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-
- APPLE 2000
- The premier Apple ][ emulator for the Amiga
- by Kevin Kralian
- Copyright © 1994, Patents Pending
- All Rights Reserved
-
- ------------------------------------------------------------------------------
-
- This program is freely distributable, as long as this instruction file is
- kept with the program, and no modifications are made to my program or
- instructions.
-
- This program is also SHAREWARE (well, more accurately, Tech-Ware).
- Payment is not mandatory, however, donating to me useful, enabling
- technical material will result in me creating other emulations...
- See below for more info.
-
- Standard Disclaimer: This program is AS IS; use it at your own risk! I
- assume no responsibility if this program or its use should cause something
- disastrous to happen or kill you.
-
- I may be contacted at "Kevin_Kralian@sacbbx.com"
-
- This program uses "ReqTools.library", Copyright © by Nico François.
-
- ------------------------------------------------------------------------------
-
- REQUIREMENTS:
-
- o Amiga computer with Kickstart 2.0 or newer (3.0+ still untested)
- o A 68020+ CPU. Emulation WILL NOT WORK on a 68000 system at this time.
- o About 900k free RAM (preferably most of it FAST RAM)
- o ReqTools.library by Nico François
- o Apple ][ ROM image & disk controller ROM image
- (called _APPLE.ROM and _DISK.ROM)
-
- Recommended:
- o A two-button joystick (to emulate the Apple's two-button joystick)
- o A 68030 at ~25MHz (for full speed 1 MHz emulation)
-
-
- DESCRIPTION:
-
- "Apple 2000" is the premier Apple ][ emulator for the Amiga computer. At
- its current level it accurately emulates a 64K Apple ][+, including:
-
- o 6502 CPU
- o ALL video modes (Text, LoRes, HiRes, Mixed modes, etc)
- o 16k RAM card (64k computer)
- o 5¼" disk drive (via disk images)
- o Two button joystick
- o Keyboard
- o Sound
-
- The emulation also runs in a completely system friendly manner,
- multitasking properly with other programs. The two main goals were speed
- and accuracy. This was accomplished by hand coding the emulator in 100%
- machine language, optimization via instruction cycle analysis, and
- painstaking attention to Apple hardware details.
-
- I feel confident that this is the fastest, most complete Apple ][ emulator
- available for the Amiga computer (commercial, public domain, or
- otherwise). Some of the highlights of my emulation:
-
- o Apple 2000 video emulation is the most accurate around:
- - There is no "dithering" of the 16 Lo-Res colors.
- - The text supports inverse and flashing characters.
- - Two consecutive color pixels are drawn as white (as the Apple does).
- - There are no missing, skipped, or fat vertical lines on Hi-Res gfx.
- o Apple 2000 disk drive emulation supports loading of "DDD" Apple disk
- archives from any Amiga device (no home made archive format or
- conversions required).
- o Apple 2000 disk drive emulation also saves disk images in compressed
- "DDD" format automatically.
- o Apple 2000 emulation is able to instantly load and run Apple
- executable files from any Amiga device (better than a real Apple; no
- 'disk booting' required!).
-
-
- REASONS/WHY AN APPLE II EMULATOR?
-
- Good question! This is my first attempt at a large scale 68000 assembly
- program and I had nothing else in particular to write. Of course, I could
- always have tried to write a game or demo, however the point of this
- project was to learn 680x0 and more about the Amiga Operating Aystem. I
- did not want to delve into the hardware specifics of the Amiga (yet), such
- as taking over the copper, blitter, etc. An Apple ][ emulator was the
- perfect task.
-
- Why the Apple ][? Sentimental reasons. It's the computer I grew up with
- and learned to program on. Since I have a fundamental understanding of
- the Apple and because there aren't any other useable Apple emulators out
- there (I've seen 5 or 6), the task called to me. I wanted to be able to
- play all of my favorite games that I grew up with. Yes, they certainly
- are not cutting edge as far as the graphics and sound goes, but they
- certainly are playable! And I can overlook the cosmetics for some good
- gameplay (i.e, just like people appreciate classic cars or oldies music).
- Plus I wanted all of my friends to be able to play all of those great
- forgotten games...the classics! The original CASTLE WOLFENSTEIN,
- CHOPLIFTER, KARATEKA and CARMEN SANDIEGO. How many other multitasking
- versions of JUNGLE HUNT or ROBOTRON 2084 can you play while downloading a
- program? By writing this one emulator, the entire Amiga community is
- suddenly presented with over 10,000 (now multitasking) Apple ][ programs
- we wouldn't have otherwise been able to use (or play).
