[comp.sys.atari.st] ST Report Vol. II No. 54

gdtltr@vax1.acs.udel.EDU (Gary D Duzan) (10/01/88)

                      ST REPORT WEEKLY ONLINE MAGAZINE
                            Monday, SEPT. 26, 1988
                               Vol II  No. 54
                                ===========

            APEInc., P.O.  BOX 74,  Middlesex, N.J.  08846-0074

  PUBLISHER                                              GENERAL MANAGER
  Ron Kovacs                                               R.F.Mariano

          =======================================================

                     ST REPORT EDITOR: Thomas Rex Reade

                PO Box 6672 Jacksonville, Florida. 32236-6672

                        Headquarters Bulletin Boards

 ST Report North                                         ST Report South
  201-343-1426                                             904-786-4176

                   ------------------------------------
 ST Report Central                                       ST Report West
  216-784-0574                                             916-962-2566
                                 CONTENTS
                                 ========
> From the Editor's Desk..............> The Presidential Conference.......
> Heros of the Lance..................> ST REPORT CONFIDENTIAL............
> ST REPORT AWARDS....................> INSIGHT part II...................
> ST XFORMER Interface............... > Circuit Maker.....................
> Pro GEM Windows #5..................> The Beat Goes On..................

=========================================================================
       COMP-U-SERVE    ~    GENIE    ~    DELPHI     ~    THE SOURCE
=========================================================================


From the Editor's Desk,

In more ways than one we can agree that in the Atari Community strange
things are happening and that Atari is trying to make it seem normal.  It
gets to such a point that I, speaking very frankly, wonder where it will
all lead us.  We have now lost one of the people who has been a part of 
the Atari scene for quite some time.  Neil Harris, (I don't want this to 
sound like a eulogy), has, at times, caused all of us to raise an eyebrow
or two but believe me,.... 

                       "you ain't seen nuthin' yet!"  

As an individual who has a certain amount of responsibility to the folks 
who work diligently in different parts of the country for ST REPORT, it is
safe to say that if one of them were to hand in a resignation with a 
terminating date we WOULD honor that date.  I have always found that the 
abrupt method and abuse of power by company execs usually offends more 
folks who are observers of these sort of things than you could imagine.
The entire Atari Userbase is, in fact, observers in this matter.......

I know that when you see a high official in any company say, "Ah,...your
two week notice eh?     Well, you have two hours to clear out your desk 
and get gone!"  This will irk even the calmest of individuals.  From all 
outward signs Neil tried to do the very best he could for Atari.  For that
reason and perhaps that reason alone the parting of company for both 
entities should have been more amicable.  It is easy to say now .. 
"You got your rewards for all the days you worked damn near around the 
clock for those guys..." The sad truth is, most of us have said the same 
thing to ourselves at one time or another!

We all have read humorous stories and heard dark tales about how the head
honchos at Atari like to stalk the halls "upstairs" puffing out their
chests in temper tantrums and such, well, it's situations like these when
you see folks like Neil Harris get the "out the door" treatment to an
otherwise calm, normal 2 week notice of resignation that you begin to
believe the stories and rumors are TRUE!

      ST REPORT feels Atari owes the ENTIRE USERBASE an explaination.

     - You can't tell us Neil had a "45 day contract".

     - You can't tell us he was abusive to the people he dealt with.

     - You CAN tell us exactly why NEIL HARRIS is no longer with you.

     - Why, in the last 18 months has the turnover INCREASED.  

The Revolving Door at Atari has indeed become a NATIONAL JOKE! (Disgrace).
In fact, Atari's entire attitude toward the U.S. Marketplace is sad and 
quite confused.  The situation demands an information release detailing:
 
              "THE US GOALS AND IMPROVEMENTS BY ATARI U.S."  

This is a very much needed prescription.  (a word to the wise)

We have "heard" that Neil has very strong personal reasons for wanting to
be on the east coast of the nation and had asked for a "leave of absence"
only to find that the "Federated" assignment was far too critical to be
without Neil's attention and therefore... the resulting resignation.  
(Federated is getting VERY costly)

A final thought..to you Neil, we have thoroghly enjoyed your comments, 
even though at times it seemed otherwise, you have displayed a unique way
to "keep the juices flowing".  Good Luck to you at GEnie and above all 
else we at ST REPORT do include your Mom in our prayers and hope everyone
will.

                                          Rex...........




**************************************************************************



  NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE

                          FOR A LIMITED TIME ONLY

    COMPUSERVE WILL PRESENT $15.00 WORTH OF COMPLIMENTARY ONLINE TIME

                              to the Readers

                   ST REPORT ONLINE ELECTRONIC MAGAZINE

                         NEW USERS SIGN UP TODAY!

            Call any of the St Report  Official BBS numbers 
                    (Listed at the top of ST REPORT)
                                    or
            Leave E-mail to St Report, Ron Kovacs or Rex Reade

            Be sure to include your full mailing address so your 
              Compuserve kit can be immediately mailed to you!

                            Expires 09-30-88

  NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE NOTICE



**************************************************************************



                        SPECIAL SUPRA MODEM OFFER!!!
                        ============================


CompuServe's Atari Forums have made very special arrangements with 
Paramount Products Inc. to offer the members of our forums the chance to 
upgrade your system to 2400 baud service at a very special price.  

For a limited time, CompuServe subscribers may purchase the 

             SUPRA CORP. 2400 baud Hayes-compatible modem 
           for the very **LOW** price of just $139.95 !!!!! 

These are brand new, not reconditioned units, with the full SUPRA CORP. 
warranty.  The SUPRA MODEM uses the Hayes Smartmodem 'AT' command set and
operates at 300-1200-2400 baud.  It's an outboard unit (not an internal 
plug-in card) allowing ease of transfer to other computers.  
Connection is thru the standard RS-232 interface. (Just plug it into the 
back of your ATARI ST).

       To take advantage of this special offer, Phone the 800 number 
       listed below or write to:

                        Paramount Products Inc.
                        1405 S.E. Pacific Blvd.
                        Albany, Oregon   97321

         *****          Phone orders: (800)444-4061        *****

     Price:    $139.95 + shipping
     UPS ground:     add $4.00
     UPS Blue label: add $8.00
     C.O.D.:         add $2.25

  MasterCard or VISA accepted Orders will be shipped the next business day

   If you've been accessing CompuServe at 1200 baud, this is a  great way
to lower your total online bill since CIS does *NOT*  charge a premium for
2400 baud access.  (You can get the same amount of information or download
the same amount of programs in approximately 1/2 the time as 1200 baud 
users!) This modem will PAY FOR ITSELF in just a few sessions.




--------------------------------------------------------------------------




                         THE PRESIDENTIAL CONFERENCE
                         ===========================


ATARI TOP EXECS TO ATTEND PUBLIC FORUM
--------------------------------------

The Atari Forums on CompuServe will be sponsoring a world-wide electronic
Teleconference with Sam Tramiel, President and Chief Operating Officer,
Sig Hartmann, Executive Vice President and Software President  of Atari 
Corporation and Neil Harris at the keyboards on Monday, September 26 at 
9:00pm EDT.  Your participation in this conference is welcomed and 
encouraged!

Due to recent events the presence of Neil Harris as an intermediate for
Sam Tramiel is doubtful, but we are fully confident that Sam Tramiel, in
keeping with the Atari Tradition, will, by all means possible, be present
for this landmark conference along with other (TBA) Atari Execs.



--------------------------------------------------------------------------




                            Heroes of the Lance
                            ===================


Loaned from I.B. Computers

by Nabil Pike(PAC)

Ok!  Tired of the same old games?  Haven't seen any really good adventures
out lately?  Want something new?  Then Heroes of the Lance is the game for
you.  Based on one of the many plots in the bestselling Dragonlance 
Chronicles, this game takes you the player into the world of Krynn, where
mortals have forsaken the gods and the dark goddess Takhisis plots to take
over the land with her hordes of evil dragons.  You control the eight 
companions (you're not heroes unitl you succeed in your quest) and
venture into the shattered ruins of Xak Tsaroth to recover the Golden 
Disks of Mishkal and restore belief in the old gods.

