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- ______________________________________________________________________
-
- September 1992 Editor: Jim Meyer
- Volume 1 Number Six (V1.6) Publisher: Peggy Herrington
- Producer: deb Christensen
- ______________________________________________________________________
-
-
-
- Film at Eleven .......................... Jim Meyer and Bob Eller 1
- ViewPoint ...................................... Peggy Herrington 2
- Small Wonder: An Amiga Retrospective ........ James W. Greenidge 4
- WordWorth ............................................. Bob Eller 6
- Boppin' ............................................. Zach Meston 7
- SimEarth .............................................. Jim Meyer 9
- Amiga Music Formats .................................. Syl Lutnes 11
- AmigaVision: Flow Control .......................... Kevin Rahe 12
- Using Public Screens ....................... Chris Papademetrious 13
- Library Picks .................................. *StarShip* Staff 14
- No Matter Where You Go, There We Are............ News from GEnie 15
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- ______________________________________________________________________
-
- 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 September, 1992 ----------------------------------------- Page 1
-
- Film At Eleven
-
- by Jim Meyer, with Bob Eller
-
- ____
- (_ _)t's been a tough month. Here in California, it seemed as if
- / / most of the state was on fire. Meanwhile, on the other side of
- / / the continent, Florida and Louisiana got too much of what we
- _/ / Californians crave: water, along with a veangeful wallop of wind.
- (____) I was pleased to see an offer from MYSTIQUE, on GEnie, to
- distribute messages from GEnie members to friends and loved ones in the
- stricken areas. (Send GEnie Mail to MYSTIQUE containing the message, not
- more than 5 lines, and the name and address of the person to whom it
- should be delivered.) It's fair to assume that similar efforts are being
- made on other networks, and it provides one more example of how
- electronic networking is helping to make the world into a more close-knit
- community. Our hearts and prayers go out to those who suffered Andrew's
- wrath.
-
- As we inch closer to the biggest Amiga events of the year - World of
- Commodore and COMDEX - speculation has been running rampant as to what
- Commodore will be displaying. Readers of the 5-Minute News were told to
- expect the unveiling of the A4000, but that has done little to diminish
- everyone's appetite for details. Our Ace Reporter, Bob Eller, recently
- had a chat with Amanda Griffies, from Commodore Media Relations, and has
- this to report:
-
- Many of you may have seen a file roaming around the country regarding
- AmigaDOS 3.0. Commodore is aware that one of their developers has
- released proprietary information concerning workbench 3.0. While they
- won't confirm that they will release 3.0 at World of Commodore, they do
- indicate that a product requiring 3.0 will be released. They cautioned,
- however, that the specifications in the pirate version include references
- to features that will not be available in the first release. Commodore
- is unhappy that this information was release and would like to caution
- all sysops that this material is proprietary and should be removed
- immediately.
-
- As a journalist, this is something of a painful - yet exciting - time.
- There are new goodies from Commodore, and a number of new programs that
- will take advantage of some new features. All of this, alas, is
- information that can't officially be released yet. Thankfully, the wait
- is almost over. To be sure, some will be disappointed at what is to
- come. Cray Computers is safe from the onslaught of Amigas for another
- year, and the promise of 64-bit color with 8-channel, quadraphonic,
- 16-bit sound (with an input for digital recording) for under $500 remains
- as yet unfulfilled. But if you aim your sights slightly lower, you will
- probably be pleased.
-
- Both ViewPort and the 5-Minute News will be roaming the halls of WoC, and
- we'll be bringing you the news as it happens. Before it happens, if our
- Tachyonic Link works as advertised! It's only fitting that we arm
- ourselves with the latest in technology to cover this event. Thanks to
- our own Gadget Guru, Bob Eller, we'll be able to bring you all the
- sights, both in words and in digitized images, at the speed of light.
- Stay tuned! It promises to be an exciting event!
-
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- ViewPort September, 1992 ----------------------------------------- Page 2
-
-
- ViewPoint
-
- by Peggy Herrington
- _ _
- ( \ / )ou don't often see an article in the computer press focusing on
- \ \/ / people, but that's what you're reading now. It's people, of course,
- \ / -- not programs or hardware -- who constitute a community, and I've
- / / been in this business long enough to know many people whom I consider
- (_/ to be among the finest in the world, all of them joined in spirit solely
- through their interest in a unique personal computer.
-
- I think the bonds of the Amiga community are stronger than those forged in
- most special interest groups, although I'm not sure why. Perhaps it's because
- we share a vision, maybe we're more creative or we enjoy challenges more than
- most, or we're path finders. Whatever the reason, I'm convinced our bonds are
- more than simple vested interest. I guess I'm trying to say that I've never
- known a finer group of people.
-
- I'm going to tell you about several special people here, not because they are
- computer professionals, but because they're special and you've probably heard
- of them. Take Gail Wellington, for example -- and somebody apparently did
- take her because she's no longer working for Commodore. Gail was director of
- Commodore Amiga Technical Support (CATS) prior to moving to CDTV a couple of
- years ago. Although she worked at Commodore U.S., her bonds with Commodore
- International (usually a lifetime professional relationship) were severed
- quietly last month, and I don't know why. I do know, however, that Gail's
- dedication, enthusiasm, knowledge and forthrightness will be sorely missed by
- this community.
