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Input - Vol 4 No 52 (1997)(Marshall Cavendish)(GB) PDF

36 Pages·1997·11.7 MB·English
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Preview Input - Vol 4 No 52 (1997)(Marshall Cavendish)(GB)

52 A MARSHALL CAVENDISH COMPUTER COURSE IN WEEKLY PARTS HOW TO ORDER YOUR BINDERS UK and Republic of Ireland: Send £4.95 (inc p & p) (1120.95) for each binder to the address below: Marshall Cavendish Services Ltd, Department 980, Newtown Road, Hove, Sussex BN3 7DN Vol 4 (cid:9) No 52 Australia: See inserts for details, or write to INPUT, Times Consultants, PO Box 213, Alexandria, NSW 2015 INDEX New Zealand: See inserts for details, or write to INPUT, Gordon and Gotch 'NZ) Ltd, PO Box 1595, Wellington Malta: Binders are available from local newsagents. TABLE OF CONTENTS (cid:9) 1622 A guide to all the article titles in each of INPUT's six departments A-Z INDEX (cid:9) 1628 There areJ our binders each holding 13 issues. A full list of all the subjects covered BACK NUMBERS in INPUT volumes 1 to 4 Back numbers are supplied at the regular cover price (subject to availability). UK and Republic of Ireland: INPUT, Dept AN, Marshall Cavendish Services, Newtown Road, Hove BN3 7DN CORRECTIONS(cid:9) 1649 Australia, New Zealand and Malta: Back numbers are available through your local newsagent. Program amendments and updates COPIES BY POST To all our readers, Well, that's it! With this, the complete index to the Input Our Subscription Department can supply copies to any UK address regularly at £1.00 each. Programming Course, your collection is complete* For example the cost of 26 issues is £26.00; for any other quantity simply multiply the number of issues required by £1.00. Send your order, with payment to: It is impossible to predict what the future will bring, but one Subscription Department, Marshall Cavendish Services Ltd, thing that does seem certain is that computers will play a Newtown Road, Hove, Sussex BN3 7DN bigger and bigger part in everyone's life. We hope that you Please state the title of the publication and the part from which you wish to start. have enjoyed your start in programming and that you have HOW TO PAY: Readers in UK and Republic of Ireland: All cheques orpostal orders had as much fun reading INPUT and trying the programs as we for binders, back numbers and copies by post should be made payable to: have done in writing it for you* Marshall Cavendish Partworks Ltd. Whether you have typed in all the programs yet or not, you © Marshall Cavendish Limited 1985/6/7 will still want to keep INPUT as a source of reference material All worldwide rights reserved. for the future. If you haven't bound your copies yet, and want The contents of this publication including software, codes, listings, to keep them in tip-top condition, the inside back cover gives graphics, illustrations and text are the exclusive property and copyright of details of a last-chance offer to obtain the special INPUT Marshall Cavendish Limited and may not be copied, reproduced, binders* transmitted, hired, lent, distributed, stored or modified in any form Best wishes for the future in computing. whatsoever without the prior approval of the Copyright holder. INPUT IS SPECIALLY DESIGNED FOR: \\k5kre-PNS \62-11/41\--1 The SINCLAIR ZX SPECTRUM (16K and 48K), COMMODORE 64, ACORN ELECTRON and BBC B, and the DRAGON 32. (1 In addition, many of the programs and explanations are also suitable for the SINCLAIR ZX81, COMMODORE VIC 20, and INPUT STAFF LIST TANDY COLOUR COMPUTER in 32K with extended BASIC. Programs and text which are specifically for particular machines are Editor (cid:9) Sub Editors (cid:9) Designers indicated by the following symbols: Andrew Kemp (cid:9) Nigel Cawthorne (cid:9) Chris Mijnheer Beryl Leitch (cid:9) David Rowley Art Editor (cid:9) DLlaovyidd LLiensdtoe (cid:9)r (cid:9) PPhriol gTrriastmramm ers SPECTRUM LIJ COMMODORE 64 Maggi Howells (cid:9) Dave Rosam (cid:9) Ian Beynon John Ward (cid:9) Trevor Harwood ElACORN ELECTRON ? Deputy Editor (cid:9) John Mitchell BBC B(cid:9) yea% DRAGON 32 Jon Kirkwood (cid:9) Senior Designers (cid:9) Ravi Sahadevan Paul Bickerstaff (cid:9) Chris Smith 7" Technical Editor (cid:9) David Copsey (cid:9) Production Controller Sheila Snowden (cid:9) Anita Ruddell (cid:9) Enid Broderick ZX81 (cid:9) VIC 20 CTAONLODUYRT CR OS8MPUT ER PublistieoLby Marshall Cavendish Partworks Ltd, 58 Old Compton Street, London W I V 5PA. England. Ty-0mq by MS Filmsetting Limited, Frome, Somerset. Printed by Cooper Clegg Web Offset Ltd, 'Gloucester and Howard Hunt Litho, London. HOW TO USE THE INDEX This index contains full details of all the articles and programs appearing in INPUT, Parts 1 to 51. To help you to find a particular reference as easily as possible, this information is arranged in two ways, in separate lists. The first list is on pages 1622 to 1627. Here, you'll find a full table of all the articles arranged in the sections under which they appear in INPUT* So all the Games Programs,for example, are listed together. In each section, the article's title is given, followed by a short description of what it contains. So whether you can remember the title of the article, or just what it was about, this quick-reference guide should find it for you with the minimum of fuss* If you are looking for a more specific reference, rather than a whole article, the second index listing on pages 1628 to 1649 is the place to check. This is arranged alphabetically, like the mini- indexes which appear in each issue of INPUT. All the main topics are listed separately, and you'll also find references to each of the articles and programs. When you have found the page reference you are looking for, there's a panel on each page spread which will show you where this appears, by Volume and Part number* Following the index listings, there is a list of corrections and updates to programs appearing in all four volumes of INPUT* This supersedes the occasional errata columns which appear in earlier issues. 1 GET MOVING ON ANIMATION 26-32 20 TURN YOUR ADVENTURE INTO AN EPIC 628-636 Animating ROM graphics Assembly language text-compressor for adventure games. 2 RIGHT ... UP ... LEFT ... FIRE! 54-59 21 DECODING YOUR EPIC 648-655 Using GET$ and INKEY$ to fire a missile. Decode routine of text-compressor. 3 FUN-TO-PROGRAM MAZE GAMES 68-74 22 USING YOUR TEXT-COMPRESSOR 684-689 Moving an eater through your own maze design. Encoding, decoding and merging. 4 SCORING AND TIMING ROUTINES 97-103 23 ON-SCREEN FLIGHT SIMULATOR 716-720 Time your way through a minefield game Drawing the cockpit. 5 DEADLY ENEMIES AND ALIENS 144-151 24 GET OFF TO A FLYING START 733-739 A space game with aliens, missiles and shields. Setting the aeroplane in motion* 6 CREATING THE BIG BANG 161-167 25 THE FINAL APPROACH 765-769 Adding screen explosion UDGs to your games. Using the keyboard for control of the flight simulator. 7 CREATING LEVELS OF DIFFICULTY 193-200 26 SNAKES AND ADDERS 804-810 A new maze game—and how to make it harder. A number-eating snake game. 8 BREAKING THE SOUND BARRIER 230-235 27 AS GOOD AS GOLD 830-837 Sound effects for your games. Business strategy game in which you run a mining 9 PLANNING AN ADVENTURE 264-268 company. An introduction to writing your own adventure game. 28 THE MIDAS TOUCH 864-871 10 MAPPING OUT AN ADVENTURE 296-30 1 Part II of the gold mining game. Planning the story. 