reserve a portion of
memory where you can store your shape. Line 50 lowers the top of memory
to 51455. This is not a magic number; with longer programs you may have
to lower this value more. If you get an out of memory error then you
probably need to lower HIMEM. Next you need to include your data for
the shape table in DATA statements (lines 110-120). Lines 150-180 read
the values in the data statements and store them in memory using the
POKE statement. The data is stored from memory location 51456 through
51467. You also have to tell the computer where the shape table is
stored. Line 190 gives the location of the shape table. This part is a
little more complex, but essentially the value is in two parts because
the largest number that can be stored at these locations is 256. If you
multiply 201 by 256 you will get 51456 which is the start of the shape
table. To find the values to POKE for another memory location you
simply divide the starting value for memory by 256. For example, if you
wanted to start your shape table at 51000, you would divide that value
by 256 which will give you a value of 199 and a remainder of 56. Store
the 56 at the first location (16766) and store the 199 at the second
location (16767). The rest of the program is easier. Line 300 sets the
color to white; 320 sets the scale to 1 and the rotation to zero (0).
Line 330 draws the shape starting at screen column 125 and row 75.
The second program adds a second shape to the
shape table. This shape is a solid circle. The codes for this shape are
given separately following the first shape. The primary difference is in
line 110 where the shape table parameters are stored. These values are
now: 02, 00, 06, 00, 14, 00. The 02 means there are two shapes in the
table. The first shape starts after the sixth data value and the second
shape starts after the 14th data value. The rest of the program is
relatively self-explanatory and follows the first program closely.
Shape Table Demo
5 REM Shape Table Demo 10 REM Two Shapes 50 HIMEM :51455 100 REM Shape Table 110 DATA 02, 00, 06, 00, 14, 00 120 DATA 18,19,56,56,40,40,40,00 125 REM Circle 130 DATA 27,59,63,63,24,45,45,45,45,12 135 DATA 63,63,63,63,63,56,45,45,45,45,45 137 DATA 45,60,63,63,63,63,63,63,40,45,45 140 DATA 45,45,45,45,37,63,63,63,63,63,63 142 DATA 63,44,45,45,45,45,45,45,37,59,63 144 DATA 63,63,63,63,39,45,45,45,45,45,45 146 DATA 28, 63,63,63,63,63,12,45,45,45,45 148 DATA 28,59,63,63,00 150 FOR s=0 TO 94 160 READ h 170 POKE 51456+s, h 180 NEXT s 190 POKE 16766, 0:POKE 16767, 201 200 HGR 300 HCOLOR=3 320 SCALE =1:ROT =0 330 DRAW 1 AT 125, 75 340 DRAW 2 AT 50, 50 900 END
Return to Top
Investigating
ADAM - A Simple
Monitor
by D. Sage, Editor
Many of you have written asking for information
about sound and graphics. Currently Coleco has not made available the
technical information necessary to answer your questions. While we have
done some preliminary investigation in order to provide answers to
these questions, we have not yet found the answers. Decoding a
computer's memory and operating system by PEEKing memory is a tedious
process which does not always provide an obvious answer.
Following this article I have provided a brief
program that will allow you to dump various parts of ADAM's memory. If
any of our readers are experienced in machine and assembly language
programming I hope they will join us in trying to decode ADAM and make
the information available so that we can all take advantage of the
machine's fantastic capabilities. Occasionally PEEKing a memory
location may cause your printer to do a screen dump, clear the screen
and possibly even activate your data drive. For these reasons I
recommend that this program be used with NO data pack in the drive. You
could lose important information. It is also possible that a particular
memory location may cause a total system reset, turn on the word
processor, or electronic typewriter mode, so it is important to keep
track of the last memory location you examined. You will then know
where to start your program when you reload and restart it.
Data stored in memory locations control the
many functions that ADAM perform. We are particularly interested in the
locations that control the following functions:
A number of important locations are already known:
Interupt Vectors 0 - 255
Basic Interpretor 256 - 27407
Stack 53632 - 54159
Operating System 54160 - approx. 64000
In addition a program in the current Basic
manual will give you the locations of some other memory addresses. Now
all you have to do is enter the following program and you're ready to
start exploring. The programs will only list information for seven
locations at a time on the screen. To look at the next seven locations
press any key except the "s". To stop the program press the "s" key.
