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- ______________________________________________________________________
-
- August 1992 Editor: Jim Meyer
- Volume 1 Number Five (V1.5) Publisher: Peggy Herrington
- Producer: deb Christensen
- ______________________________________________________________________
-
-
-
- Film at Eleven ........................................ Jim Meyer 1
- I Will Remember You ............................ deb! Christensen 2
- Get a Max: AMax! ............................Chris Papademetrious 3
- excellence! 3.0 .................................. Gerald R. Grey 4
- Monkey Island 2: LeChuck's Revenge .................. Zach Meston 5
- Computer Third Reich ............................. Michael Tooher 6
- A New Startup-Sequence Methodology .............. Kevin-Neil Klop 7
- Amiga Programming: Linked Lists .............Chris Papademetrious 9
- Library Picks .................................. *StarShip* Staff 11
-
-
-
-
-
-
-
- ______________________________________________________________________
-
- ViewPort is a *StarShip*(tm) Production available on GEnie(R). For
- details and information about contributing, send GE Mail to JIM.MEYER.
- Copyright (C) 1992 *StarShip*. Freely distributable when kept intact.
-
- To join GEnie, dial 1-800-638-8369 with your modem. Upon CONNECTion,
- enter hhh. At the U#= prompt enter SIGNUP. Have a major credit card
- or your checking account number handy.
- ______________________________________________________________________
-
-
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-
- ViewPort August, 1992 -------------------------------------------- Page 1
-
- Film At Eleven
-
- by Jim Meyer
-
- ______
- (__ __)his page intentionally left blank. You know the phrase.
- / / Legend has it that it was invented at IBM, where aspiring
- / / Tech Writers are urged to memorize that mantra, chanting it
- (_/ over and over until it becomes burned into their consciousness.
- Recent evidence, however, indicates that the phrase is almost as
- old as the written word. The ancient Egyptians, or perhaps the
- Israelites, who were doing a bit of work for the Pharaoh, are believed to
- have coined the phrase. In an excavation near Cheops, archeologists were
- stunned to discover instructions for building the pyramids. As they
- unearthed a series of stone slabs, they were nearly incredulous when the
- hieroglyphics on one great piece of limestone were translated to the
- phrase "This tablet left intentionally blank."
-
- But I digress. The point of this exercise is to marvel over the sheer
- ingenuity of the first writer to discover this novel way to point out
- that there was no information to be had on this page. I suppose that
- this phrase was originally intended for the printer, who was turning
- single-sided manuscript into a double-sided, bound manual. It could be
- translated as "Hey, dummy! Don't throw this page away! It's the back of
- the previous page!" Or, perhaps, it was intended to warn the reader that
- catastrophe had not struck. No page was missing; this nearly blank page
- served a purpose.
-
- In my line of work - I write manuals - I've seen that phrase often. I'll
- admit to having toyed with it a bit; I've sent out preliminary manuals
- with phrases like "This page left blank of intentions" or "This page
- intentionally left blank, with the exception of this sentence, which is
- meant to assure you that we didn't leave this page blank on purpose" or
- even "This page, unlike previous pages, was unintentionally left blank."
- None of these made it into the final manuals, though. The Boss would not
- have been pleased.
-
- So what does all of this have to do with the Amiga? Not much, except to
- say "Hats off to Maxis!" The manual for SimEarth, which is a delight to
- read, contains "A BLANK PAGE," "ANOTHER BLANK PAGE," "UNBLANK PAGE,"
- (which has some Neat Stuff) and "YET ANOTHER BLANK PAGE." It's nice to
- see a company that lets its tech writers have fun!
-
- I can't let this month go by without a word about Phil "The Amiga Is
- Dead" Robinson. More than a few folks have commented that Robinson said
- nothing that hasn't been said in the message areas of every commercial
- and private bulletin board. That's true, but it's not the point.
- Robinson's comments came at the one time that they shouldn't, just when
- Commodore - after many, many years of false starts - had started to do
- things right. Phil should have done his homework; he's a professional,
- after all.
