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   1 t  possessfancy graphics or a techno  soundtrack  itis significantly offbeat  to  warrant  thetitle cult. Your Sinclair  were  obviouslyimpressed enough as well as it appeared onthe  August   
   1 t  accept  Russianattestats, so he had to 'study' once  moreso he went to Tamworth High  School.  Thatwas a very important decision, because  itlead to today's situation - CC had  becometoday's Concern.                                                                    The future is unclear right now,  so  moreinformation will be available later  (  atthe moment Random has finished  last  yearof school and is preparing for  final  HSCexams ). He plans to go to the  Universityto do "computer science and technology"...time will tell what will happen...                                                                                                                                                                                 Russian Spectrum Scene.                                                            ...small introduction....                                                           Well, again, don't know how to  start  thegoddamn article.  Usually  it  takes  lessthan 100 lines of bullshit  to  begin 
   1 stechnology you could create a real  belterof a game, so long as you  don't  get  thefooty bloke  from  Channel  5  to  do  thecommentary!  JR:  Matchday   3   will   bereleased before Xmas (97).                                                          PW: Oh good, I suppose that means  we  canexpect Head Over Heels 2  in  the  Spring?Any chance of doing Speccy  versions?  JR:HoH2 (it may  be  called  something  else)will be release towards the  end  of  nextyear either on the N64 or the PC.                                                   PW:  Your  next  game,  Head  Over  Heels,become an overnight cult game with  gamersalways pleading for help with the  puzzlesin  the  Spectrum  magazines.   Was   thissomething you intended to achieve? JR: No,I just make games I would like to play.                                             PW: So what games  do  you  like  to  playnowadays? JR: Better soccer games,  betterpuzzle games, better Doom games.                                                    PW: Using the
   1 s games?                                                                   MC: I have the  same  feelings  for  theirproducers and distributors  as  I  do  forthose who live off bigotry and fear  (likethe churches and arms dealers).                                                     No  time  for  despair,  matey,  too  busymaking fun of them.                                                                 ZX: With the game Pimania  you  offered  a6000 prize for the first person  to  solvethe  game?  That  was   quite   a   gamblefinancially for you to take, especially ifthe game had been solved  nearly  straightaway.                                                                               MC: Pimania was the twentieth or so  game.Not  really  a  gamble.  We  launched   inDecember, and the winner had to physicallyturn up at the right place and  the  righttime to claim the prize.  Well,  the  datewas 22nd July,  which  gave  me  8  monthsshelf-life. How was  I  to  know  that  itwould take 2  Yorkshire
   1 s  right,  theycreated  Russian  analogue  of   Spectrum.Since then, Sinclair  was  the  only  homecomputer for everyone (until  sometime  inlate 80s when people  found  their  secondSpeccy - AMiGA ;). end of quote.                                                    Well, you see -  Russians  had  their  ownSpectrums.  Another  extraction  from  FAQThere are too many models of  Spectrum  inex-USSR to attempt to list them all  here.And we don't need that  anyway...  all  ofthem are quite similar in main idea, so wewouldn't try to write  about  them.  Well,despite the fact above,  only  two  modelscan be called  'most  popular'.  They  arePentagon and Scorpion. Funny but  Scorpionisn't as popular as Pentagon, despite morecorrect   implementation    of    originalSpectrum   features,    despite    ServiceMonitor, despi... Let me finish this quotehere, since I promised not to include  anymy own opinions here... So, again, despitethe advantages offered to  Russian  Speccymen (I don't like word Speccy-chum. Sound
   1 s  one  of  them  (extractfrom Russian Most  Popular  Spectrums...):Russia (former USSR) had different but notless interesting Speccy  life  than  othercountries (such as England, motherland  ofSpeccy). Because of many reasons, such  ashigh cost  (for  soviets),  difficulty  inrepairs  and  many  many  other  problems,Russia had to create  it's  own  computer.Soviet people went through various  modelsof   homemade   computers   (usually   notcompatible  with  each  other)  when  theyfinally got their BEST (at  a  time)  homemachine - Spectrum. Some people  had  realSpectrums   and   they   had   friends   -electronic engineers... well,  guess  whattheir friends did  ?  That
   1 s  absolutelysame   machine,    but    difference    isunbelievable.  I  wonder  what  would  SirClive would say about last demos... he he.Demomaking is very good school  for  youngprogrammers. Trying to  get  most  of  theresources  of  most  likely   best   8-bitcomputer, trying to be stylish, trying  tobeat best of  bests,  they're  learning  agreat experience. That's why scene  peopleare teenagers (13+ actually). Don't get mewrong, there are many adults on the  sceneas well, but for most of them Spectrum  isjust a hobby thing, while for young codersSpectrum is their  life.  There  are  manydemomaking  and/or  release  groups.  It'ssimply impossible to count  them  all,  oreven  estimate.  Most  of   those   groupsconsist  of  3-5  members.  There're  somemonsters though (like Concern Chaos he he,which  has  about  30-40  active  members,Extreme, Digital Reality (?). As any othercountry,   Russia   has   its   very   ownmagazines/newspapers dedicated to Spectrumlife. Most of them (and as far as I  know,a
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   1 ZX: Were you in awe of working with  greatBritish actors?                                                                     MC: Nope.                                                                           ZX: They must have cost a bob  or  two  tohire.                                                                               MC: If you want to make  a  small  fortuneout of computer games, start  with  alargefortune.                                                                            ZX:  "Excuse  Mr  Dury,  would  you   mindplaying the part of some fertiliser?"  Wasit easy to persuade Mr Pertwee and co.  toaccept their roles?                                                                 MC: I just phoned up  afew  mates.  That'show it works in any medium.                                                         ZX: Did anyone decline your offer to  starin a computer game?                                                                 MC: Patrick Moore's mum wouldn't  let  himcome  out  to 
   1 You can edit the vertical guardians in    room 13 like any other vertical guardians,but you must bear in mind the special     conditions stated above. You have to make sure the vertical guardians do not clash  or straddle the screen under modulo-8     (avoid having a vertical guardian in      columns 7&8, or 15&16, or 23&24, as this  would cause them to straddle the vertical borders of the screen).                                                             I have experienced a lot of trouble with  Skylabs crashing into the floors they     explode on and killing you, when you try  to change their paths or speed! The best  way I know to cure such a problematic     Skylab is to change the number of pixels  (the least three significant bits of the  third byte) below the starting position tosome number between 0 and 7 and to set    the number of pixels below the top        position (the least three significant bitsof the sixth byte) to that same value.    This requires at most 8 experiments beforeyou cure the p
   1 XXXXX: 5 bits, giving a range 0 through  31.                                                                                                                                                                                                               In this example, which is typical of many in Manic Miner and Jet Set Willy, these   data represent the position of a 16x16    sprite as the number of characters down   from the top of the screen (YYYY) and the number of characters to the right of the  left border of the screen (XXXXX) - or, ifyou will, the top-left 8x8 character of   the 16x16 graphic.                                                                  Andrew Broad                                                                        (Reproduced from his web site by kind     permission.)                                                                                                                                                                                                                     
   1 The second, third and fourth bytes (i.e.  703-705, 710-712, 717-719, 724-726)       represent the starting position of the    horizontal guardian as a 16-bit word in   the following format (see Appendix D):                                                                                                                                                                               705      704      703                  0101110Y 0110Y000 YYYXXXXX                                                                                                                                              where YYYY represents the vertical        starting position and XXXXX the horizontalstarting position (both in characters).   In the now all too familiar way, the most significant bit of YYYY is redundantly    duplicated in offsets 704 and 705.                                                  The fifth byte (i.e. 706, 713, 720, 727)  represents whether the guardian initially goes left or right (0=right, 7=left).                   