29 MARK MY WORDS 899-903 11 A MOVING ADVENTURE 344-352 Part I of educational word game. Moving round the locations. 30 GETTING IT WORD-PERFECT 940-945 12 THE OBJECTS OF THE QUEST 360-365 Part II of word game. Placing objects and writing verb routines. 31 CONTROLLING THE BOARD 980-984 13 COMPLETING THE ADVENTURE 385-391 Part I of Othello strategy board game. Instructions, hazards and warnings. 32 CONTROLLING THE BOARD-2 10 05-10 09 14 ADVENTURES—THE NEXT STEP 422-427 Part II of Othello. Now plan you own adventure. 33 ARMING THE BANDIT 1028-1033 15 PROGRAMMING FOR JOYSTICKS 464-469 Part I of fruit machine game* A gunsight program for joysticks 34 THE FRUITS OF YOUR LABOUR 10 74-10 80 16 A DUCK SHOOTING GAME 492-497 Part II of fruit machine game. Use your joystick to hunt ducks. 35 LUNAR TOUCHDOWN 1088-1090 17 WHEELING AND DEALING 534-540 A complete arcade-type game. Part I of Pontoon card game—the graphics and shuffling. 36 THE GAME OF FOX AND GEESE 1096-1100 18 LET PLAY COMMENCE 553-559 Part I of game using artificial intelligence. Part II of Pontoon—the player's turn. 37 FOX AND GEESE GAME-2 1113-1117 19 OVER TO THE BANKER 598-604 Part II. Part III of Pontoon—the computer's turn. 38 FOX AND GEESE GAME-3 1152-1157 Part III. 39 WILL YOU WALK INTO MY PARLOUR 1177-1183 Part I of Freddy and the Spider from Mars game. Vol 1 Nos 1-13 Pages 1-412 40 GO OUT WITH A BANG 1230-1236 Vol 2 Nos 14-26 Pages 413-824 Part II of Freddy and the Spider from Mars. Vol 3 Nos 27-39 Pages 825-1236 41 MACHINE CODE LIFE GAME 1237-1239 Vol 4 Nos 40-52 Pages 1237-1620 Simulate the struggle of unicellular organisms. 42 WARGAMING: THE FIRST STEPS 1254-1257 Part I of Cavendish Field war game- 43 WARGAMING: OF MAPS AND MEN 1282-1288 Part II of Cavendish Field. 44 WARGAMING: THE ART OF COMMAND 130 1-130 7 Part III of Cavendish Field. 45 WARGAMING: INTO BATTLE 1346-1351 Part IV of Cavendish Field 46 DESPERATE DECORATOR 1314-1316 A game to catch the paint drips! 47 'MATCH THAT': A COMPUTER PUZZLE. 1356-1357 A colour code guessing game. 48 WARGAMING: MILITARY INTELLIGENCE 1372-1377 Part V of Cavendish Field* 49 ESCAPE: A NEW ADVENTURE GAME 1424-1428 50 ESCAPE: BUILDING UP THE ADVENTURE 1450-1455 51 ESCAPE: THE ADVENTURE GOES ON 1486-1492 52 ESCAPE: ADDING TO THE ADVENTURE 1493-1499 53 ESCAPE: THE CODED TEXT 1545-1551 54 ESCAPE: THE COMPLETE ADVENTURE 1568-1575 55 TUMBLING DICE 1589-1595 Play 'Yacht' a traditional dice game. 1 SPEED UP YOUR GAMES ROUTINES 8-15 29 WATCHING THE INTERRUPTS 896-898 Frog and tank UDGs—how to set up and move them. A digital clock timer routine. 2 10-MINUTES GAMES GRAPHICS 38-45 30 CLIFFHANGER: A COMPLETE GAME 904-913 Binary/decimal/hex conversions and some more UDGs. Part I—title page. 3 GET DOWN TO LOW LEVEL LANGUAGES 65-67 31 CLIFFHANGER: ADDING INSTRUCTIONS 928-932 What is machine code and assembly language? Part 2—the instructions screen. 4 DRAW A FIRE-BREATHING DRAGON 80-83 32 CLIFFHANGER: TUNING IN 966-973 Using UDGs for a useful character. Part 3—adding a tune. 5 LEARNING TO COUNT ON ONE FINGER 110-116 33 CLIFFHANGER: BEGINNING GRAPHICS 992-997 Understanding binary. Part 4—graphics and merging. 6 HANDLING HEXADECIMAL ARITHMETIC 156-160 34 CLIFFHANGER: SET THE SCENE 1034-1043 Program to convert binary to hex. Part 5—setting the scene. 7 GETTING DOWN BELOW ZERO 179-183 35 CLIFFHANGER: PERILS AND PRIZES 1057-1063 Negative numbers in hex and binary. Part 6—perils and rewards. 8 MEMORIES ARE MADE OF THIS 208-215 36 CLIFFHANGER: STARTING OFF 1101-1105 ROM, RAM and memory maps. Part 7—initializing routine. 9 GETTING TO THE HEART OF IT 236-239 37 CLIFFHANGER: RESETTING VARIABLES 1127-1131 The CPU, the stack and the registers. Part 8—synchronizing routine. 10 HOW TO ENTER MACHINE CODE 276-283 38 CLIFFHANGER: KEEPING THE SCORE 1145-1151 Machine code monitor program. Part 9—scoring routine. 