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The UK's Biggest e Ing miga agazine<br />

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NEW COMPANION CD•ROM NOW INCLUDED<br />

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CONTENTS<br />

AMIGA<br />

NOVEMBER 1997 • CONTENTS<br />

Editorial<br />

EDITOR Emmy Horgaa<br />

ART EDITOR Helen Beaky<br />

TECHNICAL EDITOR Mat Bettinsoa<br />

STAFF WRITER Andrew kin<br />

PRODUCTION EDITOR Russell Can<br />

CD•ROM COMPILER Noil Bothrick<br />

TECHNICAL CONSULTANT Jobe Remedy<br />

ADDITIONAL DESIGN Gordo" Bunch<br />

CONTRIBUTORS Jesse Campos Tony Gill. tarry<br />

Hichrott Joss' Bateau. Hari<br />

Laser, Ohainas Tram<br />

COVER IIIIISTRATION Roger Harris<br />

PHOTOGRAPHY Ben Jennings<br />

SCITEX MANAGER Sarah Best<br />

SYSTEMS MANAGER Sarah-Jane Leroy<br />

Advertising, Marketing Es Management<br />

EXECUTIVE PUBLISHING DIRECTOR Sarah James<br />

PUBLISHER bib Hattie<br />

GROUP AD MANAGER Liza Menet"<br />

SOFTWARE MANAGER Chris Penn<br />

SENIOR SALES EXECUTIVE Mariam.. lla sta ts<br />

AGENCY SALES EXECUTIVE Gemene Dick<br />

SALES EXECUTIVE Justin Wakehar<br />

AGENCY SALES MANAGER Paul Ianzaratti<br />

PRODUCT MANAGER Kiirstim Rrtchens<br />

MAFIRETMG EXECUTIVE Zoe Wham*<br />

PRODUCTION MANAGER San Lee<br />

At PRODUCTION MANAGER Erma Mintorti<br />

AD PRODUCTION EXECUTIVE Natosha George<br />

ADqRTISING ASSISTANT Wake' Green<br />

FACILITIES MANAGER Rohn McBride<br />

CU Amiga Magazine<br />

37-39 MILLHARBOUR, ISLE OF DOGS,<br />

LONDON ETA 111, UNITED KINGDOM<br />

Sill 972 5790<br />

GENERALPCII-AMIGA.00.1.1K<br />

WEB SITE: www.cm-aimiga.co,ok<br />

SUBS INQUIRIES: 11111511 435350<br />

ADVERTISING PRODUCTION FAX: 0111 972 1755<br />

Contacts<br />

READERS U T$ AN TICJBSICAL IIIIIIIMS: lot pool sesechtiut. owl* said<br />

sea Imon Bos la m dove cloddy %Aid ist PAUCHAT a I<br />

de* p s moll , i IN n Beano I I N it i lie u Miiin 11 eoft moved oloty met hi untswor I i 016011 <strong>Is</strong>e<br />

cod leel in II hatickavgob-aniga.co.A or I + A@otemigatask,<br />

le 111111III It's mi bloods oil mu el popes eery met int too rl le e r Its NM 0<br />

n . n I i , M a .<br />

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P O<br />

plum emadMalmo Masters on his aims Molest me * ond e lms Callmillomist<br />

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Boom<br />

B<br />

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km a min *mem se * tre mor a DI hew ilmanst<br />

I l l t I<br />

l cavti l MSS PROMMIt Bus baa,d Inole one IMna arim or undo rest<br />

b auficsers C BUS IIPOISS, I WILLOW COUNT BONNTIN INNISTIIII FARL N M<br />

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TIM TN; 1101 111111<br />

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CONIFTMOOl DJ Mom lisamot sind noir nessurood II tant oss st less eels Su jail<br />

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mat set aloes co Si UMd Racal Mei oil Si mon DM stel Om <strong>Is</strong> as P Si owl<br />

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Qua leg pm porno !km and tlit Ne i s Homo d hail lasers le Delia b ask le r<br />

nes se it sum/ tom man. toes<br />

BIM ISSUES. 11151 415350 Solari II outbid*. N lab onus UI. fi ll ins<br />

kiii ii I ra 11.51 CI ION mous 11 son fi ll Ewalt mi Ira it e e l 11.S1<br />

Saisoresuss In e lle <strong>Is</strong>e Mtn Poolarleg. Mew Ions<br />

Smelt Pet. I fibillowI sUt<br />

IOW raiment MiisuaUhI<br />

moo I n somml 11 Imes M a i 04 svma VIII I I I I ERNI<br />

5IntiAll 1 1 M N , DIN. 1 Mg MOW PM lot UM Fay isi weer Myr<br />

i y i t i n i s<br />

IBM Imps INT. It pla it la ogre a r it rerairui I au bre sedsto M om a<br />

1 5 1<br />

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*lies soda* * it I OWA I sla s* or MI to memo Nat<br />

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S. isesssi gestalt is mumN WI romente a n minis<br />

it as s a p kill leattellag CV! ii. Iii Ma NM it his 'areas a<br />

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PINTO IN TIE I VO M INIM BY BOUTILIN MINI N il U lla M I L<br />

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COME INS All C1141311 DIPLICATION BY OISICIPINSI<br />

tust b y o t s<br />

IBC otasears-Juos I ril 21,311<br />

Editorial<br />

Ain't no stopping us now, as a cheesy old disco band once sang.<br />

Now we've got used to doing exciting new things with CU Amiga<br />

we just can't stop. Last month it was TFX, and this month we've<br />

gone and stuck a circuit board on the cover! It's all part of our drive<br />

to revive your Amiga use, push it to new levels and make it do<br />

things you never thought were possible. If no-one else is going to do it, we're<br />

not going to sit around doing nothing but whinge about the situation - we'll do<br />

it ourselves. If there's anything you'd like from us, however far fetched or daft it<br />

might seem, let us know and we'll do all we can to make your wish come true.<br />

Tony Horgan, Editor<br />

50 Aladdin 4D V5.0<br />

You might have thought all the big<br />

applications were being phased out<br />

of Amiga development, but Nova<br />

Design have refused to follow that<br />

well trodden path. Instead, the developers<br />

of the mighty ImageFX have<br />

taken over development of Aladdin<br />

4D, a poweful 3D rendering system<br />

that was left floundering after its<br />

original creators jumped ship. With<br />

Amiga 3D rendering virtually<br />

polarised into the separate professional<br />

and hobbyist camps (occupied<br />

by LightWave and Imagine respectively),<br />

this could be the package that<br />

once again unites Amiga artists at all<br />

levels. A three-pronged attack of professional<br />

features, a re-vamped user<br />

interface and a reasonably affordable<br />

price point could just make this the<br />

most important Amiga software<br />

release of the year.<br />

DIY. Scene<br />

28 D.I.Y. AIR Link<br />

You're probably wondering what that circuit board is doing stuck to the front of your mag. It's<br />

the basis for this month's DIY project 'AIR Link', the best, most versatile and easiest D.I.Y.<br />

widget ever! This is what it looks like when you've got all the bits and put it together. Cool eh?<br />

When you plug this little gizmo into your ioystick port, your Amiga will be<br />

transformed into an intelligent infra red controller and<br />

receiver, with the ability to respondto<br />

a<br />

wide variety of common household<br />

infra red remote control<br />

handsets. What's more, it can<br />

transmit too! So not only can<br />

you control your Amiga from<br />

your armchair, you can control<br />

any other infra red device from<br />

your Amiga! The possibilities are<br />

endless, and this project is too easy<br />

to make, absolutely anyone who can<br />

touch a soldering iron on a pin can put<br />

one together in minutes!


