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- A Beginner's Guide to the
- AMIGA Personal Computer
-
- Written By Shane Monroe
- (c) 1994 By Dark Unicorn Productions. All Rights Reserved.
- Table of Contents
-
- I. Introduction and Terminology
-
- A. Introduction and Welcome
-
- B. Terminology
-
- Basic System Terms - WorkBench
-
- Devices, Memory, and Disks
-
- II. Amiga Internals
-
- III. Basic Amiga Capabilities
-
- IV. Devices, Libraries, 'C' Directory, and Fonts
-
- V. Using the WorkBench
-
- VI. Understanding the Shell
-
- VII. "Let's Do It" Tutorials
-
- A. Formatting and Preparing Disks
-
- B. Configuring Your Workbench and System
-
- C. Using PAL and NTSC; How to switch your system!
-
- D. File Manipulation Using DirWorks
-
- E. Virus Prevention and Information; Protect yourself
-
- F. Installing programs to Hard Drive without an Installer
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- I. Introduction and Terminology
-
- A. Introduction and Welcome
-
- Congratulations! You own the most powerful home
- computer the world has yet to see. As with all things, with
- great power comes great responsibility. This guide will
- assist you in learning your way around this incredible
- computer. If you have been frightened about sitting down
- and playing with your Amiga, now is the time to do it. We
- will take you by the hand and lead you down the path to
- becoming an Amiga guru. This guide was intended for
- beginners and as such will probably bore those of you who
- have had an Amiga for a few years. If you are very familiar
- with some aspects of the Amiga, feel free to skip these
- parts of the guide. Learn at your own pace and don't get in
- a hurry. You will be knowledgeable soon enough! Happy
- computing!
-
- B. Terminology
-
- As with any profession, hobby, or pastime, personal
- computing has its own 'jargon' or 'lingo'; a language you must
- learn if you are to become an accepted part of this world. This
- section will teach you some of the specific terms regarding the
- Amiga computer. Many of these terms will be explained in more
- detail later on, so if they sound confusing, hopefully they won't
- when you are finished with this guide.
-
- BASIC SYSTEM TERMS - WORKBENCH
-
- ICON - A small picture displayed on the Workbench that
- represents a file. Usually double clicking it will cause it to
- be executed. There are several types representing several kinds
- of programs. They are DISK, TOOL, PROJECT, TRASHCAN, and DRAWER.
-
- TITLE BAR - The dark bar on the top of the Workbench or on
- top of an opened window. Usually this contains the title of the
- window (drawer) and other pertinent information like free space
- left on the disk, etc.
-
- GADGET - This button-like object usually appears as a box
- with a circular arrow on the left hand part of the box. Clicking
- this box usually changes its contents to something else; usually
- an option. Repeated clicking will 'toggle' through all the
- possible selections. Any interactive 'button' or screen area is
- often called a GADGET such as a SLIDER or SIZER.
-
- REQUESTER - Almost every modern piece of Amiga software uses
- a REQUESTER of some sort. A requester usually does just that;
- requests something then asks you to click the OK gadget when
- ready. There is also a FILE REQUESTOR which is used to input a
- filename. With this requester, you can 'browse' through all your
- drives and devices and simply click the file to select.
-
- TRASHCAN - This icon is a deposit for unwanted files. It is
- really just a special directory used to hold these files. When
- you 'throw away' files here, they are moved to this directory and
- kept until you physically DELETE them or select EMPTY TRASH from
- the WorkBench pull downs. If you really want to get rid of a
- file simply DELETE it instead of using the TRASHCAN since the
- TRASHCAN will not free up any space by its use.
-
- CLICK - Pressing a mouse button. LEFT CLICK means the left
- mouse button (usually used to select or highlight) and RIGHT
- CLICK means the right mouse button (usually used to activate the
- pull down menus on the Workbench or inside a program. Many items
- like the Workbench require a DOUBLE CLICK to activate something.
- When you see DOUBLE CLICK, it means click the left mouse button
- twice quickly on your selection.
-
- DRAG - This is used to move icons around the screen, copy
- files, and deposit items in the TRASHCAN. To effect this, simply
- click your left mouse button and hold it down on the icon. The
- icon will then follow your pointer until you let it go. We'll
- examine this procedure more later.
-
- TOGGLE - Like a light switch, many gadgets have a SELECTED
- or DESELECTED text. Some menu options can be turned off and on
- such as the BACKDROP on the Workbench pull down menus. These are
- sometimes denoted by a check mark or by highlighting the option
- in another color. In any event, this is called TOGGLING the
- command/option; changing it to its other value.
-
- SLIDER - Sliders are used on the sides and bottoms of
- windows to show when there is more information available. They
- also allow you to scroll around the window to see this
- information. You may either DRAG the small filled box inside the
- slider to show the information or click in the slider area where
- the filled box ISN'T and the box will travel in that direction.
- To see this in effect, open you Workbench Icon and use the SIZER
- in the lower right hand corner of the window to SHRINK the window
- to a smaller size. When you are finished, the sliders will
- indicate that there are more icons to see.
-
- SIZER - This allows you to size the window. This gadget is
- located at the bottom right of almost every window and can be
- DRAGGED to the proper size.
-
- CLOSE WINDOW GADGET - The gadget located in the top left
- corner looks like a little box inside a box. This will close the
- current window. If you are in a SHELL, you may press CTRL-\ to
- close the window.
-
- WINDOW TO BACK GADGET - Located in the top right corner of a
- window, it puts the current window BEHIND all the other windows
- so you may have access to them. It looks like two box
- overlapping each other. You may also use LEFT AMIGA-M to push a
- window back.
-
- SHRINK WINDOW GADGET - This gadget is located to the
- immediate left of the WINDOW TO BACK GADGET. It will shrink or
- expand the window to its smallest size or original size
- respectively. It is a toggling gadget.
-
- GRAPHICS MEMORY - Displayed on the title bar of the
- Workbench Screen (AmigaDOS 2.0+) shows the current amount of CHIP
- RAM you have remaining. You will notice that every time you open
- a window it takes a little bit of CHIP RAM away. When the window
- is closed, it gives it back. More on CHIP RAM later.
-
- GUI - (letters are spoken aloud, not as 'gooey') Graphic
- User Interface. The technical term for an operating system that
- uses a mouse, windows, icons, and gadgets.
-
- WORKBENCH - The program that manages your files and allows
- your interaction with them. Considered a GUI. This is the
- native Amiga operating mode but is NOT required for the Amiga to
- function. It is a small program located in your 'C' directory on
- your boot disk.
-
- PULL DOWN MENUS - Commands you can select by holding down
- your right mouse button and moving the pointer to the title bar.
- While holding the mouse button down you may browse through the
- choices. If a command is highlighted with your pointer (denoted
- usually in inverse text), you may select it by simply releasing
- your button. Some items on the menus may be 'ghosted' or very
- light in color/dotted. These items will not be selectable.
- These are usually 'activated' when another condition exists, such
- as an icon being selected. To see an example of this, use you
- Workbench pull down menus and look under ICONS. Most of these
- commands will be ghosted. To see them unghosted, select an icon
- on the Workbench by clicking it once then go back and look at the
- pull down menu again. Most of them will be selectable now.
-
-
- That concludes the basic Workbench terminology. Now let's
- move on to the more complicated side of the operating system.
-
- DEVICES, MEMORY, AND DISKS
-
- DEVICE - Anything you can send and/or receive information
- to/from such as disk drives, modems, printers, CD-ROM drives,
- digitizers, etc. Even the screen is considered a DEVICE, as is
- the keyboard. We will look at the most used devices later.
-
- MEMORY - An area where the computer stores information.
- Some of it is available to you to use, some of it is for the
- computer only. Every computer (and nearly every modern day
- electronic device such as wrist watches and microwave ovens) has
- at least SOME memory. There are MANY different types on some
- systems, the Amiga is one of them.
-
- ROM - Read Only Memory. This is memory that can only be
- read from but not written to. The actual computer operating
- system (called Kickstart since it is actually required to 'start'
- your system) is contained on a replaceable chip inside the
- computer. This ROM contains permanent information the system
- needs to run.
-
- RAM - Random Access Memory. Memory that you can load
- programs, graphics, and sound into for the computer to use. It
- is volatile which means that when the computer is shut off (or
- rebooted using CTRL-LEFT AMIGA-RIGHT AMIGA) this memory is reset
- and (most of the time) lost. There are some ways around that
- which we will look at later when we talk about viruses. There
- are several types of RAM using in the Amiga, each one with a
- different purpose.
-
- RAM (Fast) - Fast RAM is used to store programs used by the
- central processor (the heart of the computer: a Motorola 68000
- series). In most Amigas this is often 16-bit memory (more on
- that later) since the 68000 is a 16-bit processor. Sega uses the
- same chip in their Genesis game console and their Sega CD. If
- your machine is equipped with an accelerator (68020, 68030, or
- 68040 CPU) then you have a 32-bit processor which runs
- considerably faster that the 68000. This CPU requires
- (obviously) 32-bit Fast RAM to run at its optimum performance.
- If you only have 16-bit Fast RAM and a 32-bit processor, you
- machine may not seem as fast as it should, since the processor
- cannot operate at the speeds you paid for. 16-bit Fast RAM is
- occasionally called SLOW RAM. You can put up to eight megs on a
- 16-bit processor (with some exceptions) and pretty much unlimited
- (based on the weight of your pocketbook) on a 32-bit processor.
- This RAM can usually be added by sticking in a board or plugging
- in a box on the computer. In any event, the custom chips (more
- on that later) cannot use any form of FAST RAM for storage.
-
- RAM (Chip) - Since the Amiga is the only true multitasking
- machine, it has several custom processors (or called the CUSTOM
- CHIPSET) to handle almost every function of the computer, leaving
- the CPU free to do the basic number crunching and program
- execution. These custom processors require their own memory to
- store their own programs in. The memory they are designed to use
- is called (appropriately enough) Chip RAM. In older Amigas it
- was set at 512K (one half a megabyte). Then, a modification came
- out to let you have one megabyte of Chip RAM. The latest Amigas
- have two megs of Chip RAM. Since all the graphics and sound are
- stored here, it is easy to see why 'the more the merrier' is
- quite true when it comes to Chip RAM. Chip RAM *CAN* be used by
- the CPU if no Fast RAM is available. But, this is not desired
- since Chip RAM is about 20% slower than the 16-bit Fast RAM.
- Chip RAM is very costly and difficult to add. It also has a
- little flaw in it called FRAGMENTATION. More on that later on.
-
- DISK - A disk device (or drive) comes in many forms with
- lots of different names. All drives require a CONTROLLER to talk
- between them and the computer. The disk drive that is built in
- to all Amigas is a 3.5" Floppy disk drive. Note: Although the
- 3.5" disk casing is hard plastic, the actual media inside the
- casing is floppy so it is still considered a floppy disk. The
- computer has a built in floppy drive controller that will allow
- up to four floppy drives to be connected and accessed at one
- time. Hard Disk Drives actually use rigid plastic disks to store
- data on. These are hermetically sealed inside the case and you
- will probably never see what a platter (the disk itself) actually
- looks like. They hold a great deal more than their floppy
- counterparts and also require a controller to operate. Most
- Amigas do not have this controller built in so it must be
- purchased with the drive to use. A CD-ROM drive works the same
- way, basically. It also requires a controller but stores its
- information in little pits on the disc. These pits are of
- different depths which represent numbers that the computer can
- actually change into a program to run. All controlled devices
- need a software program 'patch' or device file to allow them to
- talk from the controller to the computer. These are located in
- your DEVS directory on your Workbench Disk or hard drive
- partition. Floppy drives are denoted as DF0 - DF3 and hard
- drives are usually denoted as DH0 - DH?. The Amiga internal disk
- drives are all double density (with the exception of the A4000)
- and hold 880K of data when formatted. There are some utilities
- out there that will allow you to increase this number to 936K or
- so.