You have eight characters in your party, but only one may be active at any
one time.  Tanis, the half-elven fighter.  Caramon Majere, warrior and 
brother to Raistlin.  Raistlin, mage and brother to Caramon.  Sturm 
Brigthblade, the aspiring Knight of Solamnia.  Goldmoon, the chieftain's
daugther, who ran away with Riverwind.  Riverwind, the outcast member of
a tribe of plainsmen, who fled from his tribe with Goldmoon.  Tasslehoff 
Burrfoot, the member of a race of short thieves. And last but not least 
Flint Fireforge, the continually grumpy but good natured dwarven fighter.

With these eight adventurers you must venture into the depths of the 
ruined city in hopes of recovering the Disks of Mishkal and restoring 
belief in the old gods.

The game is based on the Advanced Dungeons and Dragons Role Playing 
System, but it is designed so that the computer takes care of all the 
mechanics, "behind the scenes."  To allow you play the game without the 
extra work of continually stopping to roll dice, subtract hit points, ect.
Each character is given full stats and Raistlin and Goldmoon have the 
ability to cast spells.  

Maneuvering is done with the joystick as is combat.  Pushing the joystick
in the various directions gives you the option of walking or running 
either left or right.   You may also enter into or out of doorways by 
pressing up or down on the joystick.  Pressing the fire button does one 
of two things, if you are standing still when you press the button you 
enter into either close or ranged combat mode, remaining there until you
release the button.  If you are running when you press the button it 
allows you to jump, which is neccesary in overcoming certain obstacles.

Combat is of two types either ranged combat, involving the use of a 
missle weapon like a bow, or close combat which uses the character's 
sword, staff, ect..  Combat is entered into by pressing down on and 
holding the fire button.  When you enter this mode the word "combat" will
appear in red letters in the lower left hand corner of the screen.  
Combat gives you the option of shooting/hitting(depending on whether you
are in close or ranged combat) either high, center, or low.  Along with
these options you can also dodge by pulling down on the joystick, this 
makes the active player duck until you release the stick again.


Any other actions are done from the main menu which you get to by pressing
the space bar.  On this menu you can change the active character(the one 
that shows on the screen), cast mage or cleric spells, take, use, give, 
or drop items, plus the option of saving the game.

Now that you know a little about the game you're ready to go.  But don't 
be too eager because after you fight your way past dragonmen, mercenaries,
trolls, wraiths, spiders, spectres, and young black dragons you must 
attack and defeat Khisanth the ancient black dragon who guards the disks.
To aid you on your way, you will find various scrolls and potions in the 
ruins.  Remember, success doesn't come easy, if you don't succeed the 
first time, play again!  After all, the fate of Krynn is now your sole
responsibility.




--------------------------------------------------------------------------




ST REPORT CONFIDENTIAL
======================


Sunnyvale, California   Sept. 23, 1988 (c) APEInc. ST REPORT (RReade)
---------------------   Neil Harris, known to the majority of users in
                        the Atari Community has resigned from His position
                        at ATARI CORP.

Rockville, Maryland     Neil Harris, formerly of Atari, will assume new
-------------------     responsibilities in the employ of GEnie
                        Information Services.

Sunnyvale, California   Jim Eisenburg, one of two who created the artwork
---------------------   for the desktop we enjoy using is no longer with
                        Atari.

Houston, Texas          The story from here is the folks at the C of C are
--------------          rather "tired" of waltzing Matilda, and are about
                        to drop the entire issue like a HOT ROCK!

Las Vegas, Nevada       Insiders say the "cheap" accomodations are booked
-----------------       for the Comdex Dates. There are plenty of medium
                        to expensive rooms available though.

Miami, Florida          Seems there are real problems in the SE US for
--------------          Atari.  Florida, long known for it's large Atari
                        userbase is starving for HONEST LEGIT DEALERS. 
                        The few good ones left are on the verge of dumping
                        Atari because they can't get a REP to call on them
                        or get product.



--------------------------------------------------------------------------




                             GOLDEN GOUGE AWARD
                             ==================

Jacksonville, Florida   
---------------------

A rather enterprising Atari Dealer has taken the term, FREE ENTERPRISE, a
stretched step further.  Seems this dealer offers the Early Atari RGB 
Color Monitor for 499.00 (used)!

He accepts trade-ins against the new stylish (mega) monitor and then 
resells the old used monitor for almost $500.00!  

This same guy gets 2.00 per page to run off docs on "his" SLM804.

                     A PERFECT EXAMPLE OF REAL ETHICS!



ED. NOTE....the Golden Gouge Award is a new feature of ST REPORT, if you
have a dealer in your area that is exploiting the fact that Atari dealers
have little or no competition, or, is just plain ripping people off..let
us know by nominating that dealer for the Golden Gouge Award.




-------------------------------------------------------------------------




                            TRUE ATARIAN AWARD
                            ==================

Orlando, Florida
----------------

Our very FIRST nominee and Winner of the coveted ST REPORT True Atarian
award goes to:

                       McDONALD'S COMPUTER CENTER
                        4921 East Colonial Drive
                      Orlando, Florida  32803-4309

Bob McDonald, by his efforts has nurtured and guided the Atari Userbase in
his area in many ways..one of which is allowing the user groups to meet
at his dealership after business hours.  That means long days and short
rest periods for him.

Your ongoing efforts to display the true characteristics of good business
practices and the example you set by your own actions are a tribute to 
Atari and are excellent guidelines for all to follow.



ED. NOTE... You may nominate a dealer for the "TRUE ATARIAN AWARD" which,
as the name denotes, goes to the real good guys, those dealers you are
proud of, who take care of the userbase, who respond to the needs of the 
community and are ethical and upstanding in every way.  Nominate your
favorite dealer today...if he deserves it.




-------------------------------------------------------------------------



#: 111449 S7/ST News/Reviews
24-Sep-88  15:06:53
Sb: Farewell
Fm: Neil 70007,1135
To: All

Since the word is already spreading, let me make it official:

I tendered my resignation to Atari on Friday.  As is customary, they made
it official at the end of that day.

Within the next 2 weeks I will be joining GEnie in the DC area. I am very
much looking forward to the position and to moving my family back to the
East Coast.

Thanks to everyone for making my 4+ years with Atari Corp. interesting.

--->Neil




--------------------------------------------------------------------------




                          INSIGHT into the ST'S FUTURE
                          ============================

Part II-Hardware

by Micheal Arthur

One developer who has already had a great effect on the ST market is Dave
Small, bringing Macintosh compatibility with the Magic Sac.  For reasons
too lengthy to discuss here, he left Data Pacific, the maker of the Magic
Sac, starting his own company, Gadgets by Small Inc. 

The Magic Sac WAS good, but it only used the 64K Mac ROMs, not being able
to run some old Macintosh programs, and not beign able to run most of the
new ones, such as Hypercard or Multifinder.


To remedy this, he has made another Mac Emulator, called Spectre 128,
that uses the 128K Mac ROMs. This means it can run virtually ALL Macintosh
software (except MIDI programs), including Hypercard.  Using 128K ROMs
also results in screen operations being four times faster than with 64K 
ROMs, and that the serial (modem) drivers WORK, so most to all Macintosh 
modem programs (like Red Ryder) work with Spectre.

Besides the benefits brought with the 128K ROMs, Spectre 128 also has an
INCREDIBLE increase in Disk I/O, having floppy disk operations up to three
times faster than the Magic Sac, and hard disk operations up to TEN times
faster than before.

Alas, in its first release it does NOT fully support Multifinder, however,
Version 2.00 will support Macintosh sound, the Atari Laser Printer, and
will FULLY support Multifinder.  This will mean many things to the ST 
market, as it will now fully emulate the Macintosh, and with a price that
will definitely be preferable.