-
- Also missed will be Rick Stiles, talented author of the commercial Amiga
- program UEdit which I understand is now headed for public domain or shareware
- distribution. Like Rob Peck and Wayne Pace, Rick was tragically taken from us
- early in life by cancer.
-
- On a brighter note, did you hear that Doug Barney, the thankfully inimitable
- Editor in Chief of AmigaWorld has been replaced? Nothing personal, but Doug
- was about as qualified on an Amiga as several of Commodore's past presidents
- have been. Doug moved on to better things as they say, and I couldn't be
- happier about AmigaWorld's new Editor in Chief, Dennis Brisson.
-
- I know Dennis well from my C64/128 days, and a nicer, more experienced
- Commodore computer USER you've never met. Dennis was a staff member of RUN,
- IDG's C64/128 magazine, which he inherited editorially when Guy Wright became
- AmigaWorld's founding Editor in 1985. Thinking of Dennis and Guy reminds me
- of the Summer COMDEX show in Chicago that year. A secret glimpse of the
- Lorraine (the Amiga's code name during development) at an earlier trade show
- had convinced me that it HAD to be in my future, and I spent most of that
- COMDEX nervously camped at the small IDG exhibit trying to convince Guy (who
- was busy flashing the cover of the first issue of AmigaWorld to everyone who
- happened by) to give me an assignment. I didn't have an Amiga, but then
- neither did AmigaWorld (although they were just a hop from Commodore) or
- anybody else. I had used the one at the Commodore dealer in my home town but
- Guy wasn't buying it. And then, quite by accident, I discovered I had
- something to bargain with.
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- ViewPort September, 1992 ----------------------------------------- Page 3
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-
- I had a pre-production C128 at home on press loan from Commodore in which the
- CP/M chip was flaky. (They all were.) But that wouldn't do for me because I
- had a CP/M series in the works for another magazine. Commodore was exhibiting
- at that show, too, and prior to going there I had finagled to get a scarce,
- much sought-after replacement CP/M chip from a generous Commodore tech who
- made me swear I'd never reveal where I got it. That chip was safely buried at
- the bottom of my purse as I sat in the IDG booth (with Dennis Brisson
- chuckling in the "audience") trying to think up some brilliant way to
- convince Guy to give me an assignment. A minor complication was that there
- was NO Amiga software available anywhere.
-
- Guy was still in the process of turning RUN over to Dennis then, and they
- grew so accustomed to me sitting there that they started talking shop. Did my
- ears ever perk up when I heard them complaining that the lack of functional
- CP/M on their C128 was holding up a series of articles. I let them go on and
- on about who they'd contacted at Commodore, and at just the right moment I
- dug into my purse and -- Voila! -- produced the replacement CP/Mchip, looking
- expectantly at Guy as Dennis convulsed with laughter.
-
- The rest is history. I cheerfully bargained that chip into my first
- AmigaWorld article on the wonders of MIDI (very little of which, by
- necessity, was specific to the Amiga) and waltzed away from the C64/128
- TOWARD the Amiga without a backwards glance.
-
- So take heart. My experiences with Dennis Brisson (yes, there were others)
- have always been delightful, and I have confidence in his ability to turn
- AmigaWorld into the kind of magazine we've always thought it could be.
-
- Other people in the Amiga limelight recently include Lou Wallace who, while
- apparently juggling his staff responsibilities at AmigaWorld, is heading up
- the editorial end of IDG's new "Desktop Video World" magazine set to debut in
- January. Like Dennis, Lou is a heckuva guy, and although he'll cover Mac and
- PC video too, I can't think of anyone better equipped to do the Amiga right.
-
- ______________________________________________________________________
- / \
- | Get Amiga News While it's HOT! |
- | |
- | Each Weekend the *StarShip* presents a brand new 5-MINUTE Newscast |
- | about things of interest to Amiga owners. Drop by and capture it LIVE |
- | in the Conference area for republishing on privately owned bulletin |
- | board systems and in user group newsletters. |
- | |
- | Compilations of previous Newscasts in the Software Library include: |
- | |
- | 16075 5MIN_NEWS_WKS1-13.LHA Desc: 13 Week Compilation of 5-MIN News |
- | 16399 5MIN_NEWS_WKS14-19.LHA Desc: 6 Wk Compilation of 5-MIN Newscasts |
- | 16699 STARSHIP_NEWS_JULY.LZH Desc: 4 Wk Compilition of StarShip News |
- \______________________________________________________________________/
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- ViewPort September, 1992 ----------------------------------------- Page 4
-
- Small Wonder: An Amiga Retrospective
-
- by James W. Greenidge
-
- _ __ _
- ( \/ \/ )here to begin? Amiga and "Small Wonder" share kindred
- \ / distinctions. Both were radical departures within their realms;
- \_/\_/ Amiga for multitasking, dual interfaces, color, sound and video,
- and "Small Wonder" for being the first sci-fi sitcom and first TV series
- ever produced expressly for syndication by a consortium of independent
- station groups. This means a lot if you watch "Star Trek:TNG," "Superboy"
- and "Married with Children" and other first-run non-network shows. SW was
- the experiment, the guinea pig, the pioneer for independent studios and
- stations to break free the creative and distribution stranglehold of the
- networks and produce innovative shows at reasonable rates.