-
- RAM DISK - This is a special device. It allocates your
- memory as a 'mini disk drive' to allow temporary storage of files
- and data. On your Workbench, you should see an icon that says
- RAM DISK or RAM. This is just like a disk drive and you can copy
- to, delete from, install programs to, and manipulate it just like
- the disk drive counterparts. Its capacity is limited to your
- total available memory (displayed on the title bar of your
- Workbench disk). It does not need to be 'formatted' to be used.
- It is ready as soon as you see its icon. WARNING! It uses RAM
- to hold what is in it so if you reset your computer, crash it,
- power failure occurs, etc. anything there will be LOST! There is
- a device you can create called a RAD which is like a RAM DISK but
- it will survive anything but turning the computer off (or power
- loss). You can crash it, reset it, etc. and it will still be
- there when your Workbench loads. More on the RAD later.
-
- PRT - Printer device. You can specify which device to send
- a file to in most Amiga programs. For instance, if you are
- working on a database and you want to save it to the internal
- floppy drive, you might enter a filename called DF0:DATABASE.
- With the Amiga, you can send it right to the printer! Simply
- enter PRT:DATABASE and it will send the file to your printer!
- Since you sent your printer type in the PREFs (more later), all
- programs can make use of the special features of that printer.
-
- SER - Serial device. This is the device that lets you talk
- to the serial port (used mostly by modems and printers). Like
- the PRT device you just need to use SER as the device name.
-
- PAR - Parallel device. Talks to the parallel port. This is
- the most common port used by printers. Unless you are talking to
- another Amiga via a Parnet cable, the PRT would be better to use
- if you want to send something to the printer.
-
- CON - Console device. The computer itself! If you send a
- file to the console device, it will display on your screen using
- your CON: device parameters.
-
-
- If a lot of this doesn't make sense right now; be patient.
- Rome wasn't built in a day, nor was your Amiga. Give yourself
- some time to learn.
-
- II. Amiga Internals
-
- We have touched lightly on the internals of the Amiga
- computer in the last chapter. Now we are going to get a little
- deeper and a little more technical on what these things do.
- Let's take a look at the BASIC schematic of the Amiga showing the
- major chips. This represents the NON-AGA Amigas (A500, A1000,
- A2000, A600)
-
-
- VIDEO INPUT/OUTPUT SOUND
- +--------------------------|-----------|---------|-------------+
- | | | | |
- | +----------+ +----------+ +------+ +-------+ |
- | | CPU |---- | DENISE | | GARY | | PAULA | |
- | +----------+ | +----------+ +------+ +-------+ |
- | | | | | | | |
- | | | | |----------------------| |
- | | | | | |
- | | | | +-------+ |
- | +---+ | | | AGNUS | |
- | | K | | | +-------+ |
- | | I | | | | |
- | | C | | |-------------| | |
- | | K | | +----------+ +----------+ |
- | | S | | | FAST RAM | | CHIP RAM | |
- | | T | | +----------+ +----------+ |
- | | A | | |
- | | R | | |
- | | T | | +------------------------------+ |
- | | | ---| 32-BIT FAST RAM IF AVAILABLE | |
- | | R | +------------------------------+ |
- | | O | |
- | | M | |
- | +---+ |
- | * SCHEMATIC DRAWN FOR CLARITY NOT FOR ACCURACY * |
- +--------------------------------------------------------------+
-
- As you can see, there are some serious chips in this
- machine, capable of doing things that other platforms STILL
- cannot do. Let look at these in a little more depth.
-
- CPU - As mentioned before, it is the 68000 family from
- Motorola. In non-accelerated Amigas, the CPU runs at a speed of
- 7.16 MHZ. Now that doesn't sound like a lot, I know. When you
- read about IBM PCs running at 66 MHZ, it sounds like you may be
- living in the Dark Ages with your Amiga. Not so. If you look at
- the schematic closely, very few functions are done by this 'slow'
- CPU. The video, audio, and input/output are all handled
- independently of the CPU. On these 66 MHZ Pcs, every function has
- to tear a chunk out of the CPU processing time. That is why a
- 'slow' Amiga can often outrun and outperform a PC of double or
- triple the MHZ (also called CLOCK SPEED). Imagine having a 50
- MHZ Amiga! Wow! The CPU uses all three RAM banks for memory but
- the memory is used in this order: 32-bit Fast RAM, Fast RAM, and
- finally Chip RAM. That way, it always uses the fastest first and
- the most precious last. The CPU may also have a MATH COPROCESSOR
- which takes care of all the heavy duty math functions, leaving
- the CPU even more free of burden. When you get right down to it,
- the CPU does very little. On an information note, many of you
- are probably thinking "Well, if the CPU has nothing to do, how
- come most flight simulators run so SLOW on my Amiga?" Good
- question. Here is why. Most of these games are 'ported' over
- from the land of IBM Pcs where they have no custom chips.
- Therefore, all the routines depend strictly on CPU speed to
- operate. The programmers don't recode the game to make use of
- the graphics power of the Amiga and just rely on the CPU. So
- naturally a flight sim made to run good on a 33 MHZ PC isn't
- going to run worth beans on a 7 MHZ Amiga. Solution? Get a
- faster processor or get a flight sim that was written for the
- Amiga ON the Amiga (like F/A-18 Interceptor) and see how well it
- runs!
-
- KICKSTART ROM - This is the 'brain' of the system. Without
- this chip, you can't even get a screen up. This holds all the
- programs for making the system work; its internal functions.
- Kickstart use to be on disk (just like IBM PC people do it with
- COMMAND.COM and the IBMBIOS.SYS files) with the very first
- Amigas. Before you could even boot up Workbench you had to stick
- a disk in with the Kickstart information on it. The version of
- Kickstart was 1.1 through about 1.3. Then, they made the middle
- Amigas with the Kickstart on a ROM chip as it is now. They made
- it fairly easy to change out (amen). The 1.3.4 version was more
- or less the final 'old' Kickstart ROM. Then came the 2.0 ROMS
- which were pretty flaky and more or less beta. Some old A3000's
- had this beta ROM. It was soon fixed with 2.04 which is now
- pretty much the standard. With the addition of the PCMCIA slot
- and high density floppy drives to the Amiga, another update was
- needed so 2.05 was released. 2.05 is very unstable on old
- machines and should not be used with older A500s. The 2.05 is
- primarily for the A600 which has the PCMCIA slot.
-
- DENISE - This is the graphic heart of the Amiga. It has
- some fantastic features not found on any other graphic processor
- anywhere. The most incredible feature of this chip is that it is
- already synchronized to everyday video signals like your TV and
- VCR! Video that comes out of the computer my be sent to your VCR
- and recorded with no specialized equipment. To do this on a PC
- would cost several hundred dollars EXTRA. Other features include
- a blitter mode and copper list. The blitter, simply put, is the
- ability to move portions of the screen around at unbelievable
- speeds. Great for animation. The copper lets you alter any
- individual line on the screen independent of the others. This is
- why you can open multiple screens with different resolutions at
- the same time. Of course, you can also exploit this for awesome
- special effects for games and video production. There are two
- incarnations of the DENISE chip. The original DENISE and the
- Super DENISE. The Super DENISE does very little more than give
- you and additional screen mode called Super Productivity Mode,
- which is 1280x400 resolution but only 4 colors. Really only good
- for business/productivity software.
-
- GARY - This chip controls all the input/output of the
- system. Printers, disk drives, serial port, etc. This chip
- gives the computer the ability to REALLY multitask since you can
- output to the printer, access your hard drive, and copy two
- floppies at the same time WHILE YOU ARE DOWNLOADING WITH YOUR
- MODEM. Try that with ANY PC!
-
- PAULA - This is the sound driver for the Amiga. As it is,
- you have 2 channel, 4 voice, hi-fi stereo sound with any Amiga
- computer. It is the standard. Some very clever programmers have
- hacked six, even 16 voices out of this chip. The sound coming
- out is with standard RCA type plugs which can attach to any
- stereo for unbelievable sound quality. Even with the new
- technology, PC computers don't have the fidelity that comes out
- of the Amiga.
-
- AGNUS - This is the memory manager for the CHIPSET. To
- direct each chip to the right area of memory, the Agnus sits
- between the chips and Chip RAM. There are three incarnations of
- this chip. The original Agnus, the Fat Agnus, and the Fatter
- Agnus (also called Super Agnus by some). These chips decide how
- much Chip RAM you system CAN HAVE not necessarily actually have.
- The original Agnus would only address 512K maximum. The Fat
- version accesses one meg, and the Super can address two megs.
- The Amiga 3000, 1200, 4000, and 600 have the Super Agnus chip in
- it. Only the first three actually have the full two megs of Chip
- RAM in it. The 600 can be expanded to make use of the extra Chip
- RAM. The other Amigas require a special board called the
- MegaChip 2000 to get two megs of Chip RAM. The 2000 has one meg
- of Chip RAM standard (Fat Agnus) and some newer 500s have the Fat
- Agnus also, but cannot access the memory without a special
- modification done to the motherboard. The most important part of
- the Fat Agnus and Super Agnus is the ability to switch to PAL
- video mode. This alone requires some explanation.
-
- Europe uses a different type of power than we do here. They
- use 50 hz power instead of 60 hz like us. That means that their
- power cycle is slower. Thus, it takes their computer a little
- bit longer to update the screen display; it does it every 50th of
- a second versus every 60th of a second with ours. In other words
- they can draw more on the screen before it has to start over
- again. In layman's terms, they can display 256 lines on the
- screen versus 200 lines on ours. This can truly unsync the
- graphics and sound on games and in some cases cause them not to
- work at all if timing is critical to the program. By using a
- special program, we can change our screen displays into PAL (ours
- is called NTSC) mode so that we can use the wealth of European
- Software that is available to us. This reason alone is good
- enough to warrant upgrading this chip if you have the old
- original one.
-
- FAST RAM - We discussed this is detail above so we will only
- touch on it here. Again, this is the memory that is used by the
- CPU to store programs and data and is NOT useable by the custom
- CHIPSET. It may be worth noting that when you add Fast RAM to
- the system autoconfigures it and it is immediately available. On
- PC computers, you are required to run a memory manager program to
- access the memory and even then it is difficult to arrange right.
-
- CHIP RAM - This is a topic which we discussed earlier, so I
- won't recap all that information here. Instead, let's talk about
- the liabilities of Chip RAM. Aside from having very little of it
- to start off with (unless you own an AGA A1200 or A4000) and
- having it costly & difficult to upgrade, there is another problem
- called FRAGMENTATION. This can get sticky, but try to follow me
- on this one. Chip RAM is allocated in 'chunks' by the custom
- CHIPSET as it requires it. The DENISE chip may grab a 200K chunk
- to open up a screen. Think of Chip RAM as a whole pie; a one
- megabyte pie. When a chip needs some memory, it asks Agnus to
- allocate it a piece of pie. Agnus checks the pie to see if a big
- enough piece is available and then 'slices' a piece out and
- 'gives it' to the chip requesting it. When the chip is done with
- it, it gives it back in the same size it took it. Agnus 'puts
- the piece' back into the pie and it is available for the next
- request. Unfortunately, once the pie is 'sliced up' from all the
- requests, all the is remaining are thousands of 'little slices'
- of pie. Now, a chip requests for a large chunk of Chip RAM.