Especially to Mac Users, who, as a result, will see the ST as a Mac Clone,
buying it mostly to use a cheap Mac to do work at home, or to have an 
extra Mac for the office, in addition to the "real" ones there.

This will cause a LARGE, sophisticated group of computer users to become
ST users, as familiarity with the ST will breed enthusiasm for it, instead
of contempt, bringing Macintosh developers to the ST market, and more 
software, in the process.


  Special Note:  As this is a small company (no pun intended), they cannot
  advertise that well, but WILL provide good support.  You owe it to
  yourself to find out about Spectre, from Gadgets by Small, Inc.


Megabyte Inc.
-------------

One company, that in the coming months, will come to be a household name 
in the ST world, and which will definitely have an effect on the future 
of the ST.


Megabyte Inc. will be releasing a product shortly called Turbo ST,
that will use a 16 MHZ 68000 to speed the ST to 16 MHZ, with a switch to
go from 8 MHZ to 16 MHZ instantly, even within an application, so as to be
able to use that speed when you want.  This will make the ST even faster
than Amigas with 16 MHZ 68020's, which only go at 14.32 MHZ.  It will
require a motherboard modification, though.

A major modification. This board uses 18+ chips to perform its job, and
installing it in an ST will take 2 HOURS for an experienced technician,
making it more like a quadruple bypass operation than anything else.  It
DOES fit completely into an ST, having sort of an odd shape as a result.

There will have to be a piece cut out of your ST, though.  In the back,
where the 8 MHZ/16 MHZ switch will go.

This is the ONLY ST Accelerator board that is coming out any time soon,
costing about $250.00, including the 16 MHZ 68000.  It is also guaranteed.

This will certainly have a great effect on the ST market, and although a
certain few doubted it could be done, Turbo ST will be coming out within a
few weeks.

But it's the *OTHER* product that Kenneth George (maker of Turbo ST) is
developing that will REALLY be interesting.

Ever since the beginning of the ST, one of its worst handicaps was that
there were no expansion slots in any model, hampering attempts to expand
its capabilities.  The Mega ST solved this problem in part, by having one
expansion slot, but anyone who has ever used an IBM knows that even four
slots aren't usually enough, so only having one decreased its value.

The Amiga 2000 has 8 expansion slots, resulting in that there is a growing
market for Amiga expansion cards, causing some people to think that the
Amiga is a more viable option than the ST.

                     But now, that is ALL going to change.

Megabyte Inc. is planning to come out with an Expansion Slot Box called
the ST Expander), that will give 520/1040/Mega ST's eight Expansion Slots,
for around 200 dollars.  It will be out in December.

This will also require a motherboard modification, but this will be MUCH
less drastic than the Turbo ST's, and will be SIMPLE if you have the Turbo
ST, as there will be a socket built into it so you can just plug in the
ST Expander, but even if you don't have Turbo ST, your dealer can make the
necessary modifications with little trouble.

The ST Expander also solves one other thing that the Amiga has over ST's.

As we all know, the Mega ST's have more built in memory than ANY other
computer.  But that memory could not be expanded beyond 4 Megabytes.  This
has been because the "MMU" chip inside the ST only lets it address that
much memory.

Although the 68000 itself can address 16 Megabytes of memory, and ALL
models of the Amiga support 9 Megabytes of memory with the 68000 chip, and
16 Megabytes of memory when a 68020 chip is used.

Noticing this, Megabyte Inc. decided to put an improved version of the MMU
chip inside the ST Expander at NO additional cost that supports the ENTIRE
memory addressing range of the 68000, 16 Megabytes of memory, when you buy
one.  Compared to the Mac II, which only supports 8 Megs with a 68020.

Two of the slots in the ST Expander will be dedicated RAM slots,to support
memory expansion cards.  These will be easy to obtain, as ST users will be
able to get them from one of the many companies that will be making
expansion cards for the ST.

CREATING an entirely NEW market for the ST, and having MANY implications.
Some products that will probably come out at first are:

1) A LAN System that would be compatible with IBM, SUN, and DEC Networks.
2) A GLUT of Memory Expansion Cards for the ST.
3) A 1280*960 Monochrome Monitor with an expansion card to make it work.
4) An Expansion Card with the 68881 chip for a floating point coprocessor.


                    And MANY more developments, including......


A "Bridgeboard" for the ST, having the 286 or 386 chip....


This product has the potential of causing an upsurge in ST hardware AND
software development.  It also will make Megabyte Inc one of the biggest
companies in the ST market, and possibly in the microcomputer market, as
it (and Turbo ST) might help make the ST a standard among microcomputers,
and definitely help MANY ST's to sell, making their products have even
greater demand.

In fact, I would say THAT after the next 10 months, 1 out of every 10 new
ST's sold by dealers will either contain Turbo ST, ST Expander, or BOTH,
and that within a YEAR, 1 out of every 10-15 STs currently out in the US
will have at least one of these products.

These predictions might seem incredibly bold, but it might turn out that
they will have been very conservative, and that Megabyte Inc. will have a
quicker effect on the ST market than ever thought of. And most ST hardware
made next year will probably be designed for the ST Expander.




-------------------------------------------------------------------------




                         ST XFORMER Interface Announcement
                         =================================

by Darek Mihocka


Always wished there was an easier way to transfer files from your
8 bit floppies to the ST? Are null modem cables just not your style?

Finally! Move all your Atariwriter and other word processing files to
the ST. Graphics screens and icons. Database files and spreadsheets.

It's ready! About a month ago I first announced the development of an
interface to allow STs to communicate with 8 bit disk drives, like
the 810, 1050, and XF551 drives. I will start shipping them on Oct. 3.

The interface consists of a cable that connects between the ST and the
disk drive, and allows for two way disk and file transfers, with the
proper software. This software is in several forms, for different users.

Because the cable does not necessarily require that it be used with the
ST XFORMER emulator, it is going to be sold separately from any software.

To be fair to current registered users of the ST XFORMER Atari 8 bit
emulator, they will have first crack at the cables. To qualify, you
must have already registered your copy of Xformer 2.1 ($20). (I have
your names on file, so don't cheat!) The cable will then cost you $20 US
(or $25 Canadian). In conjunction with the release of the cable, a new
version of the ST XFORMER will be made available on Oct. 1, and as usual,
will be made available on Compuserve, Genie, and Delphi. XFORMER 2.2 will
have all of the features of version 2.1x with the added capability of
using the cable to boot the Atari emulator directly from an 8 bit drive.
(Even from copy protected disks, although not all of them)

The few users who have just registered recently for version 2.1 are being
kept on file until October and will receive version 2.2, since other
enhancements have been added to the program.

This leaves tens of thousand of ST and 8 bit users who do not qualify.
For you folks, the cable is $25 US (or $30 Canadian), and of course, you
will have access to ST XFORMER by modem or by registering. Registration
for the XFORMER is $20, but since I am eager to get more users, you can
get the cable, XFORMER 2.2 and the printed manual for $40 US (or $45
Canadian).

For those people who want the cable to transfer files, but are not
interested in the emulator, I have a utility for you! The XFORMER Quick
Transfer Utility allows you to grab files of entire disks and transfer
them quickly. Those of you who saw the several megabytes of 8 bit ANALOG
files that I recently uploaded to Compuserve and Genie may be interested
to know that each floppy disk took under two minutes to transfer to the ST
(the same time it takes to read the disk into a sector copier on an 8 bit).
Imagine how quickly you can transfer your entire 8 bit library to the ST
(where, one day, you will decide to run it on the emulator).

The current limitation is that the disks must be in DOS 2.0 format to
allow the files to be extracted, although if you plan to use the emulator,
the disks can be formatted by most DOSes, and even be boot disks.

I am still working on several other major utilities, including one that
allows most other ST programs to read and write directly from the 8 bit
disk drives, and more. When it is ready, I will let everyone know.

Also in the works is a 520ST version of the emulator that supports the
interface (an enhanced ST XFORMER JUNIOR).