   1 The first byte of each graphic (i.e.      offsets 544, 553, 562, 571, 580, 589, 598 and 607) represents the colour attribute  (see Appendix A), and the following eight bytes represent the 8x8 graphic (see      Appendix B).                                                                        The colour attributes defined here must   agree with the ones in the screen layout, as this is how the block at each characterposition is specified, so when you change an attribute here, remember to replace    all occurrences of that attribute in the  screen layout!                                                                      If a block type is not required on a      screen, I suggest zeroising the 8x8       graphic and using 255 for the colour      attribute (some rooms in the original     Manic Miner use colour attribute 0 for    this purpose, but I don't like that       because often times it clashes with the   background attribute).                                                              In general, co
   1 SONG BY ST COMPILE
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   1 Internal RAM : 128K minimum All the systemRAM should be internal. No more screens orUDG on RAM.1,  nor  swap  memory  for  badapplications.  An   amount   of   64K   isrequired, i.e. 4 banks :                                                            8K for system variables, handles, buffers,restarts 2K  for  HIRES0,  512  bytes  forLORES0, 2K for the screen  base  file  40Kfor the swap for bad applications 11K leftfor new purposes                                                                    The 11K  left  could  be  useful  for  newfeatures like :                                                                     other graphic screens (HIRES0)            user defined interruptions                the TCP/IP stack                          memory buffers allocated by a handle      available for applications                                                                                                    Serial port : high  speeds,  TCP/IP  stackThe  19200  and  38400  bauds  speed   aresupported.  Ga
   1 COPYRIGHTED - NOT PUBLIC DOMAIN!
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   1 Bill Richardson has kindly invited us withhim  to  a  Cambridge  Z88   show   -   inCALIFORNIA! We'll be honoured  to  attend,and meet some of our Amercian readers.                                                                                                   HACKING INCIDENT OVER                                                    In the last issue  we  reported  how  AndyRyals  had  complained  about   BernadetteDownsland had used some of his copyrightedPOKEs in  her  handbook.  We're  now  veryhappy to report that the situation has nowbeen resolved. It appears that the  reportof  Berndadette  using  Andy's  POKEs  wasslightly incorrect, as her POKEs were  forthe LIGHTGUN version of a game as  opposedto Andy's POKE for a standard game.                                                                                                        NEW POKE MAGAZINE                                                      If you are interested in POKEs  magazines,Andy has launched his own. HACKERS HANGOUTis  a  profess
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   1 ALCHNEWS29
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   1 97. Paul)                                                      ZX: Wasn't Automata  originally  a  travelbrochure company? What  compelled  you  totransform   Automata   into   a   computersoftware house?                                                                     MC:  Automata  went  from  printed  travelguides and maps, to audio/video guides  ontape in 1980. One day I bought a  computergame on cassette for 5 quid, and  realisedthat I could produce a better one  for  25pee at cost. I started in  computer  gamesthe  following  Tuesday,  after  tea   andcompulsory prayers.                                                                 ZX: How does one  get  inspiration  for  acharacter like the Piman?                                                           MC: Ivor Cutler, half man,  half  oatmeal.He lives in the flat  opposite  a  lady  Iknow, and we used to watch him  at  night.(He never draws his curtains.)                                                      ZX: Did your non-violence policy fo
   1 92   covertape   of   theirmagazine. Translated from Czech  the  demogoes something like this.                                                           Man: Sing, ladybird, sing!                LB: Bep, Bep, Bep                         Man: Clap, clap, clap.                                                                                                                                                                                            What he is actually saying  is  "Berus^ko,zazpi'vej!"   which   in    Czech    means"Berus^ka, sing!" (berus^ka=ladybird).  s^=s with breve, i' = i with  acute  accent.The song in the demo (the  beeping)  is  amockery  of  a  (childish)  song  about  aladybird.   (Berusko,   berusko,   popojdimalicko).  So  now  you  know  and   thosesleepless nights will be a  thing  of  thepast.                                                                                                                                                                                                
   1 500 REM <<<<TControl Begin>>>>             ! This could be used as a base for       other objects 510 LET TControlXCode = 1   520 LET TControlXCount = 0                530 LET TControlXStackSize = 0            540 LET TControlXPostition = 500:REM put  start of code line in here 550 REM        <<<<Properties>>>>: Top, Left, Height,    Width                                      ! these are defined in the create        method 560 REM <<<<Method>>>>             570 LET ControlXCreate =                  TControlXPostition +110 580 LET           ControlXDestroy = TControlXPostition + 210590 LET ControlXPaint =                   TControlXPostition + 270 600 RETURN                                                 610 REM ***Begin TControl.Create          620 REM ***Returns: Pointer: INT          630 IF TControlXStackSize = 0 THEN LET    TControlXCount = FN I(TControlXCount): LETPointer = TControlXCount: GOTO            TControlXPostition + 4                    640 LET Pointer =                         S(TControlXCod
   1 5  ExternalRAM will be inserted  in  slot  2  Minimum128K for internal RAM  will  be  explainedfurther                                                                                                                                                                                                                             Kernel                           User Defined Interruption                                                  An interruption  could  be  available  forapplications.  It   could   be   done   byaddressing  it  via  an  handle.  Opening,using... and closing an interruption. Thisshould  be  a  little  fragment  of  code,copied in a special  area  of  the  systemRAM. For implementing it, we could  insertin the IM0 interruption (keyboard,  serialport, card manager...) a fragment of  codelike this :                                                                                                                   ;the IM0 interruption entry               .int_entry                                ld 
   1 1999 A.Davis & Alch. Research
   1 1.50 later that evening!                                                                                                          The Pics                                                           There were two Spectrum digitisers at  theshow, mine (a Vidi-ZX and  the  best)  andTomato   Girl's   (Bernadette    Dowsland)Videoface - distinctly slower at grabbing,I noticed. I'd not seen one before  but  Iam glad I got  the  Vidi-ZX  instead  (Doktold me it was better before). We also hadL.A.'s polaroid camera and  good  use  wasmade of that -                                                                                     The Aftermath                                                        After this was all over,  about  4-4.30pm,people either disappeared or went into thepub. Me, Garry and  Dominic  went  up  theroad into the next one and hung around fora couple of pints before they had to catchthe bus back. I then went back to the showand  found  George  (the  organiser)   andothers in  the  bar  there.