News<br />

16 All the latest developments on<br />

1<br />

the Amiga scene, plus Stateside.<br />

Games 3 5<br />

Reviews:<br />

37 Sensible Golf<br />

37 Blitz Tennis<br />

38 Street Racer<br />

40 Trapped 2<br />

42 Dune 2<br />

Tips:<br />

43 IFX Players Guide<br />

46 Tips Central<br />

47 Capital Punishment Special<br />

50 Aladdin 4D<br />

58 Hydra Al200 Ethernet<br />

58 Envoy 2.0<br />

59 OxyPatcher<br />

61 Visual IFX<br />

62 Epson Stylus Photo<br />

64 PD Scene<br />

66 PD Utilities<br />

70 CD-ROM Scene<br />

72 Art Gallery<br />

Workshop 7 5<br />

76 Imagine 4.0<br />

79 Amiga C Programming<br />

81 Next Month<br />

82 Wired World<br />

84 Net God<br />

85 Surf of the Month<br />

86 Back <strong>Is</strong>sues<br />

88 Sound Lab<br />

90 Desktop Publishing<br />

94 Reader CD-ROM contributions<br />

96 CibA and A to Z<br />

100 Backchat<br />

103 Subscriptions<br />

104 Points of View<br />

Cover<br />

ii<br />

Nog*<br />

8 Draw Studio 2 Lite<br />

The most versatile and professional illustration<br />

package the Amiga has ever seen is here<br />

in a fully useable 'Lite' version, with almost all<br />

the features from the full commercial release,<br />

including full project saving and printing, combining<br />

the best of advanced structured art with<br />

bitmap graphics.<br />

32 AIR Link software<br />

All about the software side<br />

of this month's brilliant<br />

DIY. project.<br />

14 Super<br />

CD-ROM 16<br />

Another 100% full CD with<br />

all the best and latest<br />

Amiga software. Far too<br />

much to list here, so check<br />

out page 14 for more.<br />

tessi Galt al<br />

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See You Online!<br />

Get more from CU Amiga with CU Online. Now even bigger and better<br />

than ever, CU Online is full of all the latest breaking news, features, links,<br />

downloads, inside information and support for all Amiga users. You can<br />

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fastest, most Amiga friendly sites you'll encounter, so what are you waiting<br />

for? See you there!<br />

• Late breaking news<br />

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Online<br />

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COVER DISKS<br />

Draw Studio 2 Lite<br />

is an exclusive fully<br />

functional illustra-<br />

tion and structured<br />

drawing package<br />

from the creators<br />

4 of the excellent<br />

Image Studio.<br />

With Draw Studio you can create<br />

everything from business cards to<br />

Internet web page graphics.<br />

Loading instructions<br />

Installing Draw Studio 2 Lite is straightforward procedure,<br />

all we need is a hard drive to install to. Insert floppy disk marked<br />

CU168 and open it via Workbench. Don't try to boot either of the<br />

disks since they are Only accessible via Workbench. Click on the<br />

Install_DrawStudio icon and a file requestor will appear. Select a<br />

place on your hard drive and press OK. The installer will decompress<br />

the Draw Studio archive on the first disk, then it will prompt<br />

you to insert floppy dsk CU169. Do so and the installer will continue<br />

to decompress the Draw Studio components. If you are warned<br />

that you don't have MUI installed, you'll need to obtain a copy of<br />

MUI from a PD house or LH Publishing 01908 370 230. To run Draw<br />

Studio just click on the appropriate FPU or non FPU version.<br />

Drp• Sivit<br />

, _ e r<br />

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n September of 1996,<br />

LH Publishing released<br />

an illustration package<br />

by Graham and Andy<br />

Dear Was to receive many<br />

awart)-. • .<br />

-press<br />

Now CU Amiga gives you a<br />

•_)m<br />

t h e<br />

w o r<br />

l The d 'one<br />

question which will<br />

s soon come to mind is "why isn't<br />

Athere<br />

an export DR2D or support<br />

mfor other i structured formats. The<br />

greasons a are many and varied but<br />

the main one is down to compatibility.<br />

Look at all the programs<br />

on the Amiga and you will see<br />

that most support different struc-<br />

io Lite<br />

Are structured formats the best?<br />

tured formats and there is only<br />

one format that is supported<br />

across the board and that is IFF-<br />

ILBM<br />

For those that must use structured<br />

formats, Metaview will<br />

soon we are told, support<br />

DrawStudio's format, so conver-<br />

sion between many formats will<br />

be possible but if you want the<br />

best quality with support for all<br />

of DrawStudio's awe inspiring<br />

features, then you use IFF-ILBM.<br />

You might not know for example,<br />

but most — if not all — structured<br />

A Create a boa like this using the Boa Tool.<br />

Holding down the shift key constrains the<br />

shape to a square. Click the right mouse<br />

button while drawing the shape aborts the<br />

task.<br />

very special version of this fully<br />

functioning application. DrawStudio<br />

Lite requires MU! (Magic User<br />

Interface). This package provides<br />

many of the bits and pieces for<br />

DrawStudio's interface and without<br />

it, DrawStudio won't run. Once you<br />

formats do not support bitmap<br />

fills and transparency.<br />

So if you created an image<br />

with those elements, even if<br />

DrawStudio Lite supported the<br />

many structured formats avail-<br />

able, you wouldn't be able to<br />

have those elements in your<br />

image. This is why images created<br />

in DrawStudio should be han-<br />

dled in two ways.<br />

One is to print them direct<br />

from DrawStudio and the second<br />

is to export the image as a<br />

bitmap. That way, your image<br />

can be used in any Amiga (PC<br />

and Macintosh too) program that<br />

supports the bitmap format you<br />

have chosen when exporting the<br />

image.<br />

DrawStudio Lite supports by<br />

the way, most popular bitmap<br />

formats such as JPEG, IFF-ILBM,<br />

GIE BMP, PCX andTIFE<br />

—<br />

111LI—Lit _<br />

A Filth the rectangle selected, cheese the<br />

Objecvattributes menu item. Click on Bone<br />

ler Pen Colour. Under Fill Colour, click on<br />

Bitmap, them on Edit. This brings op the<br />

Bitmap Fill list. Click on Edit arid in the Edit<br />

&map Fill requester, click on New and load<br />

an appropriate bitmap. Give the lump a<br />

name and click OK and OK on the Bitmap Fill<br />

list and then OK to apply the attributes.