11 ASSEMBLING BY HAND 309-313 39 CLIFFHANGER: ADDING SEAGULLS 1204-1208 Assembly language, mnemonics and addressing. Part 10—get the flock flapping. 12 ASSEMBLING BY HAND-2 321-327 40 COMMODORE ASSEMBLER UPDATE 1214-1215 13 SPECTRUM ASSEMBLER PROGRAM 380-384 41 CLIFFHANGER: THE RISING TIDE 1216-1221 14 A COMMODORE ASSEMBLER PROGRAM 402-405 Part 11—set the waters rising. 15 MOVING PICTURES—VIC 20/ZX 81 428-432 42 CLIFFHANGER: CLOUDING OVER 1240-1244 Animated graphics—bike, submarine and alien. Part 12—adding weather. 16 A DRAGON/TANDY ASSEMBLER 440-444 43 CLIFFHANGER: ROCKY 1 1276-1281 17 SPECTRUM TRACE PROGRAM 477-483 Part 13—rolling boulders 1. Program to locate errors. 44 CLIFFHANGER: ROCKY 2 1328-1332 18 COMMODORE TRACER 514-519 Part 14—rolling boulders 2. Program to locate errors. 45 CLIFFHANGER: STEPPING OUT 1338-1345 19 ACORN PROGRAM SQUEEZER 546-552 Part 15—walking Willie. Machine code utility to compress BASIC programs. 46 CLIFFHANGER: THE HIGH JUMP 1378-1385 20 ACORN PROGRAM SQUEEZER-2 593-595 Part 16—jumping Willie 1. 21 SPECTRUM MICRODRIVE CONVERTER 616-621 47 CLIFFHANGER: TAKE A RUNNING JUMP 1402-1409 Machine code utility to give Microdrive compatibility. Part 17—jumping Willie 2. 22 DRAGON/TANDY PROGRAM SQUEEZER 637-641 48 CLIFFHANGER: A SAD DEMISE 1440-1447 Machine code utility to compress BASIC programs. Part 18—death, sound and end routines. 23 COMMODORE DISK CONVERTER 676-682 49 MUSIC WHILE YOU WORK 1448-1449 Machine code utility to convert programs for disk drive. Interrupt-driven routine to play background music. 24 THE SPECTRUM SOUNDS OUT 728-732 50 CLIFFHANGER: SETTLING THE SCORE 1476-1481 BEEP and out for sound effects. Part 19—Willie scores and speeding up. 25 COMMODORE HI-RES GRAPHICS 748-751 51 CLIFFHANGER: SNAKES ALIVE! 1520-1524 Part I—adding new graphics commands. Part 20—moving the snakes. 26 UNDERSTANDING TRAMEPRINT' 784-789 52 CLIFFHANGER: SETTING IT QFF 1537-1544 Disassembling the graphics routine from Issue 1 Part 21—main loop. 27 ADDING INSTRUCTIONS TO BASIC 844-851 53 CLIFFHANGER: CHECKING FOR FIT 1580-1588 Customizing the BASIC on your micro. Part 22—the hex dump for debugging. 28 COMMODORE HI-RES GRAPHICS 872-877 54 COMMODORE HI-RES GRAPHICS-3 1596-1607 Part II—more new graphics commands. The complete hi-res utility. 1 NEW LANGUAGES: LOOKING AT LOGO (cid:9) 1264-1268 An introduction to LOGO commands and the Turtle. 2 TURNING TURTLE WITH LOGO (cid:9) 1296-1300 Interesting graphics using the Turtle. 3 LOGO: BEYOND THE DRAWING BOARD (cid:9) 1317-1321 LOGO's sprites, maths and wordhandling capabilities. 4 PUTTING TOGETHER PASCAL (cid:9) 1352-1355 The basics of a new language. 5 PATTERNS FOR PASCAL PROGRAMS (cid:9) 1386-1391 Structures of the language. 6 LISP—THE LANGUAGE OF LISTS (cid:9) 1410-1415 List-handling in a new language. 7 CONSTRUCTING A LISP PROGRAM (cid:9) 1456-1460 Defining functions. 8 AND SO ... FORTH (cid:9) 1482-1485 An introduction to a powerful new language. 9 BUILDING UP FORTH (cid:9) 1508-1511 Constants, variables and the contents of the dictionary. 10 THE FORTH DIMENSION (cid:9) 1532-1536 Comparisons, loops and nesting. 