- Agnus checks each slice to see if it can cut a big enough piece
- out of it to meet the demand. After searching all the pieces, it
- could not find a big enough piece, so it tells the system that
- there is an OUT OF MEMORY error and denies the chip the memory,
- even though the 'pie pan' is full of pie slices! This is called
- fragmentation and it is one of the leading 'cryptic' reasons why
- your Amiga will give you an OUT OF MEMORY error when you
- WorkBench shows you have plenty. The worst part of the deal is
- that the only way to defragment the memory is to reset the
- machine or turn it off then back on. There are a few programs
- out there that claim to 'force' a refragmentation of memory, but
- they are genuine hacks and not available commercially. While
- this problem sounds bad (and it is) and frequent (it isn't),
- there are a few things you can do to help reduce the frequency.
- If you are going to use a paint program, stick in one resolution
- if possible. Or if you know you will be needing to use multiple
- resolutions, use them in order highest to lowest. You may also
- reset your machine from time to time. The bottom line is, don't
- consciously worry about Chip RAM unless you start having problems
- with it. Most of us run one meg Chip RAM machines and very
- rarely have any problems with fragmentation. This paragraph was
- written to educate you on one of the idiosyncrasies of your
- machine; not to scare or worry you.
-
- Of course, there are many more parts inside you computer
- like CIA chips (your floppy drive and mouse/joystick controllers)
- but most of them are beyond the scope of this guide. If you want
- to learn more about these parts, I would recommend contacting
- ABACUS books and getting one of their advanced guides.
-
- III. BASIC AMIGA CAPABILITIES
-
- Now that we see all this cool hardware and awesome operating
- system, let's really talk about what you can do with it. Most
- people believe that the Amiga is a 'game machine' and not
- suitable for 'professional' applications. Au contraire monsieur,
- the Amiga is capable for EVERY COMPUTER NEED you may have. This
- chapter will explain why and recommend some programs to meet
- these needs.
-
- First, let's talk about graphics, where the Amiga really
- excels. While newer PCs have a better resolution with 256
- colors, the Amiga more than makes up for it with its special
- graphic modes and the Denise specialties we mentioned earlier.
- Here is a breakdown of the Amiga display resolutions:
-
- Name Size (in pixels) Maximum Colors
- -------------------------------------------------------------
- Low Resolution 320x200 4096 (HAM)
- Low Res Interlaced 320x400 4096 (HAM)
- High Resolution 640x200 16
- High Res Interlaced 640x400 16
- *Super Productivity 1240x200 4
- *Super Prod Interlace 1240x400 4
-
- * Requires a Super Denise chip.
-
- Please note that this is for Amigas up to AGA. The AGA
- Amigas have much better resolutions and colors, but since the
- majority of Amiga users reading this guide have these older
- systems, we will stick with this. To make things easier, let
- define a couple more terms. OCS is the old chipset. This means
- half meg Agnus and no Super Denise. ECS (enhanced chip set) is a
- one or two meg Agnus and a Super Denise. The only computer that
- comes with the ECS installed is the A600. The AGA machines have
- their own AGA chipset. The ECS, of course, can be installed in
- any lesser Amiga.
-
- The possible colors for a resolution depends on the mode you
- are operating in. In Low Res, you have 2, 4, 8, 16, and 32
- colors plus access to 4096 color HAM (more on that later) as well
- as a special mode called Extra Half Brite (EHB) which allows for
- 64 colors in a special way. You may have 2, 4, 8, or 16 colors
- for High Resolution screens. Super Productivity Mode is used
- only for business applications requiring a huge screen since it
- only supports 4 colors.
-
- Extra Half Brite is a special mode that makes 64 colors out
- of 32 colors. Here is how it works. The first 32 colors are
- definable and the second set of 32 colors are derived from the
- first 32 colors by dimming them to half as bright (thus the
- name). So now you have 64 colors out of 32. When you change a
- color, its 'half bright partner' is also changed.
-
- HAM is very interesting indeed. It is also quite
- complicated. HAM stands for Hold And Modify and, as the name
- might imply, is not very good for animation. HAMs real power
- comes out when displaying photographic quality still images, such
- as people or a real life picture. HAM gives you 4096 colors on
- the screen versus the 256 colors of a PC. Granted, the
- resolution must be Low or Low Interlaced, but believe me color is
- more important than resolution when it comes to displaying images
- of this type. HAM is nothing more than a clever hardware 'hack'
- that wasn't even originally planned when the Amiga was designed.
- The biggest liability of HAM mode is a 'glitch' called HAM
- FRINGING. This is what you see on some HAM pictures if you try
- to modify them with a paint program. It is a color bleed,
- basically. The process is very detailed but let's just say that
- each pixel color is dependant on pixel's color to the left of it.
- So, if you change a pixel's color, it can effect up to three
- pixels to the right of it. This causes the 'bleed' effect you
- see. HAM is very neat but very restrictive, which is why most
- software does not use it, especially games which require a lot of
- action and movement. Most games use Low Res 32 or 64 colors for
- their display.
-
- Using the Amiga for games is an excellent choice. The
- powerful graphic commands of the Denise (copper & blitter) give
- this machine the edge for fast hard core arcade games like Mortal
- Kombat. The ease of adding memory to the Amiga make it a good
- platform for in depth memory hungry simulation games too. The
- fact that every Amiga has a mouse and built-in inexpensive
- joystick adapters also make it cheap for games. The rich built-
- in sound chip generates arcade quality stereo soundtracks and
- sound effects as well as providing speech and digital sound
- capability. The fact that the video signal coming out of the
- computer can be sent straight to a TV puts it in good competition
- for console games like Sega and Nintendo. Although the Amiga was
- not originally designed for games, it certainly does a good job
- of playing them.
-
- Productivity on the Amiga is also quite good, although in
- different ways than the PC. The PC has tons of productivity
- titles not even available on the Amiga, but the Amiga does have a
- few things that the PC doesn't and it can really swing the
- pendulum towards the Amiga if these things are what you need.
- The main advantages to productivity work on the Amiga is the true
- pre-emptive multitasking operating system. This operating system
- (OS) is by far the best OS on the home computer platform. PC
- users have Windows and OS/2, but the power of the Amiga OS has to
- be explained before you can really see the superiority of it.
-
- First, it requires very little memory to run. Workbench
- itself is only 14K! The Amiga OS will run on an Amiga of only
- 256K! Try running Windows or OS/2 on any PC with less than 16
- megabytes of memory and see how you like it! Since the OS is
- pre-emptive, you may actually assign a priority to each task that
- is running to insure that the processor gives it attention before
- any other task. For instance, if you were running a spreadsheet
- that was doing major calculations, you may set the task at a
- higher priority so that when you are writing a letter on your
- word processor (at the same time, of course), the CPU will give
- the spreadsheet the attention when it calls for it to do
- calculations. In this respect, if a task crashes, it can usually
- be suspended and allow you to finish up the work you are doing
- with other programs before you reboot to clear the crashed task.
-
- The OS also has a ton of other little gems for productivity
- that set it aside from the other lesser OSs. Overall, the
- environment is incredibly simple and easy to learn as you will
- see in the tutorials. In WorkBench 2.1 and above you can do all
- sorts of things like read and write to IBM formatted disks
- (Double Density, of course) so you can take files to and from
- work and use them on the PC you may have there. Since the Amiga
- has productivity programs that will share data with IBM
- productivity, you can do a lot of work at home using the Amiga OS
- and then take the data back to work. Here is a quick list of
- popular PC programs and the Amiga programs that will exchange
- data with them.
-
- IBM Program Amiga Programs
- -----------------------------------------------------------------
- Word Perfect Transwrite, WordsWorth, Word Perfect
- Lotus 1-2-3 Professional Calc
- dBase III, IV (.dbf) Superbase Pro, SBase IV, dB Man
-
- Of course, standard text (ASCII) files are fully moveable
- from platform to platform.
-
- Another gem is the ability to set default preferences for
- major peripherals so you don't have to set them for individual
- programs. For instance, there is a PREFS editor for all version
- of AmigaDOS. From there, you can set the default printer type to
- use. Once it is set, all programs grab the printer driver from
- that preference instead of making you specify one inside the
- program. You can read this as NO MORE PROGRAMS THAT DON'T
- SUPPORT YOUR PRINTER! Once the driver is set, you no longer need
- to set it inside your programs. If you have a strange printer
- and a PC, you know the frustrations of getting an expensive piece
- of software that relies heavily on the printer only to find out
- that it doesn't support your printer. Then you spend your whole
- afternoon trying to find a driver that is CLOSE enough to get the
- printer working. Come to find out that half of the special
- features you bought your printer for won't work with this other
- driver. Not a burden for us Amiga owners.
-
- You can customize your Workbench to look and act exactly the
- way you want including colors, sound effects, backdrops, custom
- animated icons, screen resolution, even redefine the shape of
- your mouse pointer! All this is SUPER easy to do, too.
-
- Now, how about video production? If you have ever wanted a
- hand in making movies, this computer will help you out. Since
- the video output is synchronized to normal video, you can make
- scrolling credits for your home movies, animate your own cartoon,
- or do wild special effects like morphing and 3D rendered
- animation like in seaQuest DSV. All done on your little 'game
- computer'. With an inexpensive hardware device you can 'scan'
- your pictures onto the screen and modify them. You can record
- 'mini-movies' and play them back. Scan in your business logo and
- alter it then print it back out to your laser printer. Grab a
- frame of your favorite TV show and put it as a backdrop on your
- Workbench. The sky is the limit and you already have most of
- what you need to get there; an Amiga. If you are seeking to
- become a video professional, you will have no doubt heard about
- the Video Toaster. This all in one card for the Amiga (only, I
- might add) will give you the power of a $100,000 television
- studio right in your house. seaQuest DSV and Babylon 5 are just
- two major programs that utilize the Toaster for their special
- effects. The Video Toaster costs under $2000 and is a real
- steal. It requires an A2000, A3000, or A4000 to work. With an
- cheap device called a GENLOCK, you can overlay computer graphics
- and live video like the weatherman and his map, or make your own
- 'Roger Rabbit' movie using your own Amiga generated cartoon
- characters with YOU as the star.
-
- Personal software such as address books, calendar planners,
- CD databases, organizers, and much more are abundant in the
- Shareware realm of the Amiga. You can get great software for $5
- or $10. Some of it you can get for FREE! You may never have to
- spend the cash on another high priced piece of software again!
-
-
-
- IV. Devices, Libraries, 'C' Directory, and Fonts
-
- Now that you have seen the power of the Amiga computer, it
- is time to discover a little more about where it comes from and
- allow you to broaden your knowledge about your system. Anyone
- can use a computer, but it takes something special to REALLY
- understand what is happening inside.
-
- As an Amiga owner, chances are you know twice as much about
- your system as most PC owners know about theirs. That is because
- the Amiga OS let's you get as deep as you want into the system
- without FORCING you to. You can operate an Amiga for years and
- never once open a Shell (more later) or learn anything about what
- I am about to share. But the more you know, the more power of
- your system you will get. There are a MASSIVE number of things
- you can do with your Amiga than what the Workbench will allow.
- In order to use this power, you need some knowledge to keep the
- power under control.
-
- DEVICES
-
- As we stated before, a DEVICE a piece of hardware such as a
- modem, printer, or hard drive. Each device has a controller of
- some kind to allow it to talk to the computer. In order for the
- Amiga to talk to it, it requires a small program to tell it 'how'
- to talk. Think of this program as an 'interpreter'. This
- program is called a DEVICE DRIVER. The drivers can be recognized
- by the extension .DEVICE. The printer driver is called
- PRINTER.DEVICE, the serial port driver is called SERIAL.DEVICE,
- etc. Since these drivers are programs, they can be modified and
- updated by programmers to take advantage of new technology
- easier. Most drivers that are used are included with Workbench.