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   1  YYYY: 4 bits, giving a range 0 through  15. These bits happen to straddle the two bytes, with the most significant in 621   (this happens to be at the least          significant end of 621, but this is not   necessarily always the case in general!)  
   1  Willy's vertical start position is also represented by offset 616, which has the  following format (see Appendix D):                                                                                                                                                                                   616                                    YYYY0000                                                                                                                                                                I'm not sure why this apparent redundancy is there, and I wonder whether the lower  4bits are supposed to represent pixels or something? (Don't take me at my word, do  an experiment!). I can only advise you to be consistent!                                                                      
   1  Willy starts at a position which is     held at offsets 620 and 621, which form a 16-bit word of the following format (see  Appendix D):                                                                                                                     621      620                           0101110Y YYYXXXXX                                                                                                                                                       where YYYY is Willy's vertical start      position and XXXXX is Willy's horizontal  start position (both in characters).                                                                                          
   1  The value held in offset 701 is the     number of pixels of air you have (in      addition to characters of air),           represented as one of the following bytes (shown in binary to graphically depict    it):                                                                                                                          10000000                                  11000000                                  11100000                                  11110000                                  11111000                                  11111100                                  11111110                                                                                                                                                                There are bugs associated with using      00000000 or 11111111, so it's             derecommended (and my Manic Miner Screen  Editor doesn't allow it). Using 00000000  causes a fairly harmless glitch in the    graphics; using 11111111 confuses Manic   Miner when it i
   1  The value held in offset 700 is a+32,   where a is the column the air goes up to  (effectively, you have a-4 characters of  air, as the air starts at column 4). The  default value for offset 700 is 63 (i.e.  a=31), but in many of my caverns, I give  you a reduced air supply!                                                                                                                                               
   1  SETUP PARAMS 
   1  Room 9 ("Endorian Forest")              
   1  Room 8 ("Wacky Amoebatrons")                                          
   1  Room 6 ("The Vat")                      
   1  Room 5 ("Processing Plant")             
   1  Room 4 ("Eugene's Lair") holds the      Eugene graphic which appears on that      screen. This is a special vertical        guardian whose path or colour attribute   (white ink on whatever paper you define   for the level background) cannot be edited(at least not in addresses 45056 to       65535). It goes up and down the middle of the screen (columns 15 and 16, rows 0 to  12), and when all the items have been     collected, starts flashing and immediatelygoes down to stop at rows 11 and 12. If   you do not want the Eugene on your room 4,I suggest zeroising offsets 736 to 767 to blank out the special graphic, which will leave a harmless shadow on the screen.                                                                                                                                                                                                                                                                768 to 1023: Guardian Graphics                                                      Eight 16x16 spr
   1  Room 4 ("Eugene's Lair")                
   1  Room 3 ("Abandoned Uranium Workings")   
   1  Room 2 ("Menagerie") holds the boot     graphic which appears on the Game Over    screen, and also next to your lives when  you use the 6031769 or TYPEWRITER cheat.                                            
   1  Room 2 ("Menagerie")            
   1  Room 19 ("Final Barrier")                                                                                                                                                                                                                                 The alleged vertical guardian on room 4   ("Eugene's Lair") is a special case (see  the special graphic section) - it is not aguardian in the sense of this section!                                                                                                                                  In all other rooms, offsets 733, 734 and  735 are set at 0 (and so are offsets 736  to 760, except for rooms 0, 1, 2 and 4    which have special graphics).                                                       Each of these rooms can have 0, 1, 2, 3   or 4 vertical guardians. Unlike in Jet SetWilly, all vertical guardians in a room   have to have the same graphic (guardians' graphics are defined separately, within   the room data).                                          
   1  Room 18 ("Solar Power Generator")       
   1  Room 17 ("Amoebatrons' Revenge")        
   1  Room 16 ("The Warehouse")               
   1  Room 15 ("Sixteenth Cavern")                                                      Rooms which do not have bidirectional     graphics for horizontal guardians (i.e.   those not listed above) use only sprites  4-7 (offsets 896-1023) for the horizontal guardian graphics.                                                                  Rooms which have vertical guardians (see  section on Vertical Guardians) use sprites0-3 (offsets 768-895) for the vertical    guardian graphics, so these screens do nothave bidirectional graphics for           horizontal guardians. Note that this does not quite cover all screens which do not  have bidirectional horizontal guardians,  because...                                                                          Rooms 7 and 11 ("Miner Willy meets the    Kong Beast" and "Return of the Alien Kong Beast") use sprites 0-3 for the Kong Beastgraphics: the standing Kong Beast in      sprites 0 and 1 and the falling Kong Beastin sprites 2 and 3.                                      