Monitor-Memory Decoder
10 REM Monitor-Memory Decoder 20 DIM a$(15) 30 DATA "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" 35 DATA "A", "B", "C", "D", "E", "F" 40 FOR i=0 TO 15 50 READ h$ 60 a$(i)=h$ 70 NEXT 100 HOME 110 PRINT "MONITOR" 120 PRINT 130 INPUT "Starting Location? "; sl 140 INPUT "Ending Location? "; s2 150 INPUT "Printer Output? "; p$ 160 IF p$="y" THEN PR #1:GOTO 390 170 IF p$<>"n" THEN 150 390 f=0 400 FOR i=s1 TO s2 410 x=PEEK(i) 420 y$="" 430 IF x<=15 THEN y$=a$(x):GOTO 460 440 x1=INT(x/16): x2=INT(x-(16*x1)) 450 y$=a$(x1)+a$(x2) 460 z$=CHR$(x) 470 f=f+1:IF f=7 THEN f=0:GET b$ 475 IF b$="s" THEN 510 480 PRINT "MEMLOC="; i, "Value="; x, "$"; y$, z$ 490 PRINT 500 NEXT 510 IF p$="y" THEN PR #0 600 END
Return to Top
Product
Review: Burgertime game
cartridge
by Jason Hirsch
Product: Burgertime
Manufacturer: Coleco Industries, Inc., Amsterdam, NY 12010
Requirements: ColecoVision/ADAM, Joystick
Media: Cartridge
Warranty: 90 days
Burgertime is a new cartridge for the
ADAM/ColecoVision and is an adaptation of the Data East game. You
control Chef Peter Pepper. Mr. Pickle, Mr. Egg and Mr. Hotdog chase
Peter around mazelike screens. Your defense against them is pepper,
which will stun them momentarily. Peter must walk over burger parts in
order to drop them one level. You may drop burger parts with your
enemies on them or drop the burger parts on your enemies, thereby
earning more points. Occasionally a prize will appear on the screen. If
you reach it before it disappears you gain extra pepper and bonus
points.
The instructions were clear with illustrations.
Because this is a simple game it does not require much explanation.
Burgertime is almost identical to its arcade
cousin. The graphics are crisp, clean and well drawn. The sound effects
are superb. There are multiple skill levels for one or two players.
There are six screens, each more difficult than the last.
The only complaint I have is than when there
are three or more characters on a horizontal line minor flashing will
occur. It is barely noticeable, but some people may find it annoying.
The six screens provide a good variety, however the designer could have
included more.
I have been using computers for two years and
have used Burgertime for a few weeks. It is already one of my
favorites. The best way to describe Burgertime is fun. I think it has
lasting play value and rate it a 9. Return to Top
Product Review: Pitfall game
cartridge
by Joe Blenkle
Product: Pitfall
Manufacturer: Activision, Drawer 7287, Mountain View, CA 94039
Requirements: ColecoVision/ADAM, Joystick
Media: Cartridge
Warranty: One year
Pitfall by Activision is a one player game that
requires a joystick. Pitfall's biggest drawback seems to be the screen
color selection that the company used in this version. Rather than a
good mix of darker colors with lighter colors, the Coleco version seems
to have a majority of bright/light colors, which after several minutes
of intense play begin to fatigue your eyes. The object of the game is
to guide explorer Pitfall Harry through the jungle, collecting a
variety of treasures along the way. The game gives you a 20 minute time
limit and three lives to accomplish this goal. Along the way you
encounter swinging vines, crocodile infested swamps and tar pits - as
well as snakes, fire, and rolling logs which you must jump over. The
game play on this version seems to be trickier than on the Atari VCS
(2600) version, both in jumping for the swinging vines and onto the
crocs. Graphics are greatly improved, however the Coleco version is a
disappointment in that there are no added dangers for Harry to face.
If you own an Atari computer or 5200, wait for
those versions to come out. For some reason unknown to me, Activision's
graphics and gameplay seem to favor the Atari systems (Activision's
River Raid for Coleco is absolutely the pits when compared to the Atari
versions).