- Some special hardware such as CD-ROMs or video scanners, etc. may
- require that you use their special driver. Most of the time,
- though, the software that comes with the hardware will have an
- easy installation program that will do it all for you. As a new
- Power Amiga user, you need to know where these are. All the
- drivers are kept in a drawer called DEVS on your Workbench disk
- or partition. If you were to look in this directory, you would
- see lots of drivers for lots of different devices. For the most
- part, you will not even notice this drawer nor its contents and
- even more rarely will you ever have to interface with it.
-
- LIBRARIES
-
- This is where you can get yourself into trouble. Not being
- knowledgeable in this area can cost you a lot of time and
- trouble. But, in a few minutes, you will hot to trot on
- libraries.
-
- A LIBRARY is a program file. All your libraries are kept in
- a drawer called LIBS on your Workbench disk or partition. They
- cannot be run, per se, but are more like a RESOURCE for other
- programs to draw commonly used information out of. This makes
- programs smaller and more efficient. Take this example. You are
- a worker for a construction site. Now, you are building a house
- here and aren't exactly sure what you are going to be required to
- work on that particular job; it could depend on the weather, how
- long a job before takes, etc. You have to decide on something.
- What tools are you going to bring from your truck out to the
- actual site? Carpenter tools? Electrical tools? Plumbing
- tools? You don't really know. You could drag your whole toolbox
- out there just in case, or you could just get what you needed out
- of the truck when you required that particular type of tool.
- Your truck is right there and that way you don't have a lot of
- tools cluttering up the place.
-
- This is the way libraries work. Let's say you write a
- program that might be required by the user to load up a picture
- and display it. Chances are he won't, but he might. Are you
- going to include the routines inside your program to load the
- picture? Well, you could, but there is a library out there that
- has the routines in it for you. All you have to do is call for
- it and it will do the job for you. If you want to do heavy math
- inside your program, you can call a different library to do it
- for you so you don't have to include a 'calculator' inside your
- program. That is why so many Amiga programs are so small; they
- use libraries to do most of the dirty work. Libraries are
- information common to lots of programs (math, graphics,
- input/output, etc).
-
- So, why can these guys get you in trouble? Well, almost
- every big program out there has a couple of special libraries
- that it requires to run. Now once you've installed a lot of
- programs on your hard drive, you may have a HUGE LIBS directory
- (you should see mine) and some software uses the same special
- libraries such as the popular ARP.LIBRARY which is a very nice
- file requester routine. While the program may work fine on your
- hard drive, if you put it on a floppy and try to run it, it may
- not find that library and crash. Should you go on a LIBS drawer
- deleting spree, you may find that a lot of your programs
- (including Workbench) might now work any more. Another problem
- you might run into is when you install a new piece of software
- that contains an UPDATED version of an existing library. If the
- old library is overwritten, the program that used it before may
- not run anymore. This happens with a lot of 1.3 vs. 2.0 programs
- that use very different libraries with the same name. Be very
- careful about overwriting existing libraries with new ones.
-
- You will also need to be familiar with this directory if you
- ever plan on trying to coax a non-hard drive installable program
- onto your hard drive. More about this later.
-
- 'C' DIRECTORY
-
- Ah, the nerve center of your OS. If you are also a PC user,
- this drawer is comparable to the DOS directory in MS-DOS. Simply
- put, most of your Shell commands are here. Commands like copy,
- delete, dir, makedir, etc. are all found right here. Again, this
- is a directory that a regular user may never look at, but as a
- Power user, you will intimately learn about.
-
- Next to your LIBS directory, this will probably be your
- biggest drawer in terms of number of files. Mine has over 300
- files (commands) in it. After you computer on your Amiga for a
- few years you will build up a great collection of these little
- 'utilities'. Things like text viewers, picture viewers, file
- archivers, filename searchers, file converters, etc. can be
- stored here. The best part of this drawer is that the system
- will always check here for a command no matter where in the
- system you issue it. If you are on device DF1: and use the COPY
- command, the command will work because although it is not on the
- disk in DF1: it is in your 'C' directory. Take a look at this
- directory sometime and see how many goodies there are here. Like
- the LIBS directory, if you go chopping files away out of this
- drawer, things like your Workbench (and other programs) may not
- work anymore. This is another directory that you will utilize in
- learning to install non-installable software to your hard drive.
-
- FONTS
-
- Possibly one of the coolest things about your Amiga OS is
- the FONTS directory. This is a drawer of fonts that you can use
- inside of word processors, paint programs, and any other program
- that might support them. The fonts are stored in a strange
- format. It may not look like it from inside a well behaved
- thought out program, but if you looked at the directory you would
- see something like this:
-
- TOPAZ <DIR>
- DIAMOND <DIR>
- topaz.font
- diamond.font
-
- The .font file is the font's identifier. This is what you
- paint program might look at to tell what fonts you have. The
- corresponding directories contain the actual fonts themselves and
- contain filenames that are numbers like 8, 16, 32, 48, etc.
- These numbers represent the point sizes of the font that are
- available 8 being small and 48 being large.
-
- There are two major types of fonts; Bitmapped and
- CompuGraphic. Bitmapped are the ones we see above. They are
- limited to the exact sizes that are listed in the directory.
- Compugraphic fonts are what we call SCALABLE which means that
- they can be any size you desire them to be. Where as bitmapped
- fonts are drawn and saved, Compugraphic fonts are stored as
- mathematical functions that tell the computer HOW to draw them;
- size means nothing. It is similar to Postscript for those
- familiar with it. These fonts are bigger and take much longer to
- load, but the end result is worth it. If you try to manually
- scale a bitmapped font with your paint program, you will find it
- choppy and jagged. Compugraphic fonts look good no matter what
- size. Fonts are sort of like Libraries. They are called on
- demand instead of included inside the programs themselves. As
- you may have guessed, this directory is also pertinent to
- installing non-installable software to your hard drive.
-
-
- V. USING THE WORKBENCH
-
- Up to this point we have covered a lot of in depth stuff
- about your Amiga. Now let's go back to the easy stuff and take a
- break before we get into the intricacies of the Shell and the
- tutorials.
-
- We talked a lot about the windows, icons, and using the
- mouse. The manual that came with your Amiga can explain most of
- the WorkBench to you. Instead of reviewing the same old stuff
- you probably know about already, I am going to take you through
- some of the lesser known things about the WorkBench. Things that
- even some of the veterans may not know about. Oh, one thing
- before we get started; this chapter will discuss Workbench V2.1
- since it is probably the most widely used. Some things will work
- for V1.3 and V2.04 and MOST should work on V3.0.
-
- Take a moment right now to look at your pull down menus on
- your Workbench. Notice the far right menu item that says TOOLS
- and the only command under it is RESETWB? That menu was put
- there for programmers who wanted to add their own menu items to
- the pull downs. You can utilize it for your own use! You can
- make menu items that will launch programs, copy disks, or
- anything you might want! There are several public domain
- programs like ToolsDaemon and Tool Manager that will help you do
- this. Each program has its own way of doing business so check
- the documentation that comes with the program to find out how to
- set things up. It is a lot easier that opening a hundred windows
- to get to your favorite programs.
-
- Being in the WorkBench environment is rather limited, but
- you can access a lot of power here all the same if you know what
- you are doing. As you know, not every file has an icon to
- activate it. What gives a file an icon is another tiny file
- called the .info file. This little file actually holds the
- graphic information that you see displayed on your WorkBench. It
- also holds the coordinates of where on the screen your icon is
- placed when displayed. As you may already know, you may change
- how the icon looks and how it looks when it is selected or
- clicked on. The program called ICON EDIT on your WorkBench disk
- or partition will help you do the deed. There are also several
- PD programs that will do it even better as ICON EDIT is pretty
- basic.
-
- Any program that has an icon can be manipulated with the
- mouse on the Workbench by simply clicking once on the icon and
- using the pull down menus under ICONS to DELETE, RENAME, etc.
- Most programs, though, contain more than simply one program file.
- Most of them have many data files that go along with it.
- Many programmers are kind enough to put related files together in
- a single directory for ease of moving, deleting, etc. If for
- some reason this is not the case and you find yourself with a
- directory of twenty or thirty programs, here is a little trick
- you can do.
-
- Although it is documented in the manual, many people don't
- think about it. You can make the Workbench show you ALL the files
- in a directory, not just the ones with icons. Once all the files
- are displayed, you can manipulate them in the standard way. Look
- on the WINDOWS pull down for a command that says SHOW FILES and
- select ALL. Now all the files in that window (drawer) are now
- visible with 'pseudo' icons. Play away! Another little known
- command is the ability to select multiple icons for the purpose
- of deleting, copying, etc. to save time. You will notice that
- you can only select one icon at a time. To rectify that problem,
- hold down your SHIFT key while selecting icons. You will be able
- to highlight as many as you want. Now, you can select delete or
- drag ALL the files to another drawer for copying. Pretty neat.
-
- Another very basic function that goes unnoticed for the most
- part is the EXECUTE COMMAND menu item. With this option, you may
- send a command to DOS just like you were in a SHELL, but not
- actually open a SHELL window. This could be useful if you are
- very tight on memory or just wanted to do one single command and
- not spend the extra time opening a SHELL. When activated, it
- will open up a requester and you simply type in the command. It
- is a good way to open a SHELL from the WorkBench if you don't
- have another fast means to do so. This command would also be
- handy for those with removable media hard drives such the Syquest
- drive where they have to execute a DISKCHANGE command when they
- swap cartridges. This way is much easier than opening a SHELL
- and doing it.
-
- Many people like to have custom programs running on the
- Workbench such as a clock, Tool Manager, a virus checker, etc.
- Now in the old AmigaDOS there was no real easy accommodation for
- this. If you wanted to do this, you would have to learn to use
- the SHELL (CLI back then). Now with 2.0 or better, you have a
- neat little drawer called WBSTARTUP on your Workbench disk or
- partition. Any file you 'drop' or copy in there will
- automatically be executed for you when your Workbench loads up!
- So if you wanted VirusZ to run on startup, just drop the icon in
- this drawer and it will be done. A great tool for those who do
- not want to learn the ways of the SHELL.
-
- In the tutorials coming up, we will discuss how to customize
- just about everything about your Workbench including colors,
- screen mode, even the pointer and the system beep. For now,
- experiment with your Workbench. Get comfortable with it. The
- AmigaDOS OS is the most advanced easy-to-use GUI out there.
- Enjoy every aspect of it!
-
-
- VI. UNDERSTANDING THE SHELL
-
- We have seen how powerful the Workbench is. With it, we can
- do just tons of things. But, the Workbench was designed to be
- easy and elegant; not omni-potent. While many functions can be
- done from it, there is a much more powerful (and therefore more
- dangerous) way around AmigaDOS: the SHELL.
-
- The SHELL is a direct non-GUI method of commanding AmigaDOS.
- This interface (formerly called the CLI for COMMAND LINE
- INTERFACE) opens up on its own window and has no gadgets, icons,
- or pull down menus. If any of you have been unlucky enough to
- have owned or worked with PCs and MS-DOS in the past, you will
- feel right at home here. Many commands of MS-DOS and SHELL are
- similar or even the same. When SHELL is open, it will look like
- this:
-
- Workbench:>_
-
- Now you must physically type in commands to interface with
- the system. The label before the > character is the current
- volume (or device) name that you are 'in'. There are a number of
- basic commands and principles you are going to need to know to be
- safe with the SHELL. First, we need to look at a device's
- structure, so you know how to navigate around using the SHELL.
-
- The Workbench is like a filing cabinet, right? Before you
- open any disks or drawers, it is like an unopened file cabinet.