-
- Despite its whimsical format, much was riding on SW. It was an open
- flaunt to the networks who were ready with "we told you so's" and pricy
- "back into the fold" penalties for breakaway stations. SW's concept was
- scoffed as certain disaster, and securing ads for an over 18-year-old
- audience for what was seen an under-14 show was labeled suicide. All knew
- there'd be no real "second go" at this syndication gamble. The failure
- of SW would have doomed other entries, like Star Trek: The Next
- Generation. But the pilot clicked, and SW garnered a surprisingly large
- adult audience, a legion of chatty robotics and techie fans, and top
- ratings for a first-run syndicated sitcom. SW's lead in this lucrative
- concept made it it enticing enough to be snatched up as Fox Television's
- stepchild entry into the network arena. And a nice fraction of SW's
- success can be attributed to the Amiga; if you look closely enough you
- can see it.
-
- Early during SW's development in 1984, the consortium's production
- company, NPG (New Program Group), aimed for high quality on a shoestring
- budget. SW's players, director and writers received one-third the
- salaries our network counterparts received. Such frugality was echoed in
- all strata of the production, and most particularly video/optical
- effects. As a novice hack story consultant, I was staggered by their
- cost. It's Tinseltown's own DOD budget, and in one fashion or another
- you gotta have it, from mundane scrolling titles to complex blue-screen
- overlays.
-
- Well before I came on board late 1984, whispers about an amazing
- Jack-Of-All-Trades PC by a joystick company that could do smash-up video
- and bang-up music had been burning the studio technicians' circuit. The
- notion of a "color Mac" that could plug into studio gear and massage and
- create imagery made studio engineers drool. There was "Lorraine fever"
- clear to the scaffolding. Unfortunately, Amiga's 1985 debut came after
- network commitments and post-production requisitions for the first year
- had been sealed.
-
- Spendthrift "Small Wonder" had beeen in production for nearly a year
- (unaired), and already the money for out-sourced SFX (Special Effects)
- was eating us alive. So doing SFX in-house on sub-25k gear was an
- irresistible nugget. When the Amiga 1000 finally debuted, NPG snatched
- up three (Moe, Larry, Curly) of the first shipment to hit L.A.
- Unfortunately, there were first-edition type stumbling blocks like
- crashing on booting and overheating, and the things didn't exactly come
- spanking ready for video; they barely ran Textcraft.
-
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-
- ViewPort September 1992 ------------------------------------------ Page 5
-
-
- The early video offerings for the Amiga not only amazed, but caused fits
- and stops and crashes during everyone's learning curve of this novel
- supermachine. Fledgling Amiga user groups from Glendale and La Mirada
- and others, alerted via techie grapevines, pitched in. Their
- splice-and-solder enthusiasm made hacker meat of many problems, and their
- acumen in computer terminology trashed the nonsensical babble non-technie
- writers were slinging on the show. Many of Vicki's (the girl robot star)
- gags and idiosyncracies coyly suggested our Amigas, such as
- "multitasking" house chores and playing a Spanish femme fatale (an
- "amiga") to a smitten bully.
-
- We were well into season two before the first satisfactory third party
- soft/hardware offerings made themselves felt. The machines were
- genlocked and married, via tangles of cables and umbilicalized slots, to
- million-dollar gear for character generation and wipes and distortions.
- This Amiga marriage produced teaser titles and promos for the 1986-88
- shows, as well as Tiffany's on-set PSAs for the Better Hearing Institute
- and California's Museum of Science and Industry.
-
- The engineers in the shop were fascinated by the machines enough to buy
- their own Amigas, and cast and crew sometimes dropped in to play
- hacker-written games on `Moe', our spare "toy" in the front office.
- Tiffany Brissette, the show's robot star, liked the hacker `piano key'
- music programs and the way Amigas translated popular tunes with crisp
- bell-like chimes and cymbals and `tinkling glass' tones that can plunge
- and swoop into wall-vibrating bass.
-
- All four regular juvenile players eventually purchased Amigas (or rather
- coaxed their dads to) and became quite familiar with them in the relative
- tutor-based isolation of studio life. During series conception it was
- seriously considered giving Vicki (Tiffany's robot character) an
- electronically filtered voice overlay as a character gimmick before her
- own honed robotic monotone laid aside the spectre of trial and error,
- though in the later "Company Retreat" and "Slumber Party" episodes you
- can hear Tiffany's Amiga-modified "crystalline echo" voice.
-
- By the third season it was evident that the greater video promises of the
- Amigas would be fatally tardy. It proved to be too troublesome to
- improvise solutions for desired advanced effects, and out-work was
- gradually consigned to the upstart "bargain basement" SFX house, The Post
- Group. The three aired Amiga-based opticals occur in "Little Green Girl"
- integrating blue-screened genlock overlays of "Martian" Tiffany on the
- coffee table; the baseball "blow-up" in "Victor-Vicki," and the animated
- computer virus in "Gumball Express." There were also some interesting
- test treatments of ruefully stillborn great effects suggesting future
- Toaster technology.
-
- Ironically, the Amiga best strutted its stuff outside the studio, in the
- disks from hopeful studio graphic artists who created everything from
- cartoons to very brief but incredibly professional VCR clips of Vicki
- doing various gags and acts, from a "X-ray" 'robo-guts' overlay of her
- "multitasking" house chores to composite images. The former's truly
- superb rendering made the "Small Wonder" booth a hit at NAPTE 1987. Fox
- Television still holds title to these disks and artists, which is an
- injustice to the Amiga community from viewing what pre-Toaster A1000
- creativity could accomplish.