   1  Room 14 ("The Bank")                    
   1  Room 13 ("Skylab Landing Bay")          
   1  Room 12 ("Ore Refinery")  
   1  Room 10 ("Attack of the Mutant          Telephones")  
   1  Room 1 ("ColdRoom")  
   1  Room 1 ("Cold Room") holds the barrel   graphic on the Game Over screen (well,    it's a barrel in Jet Set Willy, and some  sort of weird pedestal in Manic Miner).                                             
   1  Room 0 ("Central Cavern") holds the     swordfish graphic that appears on room 19 ("Final Barrier") when you complete the   game (only if you haven't cheated by using6031769 or TYPEWRITER).                                                             
   1  Room 0 ("Central Cavern")  
   1  PPP representspaper colour (000=black, 001=blue,        010=red, 011=magenta, 100=green, 101=cyan,110=yellow, 111=white)  
   1  Offsets 688-691 represent the position  of the portal, as a 32-bit word in the    following format (see Appendix D):                                                                                               691      690      689      688         0110Y000 YYYXXXXX 0101110Y YYYXXXXX                                                                                                                                                                               where YYYY is the vertical position of    the portal, and XXXXX the horizontal      position. Both YYYY and XXXXX are         duplicated: 688 and 689 are               informationally equivalent to 690 and 691.Don't ask why, just make sure Y is the    same in 691 as 689, and make 690 the same as 688.                                                                                                                       692 to 699: Item Graphic                                                            The item's 8x8 graphic (see Appendix B)   is held in offs
   1  Offsets 656 to 687 represent the 16x16  graphic of the portal.                                                              
   1  Offsets 624 and 625 represent the       position of conveyor animation. They form a16-bit word of the following format (see Appendix D):                                                                                                                                                                                                         625      624                           0111Y000 YYYXXXXX                                                                                                                                                       where YYYY is the vertical position of    the conveyor animation (in characters) andXXXXX is the leftmost column of that row  (regardless of whether the conveyor - I   mean, the animation - goes left or right).                                          
   1  Offset 730 is a terminator which is     always set at 255, and offsets 731 and 732are 0 for all Manic Miner rooms.                                                    733 to 760: Vertical Guardians (Rooms 8,  10, 12-14 and 16-19 only)                                                           Only the following rooms can have         vertical guardians (`up and down          nasties'):  
   1  Offset 655 represents the portal's      colour attribute (see Appendix A). If you define it to be flashing, then Willy can  exit the room without collecting the items- I used that trick in "Students Union"   (room 8 of Manic Miner 4).                                                          
   1  Offset 654 is always set to 255.                                                  
   1  Offset 628 is set to 0 on all Manic     Miner rooms - it doesn't seem to be used  for anything.                                                                       655 to 691: Portal                                                                  
   1  Offset 626 represents the length of the conveyor animation. If you don't want a   conveyor animation in the room, I suggest having an animation of length 1 over      something inconsequential (such as a      background block), as setting the length  to 0 can cause this bug which corrupts thegraphics on one vertical half of the      screen.                                                                                                                       627: Border Colour                                                                                                                                                                                                                                          Offset 627 represents the colour of the   room's border (0=black, 1=blue, 2=red,    3=magenta, 4=green, 5=cyan, 6=yellow,     7=white).                                                                                                                     628 to 654: Items                                        
   1  Offset 623 represents the direction of  the conveyor: whether it animates to the  left or to the right, and what effect it  has when Willy steps on it. A value of 0  means the conveyor carries Willy to the   left, 1 means the conveyor carries Willy  to the right, 2 means the conveyor is     'off' (when Willy steps on it, it just    acts as a regular floor) and 3 means the  conveyor is 'sticky' (it carries Willy in the direction he's going, but you get     stuck if you jump straight up onto it or  if you fall or jump onto it from a height of one character or more). 'Off' and      'sticky' conveyors did not feature in the original Manic Miner (or Jet Set Willy) atall, but I've started incorporating them  into my games since I made this discovery:room 11 ("Inside Information") of Manic   Miner: The Hobbit features sticky conveyorblocks, while room 12 ("Not at Home") has off conveyors.                                                                                                                
   1  Offset 622 is 0 in all the original     Manic Miner screens. It does not appear tobe of any consequence at all.                                                                                                 623 to 626: Conveyor: Direction and       Position of Animation                                                               Technically, the animation of the         conveyor is decoupled from the actual     conveyor blocks (for further discussion ofthis issue, see the subsection on         conveyors in the block graphics section). If you are a lay hacker who just likes to have one conveyor in each room and animatethat, then whenever it says "conveyor     animation" below, just read "conveyor".                                             
   1  Offset 619 is 0 in all the original     Manic Miner rooms. If you set it to 1,    Willy will automatically jump (straight   up) when he starts the level, like in     "Tales From A Parallel Universe" (room 15 in Manic Miner 4 (apologies to Lee Tonks))and "Queer Lodgings" (room 6 in Manic     Miner: The Hobbit (apologies to J.R.R.    Tolkien)).                                                                          
   1  Offset 618 represents the direction     Willy faces in when he starts the room: 0 for right, 1 for left.                                                              
   1  Offset 617 represents which sprite      Willy starts at, from 0 to 3 inclusive. 0 represents the leftmost frame and 1 the   rightmost frame of his set of four 16x16  graphics for facing right (when offset 618= 0) or of his set of four 16x16 graphics for facing left (when offset 618 = 1).    (If you think of Willy in terms of his legpositions, each set is the other way      round from the other set.)                                                                                                                                              
   1  LOAD PART 
   1  LOAD +D INDEX 
   1  In the second (Software      Projects) edition, the guardians in room 8get corrupted, killing you as soon as you enter it!                                                                           So if you want to let Willy jump off the  top of the screen or fall off the bottom, as happens on several occasions in Manic  Miner 2 and Manic Miner 4, you should baseyour game on the code for the first       (Bug-Byte) edition (addresses 32768 to    45055).                                                                                                                                                                 Title Screen Graphics on Room 19                                                                                                                                                                                                                            Room 19 ("The Final Barrier" in Manic     Miner 1) has the title screen graphics on the first 8 rows of the screen (the       picture showing the sunny 
   1  In the first (Bug-Byte) edition, some blocks in the screen layout of room 7("Miner Willy meets the Kong Beast") get  corrupted. This is ugly but fairly        harmless.  