- When you click open a disk icon you are opening one of the
- cabinet drawers. When you open a drawer (or directory) on that
- disk, it is like opening a file folder in that cabinet drawer.
- Then opening another drawer within that drawer is like opening a
- file in that file folder in the cabinet drawer, etc. This is
- called a DIRECTORY STRUCTURE or in the PC world a TREE. Here is
- a possible example of a "tree" using the Workbench disk as the
- 'file cabinet'.
-
- WORKBENCH
- |
- |--C
- |--DEVS
- | |-DOS DRIVERS
- | |-PRINTER DRIVERS
- | |-STANDARD
- | |-LASER
- |
- |-FONTS
- | |-DIAMOND
- | |-TOPAZ
- | |-RUBY
- | |-GARNET
- |
- |-LIBS
- |-S
- |-SYSTEM
- |-UTILITIES
- | |-DISK
- |-WBSTARTUP
-
- All the names listed above represent directories (or
- drawers) and all have files 'under' them. Some you might see on
- the Workbench, but most of them you won't (unless you select to
- show ALL files). In the SHELL, there is never really anything
- 'hidden' from view. That is part of the power of the SHELL. How
- you get from the 'current directory' to the directory you want to
- work with is called the 'path'. For instance, if you wanted to
- see what files were in the LASER directory, you would have to
- 'go' there first, then look or at least tell the SHELL where you
- wanted to look. That is what the PATH is for. A path should
- always be followed by a device name or designation is avoid
- confusion. For instance, in our above example, the path to the
- LASER directory is WORKBENCH:DEVS/PRINTER DEVICES/LASER or if
- your Workbench disk is in the internal drive you could use DF0:
- in place of WORKBENCH. Using device designations like DF0: is
- not only faster but if by some strange chance you have two
- devices of the same name there is no question what device you are
- working on.
-
- Navigating around using SHELL in AmigaDOS 2.0+ is quite
- easy. Easier, in fact, than with MS-DOS and much easier than
- with the old SHELL or CLI. To 'move' somewhere you need only
- type the path to move to. If you were in our above example, you
- would need only type DEVS/PRINTER DRIVERS/LASER to move to that
- directory. If you were on another device other than Workbench or
- in a different directory on the Workbench disk, you would have to
- use the full path including the device name (WORKBENCH:)
- preceding the path. You may also want to navigate a single
- directory at a time. Here is what a sample session might look
- like:
-
- WORKBENCH:>devs
-
- WORKBENCH:DEVS>printer drivers
-
- WORKBENCH:DEVS/PRINTER DRIVERS>laser
-
- WORKBENCH:DEVS/PRINTER DRIVERS/LASER>
-
- -OR-
-
- WORKBENCH:>workbench:devs/printer drivers/laser
-
- WORKBENCH:DEVS/PRINTER DRIVERS/LASER>
-
-
- NOTE: If you are using V1.3 or lower of the OS, then you
- will need to precede the path with the command CD (for CHANGE
- DIRECTORY). It will also work for V2.0+ but it is optional.
-
- Now you are in position to see what is in this directory.
- Now we are ready to look at file manipulation commands. Here we
- will touch on the most used commands in the SHELL. Each command
- will be followed by the parameters necessary to make it work. If
- the parameter is OPTIONAL it will be in brackets []. If required
- it will be in <>.
-
-
- DIR [path]
-
- The most used command in the SHELL, this will display a list
- of all the directories and files in the specified path or the
- current directory if NOT specified. You can get a more expanded
- listing of the files by using LIST instead of directory.
-
-
- COPY [from path]<files> [to path]
-
- This command will copy files from the 'from path' to the 'to
- path'. If no 'to path' is specified, the files will be copied to
- the CURRENT DIRECTORY. This command can use WILDCARDS, special
- symbols to tag multiple files:
- #? = All files without extensions #?.#? = All files
- ? = Replaces one character
-
- Use the '?' when you have a number of files with mostly the
- same letters and just one or two that are different in the same
- location. For instance, if you had three files in the RAM DISK
- called ATRAIN1, ATRAIN2, and ATRAIN3, and you wanted to copy all
- of them to a floppy disk, here is the command:
-
- COPY RAM:ATRAIN? DF0:
-
- Feel free to experiment by copying multiple files to your
- ram disk then using the next command to delete them.
-
- DELETE [path]<files>
-
- This will remove the files specified. You may also use the
- optional path to delete files in a directory you are not
- currently in. Example, to delete the files in the above example:
-
- DELETE RAM:ATRAIN?
-
-
- TYPE [path]<filename>
-
- This command will display the contents of a text file to the
- SHELL window. Make sure that you open up your SHELL window
- completely to see the maximum amount of text.
-
-
- MAKEDIR [path]<name>
-
- Makes a directory called <name> at the specified path. It
- will NOT create an .info file so you will not be able to see it
- from the Workbench. If Workbench access is what you need, use
- CREATE DRAWER from the pull-downs menus on the Workbench.
-
-
- ED [path]<filename>
-
- Starts the Amiga's built-in text editor. This is like a
- mini-wordprocessor. This will allow you to alter a text file and
- save it back again. Very useful in customizing your system.
- More on that later.
-
-
- AVAIL
-
- Tells you lots of information about your system including
- how much memory you have/have left.
-
-
- CLS
-
- Clear screen. While you can call this command directly, it
- is much more useful in a series of commands called a 'script'
- file. For MS-DOS users, this is called a BATCH file. We will
- talk more about scripts a little later.
-
-
- ASSIGN <device:> <device:>[path]
-
- This is going to be one of your most used commands as you
- get deeper into the Amiga. This command will allow you to
- 'redirect' access of one device to another, allowing you to put
- files just about anywhere you want and still access them. For
- example, you have a Backgammon game on a floppy disk 'GAMMON'.
- You copy all the files into a directory on your hard drive so you
- can play it from there instead of the slower floppies. You put
- it on DH0: under the directory GAMES. So, you try and run the
- game and after it loads the main game it tries to load the data
- files required for play. Since the game KNEW it was on a disk
- called GAMMON, it tries to look at that disk for the files and
- give you a requester tell you to put the disk GAMMON back in any
- drive. Well, you could put the disk back in and let it load the
- data files, but that would be defeating the purpose. Instead,
- let's redirect the request to the directory on the HD where the
- game actually is.
- ASSIGN GAMMON: DH0:GAMES/
-
- Now, all subsequent calls for the disk GAMMON will go to the
- right place. As you may have guessed, this is one of the main
- tricks for getting programs to work on the hard drive that were
- not intended to installed there.
-
- That is enough SHELL information to get you started. There
- are literally hundreds of commands you can execute from the
- SHELL and you could see them if you get a directory of the
- directory named 'C' on your Workbench partition. Or, look in
- your manual for more commands.
-
- The SHELL is a powerful alternative to the Workbench. The
- SHELL and your 'C' directory are tightly interwoven and it is
- useful to add your own special commands to the system by copying
- the commands over to the 'C' directory so you may use them
- anywhere. Put all your compression programs like LHA and DMS
- here as well as your own text editors, icon editors, etc.
-
-
- VII. "LET'S DO IT" TUTORIALS
-
- A. Formatting and Preparing Disks
-
- This may seem like a trivial tutorial, but there are several
- things you can do to customize a newly formatted disk to suit
- your needs.
-
- First, insert the disk to be formatted. An icon will appear
- telling you either the old disk name if it has been formatted
- before, or question marks if it was formatted for some other
- computer or not formatted at all. Click it once and select
- FORMAT DISK from the ICONS pull down menu. If you format it from
- the Workbench this way, you will not be given any custom options
- to set. If order to have some control over the formatting,
- select the FORMAT utility on your Workbench disk or partition.
- Select the drive to format. You will then be presented with a
- requester asking you some pertinent information like the disk
- name, whether you want a quick format, international mode, fast
- file system, and if you want a Trashcan icon attached.
-
- International mode is something you will likely never need
- so leave that unselected. If you are using 2.0+ of AmigaDOS, you
- may format floppies in the FAST FILE SYSTEM which makes your
- floppies faster and hold slightly more data. Make sure that you
- do not intend to use this disk on a 1.3- version of the OS
- because it will not be able to read it. If you are not sure, do
- not select FFS. We already know that the Trashcan is worthless,
- so do not select that. If you disk has been formatted on your
- Amiga before and you KNOW that it is standard with NO errors you
- may select the quick format option. This does not erase the
- entire contents of the disk, just the bootblock and the directory
- track (track 40) where the names of the files are stored. This
- makes formatting very quick since it only has to format two
- tracks instead of 80. But, any errors or bad tracks on the disk
- will not be discovered this way. Also, disks that are non-
- standard DOS cannot be formatted quick. You can determine a non-
- standard DOS disk by the disk name when inserted and read from
- the Workbench. The name will read DF0:NDOS for example,
- depending on which drive you insert it in.
-
- Now that you have all your options set, go ahead and begin
- the format. If you do not do a quick format, this can take a
- couple minutes. Any errors that occur will abort the format
- process. Should this occur, you have a couple of options. You
- can discard the diskette as it is probably bad. You may also
- elect to use a program to 'tag' the bad blocks out of commission.
- This will allow you to use the disk to hold information, just not
- use the bad blocks. Obviously, this will effect the amount of
- space your disk can hold. It is a personal thing, but the right
- answer is to discard it. Chances are good that more bad blocks
- will develop quickly as you use it, since the media itself inside
- the disk is likely defective.
-
- Now that you have a nice clean disk, you may want to tailor
- it up a little. First thing you might want to do is make the
- diskette bootable. To do that we need to issue one command from
- the SHELL or use EXECUTE COMMAND from the Workbench:
-
- INSTALL DF0:
-
- This command will INSTALL a bootblock on the disk's
- bootblock (track 0) track. Now, when you reboot your system,
- this disk will 'boot' up over your hard drive or any other
- devices. This bootblock contains information the OS need to know
- to start up the system using that disk.
-
- Should you try and boot from this disk now, you would be
- dumped right to a SHELL prompt as soon as the disk booted. Since
- there is no 'C' directory, LIBS directory, DEVS directory, etc.
- there is really nothing you can do from this prompt.
-
- We have discussed the file called STARTUP-SEQUENCE before
- (located in your 'S' directory) now it is time to apply it. If
- you have boot your system off this new disk, reboot using your
- Workbench disk or partition. We will need the utilities there to
- do this tutorial. Once booted, enter a SHELL. Insert your new
- diskette into DF0. Now make a new directory on the diskette
- called S.
-
- MAKEDIR DF0:S
-
- This will make a new directory for the STARTUP-SEQUENCE
- file. We will also need a C directory to hold some commands for
- us to use.
-
- MAKEDIR DF0:C
-
- Now let's copy over the commands that we need:
-
- COPY C:TYPE DF0:C/
- COPY C:LOADWB DF0:C/
- COPY C:ECHO DF0:C/
- COPY C:AVAIL DF0:C/
-
- This will copy over the necessary four commands we are going
- to use to make your disk. All of these commands are 'stand
- alone' i.e. they do not require any libraries or devices to work.
- Notice how we copied files from the 'C' directory using C: as the
- device name? That only works with a few directories such as 'C',
- 'S', 'LIBS', and 'DEVS'. Basically, the system directories used
- by AmigaDOS.
-
- Now that we have at least a FEW commands to work with, let's
- make the disk do something. From the SHELL we are going to make
- a STARTUP-SEQUENCE file in the 'S' directory of our new disk:
-
- ED DF0:S/STARTUP-SEQUENCE
-
- In a moment, ED will load and be ready for you to input
- text. ED is like a miniature word processor. If you are running
- V1.3- of the OS, ED is not very friendly. Consult your user's
- manual for more information on its commands.