-
- Interestingly, one of Robinson's complaints - that the Commodore had
- allowed other companies to "leapfrog" the Amiga in processor technology -
- was answered with the announcement of the 68040 Amiga 3000T. This puppy
- sports 32-bit architecture - something Apple doesn't have yet - as well
- as a 25 MHz 68040 processor, 200 Mb hard drive, and 5 Mb of ram. And
- that's just the beginning. We'll have more - a LOT more - to say about
- Commodore, and about some long-awaited developments, in the coming
- months. Stay tuned!
-
-
-
-
- ViewPort August 1992 --------------------------------------------- Page 2
-
-
-
- I Will Remember You
-
-
- Paul Wayne Pace 1950-1992
-
- ____
- (_ _)t was the mid-80's. The Commodore 64 had already taken the
- / / consumer market with a sweeping force, and the unheard-of low
- / / prices of Commodore modems were bringing consumers online in
- _/ / unprecedented numbers. The original Commodore Information Network
- (____) was the very center of the Commodore World, headquarters to the
- new frontier of electronic exchanges between the folks who had
- the answers and the ones who asked the questions.
-
- Into the midst of this swelling success, two new music composition
- programs came out that made music lovers all over Commodore-dom ecstatic.
- And with these two new programs, the heroes of the times changed. The
- new heroes were not always the ones who knew how to manipulate relative
- files, disassemble the DOS Roms or answer esoteric questions about memory
- locations. Some of the new heroes made music, charming renditions of
- favorite tunes, pop songs and classics. From the same speakers where
- only sound effects and beeps had come, suddenly we had music.
-
- Wayne Pace was one of these new heroes, and I "met" him on that original
- Commodore Information Network. When the Amiga came to us, he moved to
- this magic new machine, most likely entranced by its promise of better
- music as much as I had been. And on the Amiga, he practiced his own kind
- of magic, the gentle magic of music.
-
- His musical arrangements have delighted Commodore and Amiga owners for
- years and will continue to. My family sat around one Christmas and
- played Christmas Carols he had uploaded - my little girls thrilled that
- this box of technology knew Frosty the Snowman and Silent Night.
-
- Wayne died on July 12th 1992, another victim of cancer.
-
- Cliches come to mind, but I do not have the heart to type them. I will
- grieve for a while every time I see the name WAYNEPACE on a music file,
- grieve for the gentle man who loved music and who shared his music and
- his love with us. I will remember the friend I made, and came to cherish
- these last 7 years, with only a modem as our common meeting grounds.
-
-
- - deb
-
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-
-
- ViewPort August 1992 --------------------------------------------- Page 3
-
-
- Need A Mac? Get A Max: AMax!
-
- by Chris Papademetrious
- ____
- (_ _)t was the news I least wanted to hear; when I left for college
- / / this fall, I was going to need a Macintosh computer system.
- / / What was to become of my beloved Amiga 3000 system, which I had
- _/ / so painstakingly built up over the years? Surely I could not
- (____) afford to have both platforms at the same time! Was my Amiga
- doomed to be forgotten? Thanks to Readysoft and the AMax II+, the
- Macintosh emulation card, the answer was a resounding "No!"
-
- Amazingly enough, this solution was much better than buying a Macintosh!
- I already had a computer with ten megabytes of memory, 172 megabytes of
- hard drive storage, a multisync monitor, and a 24-pin printer. AMax is
- flexible enough to let me use all of it on the Macintosh side, adding its
- own MIDI/serial port and AppleTalk ports! With a minimal (compared to a
- new Mac) investment, AMax can turn a great Amiga setup into a terrific
- Macintosh setup.
-
- Installation and setup was a snap. The AMax II+ card allows use of the
- Amiga internal floppy drive as an 800K Mac drive (or 1.4MB Mac drive for
- those lucky owners of the rare high-density drives). To set up a hard
- drive for my "Max" I simply ran HDToolbox, made a partition named "AMAX0"
- and selected the "Custom File System" option. This hides the partition
- from AmigaDOS so that no annoying AMAX0:BAD icons appeared, but makes it
- fully available to the AMax software. After doing this, I clicked on the
- icon to start AMax and booted from a standard bootable Mac disk. The
- system found my hard drive, and asked if I wanted to format it. I told it
- to proceed, and proceeded to install System 7.0 on the hard drive. It
- couldn't have gone smoother.