   1  If there are fewer than four vertical   guardians in the room, the sequence is    terminated with 255 in the byte after the last horizontal guardian (i.e. 733, 740,  747 or 754), and all bytes after that one up to and including offset 760 are padded out with 0.                                                                         If you delete a guardian, remember to     shunt the ones after it down a place, and pad out as necessary!                                                                                                                                                   Skylabs                                                                             Vertical guardians have unorthodox        semantics in room 13 ("Skylab Landing     Bay"). Instead of going up and down, they come down from the top of the screen and  explode at the bottom of their path! The  way this is implemented is that that      vertical guardian is then shifted         horizontally 8 characters to the right    (with screen wr
   1  If there are fewer than four horizontal guardians in the room, the sequence is    terminated with 255 in the byte after the last horizontal guardian (i.e. 702, 709,  716 or 723), and all bytes after that one up to and including offset 729 are padded out with 0.                                                                         If you delete a guardian, remember to     shunt the ones after it down a place, and pad out as necessary!                                                               
   1  If there are fewer than five items in   the room, then pad out the item after the last item with [255,255,255,255,255], and any items after that with                 [0,255,255,255,255].                                                                                                          If you delete an item, remember to shunt  the ones after it down a place, and pad   out as necessary!                                                                   
   1  III represents  ink colour (as above)                                                                                                                                                            Appendix B: 8x8 Graphics                                                   An 8x8 graphic is represented as a        sequence of eight contiguous bytes, where the first byte is the top row of pixels   and the eighth byte is the bottom row of  pixels.                                                                             Within each row, each of the eight bits   represents a pixel, where the most        significant bit is the leftmost pixel and the least significant bit is the rightmostpixel.                                                                              If a bit is set to 0 then the             corresponding pixel is `off', whereas if  the bit is set to 1, the corresponding    pixel is `on'.                                                                      In other words, it's exactly how normal
   1  I hasten to add). Or would you justprefer an old photo  to  be  used?  JR:  Idon't have  anything  scanned  in  at  the6moment so you better use an old one.                                                                                         PW: Thanks once again for  all  your  timeand assistance, I really  appreciate  thatyou could find  the  time  to  answer  thequestions. Take care. JR: Cheers.                                                       Originally published in issue 5 of                   The Zx Files.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
   1  F represents flash (0=not flashing,     1=flashing)  
   1  CHOOSE PART 
   1  B represents brightness    (0=not bright, 1=bright)  
   1  Appendix D: Word Formats                                                                                                                                                                                                                                  0 to 511: Screen Layout                                                             The blocks on the screen are represented  as a sequence of 16 rows, each of which   consists of 32 characters, 1 byte per     character.                                                                          Each row r {0 <= r <= 15}, where 0 is the top row and 15 is the bottom row, is      stored at offsets 32*r to 32*r + 31.                                                Each character c within a row {0 <= c <=  31}, where 0 is the leftmost character and31 the rightmost character, is stored at  offset 32*r + c from the start address of the room.                                                                           Each character is represented as the      colour attribut
   1  Appendix C: 16x16 Graphics              
   1  Appendix B: 8x8 Graphics                
   1  Appendix A: Colour Attributes           
   1  992-1023: sprite 7                                                                Exactly which sprites are used for what   varies from room to room. In particular,  some rooms are allowed to have            bidirectional graphics for the horizontal guardians, while others are not, because  some of the sprites are used for other    purposes (mainly vertical guardian        graphics).                                                                          Rooms which have bidirectional graphics   for horizontal guardians use sprites 0-3  for the right-facing frames and sprites   4-7 for the left-facing frames, where 0   and 4 represent the leftmost frames and 3 and 7 represent the rightmost frames: I   suggest having a normal width of 10       pixels, which you shift 2 pixels to the   right on each successive frame.                                                                                                                                                                                   The rooms which
   1  960-991: sprite 6                       
   1  928-959: sprite 5                       
   1  896-927: sprite 4                       
   1  864-895: sprite 3                       
   1  832-863: sprite 2                       
   1  800-831: sprite 1                       
   1  768-799: sprite 0                
   1  768 to 1023: Guardian Graphics                                                    
   1  754 to 760: fourthvertical guardian (if present, and third  vertical guardian must exist)                                                                                                 The first byte of each vertical guardian  (i.e. 733, 740, 747, 754) represents that guardian's colour attribute (see Appendix A), except that the most significant bit  is not used, i.e. you can't have a        flashing guardian. It is recommended that you use the level background paper colour and brightness, otherwise it looks rather ugly!                                                                               The second byte (i.e. 734, 741, 748, 755) represents which sprite the vertical      guardian starts at, from 0 to 3 inclusive.                                          The third byte (i.e. 735, 742, 749, 756)  represents the vertical start position of the guardian, as an 8-bit word in the     following format (see Appendix D):                                                                                       
   1  747 to 753: third vertical      guardian (if present, and second vertical guardian must exist)  
   1  736 to    767: Special Graphic (Rooms 0, 1, 2 and 4)                                          
   1  733 to 760: Vertical Guardians (Rooms   8, 10, 12-14 and 16-19 only)  
   1  733 to 739:first vertical guardian (if present)  
   1  723 to 729: fourth horizontal guardian (ifpresent, and third horizontal guardian    must exist)                                                                         The first byte of each horizontal         guardian (i.e. 702, 709, 716, 723)        represents that guardian's colour         attribute (see Appendix A), except that   instead of flash, the most significant bit(MSB) represents whether it goes at the   normal speed for a horizontal guardian    (MSB = 0) or slowly (MSB=1), like when youwalk Willy under a wall with the jump key held down. It is recommended that you use the level background paper colour and     brightness, otherwise it looks rather     ugly!                                                                                                                                                                   
   1  716 to 722: third          horizontal guardian (if present, and      second horizontal guardian must exist)  
   1  709 to 715: second horizontal guardian    (if present, and first horizontal guardianmust exist)  
   1  702 to 732: Horizontal Guardians        
   1  702 to 708:first horizontal guardian (if present)  
   1  700 to 701: Air                         
   1  692 to 699: Item Graphic                
   1  655 to 691: Portal                      