To order, send a MONEY ORDER or (no personal checks from the US!!! because
Canadian banks are not too swift at processing them) to me:

                              Darek Mihocka
                           310-D Bluevale St. N.
                         Waterloo, Ontario  N2J 4G3
                                CANADA

Thank the almost 100 registered users of ST XFORMER who motivated me (and
demanded!) that this interface be created.


Pricing is as follows.

    Registered users:
    -----------------
                                        US $          Canadian $
    ST XFORMER Interface Cable          20               25
    ST XFORMER 2.2 update
    (with Quick Transfer Utility)       10               10

    (note, users who just registered in the last couple of weeks will
    get the update free in October)


    Non-registered users:
    ---------------------
                                        US $          Canadian $
    ST XFORMER Interface Cable          25               30
    Quick Transfer Utility              10               12
    ST XFORMER 2.2 registration         20               20    (shareware)
    All 3 of the above                  40               45


Please add $3 per order for my postage and shipping costs.

I would like to get users groups involved in this. I have visited about
half a dozen local user groups and found a lot of interest in the emulator
and interface. The problem was that many of the users, both 8 bit and ST,
do not have access to Compuserve or Genie, or even a modem, and so, were
unaware of the existense of the emulator. Therefore, I would like to
give discounts to large orders placed through user groups, because it
helps me. Call me by voice for details.

Oops, did I mention the BBS yet? As mentioned last month, I am going to
put up a support BBS shortly. I am writing it from scratch, but it is
coming along. It will provide additional support for all Atari users,
by providing information about the emulator and interface, and files
for downloading,

                ST XFORMER BBS / voice support  (519)-747-0386

    BBS: 12am-6am EST (sometime soon)
    voice: other times

During other hours, I will answer by voice and provide support for the
products.

Thanks again for your support.




--------------------------------------------------------------------------



                               CIRCUIT MAKER
                               =============

by Bill Pike (PAC)

review copy loaned 
by IB Computers

  My field of endeavour, that which I do when not using a 
computer, involves a lot of logic circuit design.  Well anyhow I 
was going thru the local software store and happened to see a 
program on the shelf that immediately caught my eye.  The name of 
the program is CircuitMaker and it was written by Ozzie Boeshans. 
The cost is $69.95, why not make it a even $70?.  The program is 
published by ILLIAD Software.

  For those who havn't used this type of program in the past, this 
includes until now me, this is the cats meow.  No more breadboarding 
of circuits.  No more burning out chips.  No more tangles of wire, 
piles of parts, and general mess laying all over the place.  Also, 
for those who are married, no spouse telling you to clean up your 
mess.

  Version 1.2 of the program allows you to design various logic 
circuits on screen and TEST AND DEBUG THE CIRCUITS ON SCREEN.  The 
program then will print the circuit on your Epson compatible 
printer.  You can also go back to the last saved version of the 
circuit if you have made a mistake.  The next version, 2.0, is 
said to allow you to specify and make a library of your own 
favorite IC's.  Didn't I say that the program comes with 1 library 
of various logic gates and IC's?  Well if I didn't, it does.

  Here is what is in the library: All of the various types of 
gates including, a inverter, 2-4 input AND & NAND, 2 input ORs, 2 
input NORs, and 2 input exclusive ORs, LED's, seven segment 
displays including the BCD to 7-Segment decoder, switches, two 
types of quad latches, 7474, 74138, 74151, 74168, 74169, 74109, 
and 74194 IC's.

  There is a snap-to-grid feature so everything looks neat.  The 
various logic devices can be rotated in 90 degree increments, you 
can label either vertically or horizontally.  When you are wiring 
the circuit the curser is accompanied, once you move out of the 
device area, by a set of full screen cross-hairs that show you 
where the wire will end up both vertically and horizontally if you 
extend it the full screen.  This allows you to be much neater in 
the layout of wiring.  There is also a dot placed where wires join 
so that you are sure of the connection.  You can also move devices 
around or delete them if you decide that the location is bad.  You 
are working in a window of the design, the window is approximately 
15% of the working area.  You can wire outside of the screen area.  
I find that you should make a printout of just the device 
placement so you are able to easily find the devices not on screen 
when you start to wire.  A zoom command would have been nice.

  There are programmable pulse generators for signal inputs, each 
generator is independently programmable as to waveform and start 
time as well as well as when it starts. The speed is variable in 
common.  There is a four input oscilloscope that can be used to 
check any four points in the circuit simultaneously..  You are able to
either use a continous run or set for 5 or 10 cycles.  The various wires 
show you the logic level on that wire by either being solid black 
(logic 1), dark dotted (logic 0), or light dotted (not active) as 
the test is running.  If you are using a color monitor the colors 
of the lines change to indicate the same conditions.  You are able 
to move around the screen during the run so you can see the 
functioning of the entire circuit.

   There is a tutorial on fundamental logic circuit design 
included in the small 50+ page manual.  The tutorial doesn't go 
into much depth and those who are unfamiliar with logic design 
should pick up a book on the subject as well as a TTL Device 
handbook so you can figure out just what the various chips are and 
what they require to work.  The program doesn't go into 
microprocessor logic and if it did it should/would probably cost 
about 10 times as much, if not more.

  This program is designed for the average designer and builder 
not for someone who does this for a living, he/she would probably 
have the $700 to $7000 version of this type of program and a main 
frame to run it on.  This is a MUST HAVE program for anyone who 
designs logic circuits including those in college level logic 
design courses.  It is also a must have for anyone who just does 
logic design at home for their computer interfaces or anything 
else, this is most logical (sorry about that it slipped out).  So 
dig into your pocket and BUY THIS ONE.    



-------------------------------------------------------------------------



                           ANTIC PUBLISHING INC.
                              COPYRIGHT 1988
                          REPRINTED BY PERMISSION.




    Professional GEM  by Tim Oren
    Column #5 - Resource Tree Structures


       This is the fifth issue of ST PROFESSIONAL GEM, concluding our trek
    through  GEM  dialogs  and  resources  with  a  look  at  the internal
    structure of object trees.  Also, I'll answer a number of questions of
    general  interest  which  have  been  received  via  the  ANTIC ONLINE
    FEEDBACK.   As  always,  there is a download file associated with this
    column:  GEMCL5.C,  which you will find in DL3 of the new Atari 16-bit
    SIG (type GO PCS-58 or GO ATARI16).

       Even if you have no immediate use for this issue's code, be sure to
    take  the  download anyway; some of the routines will be used in later
    articles.

       In  the  last  installment, we established that resources trees are
    pointed  to  by  the tree index, and that they are composed of objects
    which contain pointers onward to other structures.  However, we passed
    over  the issue of linkage among the objects within a tree.  It is now
    time to go back and cure this omission.

       The  technical  term  for the linkage scheme of an object tree is a
    "right-threaded  binary  tree".  If you already know what this is, you
    can  skim  over the next few paragraphs.  If you happen to have access
    to  a  copy of the book "FUNDAMENTAL ALGORITHMS", which is part of the
    series  THE  ART OF COMPUTER PROGRAMMING by Donald E. Knuth, you might
    want  to  read  his  excellent discussion of binary trees beginning on
    page 332.

       For  the  following  discussion, you should have a listing of the C
    image  of  a resource tree in front of you.  For those who do not have
    the  listing  from  the last column, I have included a fragment at the
    beginning  of the download.  Before we begin, I should warn you of one
    peculiarity of "computer trees": They grow upside-down!  That is, when
    they  are  diagrammed  or described, their root is at the top, and the
    "leaves" grow downward.  You will see this both in the listing, and in
    the way the following discussion talks about moving through trees.

       Each  GEM  object  tree  begins  at its ROOT object, numbered zero,
    which  is  the  object  pointed at by the tree index.  There are three
    link fields at the beginning of each object.  They are called OB_NEXT,
    OB_HEAD, and OB_TAIL, which is the order in which they appear.

       Each  of the links is shown as an index relative to the root of the
    current tree.  This means that the link '0' would refer to the root of
    the  tree, while '2' would indicate the object two lines below it. The
    special  link -1 is called NIL, and means that there is no link in the
    given direction.