11 THE TOWER OF BABEL(cid:9) 1576-1576 The wide world of alternative languages. UNTANGLING YOUR SAVES AND LOADS (cid:9) 22-25 Best use of your cassette recorder. JOYSTICK CONTROLLERS (cid:9) 220-224 Choosing and interfacing a joystick. PRINTERS: THE CHOICES (cid:9) 225-229 Buying the hardware to take a copy. THE SPEAKING COMPUTER(cid:9) 398-401 A look at speech synthesizers. TV VERSUS MONITOR(cid:9) 445-449 Choosing the best VDU. CHOOSING STORAGE METHODS (cid:9) 504-508 Metits of tape and disk systems. WHO NEEDS WORDPROCESSING? (cid:9) 541-545 Uses and advantages of wordprocessors. MODEMS—YOUR LINK TO THE WORLD(cid:9) 612-615 Use your telephone to talk to other computers. PLUG INTO A PRINTER (cid:9) 642-647 Control commands and escape codes for a printer. CARING FOR TAPES AND DISKS (cid:9) 683 Indexing and posting your programs and data. TRIPPING THE LIGHT FANTASTIC (cid:9) 690-693 All about light pens. ALL ABOUT BULLETIN BOARDS (cid:9) 712-715 Exchanging information between computers. DATABASE MANAGEMENT SYTEMS (cid:9) 752-757 Manipulating your information stores. GRAPHICS PADS AND TABLETS (cid:9) 770-774 `Sketching' with your micro. SETTING UP A DISK DRIVE (cid:9) 820-824 The hardware and the control commands. COMPUTER-CONTROLLED ROBOTS (cid:9) 884-888 An introduction to robotics. COMPUTERS IN CONTROL(cid:9) 1552-1556 Vol 1 Nos 1-13 Pages 1-412 Use your micro to control mechanical and electrical devices. Vol 2 Nos 14-26 Pages 413-824 MOVING BY DEGREES (cid:9) 1566-1567 Vol 3 Nos 27-39 Pages 825-1236 Controlling a stepper motor with a BBC. Vol 4 Nos 40-52 Pages 1237-1620 MUSIC, MICROS AND MIDI (cid:9) 1616-1620 Computer control of synthesizers. (cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9)(cid:9) 1 STREAMLINE YOUR HOBBIES FILE: 1 46-53 (cid:9) 20 YOURS FOR YEARS TO COME 10 17-10 21 Datafile program for hobbies. Part II of diary/calendar program. 2 STREAMLINE YOUR HOBBIES FILE: 2 75-79 (cid:9) 21 PLANNING FOR THE FUTURE 1064-1067 Searching, amending and deleting records. Part III of diary/calendar program. 3 MULTIPLE LETTERS MADE EASY 124-128 (cid:9) 22 LOOKING INTO IT 10 81-10 87 Letter-writer program incorporating a text-editor. Program to magnify and reduce your graphics. 4 SORT OUT YOUR EXPENSES 136-143 (cid:9) 23 STARTING WITH SPREADSHEETS 1118-1126 A simple accounting program. Part I of program to help with your accounting. 5 DISPLAY YOUR FACTS AND FIGURES 257-263 (cid:9) 24 TAILORING THE SPREADSHEETS 1172-1176 A bar-chart program. Part II of accounting program. 6 A COMPUTER TYPING TUTOR 289-295 (cid:9) 25 WORKING WITH SPREADSHEETS 1184-1191 Improve your speed and accuracy at the keyboard. Part III—using the program. 7 COMPUTER TYPING TUTOR-2 328-332 (cid:9) 26 ASKING THE STARS 1245-1253 Part II. A horoscope program you can use as a party game. 8 COMPUTER TYPING TUTOR-3 353-359 (cid:9) 27 A COMPUTER INTERIOR DESIGNER 1269-1275 And now a test for you. Part I of room-planner program 9 EXTEND YOUR TYPING 498-503 (cid:9) 28 A COMPUTER INTERIOR DESIGNER-2 1308-1313 Practise you new skills on longer sentences. Part II of room-planner program. 10 COMPUTER CONVERSION TABLE 520-527 (cid:9) 29 MUSIC COMPOSER PROGRAM 1333-1337 Program to convert imperial to metric. Part I. 11 COMPUTER AIDED DESIGN 566-572 (cid:9) 30 FROM BASIC TO BEETHOVEN 1392-1396 Drawing with the cursor. Part II of music composer. 12 COMPUTER AIDED DESIGN – 2 573-577 (cid:9) 31 FINISHING THE SYMPHONY 1416-1423 Rectangle option and filling with colour. Part III of music composer. 13 UDGS MADE EASY 721-727 (cid:9) 32 PLANNING THE BEST COURSE 1429-1433 Plotting UDGs on screen and storing them. Project planning using PERT 14 ADAPTING YOUR UDGS 758-764 (cid:9) 33 IN SEARCH OF THE BEST TIMES 1466-1473 Rotate, inverse and mirror routines. Putting your PERT program to work. 15 FINDING A WAY WITH WORDS 852-856 (cid:9) 34 A PICTURE TEST CARD 1474-1475 Part I of a text-editor program. Check your TV or monitor is giving its best. 16 A PLAY ON WORDS 878-883 (cid:9) 35 A PROGRAM CROSS-REFERENCER 1512-1519 Part II of the text-editor. A 'search and replace' utility to help with debugging. 17 GETTING INTO PRINT 914-920 (cid:9) 36 SPECTRUM/COMMODORE TOOLKIT 1525-1531 Part III of the text-editor. A machine code routine to add new commands to 18 EXTEND YOUR HOBBIES FILE 946-952 (cid:9) BASIC. Extra routines for datafile program. 