-
- It's impossible to distill four years of a marvelous experience in a
- Hollywood studio in a few paragraphs, but like an iceberg what you see on
- the TV screen is but a fraction of what keeps it afloat. In this respect
- the Amiga gave more than an ice cube's share of inspiration and wonder.
-
-
- ViewPort September, 1992 ----------------------------------------- Page 6
-
- Wordworth
- Word Processing with a decidedly British flavour
-
- by Bob Eller
-
- _ __ _
- ( \/ \/ )ordPerfect has long dominated the Amiga word processor market.
- \ / With their announcement last year that Amiga WordPerfect was no
- \_/\_/ longer supported, I began looking for a replacement. I wanted
- something that allowed me to load my existing documents without losing
- their formatting and also provided a graphical interface. I recently
- began using Wordworth, a British import from Digita International.
- Digita is also responsible for KindWords, Wordworth's junior brother.
- Feature-for-feature WordWorth beats out its Amiga competition.
-
- Wordworth features the "Human Interface Protocol" found in KindWords and
- has the WhatYouSeeIsWhatYouGet or WYSIWYG display that most Amiga users
- want. Wordworth's special features include a Workbench 2 look and feel
- even with Workbench 1.3, the ability to use 100 multiple files, context
- sensitive on-line help, speech, Postscript support, Compugraphic and
- Colorfont support, graphics import, a glossary for inserting frequently
- typed text and variable text flow around images.
-
- The ability to work with documents from other Amiga word processors is
- where Wordworth really shines. Wordworth can import and save standard
- ASCII text, IFF text, ProWrite, Protext, Kindwords 2, and WordPerfect
- format files. If you're a Superbase user you can directly import your
- files, as well as standard ASCII files, for mailmerging with Wordworth.
-
- Sometimes finding support for your old XYZ printer is a problem. That's
- not likely with Wordworth. Included with the program are printer drivers
- for over 400 printers, along with display fonts for those that use
- internal printer fonts. I found Wordworth's support of the HP DeskJet
- 500 to be the best I've seen in an Amiga program.
-
- The only problem I can report with using Wordworth is with its built-in
- Spell Check and Thesaurus. The program uses the Collins UK 116,000 word
- spell checker and Collins UK Thesaurus. Imagine my surprise when I
- wanted to find a replacement word for "flavor" and found the Thesaurus
- had no words available. However, when I changed the word to "flavour,"
- the correct British spelling, I was rewarded with a list of replacement
- words. A similar problem occurred using the Collins UK spell check. You
- can, however, add words to the spell checker's vocabulary and soon you
- won't be beeped when you used the word "color" instead of the preferred
- British spelling "colour."
-
- Wordworth will work with any Amiga with 1 megabyte of memory using
- Workbench 1.2 or above. A second disk drive is recommended. I tested
- Wordworth on a one meg A500 using 1.3 and an 8 meg A2000 with a '030.
- While the A2000 was certainly faster, both configurations ran well.
- Wordworth uses the standard WB 2.0 install program for easy setup.
-
- Finding Wordworth may be a challenge. According to Digita they have
- imported Wordworth to the United States. However, most dealers don't
- advertise its availability. You may need to contact Digita directly to
- purchase a copy. If you're looking for a serious word processor with a
- graphical interface it may be worth the transatlantic call.
-
- Digita International Ltd.
- Black Horse House
- Exmouth EX8 1JL England
- Telephone 0395 270273
-
-
- ViewPort September, 1992 ----------------------------------------- Page 7
-
-
- Boppin'
-
- By Zach Meston
- ____
- / ___)ince I'm a gameaholic, and a guy with way too much free time on my
- ( (__ hands, I'm always downloading the latest goodies from the
- \__ \ *StarShip* Libraries. Most of these files are amusing, but only a
- ___) ) precious few make my hair go Don King with amazement.
- (____/ POPWORLD.LHA is such a file. I picked this one up back in February
- and was completely blown away by the graphic quality of the nine (!)
- Populous worlds designed by Jennifer Diane Reitz.
-
- So imagine my delight when I heard about Boppin', an arcade/puzzle game
- designed by Jennifer and programmed by Stephen Lepisto, an ace coder
- responsible for the excellent conversion of Dragon Wars, an adventure
- game from Interplay. This dynamic duo call themselves Accursed Toys, the
- coolest name for a programming team since the Bitmap Brothers. How'd they
- come up with it? Says Jennifer:
-
- "My pal Sandi and I used to joke about where all the movie and T.V.
- monster toys -- the evil, living ventriloquist dummies, the killer plastic
- army men, the murderous animated dolls and such -- came from. We figured
- it would be the 'Accursed Toys Factory' -- kind of like what 'ACME' is to
- 'Toons."
-
- From that paragraph, it should be obvious that Jennifer has a delightfully
- twisted point of view, one that she put to use when coming up with
- Boppin's storyline. Sweety Hunnybunz, the "Singing Treacle Bear," has
- kidnapped all of the monsters in video games. The video game heroes can't
- do a thing, since it would be against their nature to rescue Evil from
- Good. In desperation, they turn to Yeet and Boik, two angular dudes from
- a world beyond Good and Evil, and ask them to save the monsters from
- Sweety.