If you don't own an Atari system, Pitfall for
the ADAM is passable. It is an improvement over the VCS version, so if
you've played Pitfall on your Expansion Module #1, go ahead and
purchase the ADAM compatible version. Hopefully Activision will get its
act together and realize there is more than just the Atari line of
computers and start producing cartridges that are equal in color and
graphics for the ADAM. If you own the VCS version of River Raid and are
thinking about the Coleco/ADAM version...save your money. I took mine
back to the store after playing it once. Return to Top
Product Review: Nova Blast game
cartridge
by D. Sage, Editor
Product: Nova Blast
Manufacturer: IMAGIC, 981 University Ave., Los Gatos, CA 95030
Requirements: ColecoVision/ADAM, Joystick
Media: Cartridge
Warranty: Two years
Nova Blast is a combination of Defender,
Missile Command, and Atlantis all rolled into one. The game is started
over capsulated (domed) cities which you are supposed to protect using
your Nova 1 spacecraft. You have both bombs and lasers available to
blast water walkers and a variety of airborne attackers. The water
walkers can shoot at you and the others can run into your ship.
Every time an attacker hits a city the city's shield is weakened. If the
shield is destroyed, one more hit will destroy the city. Fortunately
you have resources available to use in restoring a city's shield. By
positioning your spacecraft over an energy depot you can beam up
energy. Next you position your craft over a city with a weakened shield
and beam down energy. The energy depots will continue to produce energy
as long as you do not drain them entirely. Your main problem will be
finding time to replenish cities' shields while the enemy is attacking.
You must constantly monitor your radar screen and listen to the attack
warning siren. If you work quickly you can generally replenish the
shields of at least two cities when each new round begins. You must
then eliminate the water walkers before they reach any of the cities.
Once that is done you can concentrate on the airborne attackers. When
all but a couple of them have been destroyed its a good idea to go
ahead and replenish the shields of any cities that you missed at the
start of the round. This game gets fast very quickly and you will soon
find yourself expending all of your effort to defend just one city. The
Super Action Game controllers work quite well with this game.
Imagic has done another excellent job with Nova
Blast. The background of stars and planets is excellent. The graphics
are crisp and game play hectic. My only complaint is that they should
have included a somewhat slower version of the game for beginners. The
instructions are quite thorough. I would have to rate this game a 9.
Below I have included the comments on this cartridge sent to me by
Norman Castro, age 50, Bellevue, Nebraska:
1. No title on the cartridge end so that you can pick out the game from
a stack of cartridges.
2. No patch mentioned for reaching a certain score.
3. Title screen does not include selection numbers for various game
levels. Return to Top
Product Review: The Heist game
cartridge
by Joe Blenkle, No. Highlands, Calif.
Product: The Heist
Manufacturer: MicroLab, 2699 Skokie Valley Rd., Highland Park,
IL 60035
Requirements: ColecoVision/ADAM, Joystick
Media: Cartridge
The Heist is a video game cartridge by MicroLab
for the ADAM Computer System. Play requires a joystick. The Heist
should follow in the successful footsteps of MicroLab's Miner 2049er
with addictive game play and a challenge factor that lets the game
remain fun after most cartridges would see retirement. The object of
this game is to guide the hero, Graham Crackers, through an art-filled
museum stealing all the paintings in search of hidden microfilm. Along
the way, various obstacles are encountered, mostly of the deadly
variety, as well as locked rooms and gaps in the floor that you must
jump over. Keys are spaced throughout the museum that must be collected
in order to go through the locked doors.
The game consists of three levels, each harder
than the last, with each level containing 10 rooms made up of three
floors. Crackers must clear all the paintings before advancing onto the
next level. After three levels, the game returns to level one at a
higher difficulty level (deadly objects move faster). The game gives
you two minutes in the first round to find either a painting or a key.
Each painting or key collected renews your time. Progressive rounds
shorten the time to one and a half minutes, making you dash from room
to room with greater haste. MicroLab has done another great job on the
graphics of Heist, with a variety of colors and sharply defined
figures. An upbeat jazz tempo plays throughout the game, and the Heist
includes a music and sound on/off option as well as a pause feature.
The only drawbacks of Heist are the momentary
screen blank-outs as you run from one room to another and somewhat
skimpy instructions. The blackout, however, may be to your advantage as
some obstacles are placed right at the edge of the screen and without
the pause you would run into them, losing your life.
