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  1. I managed to fit all of the Atari items that I'm going to send to @Allan into two large and heavy boxes that I'm going to mail this week. Here are the estimated prices from the shippers to get these boxes all the way across the U.S.: 1) Box 1 - 24 pounds - UPS Ground: $62.00 2) Box 2 - 18 pounds - UPS Ground: $48.00 There are other shipping options, like USPS, but they're all much more expensive. That's a total shipping cost, just to @Allan, of $110. After he archives everything, then it will cost him about the same to ship everything back to me. Are there some more kind Atari folks who would like to donate funds to me so that I can afford to help get Atari items archived? Thanks, everyone! Adam
  2. I have added five hand-written hi-res Astrocade documents by Michael Matte to a temporary area on ballyalley.com. For now, and maybe for the next week or two, you can download them all as one zip archive, here: https://www.ballyalley.com/temp/Hi-Res_Project_Update_MCM_Design_2020_02_pdf.zip The following five high-resolution projects for the Bally Arcade/Astrocade were created by MCM design and sent to me as photocopies in February 2020: 1) Convert Coordinates to Magic Address (2020 02)(MCM Design).pdf 2) Custom Hi-Res Graphic Routines for Astrocade (2020 02)(MCM Design).pdf 3) Custom Multi-Pager Write Routine (2020 02)(MCM Design).pdf 4) Update X and Y Coordinates in Vector Block (2020 02)(MCM Design).pdf 5) Write Relative from Vector Block (2020 02)(MCM Design).pdf The documents mostly contain hi-res demo programs that work on the hi-res unit that Michael Matte built for himself. These program will not run under emulation. Below, in Michael's private emails to me, you'll get a general idea of that is in these documents. These documents were all scanned yesterday and will eventually be added to ballyalley.com along with descriptions of each document. As descriptions are written by the author of this documentation (see his email below), the files will be added to ballyalley.com. In the meantime, the PDF files are available for those who are interested in them. I won't be able to answer any questions about these projects, but here are the emails about them that Michael sent to me: -------------------- From: Michael Matte Sent: Saturday, February 15, 2020 4:56 PM To: 'Adam Trionfo' Subject: RE: Scanned Feb 2020 Documents; was: Re: Mailed Documentation All the scans look great. I wrote 4 pages of comments labeled A thru D attempting to briefly describe the purpose of each hi-res ML subroutine. Additionally, each subroutine is extensively commented on, including a note "This subroutine is similar to low-res sub #__" plus you might see a Nutting Manual reference page from where the hi-res sub was created. These ML sub docs are strictly for someone that has access to a modified hi-res Astrocade, is experienced in ML/AL programming and is looking for a custom hi-speed sub application. The docs intent is to help a hi-res programmer get started with custom programming hi-res graphic patterns and moving patterns around the screen without the need to create this particular hi-res application from scratch. If you want, I could summarize briefly the ML subs purposes on a document labeled E indicating if any of the subs are interconnected. You could also cut and paste each sub comments on docs A thru D and attach them separately as an intro to each of the hi-res ML sub postings. These ML subs, except the custom sub example for MCM Design's hi-res multi-pager, function similar to their low-res equivalent. However, these hi-res subs must be called directly. There is no processing UPI. Note MCM Design's up coming Hi-Res ROM will include sub's similar to these subs that you just scanned and will utilize an UPI. The ROM UPI and sub's will be well documented. No hand written docs for this project, I promise you. Bye. MCM -------------------- From: Michael Matte Sent: Saturday, February 15, 2020 8:58 PM To: '[email protected]' Subject: Scanned Hi-Res ML Subs If you are planning to post separately each one of those 5 hi-res ml subs that you recently scanned, I would be willing to text in the comments on pages A thru D, so you could copy and paste the comments as an intro to each posting. I guess I should have done that right off the bat. You wouldn't get my email with the comments until next week. I probably would expand upon the comments a little. I did do a rush job on those comments. The graphic pattern write subs do utilize the "Convert Coordinates To Magic Address" sub. I'm maybe halfway through my 3 page interconnecting scenes with the hand controlled critter motion test demo. I am also planning to photocopy