-
- After letting the idea stew in my head for 6 months, and much apparent
- rambling to my friends (who so nicely encouraged me by saying, "What? YOU
- write an emulator? And in C? UGH!"), I began coding. One month later, I
- brought my first creation over to a friends house to see how it worked on
- his system. After starting it up, we sat there. 30 seconds later we were
- still sitting there, looking at a white screen. Eventually, we watched as
- each little white character s-l-o-w-l-y was replaced by a black space.
- Two minutes later, after getting bored of waiting for it to finish
- clearing the screen, we gave up and played 2-player LEMMINGS. I knew the
- only way I was going to be able to make this program 'practical' was to do
- it in assembly.
-
- I finally bought DevPac 3. After writing a program to bounce 65,535
- colored pixels around a screen, I felt ready and experienced. I began
- converting my routines for my emulator into assembly code. Almost two
- years later (and after rewriting most of my emulation 10 times) my
- emulator has finally matured enough to go out into the cold and brutal
- world. Here it is, ready to be challenged by thousands of Apple programs
- I have never even heard of, and ready to do its damndest to run them all!
-
-
- RUNNING THE EMULATION
-
- Make sure "ReqTools.library" is in your libs: directory and place
- "Apple2000", "_APPLE.ROM", and "_DISK.ROM" all in the same directory.
- Then from the CLI/Shell, CD to its directory and type "Apple2000".
-
- Now, assuming a little common sense (press the "OK" button on the
- window!), you will see a black screen with "Apple 2000" in a title bar at
- the top, and the words "Apple ][" immediately below it. Congratulations,
- you are now using an Apple ][ computer. The Apple is trying to boot a
- disk.
-
- I will assume you have a little knowledge on using an Apple ][. Here are
- some of the pertinant keys:
-
- KEY Function
- ------------ ------------------------------------------------------
- DEL Apple "Reset" key.
- ctrl-DEL Similar to "Ctrl-Open Apple-Reset" on ][e, ][c, ][gs.
- Forces reboot, even if reset vectors have been changed.
- RAmiga-Q Quit the emulator (after verification).
- RAmiga-L Load Apple disk image or executable into the emulator.
- RAmiga-S Save Apple disk image.
- L-ALT (Like Open-Apple on ][e) Represents Apple Paddle
- Button #0
- R-ALT (Like Closed-Apple on ][e) Represents Apple Paddle
- Button #1
- (Alt keys do not affect other keystrokes to emulator)
- ^
- | Arrow keys patched to be like Apple ][e, ][c, ][gs.
- <--+--> (Note: Apple ][+ had no Up/Down arrows, and most
- | older programs won't handle them as expected.)
- v
-
- NumPad only:
- 8 Trim Apple joystick center position in respective
- 4 5 6 directions.
- 2 "5" will reset it to default (of 127,127).
-
- LOADING DISKS/FILES
-
- Once the Apple is running, you'll probably want to load an Apple disk or
- executable. Here's how: at ANY time during emulation, feel free to press
- Right-Amiga-L to bring up the Load File requester. From this requester
- you may load Apple 5¼" disk images or executable files. Simply navigate
- to wherever the files are kept and load the file/disk image you want.
- Apple 2000 recognizes several types of load files:
-
- o Filenames with a <xxx> suffix are Dalton Disk Disintegrator archives
- (DDD was a common disk compression util for the Apple, similar to DMS
- for the Amiga) and the emulator will automatically decompress them!
-
- o Filenames with a .DISK suffix are raw disk images with no compression.
- They are capable of storing images of non-DOS and copy-protected
- disks, but are about 220k in size. This format is primarily due to
- early testing of the emulator and will be phased out (as well as any
- references to it).
-
- o Filenames with a .PROG suffix are executable files; these are single
- files that were runnable from Apple DOS 3.3/ProDos and did not require
- any disk access thereafter. These files now do not even require
- booting any Apple disk and are simply loaded into the appropriate
- Apple memory areas and started instantly (quicker and easier than a
- real Apple!).
-
- After loading a disk image (compressed or not), the emulator will ask you
- if you want to 'boot' the disk. If you choose not to, you have
- effectively just 'put the disk in the drive' (useful when you need to
- insert 'Disk 2'). On the other hand, loading an executable Apple file
- does not give you any choices and immediately runs it. This has all been
- designed to keep the emulator as clean and simple as possible in terms of
- starting and running Apple programs for the non Apple-literate user.