-
- You control Yeet (and Boik in a two-player game) as they "bopulate"
- through 150 levels, divided into three groups of increasing difficulty.
- Each level is filled with "bopping" blocks; to complete the level, you
- have to eliminate the bopping blocks by hitting them with identical
- "throwing" blocks. It's a little bit like Tetris, a little bit like
- Flipull (a Game Boy puzzler from Taito), and a -lot- of fun.
-
- While clearing each level, you also want to bopulate the blocks in one of
- four unique patterns. When you create one of these patterns, a monster is
- freed, and you score big points. You don't -have- to free monsters to
- progress through the levels, but the more points you have when you reach
- the final level (and the battle against Sweety), the greater your chances
- of survival.
-
- The Boppin' manual includes a walkthrough of the first level, and the game
- has a demo sequence that explains the gameplay in detail. If you still
- have questions, or just want to make a few comments, you can call or write
- KarmaSoft, leave messages in Topic 38 of the HoloDeck (Category 6), or
- send E-Mail directly to S.LEPISTO1.
-
- If 150 levels aren't enough for you, Boppin' also includes a full-featured
- level editor. You can modify any of the existing levels or create your own
- from scratch. There are literally thousands of different graphic tiles
- available for use, and a variety of user-friendly options. And there may
- be more soon. KarmaSoft recently ran a level contest. The winners, who
- got cash prizes of as much as $300, will see their levels included on the
- upcoming Boppin' expansion disk.
-
-
- ViewPort September, 1992 ----------------------------------------- Page 8
-
-
- While the gameplay is flawless, Boppin' does have three problems, two
- of which are easily solved.
-
- Problem #1: Some players are offended by the death sequences of Yeet and
- Boik. While I personally found the sequences very funny and not at all
- offensive, I can see where they're coming from: Yeet blows his brains out
- (in a cute way, if that's possible) and Boik slices his belly open with
- a sword. The sequences can easily be turned off by renaming a file on the
- Boppin' disk from "Uncensored" to "Censored."
-
- Problem #2: The HD installation program, on many early copies of Boppin',
- doesn't work, giving an error message about not finding "explode.library."
- There are three ways around the problem. Send your disk back to KarmaSoft
- for a replacement; install Boppin' manually via the CLI/Shell; or download
- the "fixed" installation program graciously uploaded by Accursed Toys to
- the *StarShip* Libraries.
-
- Problem #3: The passwords are too long and complex. Accursed Toys states
- that the passwords are made of pronounceable word parts to make them
- easier to enter, but I find them harder to write down, and harder to enter,
- than a single line of numbers and letters. And who could pronounce a
- password like "BIGAB AJYCA BIBAB AJAELY BEDAB IDO?" Paul Tsongas, maybe,
- but not I.
-
- The verdict: Boppin' is pure gaming satisfaction. But don't take my word
- for it (much as I'd like you to); download the five-level demo from the
- *StarShip* Libraries and see what I'm talking about. I guarantee that
- you'll be entertained to the point of exhaustion.
-
- KarmaSoft
- P.O. Box 1034
- Golden, CO 80402-1034
- (303) 490-2939
-
- Requires 1 MB of RAM; HD installable (manual protection); 1 or 2 players
- (simultaneous).
-
- Accursed Toys Files in the *StarShip* Libraries:
-
- BOPINSTALL.LHA (File #16573, 9344 Bytes)
- Replacement for Boppin's installation program.
-
- BOPPINDEMO.LHA (File #15436, 327168 Bytes)
- Five-level demo of Boppin'.
-
- DOCTORWHO.LHA (File #15437, 318464 Bytes)
- PD game based on the wildly entertaining British sci-fi character Doctor
- Who.
-
- MAIYESSAE.LHA (File #14235, 131456 Bytes)
- PD game created with SEUCK (Shoot-'Em-Up Construction Kit).
-
- POPWORLD.LHA (File #14193, 234880 Bytes)
- Nine worlds for Populous (I, not II) created with the Populous World
- Editor.
-
- POPWORLDPIC.LHA (File #14254, 25984 Bytes)
- "Encyclopedia" picture with graphics from each of the nine worlds in
- POPWORLD.LHA.
-
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-
-
- ViewPort September, 1992 ----------------------------------------- Page 9
-
-
- SimEarth: The Living Planet
-
- by Jim Meyer
- ____
- (_ _) had been playing the newly-released SimEarth for a few weeks
- / / when reality, which intrudes from time to time, began to
- / / resemble SimEarth. The Western states were on fire. Too much
- _/ / oxygen? Florida, and then Louisiana, were flattened by hurricane
- (____) Andrew. Were the oceans too warm? I couldn't resist the temptation
- to adjust the atmospheric model, but it didn't seem to help.
-
- It wasn't my first time with SimEarth. You'll find my name - or
- something close to it - in the SimEarth manual, as a beta tester. I'll
- have to confess, though, that the release version of SimEarth was the
- first playable version I had seen. My two beta versions had arrived with
- disk errors, so I never got the chance to test anything.
-
- SimEarth is another in a series of "software toys," as Maxis calls them.
- It allows you to preside over the evolution of a planet, controlling the
- various conditions and events which conspire to create or destroy life.