   1  649 to 653: fifth item (if present, and fourth item must exist)                                                The first byte of each item (i.e. 629,    634, 638, 644, 649) represents that item'scolour attribute (see Appendix A). Note   that the item's ink colour cycles from    magenta to yellow to cyan to green - so   the ink colour should be one of these     (which is the colour the item will be at  the 0th time-frame of the room). The ink  colour of the items determines what phase they are in with respect to one another.  It is recommended that you use the paper  colour of whatever block you are embeddingthe item in (usually background),         otherwise it looks rather ugly! And alwaysput the item over a background block,     otherwise you will not be able to collect it! (if you want to embed the item in     floor, say, then leave a hole for it, as  in "The Vat" (room 6 of Manic Miner 1) or "The Warehouse" (room 16 of Manic Miner   1)). It is illegal for an item to have a  colour attribute of 0 or 255
   1  644 to 648:    fourth item (if present, and third item   must exist)  
   1  638to 643: third item (if present, and       second item must exist)  
   1  634 to 638: second item (if   present, and first item must exist)  
   1  629 to 633: first item (if      present)  
   1  628 to 654: Items   
   1  623 to 626: Conveyor:         Direction and Position of Animation  
   1  616 to 622: Miner Willy's Initial       Position  
   1  607 to 615: Spare                                                                                                                                                                                                                                         
   1  598 to 606: Nasty 2                     
   1  589 to 597: Nasty 1                     
   1  580-588: Conveyor                       
   1  571 to 579: Wall                        
   1  562-570: Crumbling Floor                
   1  553 to 561: Floor                       
   1  544 to 615: Block Graphics              
   1  544 to 552: Background          
   1  512 to 543: Room Name                   
   1  0 to 511: Screen Layout                 
   1    740 to 746: second vertical guardian (if  present, and first vertical guardian must exist)  
   1     627: Border Colour  
   1                       JAN. 1999        
   1                                           The following article was  kindly  writtenby Random Chaos, member of Concern  Chaos.Born  on   second   of   April   1979   inSankt-Petersburg ( former USSR, now Russia)   and   now   residing   in   Australia.Originally Concern Chaos organisation  wascalled Amber Corporation, but  since  thisname  was  registered  by  Roger  Zelaznyspublishing company, they had to change thename to Concern Chaos. Firstly created  asa software development group Concern  grewin  size  and  has  changed   it's   primefunction. We Solve Problems.                                                        Random  (real  name  is  Potapov  VsevolodViktorovich ) had completed  Russian  highschool with top 5% results, but Australianeducation system  doesn
   1                                            The Great Giana Sisters. Fact or Fiction?                                                        By Paul White.                                                        The Spectrum has its fair share  of  mythsand legends, games  that  never  appeared,programmers who disappeared only to appearin Elvis like visions in hippie  communes.The Great Giana Sisters is one  game  thathas also become part of Spectrum folklore,often dividing opinion as  to  whether  iteven existed.                                                                       The  reason  for  its  non-appearance   isbecause the game is a  Mario  rip-off  andNintendo took the games creators to court.Rainbow Arts were ordered to withdraw  thegame in a groundbreaking court  case  thatrevolved around 'the  look  and  feel'  ofgames.                                                                              Obviously Nintendo saw TGGS as too much ofa likeness to be coincidence and the judgeagreed   with 
   1                                             The story behind Beruska the Ladybird.                  Paul White                                                          Anyone  who   has   wondered   what   thatwonderful little demo called  Beruska  wasall about can now rest easy for the answeris here. For the  unenlightened  the  saiddemo is a simple black and white animationthat features a well-wrapped up  gentlemanwho holds a ladybird in his hand. He  sayssomething  like  Berushky,  vusdeeday   towhich the ladybird replies yap  yap  yap.,whilst nodding its head from side to side.The man then  claps,  squashing  the  poorladybird and then grins  like  a  Cheshirecat. Weird. Beruska was originally createdby a Polish coder called Marek Fiser,  yetit is definitely Czechoslovakian inspired.I have raved about this demo in a previousissue, and  although  it  doesn
   1                                               CRASHED CHANGE OF EDITORS (again!)                    Mark Sturdy                                                         When I wrote my editorial for issue 22  ofCrashed (it came  out  about  three  weeksago, for those of you who  haven't  got  acopy), I'd decided that  the  fanzine  hadrun its course, and I'd made the  decisionto  close  it  down.  As  it  turned  out,however, Dave Fountain  (former  prorietorof the Spectrum FPD software library)  hadother ideas, and I'm  happy  to  say  thatCrashed will continue  to  exist  for  theforseeable    future,     under     Dave'seditorship.  With  immediate  effect,  allcorrespondence relating  to  the  magazineshould be addressed to:                                                             Dave Fountain                             11 Camel Road                             Silvertown                                LONDON                                    E16 2DE.                                                
   1                                                 ANOTHER FIFTH NSSS SHOW REPORT                 Bernadette Downsland                                                     I say 'another'on account that I know thatthere are several accounts scheduled to goin this issue of Alchnews.                                                          Anyway after a very hectic rush round  theprevious day, on the morning of the show Iferverently prayed that I hadn't forgottenanything  as I loaded up the  car.  As  itturned out I hadn't, I guess everybody  isentitled to a bit of luck sometime.                                                 The  weather  was  dire!  or  to  be  morespecific it was freezing fog all along themotorway  to Bolton.  I wasn't really surehow long it would take me and the  weatherprevented me putting my foot down as  muchas I would have liked,  add  to  that  thevenue was new to me so I had  to find  theplace, and if that wasn't  all I  had thishorrible feeling that it would  either  becancelled or a
   1                                                   B A C K   T O   B A S I C S                          NO.5                                       by                                     Ken Beer.                                                          READ & DATA Commands                                                                Up to now we have been  entering  data  atthe  keyboard  in  response  to  an  INPUTcommand. Another way to get  data  into  aprogram is to store it in a  DATA  commandwithin the program itself, and to READ theitems of data from  these  DATA  commands.Note. DATA is obtained by pressing 'D' keywhen in the extended mode E.                                                        READ is similarly obtained by pressing key'A'   when   in   the    extended    mode.(Reminder-Extended mode=press  CAPS  SHIFTand SYMBOL SHIFT together).                                                         Each time the computer  comes  to  a  READcommand, it takes an item of data from thedata list and 
   1                                                    The Jon Ritman Interview.                                                                By Paul white.                                                                                                                                            PW: The first game I believe you wrote wasNamtir Raiders. Did you have  any  troubleselling it to Artic? The impression I  getof  those  early  days  is  that  softwarehouses  were  desperate  for   titles   tomarket. JR:  It  took  24  hours  from  mesending it off to them accepting it.                                                PW: Another  early  title  you  wrote  wascalled ARG but was  never  released.  Whatwas the  game  about  and  why  wasn't  itreleased?  JR:  It  was   a   crap   SpaceInvaders, it wasn't  released  because  itwas crap.                                                                           PW: I don't suppose there is a chance thatyou have a copy of ARG knocking  about  onan old C90 tap
   1                                                    Back in time with Arnold.                                                  This time lets look at the Rotonics       Wafadrive. This was very much like the    microdrive.  Around  september  1984   theprice of the  Wafadrive  was  `150.00.  (Ipicked up two  brand  new  at  the  SAMS98show for a tenner. Ed) The drive connectedup to the spectrum via the expansion port.                                          The single cabinet housed two 128k drives,centronics RS232 ports  and  the  computerinterface.  Connecting  the  Wafadrive  toyour computer was made with one connecter.One connection to  your  computer  is  allthat is needed to  be  up  and  running,nofragile cables or boxes to cluter up  yourdesk top.                                                                           Like   all   professional   systems    thewafadrive  is   dual   drive,thus   makingcopying from one  drive  to  another  verysimple indeed.                                          