37 TUNE IN TO THE WORLD 1562-1565 19 LET'S MAKE A DATE 10 10-10 16 (cid:9) Tuning in to and decoding radio waves. Part I of diary/calendar program. 38 DISK-EDITING FACILITIES 1608-1615 Retrieve your lost programs. 1625 1 THINK OF A NUMBER ... ANY NUMBER 2-7 Using the RND function. 2 THE ART OF THE FOR ... NEXT LOOP 16-21 The computer as a counting device. 3 THE COMPUTER AS DECISION-MAKER 33-37 IF ... THEN commands. 4 THE PROGRAMMER'S ROAD SIGNS 60-64 Forward and backward jumps with GOTO and GOSUB. 5 HOW TO PLOT, DRAW, LINE AND PAINT 84-91 Get started on computer art. 6 VARIABLES: THE MYSTERY EXPLAINED 92-96 Number and string variables and how they are used. 7 ALL ABOUT READ AND DATA 104-109 Storing and gathering information with your micro. 8 SPOT-ON SCREEN DISPLAYS 117-123 Using punctuation for neat screen layout. 9 WHAT DO I DO NEXT? 129-135 31 HOW TO PLOT GRAPHS 413-419 Inputting instructions to the computer. Making visual displays from your data. 10 ARRAYS—THE INFORMATION STORES 152-155 32 COMMODORE KEYBOARD SYMBOLS 420-421 DIMensioning and using arrays. Use the graphics symbols for programming shorthand. 11 SPRITES ON THE COMMODORE 64 168-172 33 IMPROVING YOUR DISPLAYS 433-439 An important graphics feature. Formatting a neat text page. 12 GET YOUR PROGRAMS IN SHAPE 173-178 34 MAKE MORE OF YOUR UDGS. 450-457 Structured programming and the use of flow charts. Protecting UDGs in memory and a new character set. 13 REFINING YOUR SCREEN GRAPHICS 184-192 35 PROTECT YOUR PROGRAMS 458-463 Draw, circles and arcs. Disabling keys, bootstrap programs and copyright 14 UNRAVELLING YOUR STRINGS 201-207 statements. Comparing, sorting and slicing strings. 36 HISTOGRAMS AND PIE CHARTS 470-476 15 GET YOUR PROGRAMS IN SHAPE-2 216-219 More visual displays for your data. Structured programming and a bubble sort routine. 37 PICTURES FROM UDGS 484-491 16 UNDERSTANDING PEEK AND POKE 240-247 Creating a jungle scene. Looking into the computer's memory. 38 IT'S A FRAME-UP 509-513 17 DRAGON/TANDY: BETTER GRAPHICS 248-249 Wireframe drawings—a grid and a circle. Colour sets and PMODEs. 39 PICTURES FROM UDGS-2 528-533 18 MAKING PICTURES WITH MATHS 250-256 Finishing the jungle scene. Using SIN and COS, drawing circles, curves and ellipses. 40 WIREFRAME IN 3-D 560-565 19 CROSS-REFERENCE YOUR ARRAYS 269-275 A three-dimensional box graphic, Multi-dimensional information stores. 41 CREATING CUSTOM FUNCTIONS 578-583 20 MEANINGFUL RELATIONSHIPS 284-288 Put the DEF FN command to work for you. Logical operators—AND, OR and NOT. 42 BOUNCING AROUND IDEAS 584-592 21 MORE PICTURES FROM MATHS 302-308 The mathematics of bouncing balls. Circular patterns and a working clock. 43 DRAGON/TANDY PROGRAM EDITING 596-597 22 UNDERSTANDING ASCII CODES 314-320 Making the most of the edit facilities. And using them in a code program. 44 GETTING THINGS IN PERSPECTIVE 605-611 23 SHORTENING PROGRAMS 333 Adding perspective and viewpoint to wireframe drawing. Some tricks to speed up your programs. 45 CREATING AND USING FILES 622-627 24 GETTING RID OF BUGS 334-338 Types of files and how to use them. Tracing errors and common faults. 46 DETECTING THINGS ON SCREEN 656-661 25 HOW TO MERGE PROGRAMS 339-343 Detecting collisions with ATTR, PEEK and POINT. Joining programs and adding subroutines. 26 DRAGON/TANDY ANIMATED GRAPHICS 350-352 GET and PUT for easy animation. 27 NEW IDEAS FOR SCREEN ART 366-374 Making more use of colour. 28 AVOIDING PITFALLS 375-379 Buil-in error traps and bombproofing. 29 GETTING THINGS IN ORDER 392-397 Bubble, binary and shell-sort routines. 