-
- One of the neater features is the ability of AMax to emulate a 9-pin or
- 24-pin Imagewriter. I had an Epson-compatible Citizen GSX-130, a 24-pin
- printer, hooked up to my parallel port. Through the AMax Preferences
- software, I was able to set it up as if I had a 24-pin Imagewriter on the
- serial port! This is really slick stuff.
-
- Although I have little software yet for my Max, I hear that
- compatibility with AMax is very good. Keep in mind that AMax only
- supports the 128K Mac ROMS, which have black and white graphics only.
- AMax II+ promises to be a complete and solid Macintosh solution for
- A2000/A3000 owners.
-
- NOTE: AMax II is available for all Amiga, but requires an external Macintosh
- floppy drive and does not include MIDI/serial or AppleTalk ports.
-
-
-
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-
- ViewPort August 1992 --------------------------------------------- Page 4
-
-
- excellence! 3.0
-
- by Gerald R. Gray
- _ _
- / \/ \icro-Systems Software (MSS) has recently released the latest
- / \ version of it's word processor: excellence! 3.0. It requires
- / /\ /\ \ AmigaDOS 1.2 or better and at least 1 meg of memory. A hard
- (_/ \/ \_) drive is strongly recommended. With 3.0, MSS provides a
- hard drive installation program that is easier to understand
- and use than previous versions.
-
- The point-and-click interface and pull-down menus make excellence! easy
- to use, yet this ease belies the power behind the product. To add to the
- power of excellence! a thesaurus, grammar checker, and spelling checker
- are provided. French and German dictionaries can also be added.
- excellence! 3.0 also provides ARexx support.
-
- One of the first changes you'll notice is the animated stopwatch pointer.
- Now, instead of thinking, "boy this is taking a long time," you can see
- that it IS taking a long time. excellence! 3.0 also has the look and
- feel of DOS 2.0 even if you are running it under 1.3. Gadgets have been
- added to the title bar to select bold, italic, and underline, and the
- font. Clicking on the font gadget brings up a requester so the font and
- point size can be selected. The requester has a button that lets you see
- a sample of your chosen font before you return to the word processor.
-
- Printer support has been improved. The printer requester not only allows
- the font, file, orientation, or density to be selected but also shows the
- selected printer driver. HP DeskJet owners will be heartened to learn
- that a DeskJet driver has been added. Color printing has been improved;
- text output is clear and sharp, even on a 24 pin printer. Continuous
- spell checking has also been improved. No longer do you have to wait for
- the program to catch up to you as you type, even when the system is
- running at 7Mhz.
-
- Some other new features worth mentioning include "vocalize", the
- capability to do 8 columns, and the implementation of virtual memory.
- The vocalize feature allows the document to be read using the Amiga's
- speech synthesizer. Virtual memory is a powerful addition. It allows a
- portion of the hard drive to be used in lieu of RAM; the program swaps
- out sections as it needs, preventing nasty out-of-memory crashes.
-
- MSS provides a large, easy to understand manual that covers all aspects
- of the word processor, as well as technical and bulletin board support.
- MSS has been around 14 years, a long time in the PC world, and have put
- together a strong product that I don't hesitate to recommend.
-
- One major disappointment is the lack of support for color graphics. I
- called MSS and asked if this was something they were working on and was
- told "We don't discuss things that are in R & D." I'd also like to see
- the ability to switch screen modes on the fly without having to exit from
- the program, and the availability of a Spanish dictionary.
-
- excellence! 3.0 $199.95 Update $29.95 + $6.00 shipping.
- French and German dictionaries: $39.95 for both or $24.95 for one
-
- Micro-Systems Software
- 12798 Forest Hill Blvd. Suite 202
- West Palm Beach, Florida 33414
-
- Tel: (407)790-0770 Fax: (407)790-1341
-
-
- ViewPort August 1992 --------------------------------------------- Page 5
-
-
- Monkey Island 2: LeChuck's Revenge
-
- By Zach Meston
- _
- / )im Meyer, the editor of ViewPort, is a great guy (and I'm not
- _ / / just saying that), but I wish he could have given me extra
- ( (_/ / space in this issue. (Editor's Note: Oh sure, blame it on ME!)
- \___/ That way, I could have written another pageful of superlatives to
- describe Monkey Island 2: LeChuck's Revenge, which is simply the
- best adventure of the year. (I know, I said that about Elvira II, but
- this one's better. Trust me.)