- SimEarth owes its existence to James Lovelock, the originator of the Gaia
- theory. (Simply stated, the Gaia theory holds that the Earth is a single
- system comprised of many components. Each of these components - plants,
- animals, birds and snails - works in concert with the others to maintain
- the Earth as a viable entity, hospitable to life.)
-
- SimEarth comes on two disks. One contains the hi-res version, the other,
- the low-res version. The "piracy protection" requires you to answer a
- question, like "What is the density of Mars?" I like this approach. The
- manual - 220 pages of instructions and information - is not something
- that you'll allow to stray far from your computer, and it has all the
- answers. It's also plain fun to read.
-
- Once you've gotten past the opening, you'll have the opportunity to
- choose your planet. This can be Earth, a random planet, Aquarium,
- DaisyWorld, Venus, or Mars. Venus and Mars are not exactly hospitable
- places. You'll have to terraform them if you want them to support life.
- Fortunately, with SimEarth, you have the tools. You have the technology.
- You can rebuild them, make them better than before...
-
- The action in SimEarth takes place in a number of different windows. The
- Edit window presents a portion of the planet, and contains the tools
- you'll need. These tools let you place lifeforms - ranging from
- single-cell prokaryotes to insects, reptiles, and mammals - as well as
- trigger events, place plant life, and alter land or sea height. Just
- about anything you could want is here, including CO2 generators, ice
- meteors (just perfect for those ugly, dry planets!) and - courtesy of
- Arthur C. Clarke - a Monolith, to help induce sentience.
-
- SimEarth also gives you control over several "models," such as the
- interaction between the sun and the planet, geologic and tectonic
- activity, and the biosphere - reproduction, mutation, and advancement
- rates of species, as well as thermal tolerance and CO2 absorption. The
- Civilization model lets you determine how your energy is invested and
- allocated. In short, you control just about everything that could happen
- to a planet. Piece of cake, right?
-
-
-
-
-
-
-
- ViewPort September 1991 ----------------------------------------- Page 10
-
- Wrong. Too much heat and your oceans boil off. Too little, and
- everything freezes. Too much oxygen and your forests spontaneously
- ignite. Too little, and everything dies. Let your oceans get too warm
- and you'll be confronted with a plague of hurricanes. How you invest and
- allocate your energy can make the difference between life and death.
- Allocate more energy to science than philosophy and you might find your
- creatures creating bigger and better weapons, without the discipline to
- refrain from killing one another. Even the arrangement of your land
- masses can make a difference. In one scenario, Stag Nation, all sentient
- life (mammals, in this case) exists on a small island. Because they
- can't migrate to larger land masses, they're stuck in the stone age.
-
- SimEarth has four levels of difficulty. Normally, everything "costs"
- some number of energy units. In Experimental mode, everything is free.
- The other levels charge you for everything you do. Each higher level
- gives you fewer energy units to start with, and more "troublesome" model
- settings.
-
- Delightful touches abound in this simulation. One of the windows is the
- Gaia window, a planet with an animated face. Gaia will change her facial
- expression to tell you how your planet is doing, and will give you
- informative messages ("I love biomass!") from time to time. Another way
- to keep tabs on your progress is to use the Tone Monitor. (I wonder if
- authors use a Tome Monitor?) This tool plays a "song" based on the data
- available for sampling, or, if you choose to monitor a particular
- condition, will play a tone whose pitch reflects that condition. (If
- you're monitoring the air temperature, for example, the pitch of the tone
- will rise as the air temperature rises.)
-
- SimEarth is not without problems, but they are few. For one thing,
- SimEarth eats chip memory for breakfast. And lunch, and dinner.
- Multiple windows in high-res mode don't come cheap, and you will notice a
- performance hit with more than a few windows open. You can get around
- this by limiting the number of open windows or by using the low-res
- version. I should note that I reviewed SimEarth on a 25 MHz 030-equipped
- machine. Given the amount of computation that SimEarth does, it should be
- fair to say that a fast machine will enhance the simulation experience.
-
- I can't say that I minded the slowdowns at all. I was having much too
- much fun. What other simulation gives extinct species like Trichordates
- a second chance? What other simulation gives every species - from
- insects to dinosaurs - a shot at sentience? But SimEarth is more than
- fun. The manual is a wonderful primer on evolution, ecology,
- climatology, geology... anything that affects a planet. More than that,
- it goes beyond obtuse and abstract articles and statements and actually
- demonstrates the interrelationship between species and the planet. Try
- it. You just might learn something, and have fun, to boot!
-
- SimEarth (The Living Planet)
- Maxis (Distributed by Broderbund)
- Suite 230
- Orinda, CA 94563-3346
- (510) 254-9700
-
- $59.95
-
- Not copy-protected. Hard drive installable.
- Requires 1 Mb (Lo-res) or 2 Mb (Hi-res) and AmigaDOS 1.3 or higher.
-
-
-
-
-
-
- ViewPort September, 1992 ---------------------------------------- Page 11
-
- Amiga Music Formats
-
- by Syl Lutnes
- __
- / )et's have a little sound with our downloads. Let's play a neat
- / / tune with our latest animation. But, unh, what are the different
- / / Amiga music formats and what do they work with? Unlike the more
- / (__ standardized file formats for native graphics on the Amiga, the
- (______) formats for internal music come in many flavors.