-
- Take a moment to look through the pull down menus. You will
- find that most Amiga programs that use pull downs keep common
- things in the same basic location. For example, most programs
- have the load and save options in the menu on the far left.
-
- As we said before, the STARTUP-SEQUENCE is a script file.
- Basically, it is a text file with a list of individual commands.
- Let's enter the commands now into ED.
-
- ECHO "HERE IS WHAT YOUR SYSTEM HAS AVAILABLE:"
- AVAIL
- TYPE S:WELCOME.TXT
- LOADWB
-
- Now, select to SAVE the document using the pull down menus.
- Your drive light will come on and in a moment, the file will be
- saved. Now we have a workable disk with one exception. Do you
- know what it is? Hint: Look in the text we entered for the
- STARTUP-SEQUENCE.
-
- That's right. The command TYPE (which displays a text file)
- is looking for a file called WELCOME.TXT to display during the
- startup. Let's rectify that problem. Exit ED by using the
- appropriate pull down menu. Now, re-enter ED:
-
- ED DF0:WELCOME.TXT
-
- Once again, you will find yourself in ED with an empty
- screen. Enter some little message like:
-
- NOW LOADING WORKBENCH...PLEASE WAIT
-
- Save it as you did before. NOW your disk is ready for the
- test. Go ahead and boot it up and revel in the magic you just
- created!
-
- Now that you are at a Workbench (and saw how fast it
- booted), you may wonder why it takes so long for your own
- Workbench to start up. A good question which is easily
- explained. In fact, you know yourself how to do it and already
- possess the knowledge to do it. How? Look at your Workbench
- disk's STARTUP-SEQUENCE file and see what IT does for a startup
- and you will understand why it takes so long. Use the TYPE
- command or even better, a new command called MORE.
-
- MORE S:STARTUP-SEQUENCE
-
- This will load up a 'text reader' which is slightly bigger
- than TYPE, but also gives you more options like pausing at each
- page, searching for text, etc.
-
- In the next part, we will discuss customizing features like
- the pointer, icons, colors, and much much more.
-
- B. Configuring Your Workbench and System
-
- We have delved pretty deep into the workings of AmigaDOS by
- now. You have lots of knowledge of the basics. Now let's do
- some 'aesthetics'. There are a million or more things you can do
- to your Workbench environment to customize it. We are going to
- discuss some of the finer points. Those that make the most
- difference.
-
- One of the easiest ways to customize your Workbench is
- through the incredible built-in preference utilities included
- with Workbench. This chapter will deal strictly with V2.0+, but
- there are similar things in 1.3-. In almost all of the
- preference utilities, you will be given the final option to SAVE,
- USE, or CANCEL the utility. SAVEing is permanent. The things
- you make changes to are more or less permanent (not for us,
- though!). It you select USE, the item will only be changed until
- the next re-boot. Therefore, you can 'try before you buy'.
- CANCEL of course, negates the changes you just made.
-
- Colors. The first thing is to change the system colors.
- This is done through the PALETTE program in the PREFS drawer of
- your Workbench. It is pretty self explanatory once you get it
- running.
-
-
- Pointer. You may change the appearance and colors of the
- pointer using the POINTER program in the PREFS drawer. Again,
- this is pretty self explanatory. Note: You cannot change the
- 'busy' pointer from this utility. A program called NICK-PREFS
- (widely available) will allow you to do this and some other
- really neat alteration to your Workbench.
-
- Screen mode. You may change the Workbench to any legal
- resolution available including Low Res, Hi-Res, Interlace, and
- even Super Productivity as well as change the number of colors
- available to you to alter. Remember, though, that higher
- resolutions and more colors eat more memory and also tend to slow
- down the system.
-
- System Beep. The utility called SOUND in your PREFS drawer
- will allow you to change what happens when your system gets a
- requester or error. You may make the screen flash, make a beep,
- or even put your own digitized sound sample there in place of the
- beep. My Workbench does a Butthead 'huh huh huh' laugh when I
- get an error.
-
- You may also change the font that all the Workbench text
- uses to display drawer names, filenames, and much much more. All
- you have to do is go through the PREFS drawer and play with the
- utilities that are there. You can set the system time and date
- here, change your printer drivers, set up your serial port for
- your modem, and tons more. If you are ever confused by one of
- the PREFS utilities, just CANCEL out of it and refer to the
- manual. Most of them are far too easy to use and can really
- change the way your system looks, acts, and functions. Make use
- of them and tailor your system like no loser IBM can.
-
- Now that you have got your system JUST the way you want it,
- you might want to make a 'snapshot' of it to save in case of a
- disk crash or to copy these prefs to another bootable disk (like
- the one you just made). The magic is SO easy you may not believe
- it. There is a SINGLE file that keeps the magic. It is located
- in the DEVS directory and is called SYSTEM-CONFIGURATION. As you
- may have already guessed, you need only copy the file to the
- destination disk's DEVS directory and you will now have the same
- prefs as your normal Workbench disk. Enter a SHELL, insert your
- bootable disk made in the last tutorial into DF0. Now you should
- know what to do, but we'll go through it anyway.
-
- MAKEDIR DF0:DEVS
- COPY DEVS:SYSTEM-CONFIGURATION DF0:DEVS/
-
- It is done! Re-boot using your new disk and you will see
- that all the preferences of your Workbench now reside on this new
- disk!
-
- Now that we are on the subject of making copies of important
- files on your Workbench disk or partition, let's go a step
- further. If you are using a floppy version of Workbench, it is
- just plain smart to make a copy of it and use the copy. When you
- alter it, make a copy of the ALTERED version and leave the
- original Workbench disk alone. Now you will have two extra
- Workbench disks; one ORIGINAL and one of the altered. If you
- want to use the default preferences, you simply copy over the
- SYSTEM-CONFIGURATION file from the original to your copy of
- Workbench. If you disk crashes, you need only make a copy of the
- altered Workbench disk and use it.
-
- If you use a hard drive, you have a bigger task ahead of
- you. You will no longer need the floppy disk of Workbench once
- it is installed on your system (of course you will keep it in
- case of a hard drive crash). But, with a hard drive, a new task
- comes to bear down. Making a backup of your system files.
-
- It is important that the Workbench system has its own
- partition on your hard drive. I recommend a 10 meg partition if
- you have 40 or more megs of space. If you are using a 20
- megabyte drive, you can get by with 5 megs or so. If you do not
- have your hard drive partitioned, you should. By having the
- drive 'cut' into several smaller pieces it is easier to group
- files, make backups, optimize, and more. Refer to your hard
- drive manual for more information on partitioning. You will find
- that as time goes on, your Workbench partition will grow like a
- weed. It is best to backup that partition every couple weeks or
- so using a special program to do so like Quarterback or Ami-Back
- (both commercial) or MRBackup (public domain). Most of these
- programs require one disk per meg of hard drive to back up so
- your Workbench partition would require about 10 floppies if full.
- I have had mine for a LONG time and haven't filled the whole 10
- megs yet. You may also elect to use the SHELL to copy important
- files like the STARTUP-SEQUENCE and SYSTEM-CONFIGURATION and
- those important fonts, libraries (like the ARP.LIBRARY), and 'C'
- commands to a floppy. Believe me, it is much easier to use a HD
- backup program.
-
- As you install programs to your hard drive, many of them
- will copy over necessary libraries, 'C' commands, fonts, etc.
- This is how your partition grows. When you remove a program from
- your hard drive, you often forget to remove these 'support' files
- (if you can even remember what they were!). As it stands, most
- of these support files can be used by you in other ways either
- through the SHELL ('C' commands), other programs (libraries), or
- word processing/graphics packages (fonts). Therefore, they are
- not really wasted space. Sometime, when you are bored, look
- through your Workbench directories and see just how much stuff is
- really in there!
-
-
- C. Using PAL and NTSC; How to switch your system!
-
- We discussed what PAL and NTSC are, now we need to look a
- little bit deeper into it.
-
- First, how to change. The easiest way, overall, is to
- install a toggle switch into your machine to let you boot up in
- one of the two modes. Commodore was actual smart this time and
- built the capabilities into the FAT AGNUS chip. To make the
- system PAL, you need only ground out one of the pins on the chip.
- If you needed an NTSC machine, simply fail to make the
- alteration. This made it ten times easier to get the machines
- into Europe. Since this goes beyond the scope of a beginner's
- guide (any authorized dealer can make the adjustment as well as
- many Amiga hobbyist) we will skip this option for now. It may be
- nice to know that if you have an AGA Amiga (A1200, A4000) you may
- select to boot your system in PAL by holding down both mouse
- buttons when your machine boots. A special menu will come up and
- get you the option. If you are using V2.0/2.1, holding down the
- mouse buttons on bootup will allow you to disable certain drives
- or change the drive to boot from.
-
- Now the other way is through the use of software. Note: You
- must have a FAT AGNUS or FATTER AGNUS to make this work. There
- are many popular programs to do this. First there are the 'C'
- commands written by Nico Francois called PAL and NTSC which will
- switch the system for you when you run the respective program
- from the SHELL or EXECUTE COMMAND menu item from the Workbench.
- There is another version of the command PAL which will change to
- PAL if run or NTSC if run with the left mouse button down. I
- prefer the latter of these two. Another way is through the use
- of special commands called PALBOOT and NOSPAL. These will write
- PAL bootblocks to diskettes so that when they boot, they change
- to PAL right away. One is for standard disks and the other is
- for non-standard disks like European Demos. I use NOSPAL a lot
- since it works on just about every demo I have and it will NOT
- kill the current bootblock (unless instructed to) but append
- itself to it. Invaluable. Oh, by the way, most of these
- programs can be found in PD collections or on most major BBSs
- that support the Amiga. Another little program from the old
- Amiga is PALCON which will change the system into PAL the next
- time you reboot. This tends not to work with newer Amigas. The
- final way (and the best way in my opinion) is through the use of
- a program called DEGRADER. This little gem will not only control
- PAL/NTSC but will also allow you to fool the computer into
- thinking you have a different memory configuration than you do
- (no FAST RAM, a HALF MEG OF CHIP RAM) in order to allow older
- games to work right, turn off accelerator caches, change disk
- drive configurations, and more than I care to type. Needless to
- say, it is more valuable than words. It will survive reboots if
- required and can change the system IMMEDIATELY without resetting
- the machine.
-
- I highly recommend picking up one or more of these excellent
- utilities for shifting your system into PAL, since most of the
- best Amiga stuff comes from Europe. If you can find someone to
- put that PAL switch in for you, fantastic. You will love it.
- Remember, with these programs you can further customize your own
- disks by adding one of the PAL commands to your 'C' directory and
- adding the command PAL in your disk's STARTUP-SEQUENCE. You can
- do this for Euro Demos/games that are not non-standard DOS.
-
-
- D. File Manipulation Using DirWorks
-
- Unless you have $60 laying around to buy Directory OPUS,
- then you are probably in possession of this fantastic program
- called DIR WORKS (DW). This utility is INVALUABLE to every Amiga
- user and is just as powerful as it's expensive cousin. DW will
- set you back $15 if you pay the man for his work and I highly do.
-
- Since it is so configurable, yours may not even be close to
- mine. But, we will go over some of the basics to get you going.
-
- Let's start with the pull downs. There are some that are
- very self explanatory. The configuration editor we will get into
- in a minute. The rest are pretty easy. A couple of things to
- draw your attention starts with the command DISK OPS or
- operations. Here is a nice fast way to copy and format disks.