30 THE POWERS THAT BE 406-412 The power function, squares and cubes. Vol 1 Nos 1-13 Pages 1-412 Vol 2 Nos 14-26 Pages 413-824 Vol 3 Nos 27-39 Pages 825-1236 Vol 4 Nos 40-52 Pages 1237-1620 63 ENGINEERING A SOLUTION 933-939 The principles of mechanics and some programs to demonstrate them. 64 EXPLORING THE ACORN'S PAINTBOX 953-959 Colour filling and mixing commands of BBC BASIC. 65 SENDING SECRET MESSAGES 960-965 Secret codes and ciphers and their applications. 66 MULTI-KEY CONTROL 974-979 Understanding the keyboard and a game to use simultaneous keypresses. 67 PLAYING IN HARMONY 985-991 Programming musical harmonies on the Acorn and Commodore 64. 68 PIECING IT TOGETHER 998-1004 Rubber-banding, picking and dragging for easier graphics. 47 WIREFRAMES—ADDING CURVES 662-668 69 'FLICKER-BOOK' ANIMATION 1022-1027 Globes, circles and a space station. Paged graphics techniques for animation. 48 SIMPLE MUSIC 669-675 70 SENDING SECRET MESSAGES-2 1044-1048 Turn your computer into a keyboard instrument. More codes and a code-breaking program. 49 CHANCE AND PROBABILITY 694-700 71 THE MATHEMATICS OF GROWTH 1049-1056 Measuring probability with a coin-tossing program. Measuring growth of animals, plants and populations. 50 YOU HUM IT—I'LL PLAY IT 701-705 72 TELETEXT SCREENS ON THE BBC 1068-1073 Adding pitch and rhythm to your music. How to use this graphics mode. 51 MORE SORTING METHODS 708-711 73 HOW'S THAT SOUND 1091-1095 Delayed replacement, scatter, insertion and quicksorts. Explore the technology of digital sound recording. 52 WHAT GOES UP MUST COME DOWN 740-747 74 HOW BASIC PROGRAMS ARE STORED 1106-1112 Looking into the BASIC memory stores. Programming the path of a flying projectile. 53 USING CONTROL CODES 775 75 MORE ABOUT PAGED GRAPHICS 1132-1137 Extend you animation skills. A handy form of programming short-cut. 54 COMMODORE COLOUR SPRITES 776-783 76 ENVELOPE SOUNDS 1138-1144 Produce life-like sounds on the Acorn and Commodore Multi-colour sprite generator program. 55 HOW COMPUTERS STORE NUMBERS 790-796 64. 77 PREDICTING THE UNPREDICTABLE 1158-1163 Floating point arithmetic and numbers in memory. Computing probability. 56 OUT OF THIS WORLD 797-803 78 PATTERNS FROM NATURE 1164-1171 Programs to plot trajectories and planetary orbits. Dots, curves and orbits for complex graphics. 57 MAKING THE HEADLINES 811-819 79 SOLIDS OF ROTATION 1192-1197 Enlarging ROM characters and designing your own. Make three-dimensional shapes. 58 COMMODORE/ACORN CUSTOM KEYS 825-829 80 MODELLING REALITY 1198-120 3 Programming function keys. Predict events in the real world using the RND function. 59 MORE HEADLINE IDEAS 838-843 81 MODELLING: FOOD FOR THOUGHT 1209-1213 Designing a custom typeface. Apply modelling methods to a business situation. 60 CONES, CURVES AND CUTS 857-863 82 SQUEEZING OUT A TUNE 1222-1229 Program to explore the attributes of cones. Data compression techniques that let you store a tune. 61 LOOKING INTO CURVES 889-895 83 USING COMMODORE COLOUR SPRITES 1258-1263 Incorporating conic curves into programs. Moving sprites in a complete game. 62 SUPERCHARGE YOUR BASIC 921-927 84 RECURSION—LOOPS WITHIN LOOPS 1289-1295 Speeding up your BASIC programs. Understanding one of the key techniques of structures programming. 85 UNDERSTAND THE OPERATING SYSTEM 1322-1327 Accessing OS routines and entry points. 86 FILE IT—DON'T FORGET IT 1358-1364 Saving information out of a program. 87 DRAW IT, PRINT IT 1365-1371 Two screen dump programs for saving graphics to a printer. 88 MODELS OF IRREGULARITY 1397-1401 Use fractals to mimic irregularities. 89 FORMS OF THE NATURAL WORLD 1434-1439 Modelling mountains and snowflakes with fractals. 90 ADDING SOME DEPTH 1461-1465 How to master the tricks of perspective drawing. 