this demo program for posting because it is a short and more complete program utilizing the multi-pager. It could be a used as a lesson example on how to program the multi-pager for multiple scene games. Regarding that DVD I mentioned a while back. I decided this DVD is going to be all hi-res demos with minimal comments. All BalcheckHR hi-res demo/test routines will be included. This way I can record the DVD pretty fast. I'm hoping you might find the time to possibly post each demo because I don't know how to do that. My expertise is pretty much related to the Bally/Astrocade low/hi-res hardware, its 8KB ROM operation and ML programming the Z80 on this computer system. That's about it. I'm also hoping that if the Bally/Astrocade community sees these hi-res demos, there might be an increased interest in modified hi-res Astrocades. There are a bunch of players out there with varieties of expertise. Perhaps a team effort could be utilized to generate a bunch of hi-res Astrocades. I know I would be interested in being a part of a team effort by volunteering to modify the motherboards for hi-res operation. Bye. MCM -------------------- Thanks, as always, to Michael for keeping us informed about his work on his on-going, high-resolution personal Astrocade project. Adam
  3. Thanks to @Atari_Ace for donating $25 to my Pay Pal account to help cover shipping of the "Current Notes" magazines. He suggests that I use flat-rate priority boxes for some of these to-archive Atari items. I'll keep people posted in shipping costs for this lot of items that I ship to @Allan. It's really great when people pull together to make archiving Atari material cost-effective for everyone. Adam
  4. On Tuesday I plan to mail @Allan the following unarchived (or needs-better-archiving-quality) Atari items. The shipping can get quite expensive and the funds come directly from the pockets of Allan and myself. I have a hope that some people can donate funds to me via PayPal to contribute to this on-going Atari archiving project. As of right now, I'm not sure how much shipping will cost. I'll give a sum total after the items have been shipped. I have been exchanging many, many pictures with Allan over the last year or so. He goes through the pictures and chooses what needs to be archived, or what needs to be archived in a better format. Occasionally, I send him large batches of items and he scans them and uploads them to archive.org. This can get quite expensive, as he and I send the items back and forth. If you feel like making a donation to me, then send me a personal message and I will send you my PayPal account. I will have @Allan chime in on this thread so that you know this is legitimate. Here are pictures of everything that I'll be sending to Allan this coming week. Thanks for considering making a donation-- the Atari community rocks! Adam
  5. @adamchevy, thanks for your feedback on Astrocast #2. The interview that I conducted with Ward Shrake was sort of a test of several factors that would play into the Astrocast podcast when it eventually became a reality. First, I was testing the microphone that I used at that time. Second, I wanted to interview a friend who had done some early work on the Astrocade (he made the first multicart for the system). Since Ward and I knew each other fairly well, it was easy to wander back and forth between various topics that I knew he was already familiar with, such as the Vic-20. Someday soon, I plan to conduct some more interviews and I will do my best to provide more focus for the interviewee. I'm glad that you like the letters to the Arcadian. I've listened to many classic gaming podcasts and the Astrocast is the only one that has anything remotely similar to this segment. I'm sure this would be a popular segment on other podcasts if material such as letters written to a 1970s/1980s publication were available for a system such as the Intellivision or Atari 2600. As far as I am aware to this day there are no other archived documents of such material that exists for other consoles. I honestly can't remember how thorough Chris and I were when we reviewed Panzer Attack/Red Baron. We recorded that first review in my garage, as we were getting construction done on our house. We also were using an odd astrocade set up at that time. It isn't that I'm not a fan of Panzer Attack, but the game does have some limitations. One of the beauties of playing games in the modern era is that we can have various game systems. Of course, this could have been done back in 1978 too. Someone could have owned an Atari VCS and a Bally Arcade, but it would have been an unusual situation. Now, it's easy enough to obtain, at reasonable prices, both systems. There is