Converting between graphic formats<br />

When you want to open structured<br />

images, the format sup.<br />

ported by Draw Studio Lite is<br />

DR2D-IFF You may find though<br />

that not all your images are in<br />

that format. You may have a lot<br />

of Proclips or WMF files. A shareware<br />

program called Metaview is<br />

what you need and there is a<br />

version in the DS_Lite_Extras<br />

drawer on the CUCD.<br />

Using Metaview, you can load<br />

a WMF file and convert it to a<br />

MD-1ff for use in Draw Studio,<br />

It can also save out files in CGM<br />

format, useful for Wordworth<br />

Owners. I should also mention<br />

another utility worth its weight<br />

in gold and that's called Convert.<br />

It's from those folk at Soft-Logik,<br />

have MUI installed, you can run<br />

Draw Studio Lite.<br />

It is worth noting that MUI is not<br />

Magic Workbench and will not<br />

affect programs that do not require<br />

it. It will also not use any extra<br />

memory until an application that<br />

requires the MUI libraries is run.<br />

Above all, MUI is not a program that<br />

is run and so anyone who is worried<br />

about installing MUI should not be.<br />

All it does is take up a few<br />

megabytes of disk space and<br />

because it can be installed on any<br />

partition, that shouldn't be any reason<br />

for not installing it.<br />

Screen modes<br />

By default, Draw Studio is set to run<br />

on a High Res screen and if you run<br />

a screen mode such as Productivity,<br />

then you will first need to change<br />

the screen mode before going<br />

A Use the rectangle tool to place a box<br />

over three quaners of the main rectangle<br />

Select it and choose Object:Attributes<br />

Make Pen Colour None and under fill Colour,<br />

click on Solid and Edit In the Colour List,<br />

click on White and them on New. Click on<br />

Edit and in the Edit Colour requester, change<br />

the Opacity to 511%. Give the colour a new<br />

name and then click on OK three times.<br />

publishers of PageStream 3, and<br />

converts ProClips from ProDraw<br />

into DR2D-IFF files which just<br />

happen to load into DrawStudio<br />

Lite as well.<br />

A Metaview is an excellent shareware utili-<br />

ty for converting between structured lormats<br />

It supports WMF, DR2D-IFF and CGM among<br />

other types.<br />

onwards. Remember that for nonvideo<br />

modes you will need a capable<br />

monitor, The change of screen<br />

mode is achieved by going to the<br />

Settings menu on the right of Draw<br />

Studio's screen and choosing the<br />

Click on the Choose button and<br />

select the screen mode you want<br />

DrawStudio Lite to run in.<br />

A little tip: if Draw Studio's<br />

screen is initially hard to see<br />

because of an incorrect screen-<br />

mode, then go to Workbench and<br />

drag it down so you can see Draw<br />

Studio Lite's screen. It will inherit<br />

the screen-mode of Workbench<br />

while you make any changes necessary.<br />

While still on the subject of<br />

settings, you might also like to<br />

choose Settings/Prefs to select the<br />

measurement units, screen dpi,<br />

JPEG export quality and much<br />

more,<br />

•<br />

A Click on the Text tool and stamp it down<br />

on the page. Type out some text and choose<br />

the Null Pointer. Now choose the Text/Font<br />

menu item and select the low you want and<br />

the size for your text. Notice hem the<br />

screen grab you cam have custom sites for<br />

size and width. Apply the same bitinap fill<br />

attributes to this text as the rectangle io<br />

step<br />

Display tips<br />

When you open the Display<br />

requester, you will see a no<br />

of display types from 24-bit<br />

bit. If you are working with<br />

Images containing thousands of<br />

colours, and you want to see all<br />

the fancy effects like transparency,<br />

then select 24-bit. If on the<br />

other hand, the images you are<br />

creating are simply black and<br />

white (no greys), then 1-bit is<br />

more appropriate. In between are<br />

8-bit colour and greyscale.<br />

With 8-bit colour selected, you<br />

won't see any transparency<br />

effects and if your imagery is in<br />

grey, then the best mode is 8-bit<br />

greyscale. The display can also<br />

be changed by choosing one of<br />

the options from View/ReDraw<br />

Getting started<br />

There are a number of ways you can<br />

begin the image making process.<br />

One is to Open (Project menu) an<br />

existing structured drawing and<br />

modify that within Draw Studio Lite,<br />

Your program supports the Amiga<br />

standard structured format of<br />

0R20•IFF. Images in this format can<br />

be found on Aminet and other<br />

places or you can use an excellent<br />

piece of shareware called Metaview<br />

to convert other formats.<br />

Draw Studio Lite will also open<br />

its own files of course, The Draw<br />

Studio format is the most comprehensive<br />

of all because it supports<br />

many things like bitmap fills, transparency<br />

and so on and that's something<br />

most structured formats like<br />

Illustrator 88. WMF, CGM and so on<br />

do not.<br />

11111M<br />

IL"....-<br />

"'<br />

•••••.,<br />

•<br />

A second method of creating an<br />

A With the test still selected, choose the<br />

Effects/Rotate lettle. With the text on the<br />

left of the picture. press Right Amiga.I to<br />

clone it. Give it a black fill. Repeat and give<br />

it a white fill. Place the two over the top of<br />

each other then place the text with the<br />

bitmap fill over the top. Use cursor keys to<br />

position the text aid Right Amiga.[ and J for<br />

shuffling the text objects under one another.<br />

, COVER DISKS<br />

Level. These range from Full<br />

where you see all the effects and<br />

colours possible under your chosen<br />

screen-mode to a wireframe<br />

mode.<br />

A The type of display you get with Draw<br />

Studio Lite depends out the redraw level<br />

selected from the View menu, Here we see<br />

the wireframe mode.<br />

image is to Place (Project menu) a<br />

number of image types onto the<br />

page. These formats include Draw<br />

Studio and DR2D-IFF files and many<br />

bitmap types like JPEG, IFF-ILBM,<br />

BMP TIFF GIF and PCX. The last<br />

method for image creation is to use<br />

the program's drawing and text<br />

tools to create something completely<br />

original. To do this, you'll need to<br />

understand some of the programs<br />

most important tools.<br />

In the toolbox<br />

Down the left of every project is the<br />

toolbox. This contains a number of<br />

useful tools for drawing straight<br />

lines, freehand lines, Bezier curves,<br />

rectangles with square and rounded<br />