- Now that you know the hard way to do it, now you can do it the
- easy way. DW will also allow you to format more that one disk at
- a time. Simply select the source drive (on top) and the
- destination drive (on bottom). You may select as many
- destination drives as needed/available. If you format a disk, it
- will format all the selected destination disks. If you DISKCOPY,
- it will copy the selected SOURCE disk to all the selected
- destination disks. The gadget that reads BLANK can be changed to
- a new name which will be the name of all disks formatted. Note:
- If you are using a newer OS, the INSTALL command (used to make a
- bootblock) will not write to the disk properly. Do this from the
- SHELL which is also an option on the pull downs.
-
- As you can see, there is already a large arsenal of
- utilities here and we haven't even gotten around to the meat of
- the program yet. Let's talk about the two large windows on the
- screen.
-
- These windows are where the functions take place; copying,
- moving, etc. Right now there may or may not be anything in them.
- Each window holds a directory. To bring up a directory on the
- left window, click the left mouse button on a device under the
- window like DF0: or RAM:. The contents of that device will
- appear in the window, probably sorted alphabetically with
- subdirectories on top (probably in blue) and files underneath (in
- black). The files will have their size in bytes next to them.
- to bring up a directory in the other window, you may click the
- left mouse button on a device under THAT window, or click your
- RIGHT mouse button on a device under the LEFT window. You can
- use either set of device buttons to bring up the device in either
- window. Just remember to use the mouse button that correlates
- with the window you want to bring up if the device buttons aren't
- under the window. Play around with this concept for awhile until
- you are comfortable with it. Now bring up your Workbench device
- on the left window and the RAM device in the right. We are going
- to use them both.
-
- You may enter a directory in one of the windows by simply
- double clicking the directory. In a moment you will see the
- contents of the new directory. There will be a little gadget
- window (probably underneath or above the main window) that will
- show you the window's current path. You can click in this gadget
- and enter a path manually to bring it up if you don't want to
- manoeuver around with the mouse. You can go back ONE directory
- by clicking the gadget labeled '/'. To go back to the ROOT
- directory, simply click the device gadget again or keep clicking
- the '/' gadget.
-
- DW is what some of us call an auto-launcher. In other
- words, DW determines what kind of file it is and automatically
- knows what to do with it. If it is a picture file (IFF/HAM) it
- will display it. If it is a digitized sound, it will play it.
- If it is a text file, it will display it. If it is a
- compressed/archived file like LHA, LZH, DMS, LZ, etc. it will
- show the contents of the archive or unarchive it to the
- destination directory. If it is a program, it will ask you if
- you want to run it. Pretty neat. This it does without ANY
- interaction from you except to double click the filename. Some
- functions, like unarchiving an LHA or DMS file require that you
- click the right mouse button on the filename. In any right
- button evolution, the output of the action is sent to the other
- directory highlighted in the other window, as is any other
- command such as copy, move, etc.
-
- Let's practice a little bit. You should have your Workbench
- directory in one window and RAM in the other. Now, highlight a
- couple of files (or directories for that matter) and select COPY
- with the left mouse button. The directories (and their contents)
- and all the files you selected are copied to the other window!
- It is that simple. If you were to have selected MOVE the
- directories and files highlighted would've been copied then
- DELETED automatically. Be very careful with the MOVE and DELETE
- commands. If you had selected DELETE, then all the highlighted
- directories and files would've been deleted. Delete the
- directories and the files you just copied out of your RAM disk.
-
- There are some other GREAT commands such as AdIcn which will
- add an icon to all the files selected. This will also add icons
- to the directories selected as well. EScpt which will execute a
- highlighted script file. PLAY will play all the highlighted
- sound samples. SHOW will show all the highlighted picture files.
- LHA A will take all the highlighted files and directories and
- make them into a compressed archive (if you have LHA in your 'C'
- directory).
-
- It is a very simple program that just takes a little getting
- used to. I have gone over the simple and the most powerful
- commands. Feel free to copy some files over to the RAM disk and
- experiment. If you are going to practice on disks, use the write
- protect tab to keep your data safe. This program is also widely
- available and should be part of your collection if it isn't
- already.
-
-
- E. Virus Prevention and Information; Protect yourself
-
- Possibly one of the most important parts of this guide (and
- the most interesting) is this chapter on virus prevention and
- information. Many people know what a virus is, but few know how
- they work and subsequently do not know how to stop them. We need
- to know a few things before we get into the depths of viruses.
-
- Let's begin with a little history of viruses. Viruses have
- been around since the beginning of the personal computer age.
- There have been some truly vicious viruses created and for quite
- awhile, people lived in fear of trading software and downloading
- files from computer bulletin boards afraid they would be infected
- unknowing and losing their data. Soon, more people learned
- about them and developed programs designed to scan your system
- for viruses and remove them AFTER the damage was already done.
- Finally, they came up with ways of catching viruses in the act,
- since there is only a couple of ways they could spread.
-
- Early viruses on the Amiga were relatively harmless. Once
- of the first major viruses to hit this computer was the SCA
- (Swiss Crackers Association) Virus that, at a random point, would
- take over the computer and say "SOMETHING WONDERFUL HAS HAPPENED!
- YOUR AMIGA IS ALIVE AND HAS BEEN INFECTED WITH A VIRUS". It DID
- have the habit of destroying your bootblocks but that was the way
- it spread. It didn't erase your disks or trash your hard drive.
- Later on, when people started getting wise to the bootbloack
- virus, they invented a virus that attached themselves to any file
- you executed. Your files would grow each time you ran it, as it
- continued to tag another copy of the virus at the end. Some file
- viruses actually replaced the last part of the file with
- themselves. Some programs could survive, but most did not.
- Others followed, some called them TROJANS after the famous horse
- disguised army. These would do nothing until a given date (the
- programmer's birthday for instance) then do something ugly. In
- the late 80's a virus called MICHAELANGELO took the world by
- storm. On the famous artist's birthday, a picture of the man and
- a story popped up on the screen. While you were reading the
- text, the virus proceeded to erase your hard drive. Gruesome,
- eh? This was a PC virus, but it made USA TODAY and slapped the
- world in the face. Some people saw the virus a day early (their
- clocks had gained time over the years and they gained a day) and
- warned people. That day, thousands of people refused to turn on
- their computer. Even years later, people still left their
- computers off on that day. Other viruses are not so kind. An
- erased hard drive can be recovered (now) but a broken one can't.
- One virus tricked the computer into thinking that your hard drive
- was bigger than it really was and send the hard drive in search
- of a track that didn't exist. After banging away for a couple of
- seconds searching for a phantom file, the hard drive would die.
- That is brutal, folks. Now let's get back to the present, more
- learned society.
-
- First, the definition of a virus. Any program that is
- written to continue its life after the computer is shut off by
- replicating itself and is USUALLY created to damage or otherwise
- adversely effect the computer. There you have it. Better than a
- text book, eh? (grin) That sums it up, though. It HAS to be
- able to survive when the machine is turned off. We already know
- that a virus can live after a reboot. But, as any computer guru
- will tell you, a virus cannot survive if the computer is shut
- off. That is HALF true. If the virus has NOT yet begun to
- replicate, yes you can kill it this way. Most of the programmers
- that create viruses know this and make it replicate itself as
- soon as it enters the system. More about that in a minute. Just
- remember, there is no magic behind viruses. They are just
- programs coded by a programmer. Since they are coded, they can
- be identified BY that code. That is one way we can find and kill
- it; based on it's 'fingerprint'.
-
- Now that we know WHAT it is, let's look at HOW they work.
- This is universal knowledge for ALL computers. Viruses work the
- same on all computers. Some just have more ways of getting the
- virus.
-
- There are two major types of viruses but they replicate in
- different ways. These types are called Bootblock Viruses and
- Filelink Viruses. Each spreads a different way and survives a
- different way. The common element which makes it almost
- IMPOSSIBLE for viruses to infect protected machines it that the
- virus must patch itself into the OS in order to spread and/or
- survive. A bootblock virus must be able to tell when a disk has
- been inserted so it patches itself into the floppy device. The
- virus must be able to restart itself after a reboot, so it makes
- the reboot vectors (areas that are updated after a reboot) point
- to THEM to re-enable the virus in addition to restarting the
- system. You can be 100% protected as long as NO PROGRAM CHANGES
- THESE VECTORS! Modern day virus checkers check several times a
- second to see if these vectors have been altered. If so, it
- intercepts and tells you that the vectors have been altered and
- asks you if you want to clear them. A simple yes will stop the
- virus on the spot. Even an unrecognized virus cannot take your
- machine without you letting it. If it is recognized, the checker
- will kill it. Let's look at the causes and effects of both
- viruses.
-
- Bootblock Viruses spread and live on the bootblocks of your
- diskettes. Remember we said that the bootblock could contain a
- small amount of code? Well, it is enough for a virus. Once you
- boot the disk, the virus enters memory and waits for you to reset
- the computer or insert another disk. When you do, it checks to
- see if another disk is in the drive. If it is, it copies itself
- to the bootblock, effectively destroying any other code that is
- there. If the program required a custom bootblock to load the
- disk (non-standard DOS disks require this), the disk is now
- completely worthless unless you have another copy somewhere.
- Thus, the chain goes on. Every disk inserted or booted gets
- infected. Even if you catch the virus in your machine it can
- still live on your disks. Once the virus is caught, every disk
- SUSPECTED of containing it must be checked and cleaned.
- Fortunately, most of the modern day virus checkers will check
- every disk inserted while it is 'on duty'. The only real way
- that a virus can sneak back into the system is if you don't use
- the disk while the checker is running by booting off of it
- instead of the disk with the checker on it. Even after it is
- caught, chances are that the disk's bootblock is unrecoverable.
- The solution, though, is what they call a Bootblock Lab that
- let's you make copies of all your disk's bootblocks and restore
- them if you need them. Most bootblock viruses are easily caught
- once they enter the system, but can exist on your diskettes for a
- LONG time before you put them in while the checker is running
- (disks that are unusable from the Workbench, for example). I
- found a virus on a disk that was several YEARS old and never
- caught it. The reason is that in order for a checker to catch
- the virus BEFORE it enters memory, it must know what to look for
- on the bootblock. It must have a fingerprint to compare with.
- These are known as bootblock 'brains', files that contain what
- the viruses look like. When you insert a disk, the checker
- compares the bootblock with the brainfiles and if they match, the
- checker alerts you and asks if you want to dispose of it. Many
- times, the removal will destroy the bootblack, possibly rendering
- the disk inoperable, even if it was operable while the virus was
- there. Better this than spreading the virus. My problem was
- that at the time I got the disk, my checker's brain didn't have
- an image of that bootblock to compare with. Now, though, most
- checkers know what is a normal bootblock and what is a foreign
- one. If it doesn't recognize it, it tells you so and asks if you
- want to overwrite it with a normal one. If you do, and it was a
- non-standard DOS disk, say good-bye to the program. Some
- checkers are even smart enough that you can tell it to memorize
- an image of the bootblock and remember it so that next time you
- put it in, it doesn't cry over it. Neat eh?
-
- The second type is called a Filelink Virus. This attacks a
- file directly and attaches itself either to the end or takes up
- enough room WITHIN the file to restart itself when the file is
- run. So, when you shut off the machine, then turn it back on
- (virus gone, eh?) and run the file, it is back on and ready to
- corrupt. Most viruses attach themselves to files that are
- DEFINITELY going to be run when the computer starts up (like,
- say, ANY file in your startup sequence?). Now, every time you run
- a file (or start your system), the virus attaches itself to it.
- Now you give a copy to a friend, put it on floppy, etc. and it
- gets away. You get the idea. Most of the time, these viruses
- are the ones that format your hard drive or put your system on
- the blink. They may also erode enough of your file away little
- by little so that it works for a couple of 'virus attachments'
- then dies mysteriously. The only way to catch this one without
- letting it into memory is to do a file scan on the disks that are
- suspected of containing a virus. Again, an image in the brain
- must be available for that virus to be identified and removed.