no reason for there to be an equivalent to Combat on the Astrocade. I'm glad that the astrocade has its own games, or variations of them that work within its own limitations. The BASIC game, Castle of Horror, is a great idea. It functions well-enough for a game written in BASIC using, I presume, machine language subroutines. Since this episode was released, I have revisited Castle of Horror and gotten used to some of its control issues. Still, the game isn't a favorite of mine to play, but it does show the broad spectrum of what people try to achieve using the extremely limited resources available to them on the astrocade when programming in BASIC. The next episode of the podcast is going to include a review of Outpost 19 by WaveMakers, one of my favorite games for the astrocade and one that stretches BASIC to its limits on this "Tiny System." If you get a chance, then try the game out under emulation. The game doesn't require exact timing, so should work fine. I suppose before we review the game for the episode I should try to play the game in MAME to see how well it works there. BalZerk was never completed. I think Lance has left that project behind him now. I'm never sure what people think of the coverage of the Arcadian newsletter. Paul and I plan to record another Arcadian segment for the next episode. We were exchanging email about this just yesterday. I think we're going to cut coverage back to one newsletter per episode. When you begin to look through the Bob Fabris archive that you downloaded, if there's anything in there that catches your eye that you'd like to see covered, then send us a suggestion about it. Also, I'm glad that you are able to take advantage of the download of the entire archive at one time. If you include both archives of the Fabris collection and the BallyAlley website collection, then you are getting nearly 20 years' worth of archiving available to look at in near instant time. I hope that people are able to appreciate the amount of effort that it took to make this collection available to the public. Again, thanks for the feedback and I look forward to hearing what you say about the upcoming episodes that still lay waiting comfortably for you to listen to them. Adam (Yeah, with two Adams here, our signatures could get a little confusing!)
  6. That's great news that the ROM dump has been confirmed! I know that the TOSEC "standard" of using the explanation point in a file name to designate a confirmed ROM is sort of out-dated now, but I still appreciate its use in filenames. Adam
  7. I pointed my son to your review and he commented to me: "I definitely enjoyed [the review of the podcast], thanks for sharing! He was very flattering of my sound. Not sure if being told it sounds like a 70s/80s sitcom is quite what I imagined, but I can see where he's coming from! Now I can say it was intentional, like I'm trying to bring you back to the Astrocade's heyday " Looking back at the longer episodes of the Astrocast, I regret putting them out in that format. I like the shorter episodes better than the longer ones. For such a short-lived system, one that was plagued with hardware problems from the very start, I'm glad that people notice the astrocade at all. Does it deserve more attention? Possibly. Probably. Some current issues that any potential astrocade fan fases now are trying to get a working unit. The MAME emulation of the astrocade works okay for using cartridges, but the astrocade's unusual hand controller (which is great, don't get me wrong) makes it hard to play some of the games properly or easily. Making a 24-key keypad for use with the MAME emulator is quite possible, but other than myself, I don't know anyone else who has taken the time to do it. Depending on your point of view, the astrocade may or may not have plenty of homebrew. Sure, there isn't much modern homebrew, with only two cartridges ("War" and "Crazy Climber") released for the system. There was a recent demo created for the Astrocade called "Astrocademo" by Genesis Project which you can watch here: If you consider the BASIC games released on tape to be homebrew, then there is a ton of classic homebrew for the system. The astrocade's 4K of RAM is deceptive. That RAM is all screen RAM, which must be shared with a ROM program on cartridge. Under normal circumstances only a few hundred bytes are available, although more can be gained at the expense of using more screen real estate. For an example of Screen RAM being visible on the screen, watch the computer "thinking" as it generates the maze for the cartridge game "Amazing Maze:" The Astrocade's custom chips are quite amazing. It's the reason why arcade games that use them such as GORF and Wizard of Wor look and sound so good. Adam