corners, ovals and arcs. One of the<br />

most useful tools however doesn't<br />

require any talent because it lets<br />

you create text using outline fonts.<br />

A Create a second piece of text aid give it<br />

a similar bitmap fill to the last text. Notice<br />

how this text has been stretched. To do this<br />

yourself, select the text and grab the middle<br />

handle along the top or bottom edges. Now<br />

hold down the left mouse button while the<br />

pointer is over the handle and pull the<br />

mouse up or down. When the text is the<br />

right height, let the left mouse buttes • •


COVER DISKS<br />

Upgrade information<br />

An even better Draw Studio?<br />

You may not think it possible but<br />

there is an even better version of<br />

Draw Studio you can upgrade to<br />

for a pittance. Version 2 of Draw<br />

Studio is everything your Draw<br />

Studio Lite is but with some extra<br />

bells and whistles.<br />

To start with, Draw Studio 2<br />

has a Text on a Curve feature that<br />

is perhaps the most powerful of<br />

all implementations ever seen of<br />

this function. Text can be<br />

wrapped around and inside<br />

curves, circles, squares and more.<br />

Like warping in Draw Studio Lite,<br />

there is a preview as well so you<br />

know just the effect you are<br />

A To create full colour images. you can<br />

upgrade to version 2 of Draw Studio which<br />

supports 24-bit export.<br />

At the bottom of the toolbox are a<br />

number of icons that are attached<br />

to DrawStudio's unique pop-up<br />

palettes. These are a little difficult<br />

to describe so why don't you live<br />

dangerously and click on one.<br />

Clicking on a pop-up icon brings<br />

the palette up while clicking the<br />

same icon again, closes the<br />

palette. Clicking on an item in the<br />

palette also closes it, as well as •<br />

applying that attribute to the<br />

selected object.<br />

A Creole a new piece of text like this. Use<br />

the fill Colour pop-up to apply the solid<br />

colour to the text<br />

e<br />

going to get.<br />

There's more though. As you<br />

will see when you Export or Print<br />

from Draw Studio Lite, the maximum<br />

colour depth supported is 8bit<br />

or 256 colours. With Draw<br />

Studio 2 you can print in full 24bit<br />

and if you have TurboPrint 5,<br />

this output goes direct to<br />

TurboPrint with no loss of quality.<br />

This lets you print gradients<br />

which are nice and smooth.<br />

And speaking of quality, how<br />

about exporting images from<br />

Draw Studio in 24-bit colour with<br />

the option of anti-aliasing to<br />

smooth out all those curves for<br />

the absolute best quality you'll<br />

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so that gradients print smoothly and hill<br />

WON images look photomaphic.<br />

Getting your fill<br />

This leads us to object fills and outlines.<br />

Every object, even text (once<br />

converted to a Bezier object) can<br />

have a fill and a different outline.<br />

Create a rectangle for example and<br />

that objects fill and outline can be a<br />

solid or transparent colour, a bitmap<br />

fill, a pattern, a gradient (using solid<br />

or transparent colours) or no fill or<br />

line colour at all.<br />

Once you have an object on your<br />

page, it can be warped. Draw Studio<br />

A With the text just created still selected,<br />

press Right Amiga-1 to create a Clone. This<br />

can also be done by choosing the Edittione<br />

menu item. Apply to this text, the He white<br />

fill used in step 3 and ollset the text as well<br />

as send it behind using the short-cut Right<br />

Amiga- I.<br />

see on a bitmap. Version 2 of<br />

Draw Studio can handle all this<br />

and for those bitten by Draw<br />

Studio Lite's excellent features,<br />

the upgrade makes perfect sense.<br />

If you want PostScript support,<br />

then Draw Studio V2 also<br />

supports this type of output<br />

including EPS. There's one more<br />

vital new feature in Draw Studio<br />

2 and that is 24-bit display sup-<br />

port for CyberGraphX users. With<br />

this, you'll be able to see your<br />

images in all their glory on screen<br />

before putting them to paper.<br />

For £29.95, you can upgrade to<br />

version 2 and then start to really<br />

cook with Draw Studio. This<br />

?OUT 913 weed on CD with LB Pabl<strong>Is</strong>he<br />

A The upgrade to Draw Studio 2 has a really<br />

powerful tee on a curse lunctioo that allows<br />

you wrap text around and inside ovals, rectangles<br />

and curves.<br />

Lite contains a number of preset<br />

warping styles with a slider enabling<br />

you to control the effect. If that isn't<br />

enough. you can click on Use<br />

Envelope and mould the object<br />

using control points. Here's a quick<br />

look at how to warp an object.<br />

First make sure the object you<br />

want to warp is selected. Then<br />

choose EffectsNVarp menu item<br />

Next to the label Type is a cycle<br />

gadget or if you click on the right<br />

side cf the gadget. you will notice a<br />

A Using the Straight Line tool, draw a hoe<br />

and use the Pen Colour Pop-op to give the<br />

line a colour. Click on the Line Ending pop•<br />

up to choose am arrow head for the line<br />

ending.<br />

includes a printed manual of<br />

course so you can get to grips<br />

with all of Draw Studio's great<br />

features. For a full list of the<br />

upgrades see the cut-out coupon<br />

opposite which lists all your<br />

options.<br />

One word of note though To<br />

take advantage of this great offer<br />

brought to you by CU Amiga<br />

Amiga Magazine and LH<br />

Publishing, you do need to return<br />

either the original coupon, or if<br />

you don't want to cut up magazine,<br />

your cover CD/ floppy disks<br />

with the order as proof of purchase.<br />

Any disks sent will of<br />

course be returned.<br />

A Version 2 of Draw Studio, the upgrade<br />

available through LH Publishing, supports<br />

PostScript export as well as the normal<br />

bitmap formats. This iodides 24-bit export.<br />

pop-up menu appear. When you<br />

have the type of warp you want.<br />

move the slider to get the effect. A<br />

preview on the right of the<br />

requester will show you roughly<br />

what you will see on your page.<br />

Now click on Warp. lithe effect isn't<br />

what you want, choose Undo from<br />

the Edit menu and start again.<br />

Shapely ARexx<br />

Okay, pernaps ARexx doesn't have<br />

the same shapely appeal as Elle<br />

_<br />

A In the top right of the image, draw a rectangle<br />

and give the box a yellow Pea Woe<br />

with a six point hoe weight from the Line<br />

Style tab and then apply a hams fill as<br />

well.