       Each object, or node, in a tree may have "offspring" or nodes which
    are  nested  below it.  If it does, then its OB_HEAD will point to its
    first  (or  "leftmost")  "child",  while the OB_TAIL will point to the
    last  ("rightmost")  of  its offspring.  The OB_NEXT pointer links the
    children  together,  with  the  OB_NEXT  of  the first pointing to the
    second,  and  so on, until the OB_NEXT of the last finally points back
    to its parent, the object at which we started.

       Remember  that each of these children may in turn have offspring of
    their  own, so that the original "parent" may have a large and complex
    collection of "descendents".

       Let's  look  at the first tree in the download to see an example of
    this  structure.   The  very  first object is the ROOT.  Note that its
    OB_NEXT  is  NIL,  meaning that there are no more objects in the tree:
    the ROOT is both the beginning and the end of the tree.  In this case,
    the OB_HEAD is 1 and the OB_TAIL is 3, showing that there are at least
    two different children.

       Following  OB_HEAD  down to the next line, we can trace through the
    OB_NEXT links (2, 3, 0) as they lead through a total of three children
    and  back  to  the  ROOT.  You will notice that the first two children
    have  NIL  for  the OB_HEAD and OB_TAILs, indicating that they have no
    further offspring.

       However,  node  three,  the  last  child of the ROOT, does have the
    value 4 for both its OB_HEAD and OB_TAIL.  By this we can tell that it
    has  one,  and only one, offspring.  Sure enough, when we look at node
    four,  we  see  that its OB_NEXT leads immediately back to node three.
    Additionally,  it  has  no  further  offspring because its OB_HEAD and
    OB_TAIL are NIL.

       You  will  find  that  object  trees  are always written out by the
    Resource  Construction  Set  in "pre-order".  (Again, see Knuth if you
    have  a copy.)  This means that the ROOT is always written first, then
    its  offspring  left to right.  This rule is applied recursively, that
    is,  we  go  down to the next level and write out each of these nodes,
    then THEIR children left to right, and so on.

       For  a  further  example, look at the next tree in rs_object in the
    download.   You  will  see  that  the  ROOT has an OB_HEAD of 1 and an
    OB_TAIL  of 6, but that it actually has only three offspring (nodes 1,
    2  and  6).   We see that node 2 itself had children, and applying the
    rule  given  above,  they  were written out before continuing with the
    next child of the ROOT.

       Why  was  this  seemingly  complex  structure  chosen for GEM?  The
    reason  has  do  with  the  tasks  of  drawing objects in their proper
    locations on the screen, and determining which object was "hit" when a
    mouse click is detected.

       To  find out how this works, we must look at four more fields found
    in each object: OB_X, OB_Y, OB_WIDTH, and OB_HEIGHT.  These fields are
    the last four on each line in the sample trees.

       Each  object  in  a  tree  "owns" a rectangle on the screen.  These
    fields define that rectangle.  When a resource is stored "outside" the
    program  the  fields  are  in  character units, so that an object with
    OB_WIDTH of 10 and OB_HEIGHT of 2 (for instance) would define a screen
    area 10 characters wide and 2 high.

       When  the  resource is read into memory with an rsrc_load call, GEM
    multiplies  the appropriate character dimension in pixels into each of
    these  fields.  In this way portability is achieved: the same resource
    file  works  for  any  of  the  ST's  three  resolutions.  Knowing how
    rsrc_load  works,  your  code  should  treat  these  fields  as  pixel
    coordinates.

       (I  have  committed  one oversimplification above.  If an object is
    not  created  on  a  character  boundary in the RCS, then the external
    storage  method described will not work.  In this case, the lower byte
    of  each  rectangle  field  is  used  to  store  the nearest character
    position,  while the upper byte stores the pixel remainder to be added
    after the character size is multiplied in.)

       Non-character-boundary  objects  may  only be created in the "FREE"
    tree mode of the Resource Construction Set (also called "PANEL" in RCS
    2.0).  You should use them only in programs which will run in a single
    ST  screen  mode,  because  pixel coordinates are not portable between
    resolutions.)

       The  first  real  secret of object rectangles is that each OB_X and
    OB_Y  is  specified  RELATIVE  to the X and Y coordinate of its parent
    object  within the tree.  This is the first property we have seen that
    is actually "inherited" from level to level within the tree.

       The  second secret is more subtle: Every object's rectangle must be
    entirely contained within the rectangle of its parent.  This principle
    goes  by the names "bounding rectangles" or "visual hierarchy".  We'll
    see  in  a  moment  how  useful  it  is  when  detecting  mouse/object
    collisions.

    HOW GEM DOES IT

       Knowing  these  secrets, and the linkage structure of object trees,
    we  can  deduce  how  a  number  of the GEM operations must work.  For
    instance,  consider objc_offset, which returns the actual screen X and
    Y  of an object.  We can see now that simply loading the OB_X and OB_Y
    fields  of  the  object  does  not  suffice: they only give the offset
    relative  to the parent object.  So, objc_offset must BEGIN with these
    values,  and then work its way back up to the ROOT of the tree, adding
    in the offsets found at each level.

       This  can  be  done  by following the OB_NEXT links from the chosen
    object.   Whenever  OB_NEXT  points  to an object whose OB_TAIL points
    right  back  to the same location, then the new node is another level,
    or  "parent"  in the tree, and objc_offset adds its OB_X and OB_Y into
    the  running totals.  When OB_NEXT becomes NIL, then the ROOT has been
    reached  and  the  totals  are  the  values  to  return.  (By the way,
    remember  that  the  OB_X  and  OB_Y  of  the ROOT are undefined until
    form_center has been called for the tree.  They are shown as zeroes in
    the sample trees.)

       We  can also figure out objc_draw.  It works its way DOWN the tree,
    drawing each object as it comes to it.  It, too, must keep a running X
    and  Y  variable,  adding in object offsets as it descends tree levels
    (using  OB_HEAD),  and  subtracting them again as it returns from each
    level.   Since  the larger objects are nearer the ROOT, we can now see
    why  they are drawn first, with smaller objects drawn later or "on top
    of" them.

       (If  you  write  an  application  which needs to move portions of a
    dialog or screen with respect to each other, you can take advantage of
    inheritance  of  screen position in objc_draw.  Simply by changing the
    OB_X and/or OB_Y of an object, you can move it and its entire sub-tree
    to  a  new  location  in  the  dialog.   For  instance,  changing  the
    coordinates of the parent box of a set of radio buttons will cause all
    of the buttons to move along with it.)

       Objc_draw also gives us an example of the uses of visual hierarchy.
    Recall  that a clipping rectangle is specified when calling objc_draw.
    At each level of the tree we know that all objects below are contained
    in  the  screen  rectangle  of  the  current  object.   If the current
    rectangle  falls  completely outside the specified clipping rectangle,
    we  know  immediately  that we need not draw the object, or any of its
    descendents!  This  ability  to  ignore  an  entire  subtree is called
    "trivial rejection".

       Now  it's  rather  easy  to figure out objc_find.  It starts out by
    setting  its  "object  found"  variable  to  NIL.   It begins a "walk"
    through  the  entire object tree, following OB_HEAD and OB_NEXT links,
    and keeping a current X and Y, just like objc_draw.

       At  each  node  visited, it simply checks to see if the "mouse" X,Y
    specified  in  the call are inside the current object's rectangle.  If
    they  are,  that  object  becomes  the found object, and the tree walk
    continues  with the object's offspring, and then siblings.  Notice how
    this  checking  of  offspring  makes sure that a smaller object nested
    within, i.e., below, a larger object is found correctly.

       If  the  mouse X,Y position is not within the object being checked,
    then  by  visual  hierarchy  it cannot be within any of its offspring,
    either.   Trivial  rejection  wins  again,  and the entire sub-tree is
    skipped!  Objc_find moves on to the OB_NEXT of the rejected object.