   1                                                    B A C K  T O  B A S I C S                           No.4                                   by Ken Beer                                                         I now want to bring some colour  into  ourprograms.  The  Spectrum  treats  the   TVscreen as a sheet of PAPER surrounded by aBORDER For example:                                                                             ENTER BORDER 1                                                          The white screen is reduced in size and isnow surrounded by a blue border. There  isa choice of eight colours available  whichcan be used in conjunction with the BORDERor PAPER  commands  either  singly  or  incombination,  selected  by  following  thecommands  with  a  key  number  (or   codenumber) as follows:                                                                               Key 0 for Black                               1 for Blue                                2 for Red                             
   1                                                       Z88 HINTS AND TIPS                          By Jack lawrie                              Part Three                                                                                                                   Print Format                                                         The Z88 manual says nothing about this andthe books can be a  little  confusing.  Itconcerns how figures will be presented  inBasic. The default format ( the way it  isunless you change it! )  is  &0000090A  Ifthis is  changed  to  &0002000A  then  allfigures will  be  integers  -  no  decimalplaces.                                                                             If &0002020A is  used  you  will  get  twodecimal places and successive  numbers  onnew lines will have the decimal points  inline e.g 98.6743 will be 98.67 and 25 willbe 25.00 and 345.5672  will  be  345.57  -nice & tidy! So, the third pair of figuresafter & is the number of decimal places  -this is especi
   1                                                       Z88 HINTS AND TIPS                          By Jack Lawrie                               Part Four                                                                     Changing the Battery                                                     Before changing a battery, and  especiallyif it is "flat", or may be flat, take  outany  EPROM  in  slot  3  or  it  may   getcorrupted.                                                                                                                                Cataloguing Files.                                                      If you are looking at the files in a  RAM,by selecting "Cataloguing Files", you willsee,  if  there  are  more  than  six,  aninstruction at the left side saying to useSPACE or ESC. You MUST do this. You shouldreally never use anything but ESC to leavethe Filer  or  you  could  have  "in  use"problems i.e. there is a file in  the  RAMthat you can't erase, rename or copy.  Theonly cure for 
   1                                                       Z88 HINTS AND TIPS                           By J.E.Lawrie                               Part Six                                                                                                                  Using % variables                                                      You may have wondered about all  these  T%x% etc  in  Basic  programs  and  you  maywonder why, because they  are  not  reallypercentages.    These     are     "integervariables". They take up less  memory.  Itis claimed that the system  operates  muchfaster  with  these  integers   since   nodecimal places are shown.                                                           Of course it is often essential to  obtainexact values, especially  where  roots  ordivisions  are  involved.  This   is   notimpaired by the use of %  integers  -  thedecimal values are used  in  all  internalcalculations. A% through Z% are  "special"variables in that they are not cleared  byRUN, CHAIN, an
   1                                                       Z88 HINTS AND TIPS                           By J.E.Lawrie                               Part Five                                                                                                              Printing from Basic (2)                                                   It may be useful, even essential, to get aprintout of what is on  screen  while  theprogram  is  running.  It   may   not   bepresented on paper exactly as shown on thescreen regarding layout, but this  is  notusually important.                                                                  Put this line in the program listing  justbefore you want printing to start                                                        OSCLI("CLI #+P~E"):dummy=INKEY(0)                                              If you want printing to stop at some pointbeforethe  program  ends  then  insert   -                                               OSCLI("CLI #-P~E"):dummy=INKEY(0)                  
   1                                                       Z88 HINTS AND TIPS                            J.E.Lawrie                                Part Seven                                                                                                                 Sooner or Later -                                                      - you are going to have to  take  off  therubber "keys" and clean the  underside  ofthis and the face of the  p.c.membrane  onwhich the keys impinge. If  you  find  youcan't start up but there is no  indicationof the need for a hard or soft reset  thenthis action is  essential  -  there  is  apartial short-circuit  between  strips  onthe  membrane.  You  can  test  for   thiscondition now by pressing down any key andthen both SHIFT keys - it won't fire up!                                            You can get the rubber off and  clean  it,being careful not to break off  the  threerubber "pegs"  holding  it  close  to  themembrane. This also needs cleaning.  DON'TUSE A SOLVENT 
   1                                                       The Fifth NSS Show                      Reviewed by The Editor                                                    Ah, it's that time of the year again, whenwe all venture up to Wetherby and....  um,hang on a minute, it's not September,  butDecember,  and  this  isn't  the   A1   toWetherby, but the A628  Woodhead  Pass  toManchester. What's going on?                                                        "I tell  you  what's  going  on!",  shoutsMick, second in command of  the  Alchemistempire, "I'm taking control. What the helldo you think  you're  doing,  driving  andtyping with that bloody Z88 on your lap?"                                           "Gerroff!",  I  shout.  The  car   lurchesacross the road and we force a Skoda  intoa ditch.                                                                            "Right,"  says  Mick,  "I'LL   type,   youdrive.".                                                                            I sulk. So, wh
   1                                                       OOP On The Spectrum                       ===================                                                                  by Chris Thomson             <for competent Sinclair basic programmers>                                          As many  programmers  will  know  if  theyprogram on modern PC's, most new languagesare 'Object - Orientated'. The most recentof which is JAVA. Anyway  these  languageshave   distinct   advantages   over    thetraditional  languages  such  as  Sinclairbasic. Object oriented  programming  (OOP)basically means that each bit  of  programcode  is  self  contained,   creating   anobject, this object contains any number ofsubroutines which are concerned  with  theoperation of the  object.  For  example  aobject might be a box that displays  text,this object would  encapsulate  (or  hold)the necessary routines to display the  boxcontaining the text on the  screen.  Thesewould included a  property  (or  variable)for holding th
   1                                                       DESERT ISLAND DISKS                                                                  Review by The Ed.                                                      Desert Island Disks - henceforth known  asDID - is another magazine which has made asuccessful transformation from one  mediumto another. In this case an  internet  website to paper. This is the first issue andappears to have made the change very well.                                          The magazine is in  A4,  comprises  of  18well filled  pages  and  claims  to  'takeSpectrum games  seriously'  -  I  like  italready.                                                                            The  magazine  begins  with  a  very  goodeditorial. There's a comprehensive  reviewof the new strategy game  Formula  1  '98,POKEWORLD comprising of a couple of  pagesof tips, POKEs and an Alien 8 map.                                                  An interview  with  programmer  NAMCO  wasvery good, as 