The instructions don't really explain
adequately all the game play features. I though sure on two separate
occasions that there was no way possible to reach a certain painting or
avoid a "sweeper", a moving ball, that first makes a ground level pass
across the screen and then returns at waist level. The ground level
jump is nothing, but if you want to jump the ball traveling the other
direction (which you must do at one point in the game) it leaves you
gritting your teeth and thinking there is no way to do it. Timing is a
big factor in the game and Heist's minor drawbacks in no way make it
less entertaining. It's addictive, partly out of fun, partly out of
frustration. It is a game that everyone in the family should enjoy. The
Heist rates a 9 on a scale of 10 and should be a big hit for MicroLab. Return to Top
Product
Review: Centipede game
cartridge
by D. Sage, Editor
Product: Centipede game cartridge
Manufacturer: AtariSoft, Atari Inc., 1312 Crossman Rd.,
Sunnyvale, CA 94086
Requirements: ColecoVision/ADAM, Joystick
Media: Cartridge
Warranty: 90 days
Price: $39.95 at Sears (gasp)
Centipede from AtariSoft is another translation
of the popular arcade game. The idea is to shoot the various parts of a
centipede descending through a maze of mushrooms while avoiding or
blasting a spider. Fleas and scorpions also appear and can be blasted
for points. You can also shoot away the mushrooms to get a clear shot
at the centipede. Your shooting wand can be moved left and right and up
and down. The latter movement is restricted to about the lower third of
the screen. The graphics for this version are only slightly better than
the Atari 2600 version. While game play is relatively good, I was
generally disappointed in this version of the game. The price may have
had a lot to do with my attitude. I would have to rate Centipede as a
5. Maybe the soon to be released Joust will make up for this one. Return to Top
Product
Review: War Room game
cartridge
by Dick Jones
Product: War Room game cartridge
Manufacturer: Probe 2000, Odyssey, NAP Electronics, P.O. Box
6950, Knoxville, TN 37914
Requirements: ColecoVision/ADAM, Joystick
Media: Cartridge
Warranty: 24 months, return to service center
Price: $29.95
Few games made thus far for the
ColecoVision-ADAM appeal to teens and older adults alike. This is one
that does. War Room is a realistic and graphic simulation of a nuclear
attack upon the United States. For those who object to war games, I
might point out that this is a purely defensive game -- there is no way
to launch U.S. missiles. The instruction booklet also points ot the
folly of nuclear war in the first paragraph by stating that "no
responsible government would want to resort to nuclear warfare in any
other than game form."
Nevertheless, it is a two way challenge to see
how long you can survive a full scale nuclear war. It is two way in
that you not only have to defend the country from incoming bombs, but
you also have to maintain production of goods and services to maintain
your defense.
After choosing any of ten skill levels with
either fixed or random production areas, sirens immediately warn of an
attack. You must position your laser firing satellite over the incoming
missiles with the joystick and destroy them with either fire button.
Unlike most battle games, you have only a limited amount of laser fuel
permitting a limited number of shots.
Waves of attacking satellites are first
detected on national radar at the top of the screen. Radar
automatically tracks the enemy unless you command other data from the
keypad such as target cities or laser fuel supply locations. The lower
part of the screen is a regional view of the nation as seen from your
defending satellite. This is a quite detailed map of the United States
which scrolls in any direction as you move the joystick.
You collect supplies by entering cities using
the keypad commands (best done between attack waves). The graphics here
are "cute" but still require sufficient hand-eye coordination to be
interesting. Enemy spies are everywhere and if they touch you while
collecting supplies, the city becomes an enemy base. If you are quick
enough, there is a destruct button to destroy the city. Supplies are
moderately complex. For example, to manufacture machinery, you must
deliver food and raw materials to a machinery producing city after
collecting them from food producing and raw material cities. All 12
buttons on the keypad are used and there is a handy pause feature to
allow you to stop and plan (or just temporarily postpone the final
destruction).
This game is made under the Probe 2000 label by
Odyssey (yes, the same people that made the old Odyssey video game).
Probe 2000 had announced four games for the ColecoVision, including a
beautiful graphic version of the Pink Panther, but they produced only
two before dropping out of the Coleco cartridge business, citing a lack
of necessary microchips. In addition to War Room, they also made Power
Lords, another excellent game. Power Lords is in very short supply, but
War Room can be found. Sears carries it and Wards retail stores were
offering it for around half price ($14.98), making it an even more
desirable addition to your collection.