-
- Keep in mind, loading a disk image is the same thing as inserting the disk
- into the Apple drive. It will STAY there until you replace it with
- another disk (or some program erases that disk). Even after you load and
- run several executable Apple programs, hitting Ctrl-DEL (rebooting the
- Apple) will boot up the last DISK IMAGE you loaded (if any). This can be
- confusing if you don't know whats going on (i.e, after finishing playing
- MS. PACMAN and reseting the Apple, why is MUSIC CONSTRUCTION SET loading?
- Because the disk is still in the drive from before).
-
-
- SAVING DISK IMAGES
-
- Pressing Right-Amiga-S will bring up a requester to save a disk image.
- Disk images are automatically compressed when saved. Navigate your way
- through the directories (as you normally would), and enter a filename
- (like normal). The only rule here is that the filename MUST end with a >
- character (greater than sign). This is because the original DDD archives
- did not have any special identifying header, but merely relied on that
- trailing character (actually, DDD uses <###> where the #'s represent the
- number of sectors the file takes, but my emulation ignores that value and
- just checks for that last character).
-
- NOTE: Ultimately, these archives will be saved with an Apple ProDOS
- header so that files can be transferred right back to real Apples and
- decompressed. However, due to a lack of resources, I have not yet been
- able to implement this 'identical header' and currently disk-images will
- not transfer back to an Apple. This will be incorporated later.
-
-
- TRANSFERRING APPLE FILES
-
- To get an executable binary file from a real Apple to the Amiga is quite
- simple. Copy the file to a ProDOS disk (using a utility such as Copy ][+)
- and then transfer it via null-modem (or however you want) to the Amiga.
- Make sure to append a .PROG to the end of the file name so that it's
- recognized by the emulator.
-
- NOTE: At the moment, I require the conversion to ProDOS simply because
- ProDOS puts a standard header in front of the file that my emulator needs.
- I'll eventually allow files to be transferred directly from DOS 3.3.
-
-
- TRANSFERRING APPLE DISKS
-
- Only UNPROTECTED standard 16 sector Apple disks are currently useable.
- This eliminates copy protected software. Simply run Dalton Disk
- Disintegrator (do not use version 2.0! It has a bug! Use version 2.1)
- and use it to compress the disk into a file. Then, convert it to ProDOS
- and transfer it to an Amiga (as described in "Transferring Apple Files"
- above). Once on the Amiga, change the name to end in <xxx> because ProDOS
- strips out the <> characters.
-
- NOTE: Like with files, eventually this will not require the intermediate
- ProDOS conversion either.
-
-
- TRANSFERRING APPLE ROMS
-
- The Apple emulator, being true to form, requires the actual Apple ROM data
- in order for the Apple to do anything. The standard Apple ROMs in use
- were the 'AppleSoft ROMs that contained AppleSoft BASIC, the assembly
- language monitor, and autobooting code. So I suggest that you obtain the
- same ROM if you would like the same compatibility. The ROM image can be
- obtained by booting an Apple ][ or ][+ with DOS 3.3, then typing:
-
- BSAVE BASICROM,A$D000,L$2FFF
-
- to save it to disk. Also, the disk controller Rom is saved by typing:
-
- BSAVE DISKROM,A$C600,L$00FF
-
- Incidentally, the main ROM image is on Apple's "DOS 3.3 System Master"
- disk, called FPBASIC (which may be used instead). After saving these
- images to disk, use your favorite terminal software and a null modem cable
- (or real modems or whatever you like) to transfer these files to the
- Amiga. Once transferred to the Amiga, give these files the proper names
- and place them in the same directory as the Apple2000 executable.
-
- Theoretically, you can use the ROMs obtained from an Apple ][ clone (i.e,
- Franklin Ace, PineApple, etc.), but keep in mind that these ROMs were not
- 100% compatible (but were quite close). This would effectively make my
- emulation a "Franklin Ace Emulator". :-) However, you CANNOT use the ROM
- images from an Apple ][e, ][c, or ][gs (maybe eventually...we'll see)!
-
- Once on the Amiga, the filenames MUST be _APPLE.ROM and _DISK.ROM
-
-
- PADDLE/JOYSTICK EMULATION
-
- The Apple ][ commonly uses either 2 paddles, a joystick, or a graphics
- tablet (like a free-floating joystick). My emulation covers all bases.