-
- The three formats you will see most often are DMCS, SMUS, and MOD. To
- play DMCS files you simply use DMCS (Deluxe Music Construction Set from
- Electronic Arts). There are no separate players for these files since
- this is a proprietary format. DMCS (the editor) also saves in another
- format called SMUS.
-
- To play SMUS files you can use a freely distributable player like SMUS
- Play. SMUS is supposedly a "standard" format. However, the files saved
- out of SONIX (Aegis) are slightly different from the files saved in SMUS
- format out of DMCS. SONIX SMUS files are best played with SONIX itself,
- or with a player such as SONIX PLAYER. Some MIDI applications will
- convert scores to SMUS format also. These are usually compatible with the
- DMCS SMUS files. AmigaVision supports these SMUS files, as does The
- Director (Right Answers Group).
-
- Both DMCS and SMUS files contain the score, or notes. The instruments are
- separate. The docs or readme files that come with the players can explain
- how to set up the players to find the needed instruments.
-
- MOD files, on the other hand, contain both the score and the instruments
- in one file. MOD (for module) is a generic term rather than a specific
- format, since each "tracker" music editor saves in its own MOD format.
- There are many pd and shareware players for MOD files. Two of the most
- popular players that will play almost any MOD file you throw at them are
- MultiPlayer (2.0 only) and EdPlayer. Other available players are Module
- Master and IntuiTracker...tho these last two do not play MED mods.
-
- Whereas SONIX and DMCS were developed in this country, the "tracker"
- editors were developed in Europe. You've most likely heard of
- SoundTracker, NoiseTracker, and Protracker. MED is another "tracker"
- editor. It was developed in Finland by Teijo Kinnunen and is the only
- "tracker" editor that has gained popularity in this country and more and
- more MED MOD's are showing up on BBS's and commercial networks. Besides
- saving in MOD format, MED will also save files in "song" format. These
- "songs" are like SMUS and DMCS files, in that the instruments are
- separate from the score. The only player I know of that supports MED
- songs (not to be confused with MED MODS) is MEDPlayer.
-
- If you wish to include music with a presentation you are giving, or play
- a tune with an animation, the most widely supported format in commercial
- applications is SMUS. However, if your presentation or authoring software
- allows you to execute AmigaDos commands, MOD files can be played also.
- EdPlayer can be controlled directly through AmigaDos or Arexx to load,
- play, pause, repeat, etc, MOD files.
-
- Now you have no excuse for silent computing.
-
-
-
-
-
-
-
-
- ViewPort September, 1992 ---------------------------------------- Page 12
-
-
- Flow Control:
- Programming with AmigaVision
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Parts II & III: Editing Flows & Debugging
-
- by Kevin Rahe
- ____
- (_ _) apologize for missing last month's installment of this series.
- / / Summer finally arrived up here in the great white North
- / / (Michigan :-), and I couldn't resist taking some time to enjoy it.
- _/ / To make up for my absence, this month I present two topics:
- (____) Editing Flows and Debugging.
-
-
- Editing Flows
-
- The AmigaVision Flow Editor is at first simple and intuitive, making it
- easy to create, edit and rearrange flows. But once your flow grows to
- the point that it extends beyond the bounds of the screen, editing it may
- become tedious, since you must constantly scroll the flow, which can be
- slow, especially on an unaccelerated machine.
-
- A partial solution to this problem lies in the Flow Editor's "Telescope"
- command. This command will collapse all the children of an icon into the
- parent, and remove the children from the Flow Editor's display. The
- children are still active and will execute normally when the flow is
- Presented. If you later need to edit a collapsed icon, simply select the
- parent icon, then the Telescope command again to uncollapse it. Any
- parent icon can be telescoped, including Module, Subroutine, Loop,
- Select, Form, Grouped Wait and Screen icons.
-
- It is a good idea to keep all major modules, subroutines and loops in
- their collapsed state when you're not modifying them. This makes it easy
- to navigate the flow and find major sections quickly.
-
-
- Debugging
-
- Often, while debugging an AmigaVision flow, you will need to disable a
- section of it so that another portion can be more easily tested. Unlike
- languages like BASIC, ARexx and C, AmigaVision doesn't permit you to
- "comment out" sections of your program (make them appear as comments so
- they aren't executed.) However, there is a way to disable icons without
- totally removing them from the flow. To disable an icon, move it to the
- far-left column of the flow, below the last subroutine icon. (NOTE: You
- must have at least one subroutine icon in your flow for this technique to
- work.) When you do this, AmigaVision will warn you that icons in that
- position will be ignored; since this is what you want, ignore this
- warning. When you want to re-enable the icons, simply drag them back
- into the flow where they belong.
-
- Part IV will cover variables, including ways to use them not explored in
- the AmigaVision manual.
-
-
-
-
-
-
-
-
-
-
- ViewPort September, 1992 ---------------------------------------- Page 13
-
- Using Public Screens
-
- by Chris Papademetrious
- ____
- / _ )ublic screens are quite the rage these days in programmer-land.
- / ___/ Why's that, you ask? Well, this is so for two reasons: not only
- / / does it give the user many more options on how seeting up an
- (_/ environment, but it also saves the programmer a good bit of work!
-
- In order to support public screens, your application must have
- some way of letting the user specify which public screen he desires your
- program to open on. This is done by passing your program a public screen
- name via either tooltypes or Shell arguments. According to the Amiga User
- Interface Style Guide, you should use the PUBSCREEN keyword for this
- purpose. What's convenient here is that if the user doesn't specify a
- name, it's just as easy for you to pass a NULL to the operating system
- which will then give you the default public screen! Nice.