91 PAPER, SCISSORS, STONE 1500-1507 A classic bluffing game. 92 PUZZLES, COMPUTERS AND MATHEMATICS 1557-1561 Solving puzzles with your computer. routines (cid:9) 746-747,799-800 Animals, measuring growth of (cid:9) 1049-1056 Animation of jungle scene (cid:9) 532 of ROM graphics (cid:9) 26-32 of solid drawings Acorn, Dragon, Spectrum, Tandy 1192-1197 of sprites Commodore 64 (cid:9) 1259-1263 of UDGs Vic 20, ZX 81 (cid:9) 428-432 of wireframe drawings (cid:9) 510 using colour fill techniques Acorn (cid:9) 955-959 using GCOL 3 Acorn (cid:9) 999-1000 using paged graphics 1022-1027,1132-1137 with LOGO (cid:9) 1317-1320 also see cliffhanger parts 4 & 10-17; movement ASCII standard BASIC (cid:9) 1576 Appending programs (cid:9) 339-343 ARC Commodore 64 (cid:9) 87,186-187 @ARC Commodore 64 (cid:9) 1596 ARC COS function how to create Dragon, Tandy(cid:9) 583 ARC SIN function how to create Dragon, Tandy (cid:9) 583 Arcade games see Freddy and the spider from Mars; lunar touchdown Arguments, in LISP (cid:9) 1456 ABS (cid:9) 150,412 Algol 60 (cid:9) 1352,1576-1578 Arithmetic Absolute copying Algorithms see binary; decimal; hexadecimal; in spreadsheet program (cid:9) 1184 alpha-beta (cid:9) 1098,1113 mathematical functions Accounting in games (cid:9) 1156-1157,1372-1373 Armchair shopping (cid:9) 614 see family finance; spreadsheet program use of in Pascal (cid:9) 1354,1389-1390 Arrays Accumulator Aliens one-dimensional (cid:9) 152-155 see registers in games (cid:9) 144-151 reDlMensioning in adventure Activities, in PERT charts (cid:9) 1430,1466-1468 UDG for ZX81 (cid:9) 430-432 games (cid:9) 425-427 Actuators (cid:9) 1555 All purpose au routine sorting of (cid:9) 216-219 Addresses, definition (cid:9) 208 Acorn (cid:9) 957-959 string Addressing (cid:9) 310-313 Allophones storing of in memory (cid:9) 1105-1112 in sideways scrolling routine (cid:9) 322-328 in speech synthesizers (cid:9) 400-401 to store text ADSR system Anagrams, program to generate Acorn (cid:9) 1325 in sound synthesis Acorn (cid:9) 1326 two-dimensional (cid:9) 269-275 Acorn (cid:9) 1144 Analogue models, definition (cid:9) 1198 troop and map, in war game (cid:9) 1282-1288 Commodore 64 (cid:9) 1141-1142 Analogue sound signal (cid:9) 1092 use of in file handling (cid:9) 1358-1364 Adventure games Analogue-to-digital use of in LISP (cid:9) 1459-1460 escape (cid:9) 1424-1428,1450-1455, (A-D) converter (cid:9) 722-723 use of with colour fill techniques 1486-1492,1493-1499,1545-1551, use of to receive satellite picture Acorn (cid:9) 958 1568-1571 BBC (cid:9) 1565 Artificial intelligence (cid:9) 884,1264,1294 general theory of (cid:9) 264-268 AND in Cavendish Field game (cid:9) 1372-1377 planning your own (cid:9) 422-427 in FORTH(cid:9) 1533 in LISP (cid:9) 1410-1411 quest for the jewelled eyeball in graphics programming also see fox and geese game 296-301,344-349,360-365,385-391 Acorn (cid:9) 371-373 ASCII codes (cid:9) 314-320 text-compressor for (cid:9) 628-636,684-689 Spectrum (cid:9) 367 files (cid:9) 622-623 Aeroplane, flying a use of with joystick for extended graphics commands see flight simulator program Commodore 64, Vic 20 (cid:9) 465-466 Commodore 64 (cid:9) 751 Algebra, with LISP (cid:9) 1411 ANGL limiting, to compress text (cid:9) 628 Commodore 64 (cid:9) 87,187 list of, for graphics characters @ANGL Commodore 64 (cid:9) 421 Commodore 64 (cid:9) 1596 of BASIC programs in memory 1106-1112 Vol 1 Nos 1-13 Pages 1-412 Angles of function keys Vol 2 Nos 14-26 Pages 413-824 in compass program (cid:9) 251-253 Acorn (cid:9) 829 Vol 3 Nos 27-39 Pages 825-1236 in clock program (cid:9) 302-306 Commodore 64, Vic 20 (cid:9) 826 Vol 4 Nos 40-52 Pages 1237-1620 of incidence in snooker ball program 587-590 of Teletext graphics of trajectory in projectile BBC (cid:9) 1068-1073

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