    THOUGHT EXPERIMENTS

       Thinking  about  the  objc_find  algorithm reveals some information
    about  its  performance,  and a few tricks we may use in improving the
    appearance of dialogs and other object trees.

       First consider the problem of a dialog which contains many objects.
    If we lay them all out "side-by-side", then they will all be immediate
    offspring  of  the  ROOT  object.   In  this  situation,  the  trivial
    rejection  method  will  gain  nothing.   The  time objc_find takes to
    complete will vary linearly with the total number of objects.  This is
    called an "Order N" process.

       Suppose  that  instead  we  broke up the dialog into two areas with
    invisible  boxes, then broke up each of these areas in a like fashion,
    and  so  on until we got down to the size of the individual selectable
    objects.  The number of bottom level objects in this scheme is a power
    of  two  equal  to the depth of the tree. Trivial rejection is used to
    its  fullest in this case.  It is called an "Order Log N" process, and
    is much more efficient for large numbers of objects.

       In  practice,  the  speed  of  the ST will allow you to ignore this
    distinction  for  most dialogs and other trees.  But if you get into a
    situation  when  speed is critical in searching a large tree, remember
    that nesting objects can improve performance dramatically.

       If  you  have  been  following closely, you may have also noticed a
    hole  in  the  visual  hierarchy  rule.   It says that all of a node's
    children must lie within its rectangle, but it does NOT guarantee that
    the  children's  rectangles will be disjoint, that is, not overlap one
    another.  This peculiarity is the basis of several useful tricks.

       First,  remember  that  objc_find  always  tries to scan the entire
    tree.   That is, it doesn't quit when it finds the first object on the
    given  coordinates.  As mentioned above, this normally guarantees that
    nested  objects  will  be found.  Consider, however, what happens when
    the  mouse coordinates are on a point where two or more objects AT THE
    SAME  LEVEL  overlap:  they  will  replace  one  another as the "found
    object" until objc_find returns with the one which is "last", that is,
    rightmost in the tree.

       This  quirk can be used to advantage in a number of cases.  Suppose
    that  you  have in a dialog an image and a string which you would like
    to  be  selected  together  when  either is clicked.  Nesting within a
    common  parent  achieves  nothing in this case.  Instead, knowing that
    form_do must use objc_find, you could use our trick.

       You  have  to know that the Resource Construction Set normally adds
    objects  in  a  tree left to right, in the order in which you inserted
    them.   You proceed to build the dialog in the following order: insert
    the  image first, the string next, then carefully add an invisible box
    which  is  not  nested within either, and size it to cover them both.
    Set  the SELECTABLE attribute for the box, and the dialog manager will
    find it, and invert the whole area, when either the image or string is
    clicked.

       By  the  way,  remember that the SORT option in the RCS will change
    the  order  of  an  object's  offspring.  If you are going to try this
    trick, don't use SORT!  It will undo all of your careful work.


    A TREEWALKER OF OUR OWN

       Since  the  GEM  system  gets so much mileage out of walking object
    trees,  it  seems  reasonable that the same method should be useful in
    application  programs.   In  the download you will find map_tree(). As
    many  LISP veterans might guess from the name, this code will traverse
    all  or  part of an object tree, applying a function to each node.  It
    also  allows  the  function  to  return  a true/false value specifying
    whether the sub-tree below a particular node should be ignored.  Let's
    examine  map_tree()  in  more  detail as a final review of object tree
    structure.

       First,  look  at the parameters.  "tree" is the long address of the
    object  tree  of  interest, as retrieved by rsrc_gaddr.  "this" is the
    node  at  which to begin the traverse, and "last" is the node at which
    to terminate.

       In most cases, the beginning node will be ROOT, and the final value
    will be NIL.  This will result in the entire tree being traversed. You
    may  use  other  values,  but  be sure that you CAN get to "last" from
    "this" by following tree links!  Although map_tree() includes a safety
    check  to  prevent  "running  off"  the  tree, you could get some very
    strange results from incorrect parameters.

       The  declaration for the final parameter, "routine", makes use of C
    construct  which  may be new to some.  It is a pointer to a subroutine
    which returns a WORD as a result.

       Map_tree() begins by initializing a temporary variable, tmp1, which
    is  used  to store the number of the last node visited.  Since no node
    will follow itself, setting tmp1 to the starting node is safe.

       The  main  loop  of  the routine simply repeats visiting a new node
    until  the  last value is reached, or the safety check for end of tree
    is satisfied.

       At  any node visited, we can be in one of two conditions. Either we
    are at a node which is "new", that is, not previously visited, or else
    we are returning to a parent node which has already been processed. We
    can  detect  the  latter  condition by comparing the last node visited
    (tmp1)  with  the OB_TAIL pointer of the current node.  If the node is
    "old",  it  is  not processed a second time, we simply update tmp1 and
    continue.

       If  the  node  is new, we call "routine" to process it, sending the
    tree address and object number as parameters.  If a FALSE is returned,
    we will ignore any subtree below this node.  On a TRUE return, we load
    up  the  OB_HEAD  pointer  and follow it if a subtree exists.  (If you
    don't  care about rejecting subtrees, simply remove the if condition.)
    Finally, if the new node had no subtree, or was rejected by "routine",
    we follow along its OB_NEXT link to the next node.

       A  simple  application  of  our  new  tool shows its power.  From a
    previous  column you may recall the tedium of deselecting every button
    inside  a  dialog  after  it was completed.  Using map_tree(), you can
    deselect  EVERY  OBJECT in the tree by using map_tree(tree, ROOT, NIL,
    desel_obj);  You  must  use a slightly modified version of desel_obj()
    (included  in  the  download)  which  always returns TRUE.  Be sure to
    define  or declare desel_obj() in your code BEFORE making the map_tree
    call!

       In  future columns, I will return to map_tree() and show how it can
    be  used  for  advanced  techniques  such as animated dialogs.  In the
    meantime, experiment and enjoy!




>>>>>>>>>>>>>>>>>>>>>>>>>>> Sample object trees <<<<<<<<<<<<<<<<<<<<<<<<

OBJECT rs_object[] = {
-1, 1, 3, G_BOX, NONE, OUTLINED, 0x21100L, 0,0, 18,12,     /* Tree # 1 */
2, -1, -1, G_STRING, NONE, NORMAL, 0x0L, 3,1, 12,1,
3, -1, -1, G_BUTTON, 0x7, NORMAL, 0x1L, 5,9, 8,1,
0, 4, 4, G_BOX, NONE, NORMAL, 0xFF1172L, 3,3, 12,5,
3, -1, -1, G_IMAGE, LASTOB, NORMAL, 0x0L, 3,1, 6,3,
-1, 1, 6, G_BOX, NONE, OUTLINED, 0x21100L, 0,0, 23,12,     /* Tree # 2 */
2, -1, -1, G_TEXT, NONE, NORMAL, 0x0L, 0,1, 23,1,
6, 3, 5, G_IBOX, NONE, NORMAL, 0x1100L, 6,3, 11,5,
4, -1, -1, G_BUTTON, 0x11, NORMAL, 0x5L, 0,0, 11,1,
5, -1, -1, G_BUTTON, 0x11, NORMAL, 0x6L, 0,2, 11,1,
2, -1, -1, G_BOXCHAR, 0x11, NORMAL, 0x43FF1400L, 0,4, 11,1,
0, -1, -1, G_BOXTEXT, 0x27, NORMAL, 0x1L, 5,9, 13,1,
-1, 1, 3, G_BOX, NONE, OUTLINED, 0x21100L, 0,0, 32,11,     /* Tree # 3 */
2, -1, -1, G_ICON, NONE, NORMAL, 0x0L, 4,1, 6,4,
3, -1, -1, G_FTEXT, EDITABLE, NORMAL, 0x2L, 12,2, 14,1,
0, 4, 4, G_FBOXTEXT, 0xE, NORMAL, 0x3L, 3,5, 25,4,
3, -1, -1, G_ICON, LASTOB, NORMAL, 0x1L, 1,0, 6,4};