  8. I had to at least get in SOME score in this round. Played on NTSC using a 130XE on real hardware. 28,300 points. This games is really hard on the Atari 8-bit; it's much easier on the NES (at least played via the Nintendo Switch). Adam
  9. Thanks for the review of the first episode of the Astrocast, Adam. Your review was much more thought-provoking than I expected to get from a casual listener who has yet to use an astrocade system. You noticed several of the issues that I have concerns about the podcast too. The podcast early episodes are probably not for casual listeners, but that wasn't the orginal intention. In the last couple of episodes I think that the podcast has become more casual, and for that I am happy for that was done on purpose. I love the idea of being able to provide additional information about the astrocade not available in other places, but a podcast is not really a good way to get the information across to a listener. I'm 100% comfortable listening to my voice now. I also have gotten past issues hearing myself say "um," or "uh," or all those other issues that we have when we are speaking out loud. I also have, sort of, fixed some of the mouth noises that occur from using a digital microphone versus an analog microphone. I've had a comment on my YouTube channel that it is gross and that the person couldn't listen anymore. I can understand that, but I can only do what I have the ability to create and do myself. Therefore, if mouth noises make it into the final product then they are there in all of their disgusting glory (but, really, are they that bad?!?). I completely agree that a co-host is a necessary component of the podcast. It's not always possible, but when one is available, then a podcast benefits from two people (usually not more) enormously. As you will hear in future episodes, there are some segments that I sound like I'm droning when I'm talking about newsletters. It's kind of painful to hear now. Luckily, Paul Thacker and I begin to discuss the newsletters and letters in later episodes and the flow sounds much better. Newsletters and letters haven't been discussed recently, but Paul says he's willing to record that episode again. Sure, you can you watch the astrocade play Checkmate against itself, but it will draw its own art with Scribbling too. To me, this is one of the earlist forms (January 1978) of screensaver-looking art. Of course, the Astrocade does actually have a built-into-the-ROM screensaver that blanks the screen after a certain amount of time. Most games also support pause. It's a great system! Your description of the podcast's introduction music as "beautiful woodgrain coming out of a flute" is certainly the best compliment for the music that I have ever heard until now. I forwarded my son a link to this overview so that he could see that comment. You want to get a Bally Arcade and you had not visited the Bally alley website yet? Surely, how can that be possible?!? There is enough information there to last a lifetime. Rather than viewing all that information online, it can all be downloaded from archive.org in two large chunks. Not only is the information on my website available there, but also the information that has not yet been added to the site can be downloaded too. Here's a link to all of that, plus a description of what you get: https://ballyalley.com/documentation/Archives/Archives.html I hope that you enjoy the upcoming Astrocast episodes. Your point of view seems important to me because you are listening to the episodes in a very compressed period of time. At least, that seems to be the plan. Episodes were created over a very lengthy period, and they change quite a bit from episode to episode, so you'll see many changes over the next week. Adam
  10. I came across a booklet called Programming Pitdall Harry" mentioned in "Enter" Magazine, issue #11 (October 1984), here: https://archive.org/details/enter-magazine-11/page/n27/mode/1up According to "Enter," the booklet was give away at computer stores or you could get it directly from Activision for 25 cents (that sounds like a bargain). The booklet is described as allowing you to reprogram your Pitfall disk on the Commodore 64. I did find the booklet for the C64, here: https://pcmuseum.ca/Brochures/ProgramPitfall.pdf The lengthier-than-I-expected BASIC program included in the booklet allows you to "change Harry's speed," change the scene, "make Harry's shirt red... and more!" Has anyone seen this document before now? Was there an Atari version of this booklet? Adam