-
- In the first game, The Secret of Monkey Island, a young man with the
- unlikely name of Guybrush Threepwood sails to Melee Island with the hopes
- of becoming a pirate. He ends up destroying the ghost of the evil LeChuck
- and winning the heart of the babe-a-lonian governor of the island, Elaine
- Marley.
-
- Monkey 2 picks up the storyline well after the end of Monkey 1. Guybrush
- is older and wiser, has a decent amount of facial hair, and is searching
- for the legendary treasure of Big Whoop. A ridiculous number of plot
- twists ensue, but none of them are as bizarre as the ending sequence,
- where Guybrush and LeChuck fight it out for the second (and presumably
- the last) time.
-
- Like all Lucasfilm games, Monkey 2 is teeming with humor, and I don't
- mean stupid puns; I mean truly funny one-liners. Monkey 1 was one of the
- few games I've ever played where I laughed out loud at the on-screen
- jokes; Monkey 2 had me laughing even louder. (It also had my family
- worrying about my sanity, what with all the cackling coming from my room.)
-
- Monkey 2 also features Lucasfilm's no-death philosophy. It's impossible
- for Guybrush to die in Monkey 2, which allows you to concentrate on the
- puzzles instead of worrying about when you last saved the game. (I much
- prefer Lucasfilm adventures over Sierra adventures for this very reason.)
-
- There are two difficulty levels to choose from: "Monkey 2," the full
- game, or "Monkey 2 Lite," an easier version with different puzzles and a
- bit of new dialogue. The puzzles in the full game are teeth-gnashingly
- difficult, and a few of them are very tricky indeed, but none of them are
- so non-sensical that you'll groan in disbelief at the solution.
-
- Monkey 2 only has one major problem, the much-touted iMUSE music system.
- It's simply awful. The background music is sparse, and there are
- practically no sound effects, meaning that you play through the vast
- majority of the game in total silence. Perhaps Lucasfilm meant to name
- the new system iMUTE?
-
- And then we need to discuss the eleven (!) disks that Monkey 2 comes on.
- While you can play Monkey 2 with floppy disk drives, you really, REALLY
- wouldn't want to. Unless, of course, torturous amounts of disk swapping
- and drive access are what you look for in a computer game.
-
- The verdict: Monkey 2 has gorgeous graphics, bazillions of
- brain-throbbing puzzles, and hysterical humor from start to finish. What
- more could you possibly want from an adventure game? Buy it now!
-
-
-
-
-
-
-
- ViewPort August, 1992 -------------------------------------------- Page 6
-
-
- COMPUTER THIRD REICH by Avalon Hill
-
- by Michael Tooher
- ____
- (_ _)t was a classic no-win scenerio. My German armies had made a
- / / deep push into Russia along the Eastern Front, driving the Red
- / / Army back toward Moscow. However my reinforcements had been sparse
- _/ / and on the next turn my opponent saw his chance and took it.
- (____) Fortified by huge reinforcements he closed the trap, leaving my
- armies helpless and at the mercy of the cruel Russian winter.
-
- Avalon Hill's COMPUTER THIRD REICH, based on their very popular board
- game, covers the entire European theatre of war from 1939 to 1945,
- including North Africa and the Far East. While CTR is very much in the
- tradition of the classic "hex" wargame, Avalon Hill has taken advantage
- of the Amiga's unique abilities to make playing easy and fun. All
- interaction is done by point and click and the computer will not permit
- illegal moves. A novel addition to the program is that it will TELL you
- why the move or action was illegal, a great help for the novice wargamer.
-
- But CTR is more then a wargame. Historical and economic factors come into
- play, mirroring the reality of the Second World War. The economic factor
- is represented by the Basic Resource Points, which are expended for every
- action you take from declaring war to deploying reinforcements. On the
- historical side, CTR closely parallels reality, forcing the player(s) to
- confront the same political problems the Allies and Axis dealt with. In
- all, CTR is more of a wargame/simulation that is challanging to the
- veteran yet simple and elegant enough to attract and hold the newcomer.