>>>>>>>>>>>>>>>>>>>>>>>>>> Object tree walk utility <<<<<<<<<<<<<<<<<<<<<<

        VOID
map_tree(tree, this, last, routine)
        LONG            tree;
        WORD            this, last;
        WORD            (*routine)();
        {
        WORD            tmp1;

        tmp1 = this;            /* Initialize to impossible value: */
                                /* TAIL won't point to self!       */
                                /* Look until final node, or off   */
                                /* the end of tree                 */
        while (this != last && this != NIL)
                                /* Did we 'pop' into this node     */
                                /* for the second time?            */
                if (LWGET(OB_TAIL(this)) != tmp1)
                        {
                        tmp1 = this;    /* This is a new node       */
                        this = NIL;
                                        /* Apply operation, testing  */
                                        /* for rejection of sub-tree */
                        if ((*routine)(tree, tmp1))
                                this = LWGET(OB_HEAD(tmp1));
                                        /* Subtree path not taken,   */
                                        /* so traverse right         */
                        if (this == NIL)
                                this = LWGET(OB_NEXT(tmp1));
                        }
                else                    /* Revisiting parent:        */
                                        /* No operation, move right  */
                        {
                        tmp1 = this;
                        this = LWGET(OB_NEXT(tmp1));
                        }
        }


>>>>>>>>>>>>>>>>>> Sample routine to use with map_tree() <<<<<<<<<<<<<<<

     VOID
undo_obj(tree, which, bit)     /* clear specified bit in object state     */
     LONG     tree;
     WORD     which, bit;
     {
     WORD     state;

     state = LWGET(OB_STATE(which));
     LWSET(OB_STATE(which), state & ~bit);
     }

     VOID
desel_obj(tree, which)          /* turn off selected bit of spcfd object*/
     LONG     tree;
     WORD     which;
     {
     undo_obj(tree, which, SELECTED);
     return (TRUE);
     }


>>>>>>>>>>>>>>>>>>>>>>>>>> Sample .ICN Files <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

>>>>>>>>>> Save everything between >>><<< lines as CLOCK.ICN <<<<<<<<<<<<<<
/* GEM Icon Definition: */
#define ICON_W 0x0030
#define ICON_H 0x0018
#define DATASIZE 0x0048
UWORD clock[DATASIZE] =
{ 0x0000, 0x0000, 0x0000, 0x0000,
  0x3FFC, 0x0000, 0x000F, 0xC003,
  0xF000, 0x0078, 0x0180, 0x1E00,
  0x0180, 0x0180, 0x0180, 0x0603,
  0x0180, 0xC060, 0x1C00, 0x0006,
  0x0038, 0x3000, 0x018C, 0x000C,
  0x60C0, 0x0198, 0x0306, 0x6000,
  0x01B0, 0x0006, 0x4000, 0x01E0,
  0x0002, 0xC000, 0x01C0, 0x0003,
  0xCFC0, 0x0180, 0x03F3, 0xC000,
  0x0000, 0x0003, 0x4000, 0x0000,
  0x0002, 0x6000, 0x0000, 0x0006,
  0x60C0, 0x0000, 0x0306, 0x3000,
  0x0000, 0x000C, 0x1C00, 0x0000,
  0x0038, 0x0603, 0x0180, 0xC060,
  0x0180, 0x0180, 0x0180, 0x0078,
  0x0180, 0x1E00, 0x000F, 0xC003,
  0xF000, 0x0000, 0x3FFC, 0x0000
};
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> End of CLOCK.ICN <<<<<<<<<<<<<<<<<<<<<<<<<<


>>>>>>>>> Save everything between >>>><<<<< lines as CLOCKM.ICN <<<<<<<<<<
/* GEM Icon Definition: */
#define ICON_W 0x0030
#define ICON_H 0x0018
#define DATASIZE 0x0048
UWORD clockm[DATASIZE] =
{ 0x0000, 0x0000, 0x0000, 0x0000,
  0x7FFE, 0x0000, 0x001F, 0xFFFF,
  0xFC00, 0x00FF, 0xFFFF, 0xFF00,
  0x03FF, 0xFFFF, 0xFFC0, 0x0FFF,
  0xFFFF, 0xFFF0, 0x3FFF, 0xFFFF,
  0xFFFC, 0x7FFF, 0xFFFF, 0xFFFE,
  0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
  0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
  0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
  0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
  0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
  0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
  0xFFFF, 0xFFFF, 0xFFFF, 0x7FFF,
  0xFFFF, 0xFFFE, 0x3FFF, 0xFFFF,
  0xFFFC, 0x0FFF, 0xFFFF, 0xFFF0,
  0x03FF, 0xFFFF, 0xFFC0, 0x00FF,
  0xFFFF, 0xFF00, 0x001F, 0xFFFF,
  0xF800, 0x0000, 0x7FFE, 0x0000
};
>>>>>>>>>>>>>>>>>>>>>>>>> End of CLOCKM.ICN <<<<<<<<<<<<<<<<<<<<<<<<<<<<<



--------------------------------------------------------------------------




                               The BEAT Goes On
                               ================

by T."Rex" Reade


Who are Alan Pratt, Roy Good and Shiraz Shivji?  What do they all have in
common and how do they effect us?

We have all seen these names in print at one time or another but have we
ever really known who or what these guys do?

Alan Pratt works for Atari .
----------                     He programs for them and is largely
                               responsible for working on Tos.

Roy Good (who just loves Unix) works for Atari.
--------                       He is the "main man" in software 
                               programming,  "The Boss".

Shiraz Shivji (The Father of The ST) 
-------------                  works for Atari and is a hardware
                               WIZARD.  Shiraz relies on Roy Good for the
                               software goodies for the ST.

I made a different lead in to give you an opportunity to have an idea
about why there is another bruhaha brewing at Atari.....

We all know the 68000 chip is really not designed for multi tasking and on
this matter we should all agree...but by this time we have all heard about
the "new" cousins to the 68000 chip.

                          68020 - 68030 - 68050

Did you know that TOS was rewritten for the 68030?  Did you also know the
68030 was designed especially for multi-tasking.  The facts are....
from a VERY reliable source, that Roy Good, has seen to it that this 
"new version" of TOS does not support multi-tasking either!  How 
incredibly lame can they get.  We know he simply loves Unix and would be 
overjoyed if TOS died a slow and horrible death by attrition.  

Consider this ....there are many folks who enjoy using TOS and want to 
continue using TOS.  These people are PAYING customers and deserve to have
ALL the features TOS is capable of delivering.  THAT INCLUDES
MULTI-TASKING and contemporary accessing of ALL peripherals.  16mb per 
partition is from the ICE AGE!

Perhaps the next candidate for the revolving door is already headed that
way.....to have Mr. Shivji rely upon Roy Good for sound software advice
and then see that the new TOS for the 68030 has NO MULTI-TASKING is,
without a doubt, another point blank foot shot!  It would appear that Mr.
Good (yes, the guy who has been making all the fancy releases about TOS
1.4), has dropped the ball on this one.

                                              Rex......




-------------------------------------------------------------------------




THIS WEEK'S QUOTABLE QUOTE
==========================



      In any collection of data, the figures that are obviously correct
      and beyond all need of verification... contain all the errors!




-------------------------------------------------------------------------
ST-REPORT Issue #54   SEPT. 26, 1988   (c)'88 APEInc. All Rights Reserved.
Reprint permission granted except where noted in the article. Any reprint
must include ST-Report and the author in the credits.  Views Presented 
herein are not necessarily those of ST-Report or of the Staff.  All items
and articles appearing in ST-REPORT are copywrite (c)APEInc.
-------------------------------------------------------------------------

rwa@auvax.UUCP (Ross Alexander) (10/04/88)

In article <1972@udccvax1.acs.udel.EDU>, gdtltr@vax1.acs.udel.EDU
(Gary D Duzan) writes:

>                       ST REPORT WEEKLY ONLINE MAGAZINE
>                             Monday, SEPT. 26, 1988
>                                Vol II  No. 54

and so on for quite a large chunk....  I appreciate the info,
but I don't think that the advertisements are in line with Usenet
policy on commercial use; or to say it a little differently, I'm a
little irked to think that ST Report Magazine is getting free
distribution and so on using phone lines maintained by my (public,
educational) institution.