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for you without you needing to<br />

sweat on how to create an eightsided<br />

octagon. It's all done through<br />

a useful implementation of ARexx<br />

by the authors of Draw Studio Lite.<br />

Simply choose the Rexx item<br />

from the Effects menu and from the<br />

list of effects, select one and click<br />

on Execute. The program will do all<br />

the hard work in creating the shape<br />

and then all you have to do is to use<br />

the place pointer to size and paste<br />

the drawing on your page. Creating<br />

bursts, triangles and so on need<br />

never be a chore again.<br />

Your final steps<br />

Once you have an image on your<br />

page, a final step is to save it. This<br />

is done using the Save item from<br />

the Project menu. You can however,<br />

do much more. One of these<br />

options is to select Print, also from<br />

the Project menu. The print mode<br />

A With the bon created in step 10 selected,<br />

press Right Amige4 to clone it and then<br />

while holding down the shift key, sire it<br />

down to fit inside the original. Choose the<br />

Effectstotate_ men. item and rotate the<br />

hot. Rotate the object tight or left several<br />

times to create an effect like this one here.<br />

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A Before doing any work in Draw Studio, select the screen mode you most like to work in Iron<br />

the Display requester, which is brought on screen by choosing SettingsTisplay,<br />

neeth<br />

supports 1-bit for black and white,<br />

8-bit grey for 256 colour greyscale<br />

images and 8-bit colour. You can<br />

also select a range of pages to print.<br />

This is because, like a DTP package.<br />

Draw Studio Lite is page based and<br />

you can create any amount of pages<br />

for a set project. Another method of<br />

saving your work is to use the Bitmat.<br />

Export item from the Project menu.<br />

As you know, most Amiga applications<br />

support bitmaps like IFF-ILBMs<br />

and others. Most do not though support<br />

structured formats like Draw<br />

Studio's own and DR2D-IFF<br />

Because of this, Draw Studio Lite<br />

lets you export your images at a resolution<br />

of your own choice, in various<br />

bitmap formats. This allows you to<br />

get images from Draw Studio Lite<br />

into any package you want. You may<br />

remember that one of the problems<br />

with ProDraw was that Very few programs<br />

(ProPage and PageStream)<br />

would actual(y load images in the<br />

ProDraw format No such problems<br />

with Draw Studio Lite!<br />

The key to exporting images that<br />

are going to print at the highest<br />

quality is to choose the resolution<br />

carefully. If for example, you are<br />

going to use a full colour image<br />

from Draw Studio Lite in your<br />

favourite word processor, then you<br />

could afford to export it at around<br />

700 pixels wide for use three or four<br />

inches wide on the paper.<br />

If you were exporting a black and<br />

white line art image, then you would<br />

choose to export at 1200 or so pixels<br />

wide and scale down the image<br />

in your word processor for the best<br />

printed quality. For more information,<br />

printed manuals and upgrades<br />

are available from the publishers, LH<br />

Publishing 401908 370 2301. •<br />

Adding fonts to Draw Studio Lite<br />

Draw Studio Lite uses PostScript<br />

Type 1 fonts and with that, only<br />

requires the "_pfb" file. There are<br />

a number of these outline fonts<br />

on the CUCD in Draw Studio's<br />

directory but you can also make<br />

use of those you may already<br />

have on your hard drive. Fonts<br />

can be in different directories and<br />

can be added one at a time or<br />

whole directories can be used.<br />

There is no limit to the number<br />

you can add.<br />

Fonts are added by choosing<br />

Text/Font Manager. This brings<br />

up a requester showing the current<br />

fonts installed as well as a<br />

few buttons for adding and<br />

removing fonts. Any fonts chosen<br />

can be saved to the font list so<br />

they are always loaded to be<br />

COVER DISKS<br />

used with Draw Studio ,or you<br />

can click on Use so the selected<br />

fonts are only available for that<br />

session with Draw Studio Lite.<br />

A By selecting the Tentlf out Manager menu<br />

item you can add fonts to Draw &mho Lite.<br />

Just make sure the louts chose. either indi-<br />

Moony or in a directory are PostScript Type<br />

I fonts.<br />

r • Draw Studio Lite Upgrade<br />

111 Please rush me a copy of Draw Studio V2 at the prices<br />

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Send or fax voucher to:<br />

Kingdom. Fax: +44 (0) 1908 640 371<br />

AMIGA<br />

Upgrade Prices<br />

Draw Studio CD V2 E 3 9 . 9 5<br />

Draw Studio Floppy Disk V2 E 2 9 . 9 5<br />

Draw Studio Printed Manual E 6 . 9 9<br />

Draw Studio Book/CD f 1 6 _ 9 9<br />

Draw Studio Book/Floppy disk f 1 3 _ 9 9<br />

. i Please note: Prices include UK 1st class postage Shipping for other<br />

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countries add... Europe: E3, Americas ES, Australia/NZ £6<br />

, Name:<br />

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2 Please Note: Cheques/Postal Orders should be made payable to LH<br />

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Welcome to CUCD15. If you haven't invested in a CD drive yet, read<br />