Editor's Note: Mr. Jones, Cole Camp,
Missouri, is an experienced computer user, programmer and author of a
number of adventure games. Return to Top
Product Review: War Room game
cartridge
by Kerry Takenaka
Product: War Room game cartridge
Manufacturer: Probe 2000, Odyssey, NAP Electronics, P.O. Box
6950, Knoxville, TN 37914
Requirements: ColecoVision/ADAM, Joystick
Media: Cartridge
Warranty: 24 months, return to service center
Price: $29.95
(Editor's Note: Whenever more than one
review of a product is received the second review will be limited
primarily to the writer's comments that differ from the original
review).
The documentation accompanying the game was
rather sketchy and does not include instructions for usage of all
keypad buttons, but, in my opinion the game is easily understood after
a few plays.
I have nothing but praise for the game. The
graphics are top notch and the wailing air raid siren signaling an
attack is a great addition. One disadvantage is that the game is only
for one player. While the inclusion of 10 skill levels alleviates the
problem to a degree, there is still nothing like the challenge of
competition.
I have played many computer games, but War Room
blends strategy and great graphics to produce a truly outstanding game.
I have been playing War Room for three months, but it still presents a
challenge every time I play. If I had to rate this game on a scale of 1
to 10, it would receive an easy 10. Return to Top
Product Review: Slither/Roller
Controller
by Joe Blenkle
Product: Slither game cartridge/Roller Controller
Manufacturer: Coleco
Requirements: ColecoVision/ADAM
Media: Cartridge/Hardware
Warranty: 90 day
Coleco's Roller Controller comes with the
arcade game Slither, and as of right now, that's the only plus in the
controller's favor. While the controller works well on the game, its
roll feels a bit sticky, unlike its coin-op counterpart that rolls
smoothly. It still turns in an adequate performance, however, but it's
far from being the best tracball ever made. Compatible only with
Coleco's system, it proved to be somewhat of a disappointment, since I
had hoped to use it for play on my Atari 5200 via the Masterplay
Interface (a device that allows standard joysticks to be used on the
5200). Since the Roller Controller interfaces through Coleco's power
source, it sets up too much electrical interference on the screen to be
used with another system. Play seems to be somewhat erratic on other
systems as well.
Coleco's adaptation of Slither is excellent
with some of the best color and music I have seen and heard on a Coleco
cartridge. Slither has a pause feature and the musical interlude that
plays during pauses is the clearest and cleanest sound yet...almost
worth the price just to listen to it. The object of Slither is to shoot
slithering snakes in the desert before they can get to you. Unlike past
Coleco games, and because of the Roller Controller, movement is not
confined to any one area. You can move all over the screen and in every
direction. Besides blasting the snakes, there is sagebrush to contend
with as well as a killer pterodactyl that can polish you off at any
time. There are only two additional cartridges currently compatible
with the Roller Controller - Omega Race and Victory. Hopefully Coleco
won't follow the example set by the Driving Module and take eons to
release more compatible cartridges. Unfortunately most of the other
excellent tracball arcade games have already been licensed by other
companies.
While the Roller Controller has some
shortcomings, it's still well worth the investment if it continues to
be supported by new games. The Roller Controller rates a 7 on a scale
of 10. Return to Top
Product Review: Champ Joystick
Adapter
by Harry L. McDonald
Product: Champ Joystick Adapter (Product #CA-340)
Purpose: Adapts Atari joysticks to Coleco (includes keypad)
Manufacturer: Championship Electronics Inc., 711 Grandview Dr.,
So. San Francisco, CA 94080
Price: $16.95 (available from manufacturer - no shipping charge)
Warranty: 90 day/return to manufacturer
The Champ Adapter is basically the keypad of a
ColecoVision game controller. The adapter fits nicely in the ADAM's
controller holder but is a wee bit thicker than the Coleco controller.
The instructions are on the back of the box. Simply plug the adapter
into the ADAM or your ColecoVision game unit, then plug any controller
into the adapter. The Champ Adapter works perfectly except there is no
right and left distinction for the firing buttons. The left-hand button
is the only one that is useable. This is a problem for those games that
make this distinction. I bought the adapter so that I could use the
Suncom stickless Joy-Sensor (I bought the Atari version which is
cheaper than the Coleco version). I also use other Atari-type
joysticks. I like them better. As a numeric keypad, the adapter works
perfectly. The keys are membrane type and has a slot for overlays. The
feel of the keys improves with use, breaking in, I suppose. I rate this
product an 8 because the right-hand button won't function separately.