- The paddles and graphics tablet emulation are handled with the mouse and
- the joystick emulation is handled with the joystick.
-
- The F9 key toggles between the two and displays your choice at the top of
- the screen.
-
-
- For the Joystick:
- The Apple ][ uses (unfortunately) the variable 'all-over-the-place'
- PC-type of joystick (with two buttons). This evolved from the earlier
- Apple days when paddles where common (PADDLE - a turning knob with a
- button, useful for playing PONG). Anybody having used these joysticks
- know the frustration of having to constantly 'center' or 'trim' the
- joystick for different programs. The emulation takes this into account
- also.
-
- The Amiga 'Atari-style' joystick in the normal joystick port is used
- (preferably, a true 2-button joystick). The center position defaults to
- the optimal center positions on an Apple (127 X 127). However, different
- games expect different centering values, which can be trimmed with the
- 2, 4, 6, & 8 keys on the numeric keypad (ONLY, see "Running Emulation").
- For example, if you start CHOPLIFTER and your character drifts towards the
- left, press the "6" key to center the joystick more towards the right
- until your character no longer drifts!
-
- If you do not have a two button joystick, you have two choices. Go buy
- one, or else just use the Right-ALT key in lieu of the second button (by
- the way, the two ALT keys work great for pinball games like RASTER
- BLASTER).
-
-
- For the Paddles/Graphics Tablet:
- Some of the older Apple games were designed to be used with paddles, not
- joysticks. This is noticable in games (APPLE GALAXIAN) as in when you
- release the joystick, your ship automatically moves back towards the
- center point on the screen. This is exactly what would happen on a real
- Apple with a joystick. You need to use the paddle emulation here. Push
- F9, the top of the screen should say "Mouse", and now the mouse controls
- this stuff. The horizontal movement controls Paddle #0, and vertical
- movement controls Paddle #1. If you have a game that needs independant
- control of each paddle, you are out of luck (I'll get to that later).
- Programs designed for graphics tablets (KOALA PAD) or un-centered
- joysticks work great in this mode also, i.e, FANTAVISION, MISSILE COMMAND
- games, and most other free floating cursor control programs work ideally.
- The mouse works just like you would expect here.
-
-
- TECH NOTES
-
- Though the emulation is 100% system friendly and running in a standard
- intuition screen, it has to do a few tricks with copperlists in order to
- achieve the Apple mixed screen graphics. The side effect of this
- technique is that when you pull down screens in the foreground to reveal
- the Apple emulator in the background, there will be times that the display
- looks garbled and/or is flashing. This is normal...nothing is wrong. If
- you don't like it, then don't pull screens down in front of the emulation!
- (A man tells a doctor, "It hurts when I do this...", and the doctor tells
- him "Then don't do this.")
-
- My emulation uses innovative 6502 emulation routines, which are
- significantly faster than any other 6502 emulations that are available on
- the Amiga (commercial or otherwise). My Apple emulation also has the most
- accurate graphics emulation I have witnessed. As complex as this is,
- speed is always maintained by extensive use of complex lookup tables
- (several hundred K worth).
-
- The ONLY graphics glitch is that the Hi-Res graphics screens do not fill
- in the entire display width. That is, they leave a half-inch black border
- on each side of the display. Why? Because the Apple Hi-Res screen has a
- horizontal resolution of 280 pixels, and the Amiga's display has a minimum
- resolution of 320. Trying to stretch this display by leaving an empty
- pixel after every 7 pixels or drawing every 7th pixel twice, results in a
- highly distorted and uneven image. The Text modes and LoRes modes still
- use the entire screen width (to maintain aspect ratio). This slightly
- narrow display is only noticeable in the 'mixed Graphics/Text' mode, where
- text will be a little wider than the graphics above it.
-
- Also regarding Text and Graphics (but not a glitch, it's an improvement)
- is the fact that mixed Graphics and Text on the old Apple ]['s used to
- cause the text to be fringed with green and purple instead of being solid
- white. This fringing has absolutely no purpose, but is a mere artifact of
- the Apple video circuity. My emulation cleans it up with crisp & clean
- text output all the time (does anybody have any complaints?). Apple
- finally cleaned this up with the Apple ][gs and its RGB output (but
- introduced a couple other graphic glitches), so I believe my clean Text
- display is desirable.
-
- Some Apple programs use "unimplemented" 6502 instructions. These are
- instructions that are not official, but partially decode into doing a
- particular function (as discovered by many unorthodox programmers). My
- emulation does not support ANY unimplemented instructions, and will simply
- break upon hitting any of those instructions (with Apple ][ software, I
- have seen very few programs that do this).