this to see exactly what it is that you're missing.<br />

CUCD15 can be booted from a CD32 or an Al200/4000 with CO32<br />

emulation. In order to use this CD from your own Workbench, you only<br />

need to click on the InitCD icon, which will then allow software to run<br />

from the CD. It initiates MUI, IDer and the Newlcons systems - don't<br />

be surprised if the look of your Workbench suddenly decides to<br />

change. The whole thing is only temporary, and it can be removed by<br />

simply clicking on InitCD again<br />

To help you in finding your way around, there is a DOCS.GUIDE,<br />

which will connect you to nearly all text documents, and INDEX which<br />

is a CD search tool. Just like everything else on the CD, you need to<br />

click on them to activate them.<br />

650 Mb of What?<br />

It's easy to miss the where the<br />

real contents of a CUCD lies so<br />

here's a list of how much data<br />

lies in each directory. •<br />

CUCD16 is a well balanced<br />

•<br />

•<br />

•<br />

•<br />

CDsupport<br />

7<br />

CDROM<br />

Demos 2 0<br />

Games<br />

Graphics<br />

0 M<br />

M<br />

B<br />

21MB<br />

B<br />

44MB<br />

62MB<br />

CD, packed to the brim with •<br />

650MB of data. Draw Studio is •<br />

fantastic as it is but it also •<br />

comes with 100MB of support •<br />

files to use with it. Great! •<br />

Magazine<br />

Online<br />

Previews<br />

Programming<br />

Readers<br />

• Sound 3 8 M<br />

15MB<br />

72MB<br />

72MB<br />

32MB<br />

9MB<br />

B<br />

• Draw Studio 1 1 5 M B<br />

• <strong>Is</strong>ionaGames 1 2 M B<br />

•<br />

•<br />

Utilities<br />

WWW4<br />

2 M<br />

20MB<br />

B<br />

17<br />

(6<br />

Draw Studio 2 Lite headlines this<br />

and over 600Mb of other software.<br />

11<br />

month's 1 00% full CLICD16. There's<br />

also some game demos from <strong>Is</strong>lona<br />

See bottom left for a breakdown.<br />

Highlights<br />

Draw Studio<br />

The superb high quality and<br />

easy to use structured<br />

drawing package, Draw<br />

Studio 2 Lite, comes from<br />

the Dean brothers' stable<br />

responsible for the excellent<br />

Image Studio. Draw Studio<br />

2 Lite is a fully functional<br />

Draw Studio missing only<br />

24-bit support and some<br />

other functions over the<br />

52I<br />

mi<br />

Draw Studio 2 package. MO is required but it is included or CLICD16 as<br />

always.<br />

More on IDer<br />

<strong>Is</strong>lona Games<br />

three killer demos from the new<br />

games programming house<br />

<strong>Is</strong>lona. Sixth Sense Investigation'<br />

V2, Pinball Brain Damage and<br />

Skimmers. Nothing to do with<br />

those, the InfraRexx software to<br />

accompany the AIR Link DIY feature<br />

in this month's CU Amiga is<br />

also on the CD.<br />

Reaction to IDer on CUCDs has been a mixed back of criticism and<br />

praise. Much of the problems have been caused by a lack of understanding<br />

of what IDer is for and failure to click on the essential InitCD<br />

icon. This month we have made some changes to the IDer launcher to<br />

work around the teething problems so that this system is more fool<br />

proof.<br />

For those that missed it, most project icons on CUCDs now have<br />

IDer as the default tool. IDer allows YOU to choose exactly what view-<br />

ers and players you wish to use for specific types of files. Graphics<br />

card users may display all pictures on current and future CUCDs with<br />

a hi resolution viewer, for example. Your preferences are saved to your<br />

hard drive, The CUCD preferences program can be found in the top left<br />

of the CDsupport drawer.<br />

113


What's in your drawers?<br />

0 I CUD? I 6,<br />

10<br />

11<br />

0<br />

1<br />

InitCD<br />

DrauStudio <strong>Is</strong>tonaGames<br />

Root: The CDsupport drawer can<br />

oe found in the root of CLICD16.<br />

The standard Workbench drawers<br />

icons have vanished (though the<br />

drawers remain) to be replaced<br />

with the CDsupport drawer and an<br />

opening Readme file. Draw Studio.<br />

AIR Link, the <strong>Is</strong>ionaGames demo<br />

drawer and the main CUCD icon<br />

can be found here.<br />

Draw Studio: LH Publishings<br />

excellent structured drawing package,<br />

Draw Studio makes an<br />

appearance on CLICD16 in a fully<br />

functional 'Lite' version sporting<br />

most of the features bar 24-bit<br />

support. It's a superb application<br />

and it requires MUI. also included<br />

on the CD.<br />

AIR Link: InfraRexx. the software<br />

support suite for AIR Link, can be<br />

found in this drawer along with a<br />

collection of available codesets for<br />

remote controls. See the AIR Link<br />

DIY feature starting on page 28.<br />

<strong>Is</strong>iona games: Three killer demos<br />

from the new games programming<br />

•••<br />

43.3M Free<br />

._51)<br />

Important ! CDsupport<br />

house <strong>Is</strong>lona. Sixth Sense<br />

Investigations V2 demo, Pinball<br />

Brain Damage and Skimmers<br />

demos can be found here.<br />

CD Support: The vital support<br />

files for the CD; viewers, players,<br />

!Der and the obligatory CUCDprefs<br />

program.<br />

CUCD: This is where the vast<br />

majority of the CD hides. What<br />

wonders can be found within...<br />

CD-ROM: The latest<br />

AmiCDFS. Aminet CD<br />

indexes. CD ID collection<br />

IDE-fix IDE<br />

CD-ROM software.<br />

MakeCO and OuickSampler.<br />

Demos: AGA and ECS offerings to<br />

swirl your plasma<br />

and rotate your 3D<br />

world. Turn the lights<br />

low, crank your<br />

stereo and enjoy!<br />

Game: Another great collection of<br />

games, some 16<br />

playable shareware<br />

and demo games<br />

should keep your joystick<br />

busy.<br />

Graphics: 3D Objects, IFF<br />

animations, pictures.<br />

the latest<br />

CybergraphX V3,<br />

Picasso 96 RTG systems<br />

and more<br />

>,,<br />

Rilit s ink<br />

•<br />

Magazine: The C source code<br />

for the tutorial.<br />

database of issues.<br />

networking software.<br />

MCP and<br />

HiDensity, the<br />

Wired World network games<br />

and... MindGuard.<br />

Online: The Thor news/mail<br />

package, Eucalyptus<br />

E-mail client.<br />

Miami 2.1g,<br />

Web creation<br />

helps and more<br />

superb comms related programs<br />

and resources.<br />

Previews: ArtEffect 2 demo.<br />

Digital Almanac,<br />

MYST screenshots<br />

and a bumper<br />

Hidden Truth CD-<br />

ROM preview.<br />

Programming: AMOS. Blitz. C<br />

and MUI programming<br />

resources.<br />

Documentation and<br />

development<br />

libraries for coding<br />

gurus of all kinds.<br />

Readers: GmPlay GUI, Mods,<br />

and utilities sent in<br />

by our readers.<br />

Keep them coming<br />

and look out for<br />

a reader's<br />

graphics goodies besides.<br />

special next month!<br />

\MAKS<br />

I 'Sir EIT<br />

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Sound: EaglePlayer 2, the latest<br />

MPEGA layer III<br />

audio player,<br />

modules and a<br />

bumper collection<br />

of samples for use<br />

with Soundtracker or any other<br />

music package of your choice.<br />

Utilities: Lots of invaluable utilities<br />

ranging from<br />

AddressaAssist to<br />

ViNCEd with every<br />

letter inbetween.<br />

WWW: The big three web<br />

browsers..AWeb II<br />

3.0, !Browse 1.12<br />

and Voyager-NG<br />

demos. The usual<br />

on-CD Amiga web<br />

sites and CU Online!<br />

Disk doesn't load?<br />

If your CD does not load contact<br />

DiskXpress on 01451 810788, If<br />

they advise that the CD is faulty<br />

send it along with a SAE to: CU<br />

Amiga Magazine Disk Returns,<br />

DiskXpress, 7 Willow Court,<br />

Bourton Industrial Park, Bourton<br />

on the ;water, Gloucestershire<br />

GL54 2H0.<br />

Please note that some CDs<br />

will not autoboot on systems<br />

other than CO32s, so try loading<br />

it from Workbench first.<br />

CUCDs will work with almost<br />

all Amiga configurations and<br />

filesystems. However, we recommend<br />

older CD filesystems<br />

be replaced where possible. A<br />

non-working program is not<br />

an indication of a faulty CD!