-
- While the game's design and scope is satisfying, there are a few
- problems. Movement of troops by sea is only permitted during the combat
- phase, and then only for invasion. The documentation is sketchy and
- presumes a knowledge of the boardgame's rules. The enclosed maps are too
- small and this reviewer had to have them enlarged at the copy shop to
- make them usable.
-
- By far the biggest problem is the lackluster artifical intellegence of
- the computer opponent. The experienced player will have no difficulty in
- beating the computer. In one instance, with the computer playing the
- Axis, it rushed reinforcements to Libya while the Red Army was one hex
- from Berlin. Avalon Hill plans to correct these problems in future
- releases.
-
- On the technical end, the program requires 1 meg and is not hard drive
- installable. However, once the program is loaded it is entirely memory
- resident and requires no disk access except for saves. The copy
- protection is of the manual-based "look up" variety.
-
- Regardless of the small problems, if you are the type of general who
- enjoys engrossing gameplay at the tactical level, especially against a
- human opponent, then COMPUTER THIRD REICH is an excellent choice.
-
-
- COMPUTER THIRD REICH for the Amiga by Avalon Hill. 4517 Harford Road.
- Baltimore, MD 21214. 1-800-999-3222
-
- Requires 1 meg and a color monitor. 1 or 2 players. "Look-up" copy
- protection. List price $39.95
-
-
-
-
-
- ViewPort August 1992 --------------------------------------------- Page 7
-
-
- A New Startup-Sequence Methodology
-
- by Kevin-Neil Klop
-
- How many times have you gotten a new program, read the installation
- guidelines, seen those dreaded words, "Edit your startup-sequence..." and
- started to shake with fear. The startup-sequence? Every time you even
- LOOK at the file you know that you're in for either another trip to the
- local Amiga expert or hours (or days) of tracking down why your computer
- doesn't work correctly anymore?
-
- I hate editing that file. I recall one when I had just gotten in my
- latest software toy (WShell 2.0 from Bill Hawes). I was fiddling with
- this file and that file and got to the point where I said, "There HAS to
- be a better way!". The question was, what would be involved in a better
- way?
-
- I sat down and wrote a list of the things I wanted. Note that I'll be
- talking about User-Startup since I am running under 2.0. If you're
- running 1.3, then just pronounce "User-Startup" as if it said
- "Startup-Sequence".
-
- o I wanted to NEVER have to edit the User-Startup file again.
- o I wanted an easy way to remove changes from the User-Startup
- file and to know that I got them all.
- o I wanted a way to know what changes were made for each program.
-
- Eventually I came up with a system that works for me. The first thing I
- did was create a directory called "S:Startups". Then I copied my
- User-Startup file into S:Startups/Original-User-Startup. Lastly, I put
- the following file in as S:User-Startup
-
- .BRA {
- .KET }
-
- relabel RAM: RAM
- list >ram:executestartups S:startups/#? LFORMAT "execute %s%s"
- sort ram:executestartups TO ram:executestartups2
- execute ram:executestartups2
- delete ram:executestartups#?
-
- Let's say that you get the brand new program GeeWhizWow, and you have
- to install it. Deep in the heart of the directions are the following
- instructions:
-
- Insert the following lines into your startup-sequence, replacing
- the word "directory" with the directory to which you installed
- GeeWhizWow:
-
- ASSIGN GeeWhizWow: directory
- GeeWhizWow:GeeWhizWow
- ECHO "GeeWhizWow is ready and waiting"
-
-
-
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- ViewPort August 1992 --------------------------------------------- Page 8
-
-
- Instead of editing your Startup-Sequence, you just create a file in
- S:Startups and put those lines into it. I would probably call that file
- GeeWhizWow. Before installing GeeWhizWow, your directory would look
- something like:
-
- SYS:
- ^
- |
- +-- S
- ^
- |
- +-- User-Startup
- |
- +-- Startups
- ^
- |
- +-- Original-User-Startup
-
- Now your directory would look like:
-
- SYS:
- ^
- |
- +-- S
- ^
- |
- +-- User-Startup
- |
- +-- Startups
- ^
- |
- +-- Original-User-Startup
- |
- +-- GeeWhizWow-Startup
-
- Quick Quiz: 2 years after installing GeeWhizWow, you want to see what
- lines were added to your startup-sequence for it. Where
- are those lines?
-
- Answer: They're in the GeeWhizWow-Startup file.