-
-
- PLANNED IMPROVEMENTS
-
- Currently, emulation speed is pretty much as fast as possible under the
- current 'interpreted' method. A speedup of about 3X is possible if I do
- 'pre-interpretation' which essentially converts 6502 code to native 680x0
- code ahead of time, then running it at full speed. However, this comes at
- a cost of excessive memory usage (I estimate using about 2 megs for the
- 64k Apple emulation). This could be considered if enough people are
- interested (this would be the final speed boost required for the A1200
- owners if they have enough memory!), but is of low priority for now.
-
- A 68000 version is easily possible, but emulation is so slow at that point
- (games are frustratingly unplayable), that I haven't bothered to do one.
-
- I plan to add Apple printer & serial emulation (and redirection). This
- way you could redirect Apple printer output to an Amiga file or to an
- Epson emulator (to print Epson output to any Amiga Prefs printer). Or
- emulate the Apple serial card with an Amiga Modem, etc.
-
- I plan to (eventually) upgrade the entire emulation to Apple ][e / ][c
- status. This includes Apple "Double-Hi-Res" graphics, 128k RAM, and
- 80-column text.
-
- I have thought about writing a ProDOS driver allowing the Apple to access
- Amiga devices as an Apple hard drive (is anybody using the emulator this
- seriously?).
-
- I might tackle using a real 5¼" disk drive if enough people want it.
-
-
- WHAT ABOUT EMPLANT?
-
- My emulator, "Apple 2000" was (p)reviewed in Amiga Computing (Issue 71,
- March 94), inside a larger review for the Emplant card (there's even a
- screenshot where you can read my title bar, Apple 2000!). For all intents
- and purposes, the review makes it appear as if this program was written
- by, owned by, and coming soon from Utilities Unlimited, makers of the
- Emplant card (regardless, the reviewer loved it, noting that this was the
- fastest 6502 emulation he has seen).
-
- At several World Of Commodore shows, Jim Drew showed my early versions of
- "Apple 2000" to crowds of people during his presentations of his Emplant
- card. A friend even has a video-tape of Jim loading up and showing my
- emulator to a crowd when I asked, "What other emulators are you doing?"
- (before he knew who I was) at WOC in Pasadena, 1993.
-
- To set the record straight, I did send Utilities Unlimited several early
- exclusive 'evaluation' versions of my emulator to see if they were
- interested in purchasing it (for their Emplant package). But this program
- (Apple 2000) is not a part of the Emplant package! Utilities Unlimited
- was in no way involved with the development of this program. There was
- never an agreement made over ownership rights. Several proposals were
- submitted by me as per Jim Drew's requests for exclusive rights, but an
- agreement was never reached.
-
- The positive side effect of this is that you may use the Apple 2000
- program without having to spend >$300!
-
-
- ABOUT THE AUTHOR
-
- "Apple 2000" was written by Kevin Kralian over the course of two years.
- He has spent time in the US Marine Corps 'finding himself'. He is now a
- full time college student, preparing to transfer to CSU, Sacramento. He
- has over 10 years of programming experience, including ADA, BASIC, C,
- Pascal, 6502 and 680x0 assembly. Programming interests focus on
- performance programming, including games and emulation. Career goals
- include firefighter (!?) and computer programmer.
-
- He may be contacted at "Kevin_Kralian@sacbbx.com"
-
-
- "PAYMENT" FOR THIS PROGRAM
-
- Though this program is being distributed freely as shareware, I do not
- expect monetary payment. My original intentions were simply to have my
- program be 'used' by the Amiga community, and I still feel the same way.
- I've worked long and hard on this program and the most rewarding thing to
- me know would be to simply know people are enjoying it!
-
- However, what I WOULD appreciate would be any technical references for any
- computer/hardware/platform. Let me explain...
-
- Many improvements in the Apple emulator are dependant upon me finding
- Apple technical reference material (i.e, unimplemented instructions,
- serial/parallel support, ProDOS harddrive support, etc). If you would
- like to see these features implemented, the biggest thing you can do is
- send me any tech material that could be helpful (i.e, "Whats Where In The
- Apple ][: An Atlas", "Beneath Apple DOS", "Beneath Apple ProDOS", etc).