  11. Yup, Allen does great work. I just talked to him on the phone on Thursday. I plan to interview him sometime soon. A local friend of mine bought a refurbished Astrocade from Allen last year. When it arrived it had gotten jostled in the main and the keypad wasn't quite working right. I emailed Allen about this and about one minute later (literally!), my phone rang. This isn't "normal" service, I guess (since Allen and I "know" each through forums, phone calls and email), but he was able to walk me, through over the phone, adjusting the keypad's matrix layout so that everything worked fine. It sounds like you're really ready for a dive into the astrocade-- I think you'll enjoy the system very much. And if you don't, then send the Astrocade you purchase my way and I'll see that it gets disposed of properly. ;-) Adam
  12. When the first Astrocast episode was recorded, I didn't really know exactly what I wanted the podcast to be about with each episode. Podcast zero was just an experiment. Heck, who am I fooling? Each episode is an experiment. After the podcast's long hiatus, I came back not with a fresh start and new ideas, but just a less complicated idea of how to accomplish what I wanted to do in the first place, which is just talk about some of the games and the unusual software for the system. Some of the earlier episodes get bogged down in the history of the astrocade. I still want to cover history and future episodes. In fact, there is no doubt about that at all, history will continue to be covered. Since you are a fresh listener, and are new to the astrocade, I'd like to hear what you like and dislike about each Astrocast episode as you listen to it. I'm not asking for a "book report," just some quick comments. Although you don't have an astrocade yet, I presume that you have at least tried one in some capacity, either using an astrocade at a game show or you've used an "Astrocade" under emulation. Is that right? Adam
  13. I printed the formatted documentation for DOMMENU for myself. I save it as a Word document. If anyone interested, here it is to read: DOMMENU - Disk of the Month Menu Program (1993)(Clay Halliwell)(Atari 8-Bit)(Docs).doc This utility looks pretty useful. It came pretty late in the Atari's life cycle, so I guess it probably wasn't used too often. Adam
  14. Thanks for posting the disk for it. Where did you find it? I've ready over the docs and "printed" them from Altirra. In case anyone's curious I'm pasting them here. Now... is anyone up for using this to create a February 2020 Disk of the Month for the Atari called, let's say, "Why AtariAge Forum Members Rock!" Adam "DOMMenu" by Clay Halliwell (Documentation) A - About this Disk: This is a demo/utility/distribution disk for DOMMenu, a special-purpose disk menu program for use with disk-of-the-month and library disks. DOMMenu has provisions for differing hardware configurations and user expertise levels, and extensive online help. The entries with "dox" next to them have attached documentation files. Press any of the alpha chars to move directly to that entry. Enjoy. Play around. Consider the alternatives. -- E.Halliwell -------------------- B - DOMMENU Documentation DOMMENU Version 1.5 [freeware] Disk of the Month Menu Program Copyright (c) 1993 LonerSoft by Clay Halliwell October 1993 Why use DOMMenu? Why not? But seriously... DOMMenu isn't like other disk menu programs. General-purpose disk menus are designed to fill a different need than those required by a disk of the month or library disk. For this reason, DOMMenu dispenses with such useless frills as file-management commands (rename, delete, etc...) and irrelevant low-level information (drive #, free sectors). DOMMenu replaces sometimes-cryptic filenames with full program names, links documentation files with their programs, elminates support files from the displayed directory, word-wraps documentation files, has an expert mode, and automatically reconfigures its menus to the user's system configuration. SYSTEM REQUIREMENTS/SUPPORT -- Any 8-bit Atari w/48k -- Any DOS -- 1 disk drive -- Atari BASIC INSTALLING DOMMenu The following files must be on a DOMMenu disk: DOS.SYS DUP.SYS (optional) AUTORUN.SYS (mine or yours) M (or whatever... the title program-- must RUN "D:MENU") MENU (DOMMenu) DOMINFO.DAT "DOMINFO.DAT" is the core of DOMMenu. It is a plain ATASCII text file containing a detailed description of the status and contents of the disk it resides on. It may be created with any word processor capable of producing plain ATASCII files (TextPro, AtariWriter, etc...). Submenu files use the same format. Menu files are in two parts, the header and the file block. HEADER Header start-- "*BEGIN" Any text (remarks, etc...) may precede this. Incarnation #-- any number NOT the same as the program version number. Since identical versions of DOMMenu may have different header graphics, etc..., this tells DOMMenu that it's accessing a disk with a slightly differing version of DOMMenu. When this happens, DOMMenu is reloaded from the target disk. To avoid duplication, select large, random numbers for this entry. NOTE: Reserved Incarnation Numbers LonerSoft. . . . . -100 - -1 nwPAC. . . . . . . 