   1                                                        QL TODAY MAGAZINE                                                      QL Today is a specialist  Sinclair  QL  60page  bi-monthly  magazine  published   byGerman software house Jochen Merz Software(JMS). I am the editor  of  the  magazine.Jochen himself  is  currently  in  Croatiaattending a Sinclair show  there  and  dueback sometime this week (early November).                                           The articles  in  QL  Today  magazine  arewritten by the readership  themselves  andby  the  traders  who  still  support  theSinclair QL. We have our  main  readershiphere in Britain and  in  Germany,  with  asomewhat  smaller  readership   throughoutEurope and the USA, with a  still  smallernumber   of   readers   in   Canada    andAustralasia.                                                                        Despite  being  nominally  a  Sinclair  QLmagazine, covering  all  versions  of  itsoperating system including QDOS,  Minerva,SMSQ/E and the
   1                                                          TRADING POST                             **************                                                        Please enclose a SAE with your enquiry  toall services. If purchasing from a privateindividual, make confirmation the  articleis still for sale and try not to send cashunless a premium delivery service is used.                                          If your group isn't listed, please get  intouch and we'll add your details.                                                                    * * * * *                                                          ADVENTURE WORKSHOP                        36 Grasmere Road                          OLDHAM OL2 6SR                            (Adventure software distributor)                                                                                              ALBHAR                                    4 Bethune Close                           Farley Hill                               LUTON LU1 5LX 
   1                                                          NSSS 5 Review                           By John Garner /                      [email protected]                                                                  Introduction                                                         The  NSSS  #5  was  held  on  Saturday  28November at the RMI Club in Horwich, whichis near Bolton (near  Manchester)  in  thecounty of Lancashire, England. NSSS standsfor Northern Spectrum and Sam Show and  itis a much better mix of Sam  and  Spectrumthan the Gloucester  Show  run  by  FormatPublications. You also get Z88's and maybeeven a QL or two turning up.                                                                          Travel                                                            For everyone I know, travelling to it  wasat least a hassle, if not worse.  Part  ofit was due to BR engineering works betweenBolton and Manchester Picadilly, part  dueto  football  matches   played   at   home(Bolton).  I'm
   1                                                          Mel Croucher.                      An interview by Paul white.                                                 Anyone who has come across Mel  Croucher'swork before will know that he  is  a  trueindependant spirit who in an industry thatinspires to blandness is a real breath  offresh air.                                                                          It was after tea and compulsory prayers  Iwas finally able to ask Mel  if  he  wouldmind answering a few questions.......                                               MC: OK, it's my  birthday  today,  so  I'mfeeling  slightly  less  Meldrewish   thanusual. Ask away, and I'll try to answer asbest I can.                                                                         ZX: I  don't  beeliiieeevvee  it.  Belatedbirthday greetings.                                                                 MC: Thanks, half a century  of  sex,  liesand videotape.                                          
   1                                                          Andrew Broad's                       Manic Miner Room Format                                                   Welcome to my Manic Miner room format! I  figured all this out for myself by        eyeballing the data and experimenting.    That was back in 1992, before I had accessto the Internet, therefore I had no idea  that other people have also written Manic Miner editors and unofficial sequels! But as far as I know, this is the only        technical specification for Manic Miner onthe Internet, and none of the existing    editors - except my own Manic Miner ScreenEditor which has now been released - do   not appear to have all this knowledge     built into them! Everything you ever      wanted to know about the room format is   here, plus I impart lots of tips on       creating special effects as well as       pointing out the pitfalls to avoid!                                                 I did this for Jet Set Willy as well, but Arsen Torbarin
   1                                                            INDEX (1)                                                                                                    AN29.1 : This index.                                                                AN29.2 : NEWS.   Some  brighter  news  forAN29.3 : this issue.                                                                AN29.4 : THE 5TH  NSS  SHOW.  Reviewed  by         The Ed.                                                                    AN29.5 : CRASHED PRESS RELEASE.   By  Mark         Sturdy.                                                                    AN29.6 : Z88 HINTS & TIPS.  Part three  by         Jack Lawrie.                                                               AN29.7 : THE GREAT GIANA HOAX.  Paul White         reports on this elusive game.                                              AN29.8 : OBJECT ORIENTATED PROGRAMMING.  AAN29.9 : project by Chris Thomson.                                                  AN29.10: Z88 O
   1                                                             STERLING                          Reviewed by Mick Harrop                                                   This is a  review  of  a  program  i  cameacross in the Z88  Library  STERLING  pfs.When i first came across  this  program  ithought YES! this is just what i need.                                              But  to  my  disappointment  i  found  theprogram was Shareware and i could only putin ten transactions. So i thought i  wouldsee if i could still get in touch with theauthor but after 8 years i did not know ifhe would still live at that address.                                                Well to cut a long story short i never didfind him. For the next  couple  of  months(well 8 months) i tried  alsorts  to  findthe program. From asking Andy  to  puttingpost on the internet.                                                               I had at this time given up on finding theprogram when one day i got a e-mail sayingthis guy had a
   1                                                              OZ v5                       The steps for rebuilding the Z88                  operating system                                                                                                 OZ  is  certainly  the  best  multitaskingoperating  system  working  on  a  8  bitscomputer.   Paul   Bond   was   the   mainprogrammer who designed and programmed it.                                          Since  its  start,  he  designed  a   veryinteresting  boot  option.  On  reset,  ifthere is a special pattern in slot  1,  OZjumps to it. Paul  Bond  thought  probablythat one day, there will  be  flash  epromcards which could contain OZ in slot 1.                                             OZ on a 1M Flash Card in slot  1  A  large1MEG card for OZ, applications and  systemfiles would be  enough.  Every  one  coulddownload  the  latest  OZ  from  internet,upgrade the Z88 like flashing a BIOS on  aPC. This could be done by a  simple  BASICflashing 64K o
   1                                                              NEWS                                     ******                                                                   IBM 'INVENTS' THE MICRODRIVE                                                 It seems that, in the  eyes  of  IBM,  SirClive  never  existed  and   in   1983   ainnovative new storage medium  never  cameabout.                                                                              The invention looks something like a  verytiny hard disk drive, very much  the  sizeof the ORIGINAL microdrive, but  can  hold170Mb or 340Mb. Future models  could  hold1Gb. Considering that the originals  couldbe unreliable, 1Gb sounds like  a  lot  ofdata  to  lose!   More   information   andpictures can be found in the December 1998issue of PCW magazine.                                                                                                          ROCKY HORROR SHOW GETS THE PC TREATMENT                                           No, it's not a