-
- Quick Quiz Question 2:
- If you want to de-install GeeWhizWow, what do you have to do
- to remove those lines from your startup-sequence?
-
- Answer: Delete the GeeWhizWow-Startup file.
-
-
- Sometimes the ORDER of things is important. Maybe you have to start
- GeeWhizWow before you start GeeWhizWowWhizBangUtility. The files in
- Startups are run in ALPHABETICAL order. So, GeeWowWhiz-Startup will be
- run before GeeWhizWowWhizBangUtility, and both of them will be run before
- Original-User-Startup.
-
- If you have any questions, you can contact me via GEnie at K.KLOP,
- Compu-Serv at 71151,354, or via US Mail at:
-
- Kevin-Neil Klop
- c/o Syntactics
- 3188 E. Mercer St.
- Philadelphia, PA, 19134
-
-
- ViewPort August 1992 --------------------------------------------- Page 9
-
-
- Amiga Programming: Linked Lists
-
- by Chris Papademetrious
-
- Welcome back, programming scholars! It's time to roll up our sleeves and
- get down and dirty with one of Exec's most useful concepts, linked lists.
- This month we'll look at how lists and nodes are actually used and
- manipulated.
-
- To create a linked list, you need to do two things: allocate memory for
- the List structure (this can be optional in C), and initialize the list
- to ready it for use. Last month's article covered the process of
- initializing a list, so we won't go over it here. Destroying a linked
- list is as simple as freeing the memory for the structure, although keep
- in mind that it's not usually a good idea to free a list structure that
- still has nodes attached! To illustrate, AllocList() and FreeList() are
- provided at the end of the article for these functions.
-
- Once your list is ready for use, you're able to add and remove nodes. The
- exec.library provides us with handy routines in ROM to perform functions
- such as AddHead(), AddTail(), AddNode(), Remove(), and Enqueue().
- Enqueue() will actually insert the node at the correct place in the list,
- based on the ln_Pri priority field of the node! As common sense would
- dictate, the higher priority nodes take precedence.
-
- Although somebody out there might be thrilled with the idea of attaching
- ordinary Node structures to a List, there isn't much use to it. Node
- structures are actually designed to be a subset of any larger data
- structure you choose. Here's an example:
-
- struct Person
- {
- struct MinNode PersonNode; /* since no priority or type info is needed */
- char Name[80];
- int Age;
- };
-
- Now that the Person structure has a Node structure in it (a MinNode in
- this case), we are free to attach as many of these to a List structure as
- we wish. We are even free to have multiple List structures, to remove and
- add nodes as we see fit! But the power of the linked list comes in the
- ability to traverse the list from beginning to end, and there are some
- important things to remember.
-
- Remember how the List structure works? Then you will remember that the
- Head node's mln_Succ pointer and the Tail node's mln_Pred pointer are
- both NULL, due to the fact that they're the first and last nodes in the
- list, respectively. As you step through the list, you must also keep in
- mind that the last data node in the list is not the one with the NULL
- mln_Succ (the Tail node), but the one before it! Here are two identical
- sample loops:
-
- CurNode = SomeList.mlh_Head; /* now points to node after Head node */
- while (NextNode = CurNode->mln_Succ) /* while there IS a next node... */
- {
- /* your code here */
- CurNode = NextNode;
- };
-
-
- (Continued on next page)
-
-
- ViewPort August 1992 -------------------------------------------- Page 10
-
-
- for (CurNode = SomeList.mlh_Head; /* initialize */
- NextNode = CurNode->mln_Succ; /* loop condition (must be nonzero) */
- CurNode = NextNode) /* increment command */
- {
- /* your code here */
- };
-
- The code within the loop is only executed if the node does indeed contain
- data (in other words, isn't the Tail node). We don't need to worry about
- the Head node being used mistakenly, since we automatically skip it in
- the first place.
-
- Freeing all the nodes in a list is a special case, since we can't very
- well reference the mln_Succ pointer once we've freed the node! In this
- case, ensure that you don't reference CurNode after it's been freed; that
- would be bad.