-
- The order of operations for public screens goes like so:
-
- 1. Lock screen
- 2. OpenWindow
- 3. UnlockPubScreen
- 4. CloseWindow
-
- The Intuition call LockPubScreen() takes the name of the screen
- you wish to lock as an argument (or NULL for default), and returns you
- the screen pointer. Once you've obtained this lock, the operating system
- will make sure the screen isn't "pulled out from under you." You can then
- pass this screen pointer to OpenWindowTags() by using the WA_PubScreen
- tag. Note that we could have used the easier WA_PubScreenName approach,
- but this wouldn't have given us the pointer to the screen in advance.
- This approach allows us to do things like font-sensitive window layouts
- before the window is opened, since it's usually useful to know how big
- you need a window to be *before* you open it. :)
-
- You can obtain information about the screen before you open your
- window on it by referencing your screen pointer. Most notably, you can
- obtain the TextAttr of the font that the screen uses by looking at the
- ScreenPtr->Font structure. If this doesn't give you enough information,
- you can OpenFont() it and get even more information from the resulting
- Font pointer. You can also examine the screen size; this is useful when
- you wish to open the window centered in its screen.
-
- Once you open your window, you're free to unlock the screen with
- UnlockPubScreen(). Note that you'll need to pass NULL for the name, since
- you're passing it the actual screen pointer instead. The operating system
- will ensure that it keeps the screen open for as long as your window is
- open on that screen, same as a screen lock. Once you close your window,
- the screen is free to be closed by the user or another program. Simple!
- Of course, if you still have questions, you're welcome to join the Pro/Am
- gang Wednesday nights at 10:00PM EST; hope to see you there!
-
-
-
-
-
-
-
-
-
-
-
-
- ViewPort September, 1992 ---------------------------------------- Page 14
-
-
- Library Picks
-
- by the *StarShip* Staff
- ____
- / ___)
- / (_ or all you Fighter Duel fans, it is new, it is better than
- / ___) ever, and it will be coming soon to an Amiga near you. Don't
- / / miss the demo of Fighter Duel Pro! File # 16814 FDPRODEMO.LHA
- (_/
-
- Bill Graham [W.GRAHAM6] sent up some of his best Amiga renderings,
- including those unforgettable TongueMonsters. You can scan pictures all
- day and never impress me, but when you put an Amiga in the hands of
- creative people, I am always amazed by some of the scenes they can create.
-
- For a sneak preview of his full color JPEG files, you can look at File
- #16807, it is a black/white IFF picture [OK, can you say Shades of Grey?]
- of thumbnails of the files he uploaded. I have some of my own favorites,
- but I think you will too. They are beautiful surreal images. For all you
- Niven fans out there, don't miss the TigerShip.JPG in file #16805! Do you
- think that is what a Kzin ship looked like?
-
-
- JPEG doesn't need 24 bit displays! You can look at these amazing JPEG
- pictures with the program called VJPEG, the utility that will let you
- view the JPEG pictures in HAM on your regular Amiga screens. That's file
- # 14372.
-
-
- File# 16747 KLONDIKE19.LHA will remind you all over again of what a
- masterful game solitaire can really be. I've always been a sucker for
- card games, and this one is easy to use, easy to look at and works like a
- charm. And if I can play it JUST ONCE MORE...I'm sure I'll win this time!
-
-
- If you enjoy subtle pictures and colors that give the impact of
- artistically drawn 3-dimensional spaces, look at D.MYERS31's fantasy
- landscape in file #16723, TRYLONPERISPHERE.HAM.LHA.
-
-
- The ever popular MEDS and MODS are ranging from new dancing music to
- Mozart. Keep an eye on this music format for more and more amazing
- things from your amiga!
-
- 16715 MOZARTVAR.LHA X S.LUTNES 920813 42624 104 7
- Desc: Mozart Theme&Variations in MED
-
- 16784 MODDAWN.LZH X W.LEE18 920825 108160 54 7
- Desc: A nice NoiseTracker Mod
-
- 16760 ENJOY_SILENCE.LZH X W.LEE18 920822 124928 76 7
- Desc: Enjoy the Silence by Depeche Mode
-
-
-
-
-
-
-
-
-
-
-
- ViewPort September, 1992 ---------------------------------------- Page 15
-
- No Matter Where You Go, There We Are
-
- News from GEnie
-
- GE's data network is one of the largest in the world. Despite that fact,
- there are still some places where access to GEnie is not a local call. In
- order to make GEnie access more convenient -- and inexpensive -- we've
- made arrangements with other network providers to supplement the original
- network.
-
- Sprintnet
-
- In the U.S., Sprintnet (formerly known as Telenet) is available in more
- than 500 cities. And now, you can use Sprintnet to reach GEnie. Access at
- up to 2400 baud is available 24 hours a day at a surcharge of $2 per
- hour. A list of Sprintnet numbers is on the *PHONES page online, along
- with instructions on how to use it with GEnie.
-
- Datapac
-
- For Canadian members the Datapac network is now available. Datapac is run
- by Bell Canada, and your local access number is listed in your white
- pages. The Datapac surcharge is $5 (Canadian) per hour.
-
-
-
-
-
-
-