-
- Also, some ideas for my next emulator include: Atari VCS (2600), GameBoy,
- Nintendo, Atari 400/800 and Commodore 64/128. Even though there are a few
- C-64 emulators out there, many people have urged me to do one "the right
- way" (ground has been broken and the C-64 emulation is underway already).
- I tend to want to do the old Atari VCS or Gameboy emulation. HOWEVER, in
- order to do this, I need the tech information that I cannot publically
- obtain.
-
- Do YOU want these game machines to be emulated (I do)? If you are one of
- those priviledged people who might have been involved in developing
- software for any of these machines or somehow have any tech info on these
- machines, please send me any and all tech information. *** I WILL ***
- make an emulator of these machines when I have enough tech information to
- do so. But I need your help.
-
- I am open to any suggestions, comments, or feedback. Let me know how the
- emulator works for you. Please let me know of anything that does not work
- (that works on a real Apple ][), and I will do my best to correct the
- problem. I am also interested in obtaining any Apple ][ programs people
- may have to test under my emulation.
-
- Anybody interested please contact me at "Kevin_Kralian@sacbbx.com"
-
-
- Particular things I'm looking for:
-
- o Whats Where in the Apple ][: An Atlas to the Apple computer
- o Beneath Apple DOS
- o Beneath Apple ProDOS
- o Apple Super Serial Card / Parallel card manuals
- o AmigaDOS Programmers Reference
- o Any 2.0+ Amiga ROM Kernal Manuals (I'm using 1.3)
- o ANY kind of tech info on Gameboy, Nintendo, or the old Atari VCS
- (there once was an Apple ][ card to program the Atari. Anybody
- have it?)
- o Any and all Apple ][ programs.
- o Any old Apple ][ hardware (I use a ][gs; its too different from ][+)
- o Any responses, reactions, suggestions, etc. on my emulation.
- o etc...
-
-
- CREDITS
-
- I owe lots of thanks to lots of people.
-
- Thank you my dearest JoAnnaBear for being so supportive of me and this
- project over the last two years, and for not going crazy over my many
- hours of "techno-babble", but just patiently smiling back as if you
- understood me. :-)
-
- Thank you Robbie for all your inspiration and encouragement. And thanks
- for your ice-cream sandwiches, twisted sense of humor, brainstorm
- sessions, and hundreds of hours worth of second-hand smoke (cough cough).
- Thank you for the book "Amiga Machine Language Programming Guide" - the
- very first 680x0 assembly book I've seen (blech!). By the way, this book
- was due back at the library in 1989. How are your games "To Sir With
- Love" and "The Piano" coming along? Oh yeah...and thanks for cleaning up
- and converting my docs to AmigaGuide format for me :-)
-
- Thank you Bill, for taking your family and moving far away (just
- kidding!).
-
- Thanks to those incredible guys at Computer Cafe. I appreciate how you let
- me use your various machines for debugging and testing during the
- development of my emulation. Without your help, I would have never been
- able to work out the '040 bugs, nor have seen my emulation running on a
- 28" monitor with cool 24 bit backgrounds.
-
- Thanks to Carmen Rizzolo, the computer artist extraordinaire! Your
- original artwork for my previous programs are utterly amazing. Without
- people like Carmen, where would we get cool 3D Star Trek and telephone
- objects?
-
- Thanks to Will, the only intelligent Mac owner I know. It was great to
- share ideas on high performance 6502 emulation with the 680x0. Have you
- finished your Mac version of your Apple ][ emulator yet? Thanks for that
- 'half' of the "Inside the Apple //e" manual. Did you ever find pages
- 1-110?
-
- Thank you Nico François, for your contribution to the Amiga community.
- ReqTools is a very polished piece of work, and I know that your work has
- saved me (and many others) hours of work trying to "recreate the wheel".
- (Reqtools.library is Copyright © by Nico François).
-
- Thanks to the many helpful people on the Internet, for helping me through
- many obscure programming and debugging challenges.
-
- Thanks to Apple Computer and Steve Wozniak for creating the original Apple
- ][ computer. And congratulations to Apple Computer for knowing how to
- market their computers and becoming a large, successful company. Maybe
- Commodore can learn a few things from you before they drive themselves out
- of business?
-
- Thanks to 'Dalton', for his "Dalton's Disk Disintegrator" (DDD) program on
- the Apple ][. My (de)compression routines were based on his routines and
- attempt to compress data in an identical, compatible way.
-
- And finally, thanks to the many people I do not have space to mention, and
- to all of the Amiga users who have made the Amiga scene as wonderful as it
- is.
-