-
- Here's some sample utility routines to use in your programs:
-
- #define SuccNode(x) (((struct MinNode *) x)->mln_Succ)
- #define PredNode(x) (((struct MinNode *) x)->mln_Pred)
-
- struct MinList AllocMinList() /* can be adapted to a List, too */
- {
- struct MinList NewMinList;
-
- if (NewMinList = AllocMem(sizeof(struct MinList), MEMF_PUBLIC))
- NewList((struct List *) NewMinList);
-
- return NewMinList;
- };
-
- void FreeMinList(struct MinList *ThisMinList)
- {
- if (ThisMinList)
- FreeMem((APTR) ThisMinList, sizeof(struct MinList));
- };
-
- struct MinNode *NextNode(struct MinNode *ThisNode)
- {
- struct MinNode *NextNode;
-
- if (NextNode = ThisNode->mln_Succ) /* if this is a data node */
- if (NextNode->mln_Succ) /* and the next is as well */
- return NextNode;
- return NULL;
- };
-
- struct MinNode *PredNode(struct MinNode *ThisNode)
- {
- struct MinNode *PredNode;
-
- if (PredNode = ThisNode->mln_Pred) /* if this is a data node */
- if (PredNode->mln_Pred) /* and the previous is as well */
- return PredNode;
- return NULL;
- };
-
- As always, if you're still lost or a bit confused, the Pro/Am gang would
- be more than happy to help! The meetings are at 10:00PM EST at the
- conference on page 670 (m670;2); we look forward to seeing you!
-
-
- ViewPort August 1992 -------------------------------------------- Page 11
-
-
- Library Picks
-
- by the *StarShip* Staff
-
- ____
- (_ _) forget who it was, but someone once mentioned that "You can
- / / never have too many icons." This is probably true, and Release
- / / 2 - with its 16-color Workbench capability - has created a demand
- _/ / for more, prettier icons. Enter Roger McVey, and his collection
- (____) of 16-color, hi-res icons. There are over 200 icons here, folks,
- as well as a tool - SWAPICON - that lets you exchange a new icon
- for an old. McVey has also included his own palette. This collection is
- not only vast, it's sensational!
-
- RMDICONS3.LZH File # 16571 194,304 Bytes
-
-
- Icons aren't the only thing we have a lot of this month. Can you use a
- few more PostScript fonts? How about a LOT more? Check out the font
- sets being uploaded by C.TYRELL1. These fonts are set up for
- Professional Page and come from various sources. Most, if not all, are
- Shareware. There are 20 sets as of this writing.
-
- FONTSET1.LZH - FONTSET20.LZH Sizes range from 100,000 bytes to
- 259,000 bytes.
-
- To find all these files, use the GEnie Library Search function (Option 3)
- and use FONTSET as the search string.
-
-
- It must take patience to transcribe song after song in DMCS, let alone to
- do so both in MIDI and Amiga-internal formats. Patience Eiker (P.EIKER),
- that is. She has uploaded a veritable bundle of rags, mostly Scott
- Joplin, in both formats. While Patience has been taking care of DMCS
- rags, Syl Lutnes (S.LUTNES) has been keeping MED fans happy. Space
- doesn't permit us to list all of the files; you might want to head
- straight for *StarShip* Library 7 and browse through the listings. You
- won't be disappointed!
-
- MIDI Files Non-MIDI Files
-
- PALMLEAFMIDI.LHA File # 16444 PALMLEAF.LHA File # 16443
- FAVORITEMIDI.LHA File # 16465 FAVORITE.LHA File # 16464
- ORIGRAGSMIDI.LHA File # 16463 ORIGRAGS.LHA File # 16462
- REFLECTRAGMIDI.LHA File # 16468 REFLECTRAG.LHA File # 16467
-
- SENSATION.MED.LHA (For MED and EDPlayer) File # 16379
-
-
- If you liked FracBlanker, you'll love FracBlanker22. This must-have
- screen blanker has been updated to include "cosmic flame" fractals.
- These amazing bits of visible math almost obliterate the distinction
- between computer-generated images and abstract art. Two versions are
- included in the archive. One is optimized for systems without math
- co-processors, and the other is optimized for the 68881/82 chips. This
- program, by the way, is one of the best arguments I've seen for an
- accelerated system. If only there was a way to SAVE the incredible images
- FracBlanker generates...
-
- FRACBLANKER22.LHA File # 16503 47,104 bytes.
-
-
-
-