For those who want to play cartridges with high quality joysticks and
cartridges with no fire button distinctions, this product is a 10. Return to Top
Product Review: The Power Stick
by Harry L. McDonald
Manufacturer: Amiga Corp., Santa Clara, CA 95051
Requirements: ColecoVision/ADAM
Warranty: Two year
This is a Coleco version of Amiga's
small-sticked joystick. Each controller included the numeric keypad
which is set at the top and tilted up at about 30-35 degrees. The
keypad allows for the use of overlays.
Documentation is good but is mostly on the
outside of the box. There is a small but colorful leaflet inside.
Externally the Power Stick is built like a tank
and it has a nice heft to it. Internally it looks to be a little weak.
The unit has the left hand button functions on the side and the right
hand button equivalents are at the bottom of the keypad. Using these
buttons is painful and difficult because they have very little travel.
The side buttons have no tactile response but they do travel which is a
good indication that the button has been pushed.
The Power Stick fits nicely in the hands of
children and the response is quite good. So good in fact, that the user
must adapt after having used the original Coleco-supplied joysticks.
Although the design could probably be improved with better buttons, it
is uncertain whether the additional cost would be worth it. The product
is acceptably good as is.
The Power Stick joysticks were purchased at a
Target discount store for $20 each. Subjectively the product is about a
7. By itself, the product would be about a 5, but considering what it
is replacing its value goes up. Return to Top
Book Review: How To Use The
Coleco ADAM
by Richard Weiderman
Product: Computer Book
Author: Jerry Willis
Publisher: Dilithium Press, Beaverton, Oregon
Length: 121 pages
Price: $5.95
Jerry Willis' new book, one of the spate of
recent titles to interest ADAM owners, is a brief but relatively
complete primer on using ADAM as a computer. Its discussion of the
machine's word processing and game playing is kept to a few cursory
remarks. The emphasis on ADAM and Basic is a definite plus since the
instruction manual included with the system, especially the gray manual
that came with the earliest machines, is so incomplete and inaccurate.
Willis goes far beyond that early manual, telling the reader/user more
about Smart Basic than he could have learned until now. For example,
Willis explains the Control P command not covered in the manual. In
addition, he includes a lengthy and thorough discussion of programming
graphics.
The book wisely keeps the discussion of setting
up and running the machine to about 40 pages. The bulk of the text, as
discussed above, is an introduction to Smart Basic. The final chapter
discusses future hardware -- cards, disk drives, ports. It also details
software needs under headings like business and financial, recreational
and educational, as well as telecommunications software.
Written in a simple, lucid and readable style,
How To Use The Coleco ADAM is an essential introduction to Basic
programming on our machine. It is written for the beginning programmer
and is an excellent guide into this mysterious realm, mysterious at
least to the uninitiated who haven't checked their baggage and started
their journey into this fascinating undiscovered country. With this
well written and illuminating guide, first time travelers are promised
an interesting journey.
Editor's Note: Mr. Weiderman, age 41,
Grand Rapids, MI, is a beginning computerist. Return
to Top
Book Review: The First
Book Of ADAM
by D. Sage, Editor
Product: Computer Book
Author: Pamela J. Roth
Publisher: Que Corp., 7999 Knue Road, Suite 202, Indianapolis,
IN 46250
Length: 223 pages
Price: $12.95 at Walden Books
Many of you, I am sure, are eagerly awaiting
the many promised books on the ADAM. If this book is any indication,
you may want to wait awhile longer. This is NOT the same book as "The
First Book of ADAM: The Computer", by Arthur Dent. This book appears to
be based entirely on the first incomplete manuals included by Coleco
with the early ADAMs. The first chapter comes across as little more
than a sales pitch for ADAM. Chapter 2 tells you how to hook up the
ADAM and use its various components. If you already have an ADAM this
chapter will not help much since by now you have already figured out
how to hook it all together. The remainder of the book is supposed to
be a primer on programming. I found it to be a little disjointed,
somewhat like my own style of writing. This book will be of little
value to experienced programmers. It contains essentially no technical
information and little else that was not covered in the early manuals.