So could you edit out the advertising please?  I post to the net only
because there's no chance e-mail will work, this isn't meant as a
public put down or anything.

--
Ross Alexander, Sr Systems Programmer,
Athabasca University, Athabasca Alberta Canada.
"Snappy sig line down for preventative maintainence,
call operations desk for estimated re-boot time."

gdtltr@vax1.acs.udel.EDU (Gary D Duzan) (10/04/88)

In article <735@auvax.UUCP> rwa@auvax.UUCP (Ross Alexander) writes:
>
> [...] I appreciate the info,
>but I don't think that the advertisements are in line with Usenet
>policy on commercial use; or to say it a little differently, I'm a
>little irked to think that ST Report Magazine is getting free
>distribution and so on using phone lines maintained by my (public,
>educational) institution.
>
>So could you edit out the advertising please?  I post to the net only
>because there's no chance e-mail will work, this isn't meant as a
>public put down or anything.
>
   ST Report and ZMAG are copyrighted publications, not true public domain.
However, the folks at ApeInc allow it to be distributed freely, provided
that it is distributed in its original form. Therefore, you may edit out
the ads if you wish, but it is illegal to distribute it after editing it.
I hope that ApeInc keeps the ads to a minimum, but I really have no say in
the matter. If there is excesive complaint about the ads, I can stop posting
them. It is up to you.
					Gary Duzan
					Time  Lord
				    Third Regeneration
				 Atari Enthusiast Extreme

greg@bilbo (Greg Wageman) (10/05/88)

In article <1986@udccvax1.acs.udel.EDU> gdtltr@vax1.acs.udel.EDU (Gary D Duzan) writes:
>In article <735@auvax.UUCP> rwa@auvax.UUCP (Ross Alexander) writes:

>>So could you edit out the advertising please?  I post to the net only
>>because there's no chance e-mail will work, this isn't meant as a
>>public put down or anything.

>   ST Report and ZMAG are copyrighted publications, not true public domain.
>However, the folks at ApeInc allow it to be distributed freely, provided
>that it is distributed in its original form. Therefore, you may edit out
>the ads if you wish, but it is illegal to distribute it after editing it.
>I hope that ApeInc keeps the ads to a minimum, but I really have no say in
>the matter. If there is excesive complaint about the ads, I can stop posting
>them. It is up to you.

Personally, I feel that if "ApeInc" wants to distribute their magazine
on the USENET, then *they* should trim the ads, and do so themselves.
By propagating their newsletter, you are giving them more credence
than they deserve.  I have read several "issues" now, and it is clear
that they are expressing lots of personal opinion, with very little
(if any) independent investigation or research to corroborate.  Much
of the factual information they publish is available elsewhere, in
places such as the Atari Forums on Compuserve, the Atari Roundtables
on GEnie, in printed magazines such as STart, STLog, etc.

So, bottom line, if it's a question of ads or no ZMAG, I won't miss
it.

Greg Wageman			ARPA:  greg%sentry@spar.slb.com
Schlumberger Technologies	BIX:   gwage
1601 Technology Drive		CIS:   74016,352
San Jose, CA 95110		GEnie: GWAGEMAN
(408) 437-5198			UUCP: ...!decwrl!spar!sentry!greg
------------------
Opinions expressed herein are solely the responsibility of the author.

jafischer@dahlia.waterloo.edu (Jonathan A. Fischer) (10/07/88)

	I for one enjoy seeing ST Report here.  Yes, it's basically a
collection of opinions and rumours, but that's all we get on Usenet in the
normal course of events, so what's the big deal?  Personally, I enjoy Dave
Small's opinions (even if he is one heck of a major league Atari Basher).
I've been reading Small since his days at "Creative Computing".  And in the
last issue, it was interesting to see Neil Harris' rebuttal immediately
following Dave's strong comments.

	If, for legal reasons or whatever, people strongly object to the
advertisements, then perhaps this isn't the place for it.  If so, however,
I'd appreciate someone taking the trouble to send each issue to
netlib@lakesys, or some other *uucp-accessible* site.
--
					-Jonathan Fischer

dillon@CORY.BERKELEY.EDU (Matt Dillon) (10/07/88)

:>that it is distributed in its original form. Therefore, you may edit out
:>the ads if you wish, but it is illegal to distribute it after editing it.
:>I hope that ApeInc keeps the ads to a minimum, but I really have no say in
:>the matter. If there is excesive complaint about the ads, I can stop posting
:>them. It is up to you.
:
:Personally, I feel that if "ApeInc" wants to distribute their magazine
:on the USENET, then *they* should trim the ads, and do so themselves.
:By propagating their newsletter, you are giving them more credence

	Worse, they *REPEAT* adds.  While this may be acceptable in a 
commercial publication that they pay to mail, it is doubly unacceptable on
the USENET!  I suggest people email them personaly.

					-Matt

trb@stag.UUCP ( Todd Burkey ) (10/07/88)

In article <495@snjsn1.SJ.ATE.SLB.COM> greg%sentry@spar.slb.com (Greg Wageman) writes:
>
>Personally, I feel that if "ApeInc" wants to distribute their magazine
>on the USENET, then *they* should trim the ads, and do so themselves.
>By propagating their newsletter, you are giving them more credence
>than they deserve.  I have read several "issues" now, and it is clear
>that they are expressing lots of personal opinion, with very little
>(if any) independent investigation or research to corroborate.  Much

I agree...plus the tone of their 'publication' has seemed very
anti-Atari, despite the constant pleading for people to quit abusing
Atari. Expressing opinions on the net is OK, even to couch it in the
form of a newsletter is OK, but the ads and some of the articles which
are little more than ads, don't seem appropriate on USENET.  It might
be easier for someone to just summarize the ApeInc info to the Net.
Everything I have read so far could be summarized in one screen of
text...

 -Todd Burkey
  trb@stag.UUCP

martin@lakesys.UUCP (Martin Wiedmeyer) (10/09/88)

In article <8913@watdragon.waterloo.edu> jafischer@dahlia.waterloo.edu (Jonathan A. Fischer) writes:
	[He likes ST Report.....]
>
>	If, for legal reasons or whatever, people strongly object to the
>advertisements, then perhaps this isn't the place for it.  If so, however,
>I'd appreciate someone taking the trouble to send each issue to
>netlib@lakesys, or some other *uucp-accessible* site.

	I would be happy to make ST Report available via netlib@lakesys.
	Personally, I enjoy the articles. Even the most objective of reporters
	cannot help but echo some of their own opinions in their work.

	ZMag is also welcome.

	Please email the issues to me & they will be on netlib with as little
	turnaround time as possible.

	re: advertising
	How about that newsgroup comp.newproducts. Doesn't that contain
	numerous ads? (Just a thought provoker....;-)

Marty Wiedmeyer
martin@lakesys.UUCP
-- 
|	Marty Wiedmeyer				                           |
|       Lake Systems, Milwaukee, WI                                        |
|       UUCP: uwvax!uwmcsd1!lakesys!martin                                 |
|	Disclaimer: I take the heat for my own (mis)statements.....        | 

jpdres13@usl-pc.usl.edu (John Joubert) (10/11/88)

---


Just to put in my two cents,  I really like Zmag, please keep sending it out.

----------------------------------------------------------------------------
John Joubert                         |     /\  |    /\    |     _ 
jpdres13@usl-pc.USL   or ...         |     \|<>|>|> \|<>|>|><`|`|
ut-sally!usl!usl-pc!jpdres13         |-----/|-------/|----------------------
GEnie: J.JOUBERT                     |     \/       \/
-----------------------------------------------------------------------------