0-99 Atari Classics . . 100-199 L.A.P.D. . . . . . 400-499 Month/year-- date of disk This information is left-justified in the text area of the header graphic. Max 23 characters. Index #-- disk library index code This information is right-justified in the text area of the header graphic. Max 23 characters (beware overlap!). Center msg. flag-- 0=no/1=yes Specifies whether the two message lines are centered. Msg line #1-- any text Msg line #2-- any text These lines of text are placed in the area immediately below the program descriptions. Max 39 characters. Title program-- filename Name of the title/intro program on the disk. Used by the "Title redux" command. Do NOT include a drivespec ("D:", etc...). DUP present flag-- 0=no/1=yes If DUP.SYS has been deleted from the disk to make space, set to "0". Used by the Quit menu. SAMPLE: This is a sample entry <-- ignored *BEGIN <-- start of header 100 <-- incarnation # January '93 <-- date #247PD <-- index # 1 <-- center message lines See side two for <-- message line #1 more great files! <-- message line #2 LOADER <-- intro program 0 <-- DUP.SYS deleted FILE BLOCK Description-- any text The full program name that appears onscreen. Max 33 characters. Program filename-- filename The name of the program. No drivespec. Program type-- 0-3 0 = Machine language 1 = Basic 2 = ReadMe (This type of entry has a documentation file, but no program file. Program filename is irrelevant.) 3 = Submenu (This specifies another DOMINFO.DAT file (with a different name, obviously).) Docs filename-- filename The name of the associated documentation file. Enter "NODOX" if none. No drivespec. Preformatted?-- 0=no/1=yes If the documentation file has been preformatted (word-wrapped and paginated) for printer output, set to "1". Separator-- *END/anything If this is the last entry, put "*END" here, otherwise anything else ("Anything Else", etc...). There may be up to 14 entries. SAMPLE: ColorSquashView v1.56 <-- description CSVIEW <-- filename 1 <-- BASIC program CSVIEW.DOC <-- documentation 0 <-- not formatted *** <-- more to come! CREATING SUBMENU FILES To successfully exploit the submenu feature, you must realize that, to DOMMenu, all menu files are identical. No internal "directory tree" or path is maintained. The only menu DOMMenu knows about is the one currently loaded. "DOMINFO.DAT" is simply the default menu file. Submenu files can be named anything ("D:ANYTHING"). That being stated, there are only a few restrictions to keep in mind. Most important-- the incarnation number, DUP-present flag, and title program filename should be identical in all menu files on a disk. Everything else in the header (message lines, etc.) can change. NOTE: To be perfectly honest, only the incarnation number must remain constant. The other stuff can change, though it would seriously confuse the end user. Submenu Navigation You can always return to the top menu by pressing Escape. However, you'll probably want to put a "Return to Main Menu" option on your submenus (which would load "DOMINFO.DAT"). If you have multiple submenu levels, then you'd want to have an option to return to the main menu, and one to return to the previous menu. Submenu Applications The submenu feature was initially provided in case you ran out of room on the main menu screen. Fourteen slots will generally be enough for a SS/SD disk, but good programs always come prepared. At any rate, submenus are for you to do with as you please. Any submenu can load any other submenu. You can have a menu that's nothing but submenus. Don't go so submenu-crazy that you overwhelm the end user, though. Simplicity! And it might be a good idea to identify the current submenu level in the disk date/index area. USING DOMMENU Upon running, DOMMenu reads DOMINFO.DAT and establishes the screen display (top to bottom): Graphic header/date/index (the header may be changed. See "CUSTOMIZING DOMMENU") Program name area; up to 14 entries. There is a letter (A-N) placed next to each entry. If the entry has a documentation file, or is a ReadMe entry, the "dox" icon will appear next to it. The two message lines Three lines of default text (See "CUSTOMIZING DOMMENU") The Command Options line There are two command modes: Novice and Expert. Both command sets are available at all times...the only difference is the displayed Command Options line. Default is Novice mode. Type "X" to