As for the value to beginners I hesitate to make any judgments. I
would like to hear from any beginners who have bought this book before
pronouncing final judgment. If anyone out there has time to go through
the book and test all of the sample programs I would be happy to give
them my copy with the understanding that they would write an in-depth
review of the book and sample programs. I would prefer that a beginning
programmer do this rather than someone who is experienced. I will
announce the recipient of the book in our next issue so all who write
me on this should not expect a personal reply. Return
to Top
Glitches, Bugs, Errata,
Etc.
Joe Blenkle had problems with the
word
processor. Setting the left margin to 1 causes a loss of characters
that are underlined. Coleco offered to fix the problem.
Nick Mucciarello had problems with
his
first ADAM and had it replaced. He suspects problems were mostly due to
the manual.
Some of the early versions of the
word
processor software contained bugs and/or possibly had chip problems.
George Knochel reports he sent his ADAM to Honeywell for word processor
problems and had it back in 17 days.
Richard Weiderman had a bug in his
ADAM
that prevented copying files from one data drive to the second one when
in word processor mode.
Harry McDonald reports ADAM's
operating
system was written by Infosoft.
Francis Sifers had problems with
the word
processor on a December 83 ADAM, but had it promptly repaired by
Honeywell.
Jeff Silva has had continuing
problems with
his printer even after several replacements.
If you have been having problems
with your
printer try using it from Basic. Many of the printer problems appear to
be due to word processor problems. I suspect it may be caused by
control characters generated by the word processor.
Reports from persons buying ADAMs
in 1984
have been generally good. If you have had problems with ADAM please let
us know what they are along with the version of the word processor
and/or Basic that you have. To obtain the Word Processor version press
Control R while in the electronic typewriter mode. The version number
will appear on the bottom of the screen. The Basic version may be
obtained by peeking - PEEK(260) - while in Basic. This will allow us to
document problems specific to a particular version of Basic or the Word
Processor. The serial number of your computer would also be helpful in
determining when it was actually manufactured. Return
to Top
Public Domain Software
Substantial progress has been made in our
efforts to write programs for the first public domain software data
pack. We are currently in the process of making arrangements to
duplicate the data packs in preparation for distribution. We hope to
have everything ready by the first of June. All subscribers will be
notified by mail when we are ready to go. We encourage subscribers to
donate programs they have written to this effort. The first data pack
will include a variety of software which will be listed on the order
form. If all goes well the price should be between $10 and $12 per data
pack. Return to Top
Compatible
pre-formatted blank C- 250 data cassettes. Quality data cassettes
ready to use on your computer. Why pay more?
ONLY!
$3.95
each
(when ordered in lots
of 10) +$2 per lot for shipping and handling. For orders in quantities
less than 10,
send $4.95 each +
$1.50 each order for S/H. Dealer inquiries welcomed.
DUST COVERS: for
keyboard and printer. Strong, lightweight nylon fabric with logo. Folds
easily for storage. $12.95 + $1 shipping & handling.
EDUCATIONAL
PROGRAMS: Data cassette with: Capitals and states, Annuity,
Calculator, and Spelling quiz. Get all for $6.95 + $1.00 S&H
DATA DRIVE HEAD
CLEANER PADS in pre-measured sealed foil packets: 5 @ $2.50
To
order, send name, address, and zip code, with a cashier's check or
money order (personal checks require 3 weeks to clear) to:
DATA
BACKUP
BOX 335, IONA, IDAHO 83427
(208) 523-2505
Idaho residents add 4% sales tax. Canadian residents add 5% U.S. each
order for
shipping & handling.
For more information send self addressed stamped envelope
ADAM is a registered trademark of Coleco Industries Inc.
Products
for the ADAM computer Box 355 Iona,
Idaho 83427
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RIBBONS - RIBBONS - RIBBONS - RIBBONS
We now stock ribbons for the ADAM printer. Orders will normally
be shipped within 48 hours of receipt. To order simply send a
check or money order to the address indicated below.
Ribbons are $5.70 each plus $.86 each for postage and packaging
Make checks or money orders payable to Sage Enterprises and mail to:
Sage Enterprises
ATTN: SUPPLIES
Rt. 2, Box 211, Scrivner Rd.
Russellville, MO 65074
User Group News
In addition to the user's group which Coleco is
attempting to get started there has been one formal group established
and some of our subscribers have indicated an interest in establishing
local groups in their area. If you are interested in establishing a
group of your own we will be happy to support you in your efforts. We
encourage all subscribers in the areas listed below to join a local
group.
