Classic Computer Magazine Archive COMPUTE! ISSUE 48 / MAY 1984 / PAGE 180

CAPUTE!

Modifications Or Corrections To Previous Articles

Atari Super Directory

The character which appears as a grave (') in lines 5010 and 5020 of this program from the April issue (p. 176) should actually be {.}, CTRL-period. You may find it easier to replace these lines with the lines below, which build M$ from DATA statements.

OM 5000 DIM M$(40) : RESTORE 5040
NJ 5010 FOR 1 = 1 TO 40 : READ A: M$ (I)
   = C HR$(A) : NEXT I
KI 5030 RETURN
FG 5040 DATA 104, 201, 2, 240, 9, 170, 240,
   5, 104, 104, 202, 208, 251, 96, 104,
   133, 204, 104, 133, 203, 104
IK 5050 DATA 104, 133, 205, 160, 0, 177,
   203, 9, 128, 145, 203, 200, 196, 205,
   208, 245, 96, 0, 0

Roader For Atari And Color Computer

The Atari version of this game from the March issue (p. 66) may stop with an ERROR 141 message. To prevent this, Edward Rybczyk suggests the following corrections:

380 IF A = 43  THEN  CLR : RUN
390 POKE   764, 255 : END

The Color Computer version requires Extended BASIC to run as published. Ron Crail suggests changes to allow the program to run in standard Color BASIC: Change the value of XLOC to 304 in line 220 and to 308 in line 230, and change COS to SIN in lines 260 and 310. Also, adding the line 245 N$ = "X" will prevent an OS error.

VIC Barrier Battle

A testing loop was inadvertently left in line 200 of this game program from the March issue (p. 84). Troy Pibus points out that the line should read:

200  DD = 37154 : P1 = 37151 : P2 = 37152

64 MLX And Trident

There is an error in the version of the "MLX" machine language editor from the March issue (p. 182). In line 765, K = S + 1 should be replaced with K = S. This error will prevent the "Trident" game (p. 100), published in MLX format, from working properly. Fortunately, the problem is quite easy to fix. First, load and correct MLX and save the corrected version. Then run MLX and use the MLX Load option to load in Trident. Use the starting and ending addresses given in the Trident article. Retype the first line of Trident (49152), then use the MLX Save option to create a new copy of the game, which should now work properly.

Atari Trident

Reader Jim Davis suggests the following improvement to this game from the March issue (p. 94):

105 Z = USR(ADR(M$), M, M+1, 128) : FOR 1 = 15 TO 0 STEP -0.08 : SOUND 0, 10, 8, I : NEXT I : Z = USR(ADR(A$), 48 + C, 1, 144, 51)

This adds an explosion sound when an incoming missile is destroyed.

Commodore Floating Subroutines

Programs 1, 2, and 3 for this article from the March issue (p. 164) will print a range of hex address values which is one greater than the correct range, as shown in decimal. To correct this, Paul Montognese suggests changing the H = C in line 63994 to H = C-l.

Chopperoids

Some readers tried to create a binary file (MLX option F) for this Atari machine language program (December 1983, p. 122). As stated in the article, "Chopperoids" must be put on a boot disk or boot tape. If you made a binary file, follow these steps to create a boot disk from your work:

  1. Load the MLX program and make the following temporary changes:
  2. 750 IF NOT READ THEN 1040
    850 TRAP 40000 : CLOSE #2:? "Finished.
        " : LET READ = 0 : BUFFER$ (FIN - BEG + 31)
        = CHR$ (0) : BUFFER$(31) = BUFFER$ (61)
        : GOTO 360
    1000 H = INT(ADR(BUFFER$)/256) : L = ADR(B
         UFFER$)-H*256 : L = L + 30 : POKE ICBAD
         R + X, L : POKE    ICBADR + X + 1, H
    
  3. Run the modified MLX and use the addresses given in the original article. Specify the boot disk option.
  4. Use the MLX Load command to load your binary file. All the data will be moved up five lines, as described in the February "CAPUTE!" corrections.
  5. Use the MLX New Address command to begin typing at line 6092 and enter the additional lines from February "CAPUTE!" (p. 181). Insert a new disk in the drive and use the MLX Save option to create a boot disk with the corrected data.