enter Expert mode. Commands in Novice mode: HELP : Read documentation file START : Run program SELECT: Advance cursor OPTION: New disk X : Expert mode Commands in Expert mode: A-N : Jump cursor to corresponding entry - : Cursor up (wraps at top/bottom) = : Cursor down RETURN: Run program Esc : New disk R : Read documentation file T : Re-run title program Q : Quit menu Options from Quit Menu: B : Basic R : Reboot (coldstart) D : DOS (if available) other : return to main menu Reading documentation files Upon pressing HELP/R, if there is a documentation file present, DOMMenu will ask if you want to send the text to the screen or the printer. Simply pressing RETURN will send the file to the screen; any other key will abort. If you do not have a printer attached, it will default to screen output. Screen output One page at a time will be printed to the screen (with word-wrap!). Between each screen, you will be given the following options-- Commands: SELECT/Space: Page down OPTION/BkSpc: Page up START /Esc : Quit Printer output After selecting printer output, DOMMenu will ask if you want to pause between pages. Press any key to begin printing. If you have page pause selected, you may press ESC between pages to quit printing. DOMMenu's printer output routine assumes 80 characters per line, 66 lines per page. Printer output is paginated (padded to avoid the page breaks). DOWNWARD COMPATIBILITY If DOMMenu reads a DOMINFO.DAT file with a different incarnation number, it will attempt to reload "D:MENU". If DOMINFO.DAT is not found, it will also reload "D:MENU". This is to retain compatibility with (for example) older DOM/library disks if you switch to using DOMMenu in midstream, as it were. See "CUSTOMIZING DOMMENU". CUSTOMIZING DOMMENU There are a few things in the DOMMenu program you will probably want to change to suit your particular application. The header graphic: Included with DOMMenu is MAKEHEAD, which will take any uncompressed Graphics 8 screen and generate the necessary BASIC code to integrate the image into DOMMenu. Also included is TEMPLATE.MIC, which shows the available screen area. MAKEHEAD generates a file which must be ENTERed into MENU. Don't forget to SAVE "D:MENU"! Also included is GR8EDIT, which lets you edit a header graphic without having the source file on hand. The standard message area: Lines 5270-5280 define the three lines printed in the standard message area. The old menu filename: Lines 4200-4210 define the file loaded when DOMINFO.DAT is not found, and the message printed when *that* file isn't found. Incarnation number: Line 5 (yeah, yeah, it says "VER="...so sue me). Atascii graphics: Control-character graphics may be used anywhere in DOMMenu-- program descriptions, the date/index line, et al. However, CTRL-I through CTRL-Z are redefined for the header graphic. Consider yourself warned. "DOMINFO.DAT" SUMMARY FORMAT DESCRIPTION Header: Field Contents -------------------------------------- header start "*BEGIN" incarnation # any number month/year date of disk index # disk library index code center msg? 0=no/1=yes msg line #1 any text msg line #2 any text title program filename ("D:" assumed) DUP present? 0=no/1=yes File Block: Field Contents -------------------------------------- description any text prog. filename filename ("D:" assumed) prog. type 0=ML/1=Basic/2=ReadMe/3=Submenu docs. filename filename ("D:" assumed; NODOX if none) preformatted? 0=no/1=yes separator *END=done/otherwise=not [max 14 entries] CONTACTING THE AUTHOR I, Earl C. Halliwell, may be contacted at: GEnie: E.HALLIWELL PAUGS (602-278-8505): The Loner Earl C Halliwell 407 S Second St Clinton, MO 64735-2107 Feel free to contact me if you'd like to reserve an incarnation number block.
  15. I uploaded episode 12 of the Bally Alley Astrocast today. In this episode of the Bally Alley Astrocast, Adam is joined by his good friend, and sometime-co-host, Chris++. Adam and Chris review the Bally Arcade/Astrocade game "ICBM Attack." This is one of the very rare third-party programs that was released on cartridge. This 4Kb game was released in 1982 by Brett Bilbrey, Mike Toth and Marian Nalepa (Spectre Systems). It requires a special controller called the "Spectre Handle" to play the game. You can listen to the podcast here: http://ballyalleyastrocast.libsyn.com/podcast/bally-alley-astrocast-episode-12-icbm-attack-by-spectre-systems There are tons of show notes which are in black (as if you've already viewed the links), so they're hard to see-- but they do work. Hopefully I eventually figure out what is wrong here. The links all look and act normal in preview mode when I view the show notes at Libsyn. Have fun! Adam
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