- In this case, the checker cannot say 'Unknown Bootblock' or in
- this case, 'Unknown file' because every file on your disk is
- different; not standard like bootblocks are supposed to be. That
- is why new viruses must be reported and analyzed right away so
- that the coders of the checkers can add the image to their
- 'brains'. Again, not to fear because even though your checker
- may not be up to date to identify the virus, it will stop it when
- it attempts to take control of your system.
-
- As you can see, viruses are a very little threat if you have
- the right protection. Fortunately, unbelievable checkers are
- available right in the Shareware and PD field for little or no
- cost. The ones I recommend (in this order) are VirusZ II,
- VirusZ, and Virus Checker. For the most part, these are the
- full-featured big boys. They handle just about every virus known
- to man and are updated quite often. I use VirusZ II personally.
- Add this program to your system and place it in either your
- STARTUP-SEQUENCE or just drop a copy of it in your WBSTARTUP
- drawer and it will be run automatically at startup. It is
- protection you can't live without.
-
- Other ways you can protect yourself include file scanning
- all new programs you get from BBSs or, if the disk is non-
- standard, put it in the drive while your checker is running. Do
- these BEFORE you run the program. Do the same with any files or
- disks brought to you from other suspectable sources. Urge your
- friends to use a checker. Encourage your local BBS to install
- software that checks incoming files for viruses. Then, leave the
- rest to the checker. Using these principles, I have remain virus
- free for years. You can too!
-
-
- F. Installing programs to Hard Drive without an Installer
-
- Some people might have gotten this guide for this section
- alone. Up until now, we have learned some MAJOR tricks of the
- trade and even lightly touched THIS topic a little bit. Now, you
- are going to learn the knowledge of years of experience in a few
- minutes. We are going to learn how to take those pesky, no hard-
- drive installer havin' programs and put them on the hard drive.
-
- One of the very few things the PC world has over us is the
- fact that EVERY program released can be put on the hard drive.
- Not so in the Amiga world and I will tell you why. Most quality
- products come from Europe, a place where they have very little
- money for buying toys for their computers. This is the main
- reason they bought an Amiga to begin with. No sound cards, video
- cards, game cards, etc. to buy; it was all built in. Since most
- of the early Amigas didn't come with hard drives, very few could
- afford to buy them. Therefore, the market for hard drive
- installability was low. In addition to that, programmers found
- out that by rewriting the DOS system to their own specifications,
- they could get incredible loading speeds off of a diskette as
- well as compress the data immensely. Thus the non-standard DOS
- disk was born. The wait times for the game to load up levels,
- etc. were dramatically lessened. What the programmers also found
- out is that they could implement a whole new breed of copy
- protection with this system. Since they could encode the disks
- any way they wanted (and justify it with speed increase) they
- could also encode it so that copiers could not copy it. The only
- way it could be pirated was to decompress the disk, decode the
- disk, remove the protection checks, then release it to the world
- in a format that anyone could copy. (This is in violation of
- Copyright law and is therefore quite illegal but it is a way of
- getting your LEGAL one copy backup. Of course, it is for your
- own use and may not be lent out or use by anyone else). Anyway,
- this tended to increase the number of disks it occupied, but when
- you are not paying for the software, what difference does it
- make? Anyway, the system became so popular that almost all the
- game market adopted this standard. As we all know after reading
- the guide to this point, non-standard DOS disks cannot be run
- from the hard drive. Some companies changed over to the PC-
- popular 'code word' protection that required the user to look up
- a word in the accompanying manual and type it in before the
- program would continue. Now, you could transfer these few
- programs over, but the majority of the world continues to use
- non-standard DOS. Some hackers/pirates have even created another
- way to not only copy the non-standard DOS disks but to allow you
- to install them on your hard drive. What they do is make an
- image of all the disks and load them all into your RAM to be
- executed. Sure it works and it is fast, but it also requires you
- have a meg of RAM for each disk it loads and you cannot cleanly
- break out of it back to your Workbench. Again, this is illegal
- if you don't own a purchased copy of the game. Still, it is an
- alternative to the lack of a hard drive installer.
-
- Another problem also exists. The disks that ARE standard
- AmigaDOS disks but for some reason didn't include an installer
- and won't seem to run from the hard drive if you copy the files
- over manually. Ah, now here is something we can do something
- about.
-
- Let's start with what we CANNOT do. We cannot take non-
- standard DOS disks to the hard drive. Period. End of
- discussion. Finis. The only option you have for running this
- kind of program is to get a copy of it from the Underworld of
- Pirates or hackers. Insert the first disk into the drive and if
- you get the old DF0:NDOS name, forget it.
-
- Here is another 'no way' deal. If the disk is standard
- format and you can get a directory, look for a file with no name
- and a small size (or a size of zero bytes). If you see this
- phantom file, forget it. It is protected by a copy protection
- system that we cannot fix here. In this case, I recommend you
- buy one of the copier programs designed to take this kind of
- scheme off. The only one I KNOW of that will do this kind of
- work is a program called MAVERICK which is rumored to specialize
- in taking disks like this and making them hard drive installable.
- The one disk that comes to mind is the old Broderbund game STAR
- WARS. That had this exact protection scheme on it. Your only
- other option here, again, is to seek an unprotected copy from a
- pirate. It may or may not go on the hard drive.
-
- Okay, now you are thinking "What the hell CAN I put on my
- hard drive??" Well, fortunately, most of the newer games that
- require more than one or two disks come with very friendly
- installers. Many that don't can still be easily copied over and
- forced to work. Here is the step by step guide for HD
- installation. Keep doing them in order until one of them works
- or until directed to skip to a different step. In order to make
- things more clear, we will say that the name of the game is
- called SINISTAR and it has three disks to it named SINI1, SINI2,
- and SINI3. It does NOT have a 'phantom file'.
-
- Step 1 - Insert the first disk into the drive and open in up
- on your Workbench. Is there an icon for an INSTALL or INSTALLER?
- Use it and install the program following the on screen
- instructions. Stop here.
-
- Step 2 - Enter a SHELL (or use DW) and look at the contents
- of disk 1. Is there a file that is called INSTALL or INSTALLER?
- If so, go to the SHELL (if not already there) and go to the disk
- using the CD command or just typing the name of the drive (i.e.
- DF0:). Type EXECUTE INSTALL or EXECUTE <the filename>.
- Sometimes the programmer forget to add an icon to the installer
- or just forget to mention in the instructions that one exists.
- This is not uncommon. If not, continue.
-
- Step 3 - Make a new directory on your hard drive for the
- program and make sure you add an icon using DW (or use the
- Workbench NEW DRAWER command). If you don't know how to do this
- yet, you had better go back and read some more! <grin> Now using
- DW, Workbench, or the SHELL, copy all the files and directories
- from all the disks into this one drawer. Put the disks away in a
- safe place; we won't need them anymore.
-
- Step 4 - Open this new drawer. Is there an icon for the
- program there? If so, go on to the next step. If not, you must
- determine which file starts the program and add an icon to it.
- Guess how? CHECK THE 'S' directory for a STARTUP-SEQUENCE and
- see what it reads. If it contains more than one file, then copy
- the STARTUP-SEQUENCE into the directory with all the other files
- and directories. Use DW to add an icon to the newly placed
- STARTUP-SEQUENCE file. From Workbench, select the icon and use
- the pull down menus under ICONS and select INFORMATION. IN the
- gadget box marked DEFAULT TOOL put the text
-
- C:ICONX
-
- This will cause this icon to execute the file as a script,
- running all the commands in it. We discussed scripts earlier and
- the STARTUP-SEQUENCE is a script, after all. If the STARTUP-
- SEQUENCE only had a single command (filename), add an icon to
- that filename using DW. If the file you just added an icon to is
- a script (double click it from DW and see if it displays text)
- too, then you will have to change the DEFAULT TOOL as described
- above to C:ICONX so it will execute right.
-
- Click the icon (the one that existed or the new one you just
- created) it and see what happens. Follow the chart below based
- on what happens next:
- - Did you get an error from the Workbench that said THIS
- ICON HAS NO DEFAULT TOOLS? You didn't add the C:ICONX command to
- the icon properly. Recheck using the above paragraphs.
- -Does the program run properly? End here.
- -Did you get a requester saying INSERT <name> INTO ANY
- DRIVE? If so go to step 5.
- - Did an error message come up saying COULDN'T FIND <name>
- or MISSING FILE <name> or UNABLE TO OPEN FONT <name> or something
- similar? Go to step 6.
- - Did the program just lock up and stop running with no
- explanation? Go to step 5.
-
- Step 5 - You must try to ASSIGN the disks to the directory
- you made and copied the files to. We described how this works
- earlier in the guide, but using our example stated above, enter a
- SHELL and type these lines:
-
- ASSIGN SINI1: <path of new directory>
- ASSIGN SINI2: <path of new directory>
- ASSIGN SINI3: <path of new directory>
-
- Now go back to step 4 and try it again. If it all works,
- you need to type these lines before you run the program or you
- need to add them to your STARTUP-SEQUENCE or the USER-STARTUP
- file. We haven't mentioned this before, but the USER-STARTUP is
- also located in the S directory and most programs put their OWN
- ASSIGN commands here. It is a perfect place to put yours now
- since it is always executed on startup, too. This is a 2.0+ OS
- thing.
-
- Step 6 - Are there directories required by the system in
- this new directory like C, S, DEVS, LIBS, FONTS, etc.? If so,
- copy all the files from these directories to their respective
- directories on YOUR workbench partition. The program probably
- needs a font, library, or command from one of these directories
- and it isn't finding it. Therefore, you need to copy those files
- to YOUR directories. Return to Step 4 and try it again. Should
- all go well, you are set. The program is ready to play! If it
- fails again for the same reason, try doing step 5. Should it
- still fail, there is one more thing to try.
-
- Step 7 - If you have tried everything and are still getting
- a requester saying INSERT <name> INTO DRIVE DF0: (it is the DF0:
- that is important) then the device is hard coded into the program
- and an assign isn't going to take care of that. The program code
- will HAVE to be changed. You must use a HEX editor to change all
- occurrences of DF0 inside the program to something like NNN or JJJ
- or something other than a device name. Then, use the ASSIGN
- command as listed above:
-
- ASSIGN NNN: <path>
-
- There is a great program called KILLDFX from the MAVERICK
- copier disk. It is hard to find, but it does exactly what we
- just described automatically.
-
- Well, there you have it. The Amiga in a nutshell. I hope
- that you have all gotten at least SOMETHING out of this guide and
- will continue to expand your knowledge with time and practice.
- There are several sources of knowledge that you can tap into.
- Here is a few of them:
-
- o An Amiga User's Group. Locate these guys by hanging out
- in your nearest Amiga dealer shop or asking them if there is a
- support group. The guys in the shop can probably tell you
- exactly where to go.
-
- o Your local Amiga BBS can help, too. If you cannot find
- one local (again, talk to your dealer), try calling a pay service
- like GEnie or Compuserve and getting information there. You can
- also call the Dark Unicorn Productions support BBS (Secret
- Service BBS) at (803) 766-2050 and there are lots of people on
- line there that can help you out.
-
- o Get a copy of Amiga World or Amazing Amiga and order some
- self-help books on AmigaDOS or other specialty programs for the
- Amiga. There are also tutorial disks for AmigaDOS, DPaint IV,
- and many others that work in conjunction with the program and
- offer you help whenever you need it. Many back issues of AW or
- AA also will have tutorials and help columns. See if you can
- find some back issues at your local library.
-
- Remember, have fun and feel free to experiment. Lots of
- this information was obtained through experimentation. Enjoy the
- best computer ever made!