PowerUP unleashed<br />

Al 200 PPC gets Graphics Card!<br />

A tter<br />

montns of waiting,<br />

the PowerUp PowerPC<br />

cards from phase 5 are<br />

finally available. The<br />

Cyberstorm PPC200 board for the<br />

A4000, featuring a 200MHz 604e<br />

PowerPC processor and a 50MHz<br />

68060 is now shipping to customers.<br />

Gordon Harwoods, Weird<br />

Science and Blittersoft in the UK<br />

should all be able to provide them.<br />

A surprise announcement which<br />

should make Al200 owners very<br />

happy indeed is that the Al200<br />

cards have been significantly<br />

improved. Due to debut at the<br />

Cologne fair on the 14-16th of<br />

November, the specifications of the<br />

Blizzard 603e+ boards have been<br />

upped to include two SIMM sockets<br />

and most importantly a direct DMA<br />

slot which will take a version of the<br />

CybervisionPPC card called the<br />

BlizzardVisionPPC_ The Blizzard<br />

603e+ Power Board will use a<br />

LIGHT MY FIRE.<br />

68040 25,33 or 40MHz or a 68060 at<br />

50 MHz as a companion CPU. It will<br />

take PowerPC 603e CPUs running at<br />

160, 200 and now 250MHz. There<br />

will be a last SCSI-2 implementation<br />

on board and two SIMM sockets.<br />

The Blizzard 603e Power Board, due<br />

at Christmas, will have all the same<br />

features as the 603e+ but uses<br />

68030 chips as the companion CPU_<br />

The latest benchmark tests of<br />

real world applications are showing<br />

some truly excellent performances<br />

from the PowerUp cards, with<br />

603e/150s clocking between two<br />

and three times the speed of current<br />

060/50 accelerators and the 604/200<br />

outperforming the old king of the<br />

chips by between.five and 15 times<br />

as fast. See the table for some<br />

examples of the latest figures. Note<br />

that the 68060 figures quoted are<br />

based on the performance of the<br />

CyberstormPPC's companion<br />

processor, which runs about 8%<br />

faster than the older Cyberstorm<br />

060 boards.<br />

The BlizzardVisonPPC graphics<br />

card, which will allow Al200 users<br />

the benefits of a graphics card without<br />

having to go for Zorro, is similar<br />

in specification to the previously<br />

announced CybervisionPPC graphics<br />

card. They are based on the<br />

WER<br />

AMA" GOES POWLRPCTM<br />

Permedia 2 graphics chip from<br />

3Dlabs. This powerful chip combines<br />

3D graphics capability comparable<br />

to the top of the line 3E)Fx<br />

chipset with an excellent 2D performance.<br />

Features of the chip include.<br />

• 1280x1024 pixels in 24 bit colour<br />

@85Hz<br />

• 16-bit Z-buffer<br />

• 4Mb SGRAM<br />

• 230 MHz RAMDAC_<br />

• 1 million texture mapped poly-<br />

gons/sec<br />

• 83 million pixels/sec (textured.<br />

bilinear filtered, perspective)<br />

• Hardware Gouraud shading, anti<br />

allasing. stencil buffers and per<br />

pixel fogging<br />

Mandelbrot 'dragon" 8 . 0 2 s<br />

Mandelbrot "eye" 4 0 . 1 0 s<br />

Mandelbrot "waves" 350_54s<br />

Mandelbrot "sun2" 9 4 0 . 3 2 s<br />

UNshow small, refmap 240.11s<br />

l_Wshow small, no refmap 314.23s<br />

LANShow medium. refmap 281.67s<br />

LIAIShow large, no refmap 408.00s<br />

phase 5 are hoping to have the<br />

BlizzardVisionPPC card ready for<br />

launch at the same time as the<br />

BlizzardPPC cards, Prices (without<br />

680x0 processor where relevant):<br />

CyberstormPPC<br />

200 MHZ 1795DM, E669<br />

CyberstormPPC<br />

150 MHZ<br />

Blizzard603e+<br />

1295DM. E499<br />

160Mhz 7 4 9 D M Etb<br />

Blizzard603e+<br />

250Mhz 1 1 9 9 D M Etba<br />

QvisionPPC 4 9 9 D M Etba<br />

CybervisionPPC 549DM E219<br />

Contact phase 5 on +49(0)6171<br />

583787 or phone your local phase B<br />

distributor for further detalls<br />

Test: 6 8 0 6 0 / 5 0 603e1150 604e/200<br />

nigh<br />

n/a<br />

n/a<br />

n/a<br />

145.48s<br />

119.38s<br />

162.71<br />

170.32s<br />

0.795<br />

3.55s<br />

15.87s<br />

39.65s<br />

45.49s<br />

34.97s<br />

55.30s<br />

66.17a


69<br />

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a<strong>Is</strong><br />

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Fs<br />

Amiga Inc. Looking fgaf,e,<br />

for Development<br />

o<br />

Things are begirriing to looking very<br />

tai!,,s<br />

good indeed on the Amiga front.<br />

Amiga Inc's hiring is progressing<br />

to be made on some big name signings.<br />

With the software OS update<br />

3.5 ta high priority. Amiga Inc with<br />

the co-operation of ICOA, the<br />

Independent Council of Open Amiga,<br />

are setting up a database of third<br />

party software and hardware manufacturers.<br />

i,<br />

apace with announcements shortly<br />

Developers are being asked to<br />

register their details over the<br />

Internet, initially via the CU Amiga<br />

website at www.cu-amiga.co_uk,<br />

and later at the ICOA website when<br />

it is fully set up. The idea is to give<br />

them the opportunity to bring<br />

together the world's most knowledgable<br />

developers in various<br />

fields to co-operate on the decision<br />

making processes which will lead<br />

to finalising the future direction of<br />

the Amiga. Amiga Inc hope to<br />

organise developers into working<br />

groups, and will be running developer's<br />

conferences at all the major<br />

Amiga related shows in the near<br />

future, starting with the Cologne<br />

The revival of the Amiga as a<br />

games platform continues with the<br />

announcement of another new<br />

software house. Digital Anarchy<br />

Studios and Deimos Design have<br />

joined forces to become the World<br />

Foundry, a name based on their<br />

concept for shared world games.<br />

The first two games from the<br />

new World Foundry stable will be<br />

the ultra complex space trading /<br />

show in early November. The developer's<br />

conference program will be<br />

chaired by Nova Design's Kermitt<br />

Woodall, and is intended to give an<br />

open forum for the Amiga commu•<br />

nity to let Gateway and Amiga Inc<br />

know what they want from the platform.<br />

Amiga Inc's Darreck Lisle<br />

assured us that this is just the start<br />

of the promised openness of the<br />

new owners of the Amiga,<br />

commenting that "We will not be<br />

another <strong>Commodore</strong>"<br />

A Epson have stuck a deal to offer developer<br />

soppon to Amiga In<br />

World Foundry founded<br />

war game Explorer 2260 and<br />

Maim and Mangle, a Gommand<br />

and Conquer style real-time<br />

strategy game. The three founders<br />

of World Foundry, Chris Page,<br />

George Hornmoen and Ed<br />

Collins, have promised PPC support<br />

as a priority, and hope to<br />

release PPC versions before 68k<br />

versions of their titles.<br />

' Promising a richly detailed back-<br />

In a step which marks the first in a<br />

number of moves to bring third<br />

party support for the Amiga back<br />

En line with other platforms, Amiga<br />

International have signed up as<br />