Harry L. McDonald
1222 Division St.
Charleston, IL 61920
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Robert R. Marentes
9425 N. 38th Ave.
Phoenix, AZ 85021
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~National Groups~
Adam Users of America
P.O. Box 599
Venice, CA 90294
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Mail
Order Suppliers
The following mail order businesses carry a
variety of products for ADAM/ColecoVision. If you write them for a
catalog or price list enclose a self-addressed stamped envelope unless
a charge for the catalog is specified.
Video Today
P.O. Box 144C
Holland, MI 49423
(Catalog - $.25)
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Comman Computers
9229 Todd Drive, Suite 104
Birmingham, AL 35206
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DHA Hobby Crafts
5204 Midmoor Road
Monona, WI 53716
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Products
The following list of software companies and
products was compiled with the assistance of Norman Castro and George
Knochel along with a number of other subscribers. Those products that
we know are available or subscribers have seen on the store shelves are
designated with an asterik. If you are aware of any other software that
is now available let us know. We have long ago learned not to accept
the word of some mail order houses or software companies. If we don't
see it in a store we generally do not believe it is available. This
list is not comprehensive. We are sure there are some companies and
products we have missed.
Adventure International - Unknown.
Epyx - Pitstop*.
HesWare - May or June.
Koala Technologies - Probably.
MicroLab/MicroLearn - Heist*; Miner 2049er*; English SAT I, II,
II; Math SAT I, II, III; U.S. Constitution; Personal Banker.
Spinnaker Software - Facemaker*, Kidwriter, Kids on Keys, Ranch,
Aerobics, Grandma's House, Fraction Fever*, Alphabet Zoo*.
Sierra-On-Line - BC's Quest for Tires*, Sierraadventure series,
Sierra Boxing, Jaw Breaker, WizType, the Prisoner, Troll's Tale,
Threshold*, Learning with Leeper*.
Infocom - Zork I, II, III; Deadline; Starcross; Suspended;
Witness; Planetfall; Enchanter, Infidel.
Datamost - Mr. Robot, Super Bunny.
Broderbund - Lode Runner, Ultima II, Choplifter, A.E.
Activision - BeamRider, Decathlon, H.E.R.O., Keystone Kapers,
Pitfall*, Pitfall II, Zenji, River Raid*.
Electronic Arts - Hardhat Mac, Pinball Construction Set.
Sirius - Capture the Flag, Gruds in Space, Type Attack.
Sunrise Software - Gust Buster*, Mountain King*, Quest for
Quintana Roo*, Rolloverture, Campaign 84*.
Xonox - Sir Lancelot*.
Adventure International - The Hulk, Captain America, Spiderman.
Synapse - Necromancer, Rainbow Walker.
Softsync - Computer Mechanic, Dancing Feats, The Model Diet,
Mothership, Personal Accountant.
Microsoft - Typing Tutor.
Coleco - Colorforms (Electronic Crayons), CP/M Programmer's Tool
Kit, Dr. Seuss Adventures in Early Reading, Dr. Seuss Fun with Numbers,
Dr. Seuss Storymaker, Donkey Kong*, Donkey Kong Jr.*, Dragon's Lair,
Electronic Flash Card, Electronic Work Book, Entrepeneur, Family Feud,
Frontline*, Gorf*, Jeopardy, Joker's Wild, Password, Personal CP/M,
Presidential Campaign, Price is Right, $25000 Pyramid, Right
Thing-Right Place, Rocky*, Smart Basic II, Smart Filer, Smart Home
& Address File, Smart Letters & Forms, Smart Logo, Smart Logo
step-by-step, Smart Money Manager, Smart Picture Processor, Smart
Recipe File, Smart Sheet, Smart Writing Checker, Smart Word Base &
Spelling Checker, Smurf Adventures in Reading, Smurf's Rescue, Star
Trek, SubRoc*, Telecom Software, Tic-Tac-Dough, Time Traveler, Troll's
Tale, Tunnels & Trolls, Turbo*, Typewrite, War Games*, Wheel of
Fortune, Word Book, Word Factory, World Game, Zaxxon*, plus many game
cartridges already available.
Imagic - Nova Blast*, Solar Storm*
AtariSoft - Centipede*, Pacman*, Defender*, etc.
Parker Bros. - Popeye*, Q*bert*, Frogger*
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