part of the official Epson development<br />

programme. They will<br />

recieve documentation, source<br />

code and technical support to<br />

ensure that in the future all Epson<br />

products such as printers, scanners<br />

and so on will be fully supported<br />

by the Amiga's new<br />

operating system.<br />

Details of 0S3.5 are sketchy at<br />

the moment, but we can tell you<br />

that it will be based on the Kickstart<br />

3.1 ROM chips, being a software<br />

solution. It is expected within the<br />

next six months, with a full 054<br />

including ROM development to follow<br />

about a year from now,<br />

Support for retargettable graphics<br />

and audio will be included. Java<br />

support has been spoken of as<br />

something they would like to see.<br />

but realistically the amount of work<br />

involved means this is unlikely to<br />

happen until 0S4. A TCP stack will<br />

be implemented, and Universal<br />

Serial Bus (USBI suppport is being<br />

looked in to.<br />

Magic User Interface, hailed by<br />

many as an essential addition, looks<br />

likely to be left on the sidelines,<br />

ground universe with complex societies<br />

and real world extrapolations<br />

of technological assumptions to go<br />

with involving gameplay and state<br />

of the art graphical effects, World<br />

Foundry have put their aim of producing<br />

what they hope will be the<br />

pinnacle of computer gaming<br />

above immediate financial reward.<br />

CU Amiga wishes them tFie best of<br />

luck with their venture.<br />

NEWS<br />

News in Brief<br />

Weird Science Drop Prices''<br />

,Weird Science have significantly<br />

cut the prices of a number of key<br />

products. Giga Graphics, a four CD<br />

graphics set drops to E9.99,<br />

Meeting Pearls 4 drops to E.4.99<br />

arid System Booster drops to<br />

E9.99. There are various other<br />

price cuts, but the most significant.<br />

is the drop in price of Aminet discs<br />

to E10.99 for the singles and 1<br />

E27.99 for the Sets. Sets 1, 2 and<br />

3 drop even further to a bargain<br />

El 5.99_ Contact Weird Science for<br />

more details on +44 (0)116 246<br />

36000<br />

Sadeness Get Distributed<br />

Sadeness software have<br />

announced a distribution deal with<br />

Grenville Trading International in<br />

Germany in partnership with Weird<br />

Science in the U.K. Their upcoming<br />

games Foundation and<br />

OnEscapee, due for release over<br />

the next few months, will be available<br />

to retailers worldwide from<br />

this distribution partnership.<br />

Sadeness Software can be<br />

reached on +44 (0)1263 722169<br />

Epic Moves<br />

Epic Marketing, one of the major<br />

suppliers of Amiga CD-ROMs and 1<br />

parent company of <strong>Is</strong>lona games<br />

it<br />

are moving premises for the second<br />

time in a year due to lack of<br />

stock space. Their new address is:<br />

Epic Marketing, Unit 22, Area 50.<br />

Cheney Manor Ind. Est, Swindon,<br />

Wilts SN2 2PJ<br />

According to Epic, they attempted<br />

to move into Area 51 next door,<br />

but were repulsed by men in<br />

black. Ahem. Epic's phone number<br />

stays the same on 1 44 (0)1793<br />

514188.<br />

Where Champ Man2?<br />

Apologies to anyone who was<br />

expecting a review of<br />

Championship Manager 2 this<br />

month. Yes, it has been delayed<br />

again, but not for long, and this<br />

lime it is our fault, not Eidos'. We<br />

had the game in for review some<br />

weeks back but asked them to<br />

make some changes to it as we<br />

felt it was almost but not quite up<br />

to scratch. We could have<br />

reviewed it and panned it, but that<br />

\ivouldn't have helped anyone. The<br />

product is now finished, including<br />

several important modifications.<br />

Get the full story, and a full review,<br />

next month.


•<br />

7-<br />

C<br />

ivElectronics<br />

Boutique, arid have been<br />

ilpublishers<br />

Guildhall Leisure this was<br />

izing<br />

a close eye on sales to guage<br />

atbreak<br />

landmark for future Amiga CD-<br />

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A number of readers, prompted by<br />

the news item about Civ CD version<br />

in the September issue of CU Amiga<br />

Magazine. have informed us that<br />

they have had difficulties obtaining<br />

this title from branches of<br />

told that the title did not exist and<br />

would not be stocked. According to<br />

because of a minor communication<br />

problem which has now been<br />

resolved. The Civ CD is now in<br />

branches of EB around the country,<br />

and their buying department is keep-<br />

the demand for Amiga CD releases<br />

in respect to stocking future titles.<br />

Sales of Civ CD could be a make or<br />

ROM games through high street<br />

chains. Fortunately it's the kind of<br />

appeal across the Amiga gaming<br />

community and so with any luck it<br />

might prove a point or two, to the<br />

chainstores. However EB are waiting<br />

to see Amiga users vote with their<br />

chequebooks for the future of<br />

Amiga CD titles in the highstreets.<br />

Microcode Solutions have<br />

announced the release of Fusion<br />

2.0, which promises features to surpass<br />

the famous shareware<br />

ShapeShifter. Fusion, successor to<br />

the Ernplant Macintosh emulator,<br />

will be capable of running the latest<br />

MacOS 8, which is currently incom-<br />

patible with ShapeShifter due to -<br />

design limitations of the emulator.<br />

II .<br />

Fusion Still Running r Hot<br />

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y Jason Compton Jason Compton is Editor in Chief of Amiga Report Magazine<br />

Back in the US of A<br />

It's no secret that a lot of<br />

American Amiga users were upset<br />

when the Amiga went to Germany<br />

with Escom. It meant the end of<br />

an era Sure, the Amiga had<br />

always been more popular in the<br />

UK and Germany, but by having<br />

the "official capital in the US.<br />

American users still felt they had<br />

an edge over their international<br />

counterparts - and of course it<br />

was true for a time, particularly in<br />

hardware development, that<br />

American companies lead the<br />

field. Users over here got a big<br />

shock when the change was<br />

made. Even before, when the market<br />

was not huge, physical proximity<br />

to all of the <strong>Commodore</strong> action<br />

meant that we had a pretty good<br />

retail structure for Amiga sales.<br />

But when the Amiga moved to<br />

Germany, the UK got an office of<br />

NEWS<br />

Stateside News<br />

Net Spam has shut down<br />

The most infamous organisation on<br />

the Net must surely be Cyber<br />

Promotions and accordingly the<br />

most infamous person would be the<br />

president, Sanford WaHance.<br />

Cyber Promotions is responsible<br />

for sending millions of unsolicited Emails<br />

out across the world, naturally<br />

enough advertising products and<br />

other schemes. This practice makes<br />

them highly unpopular on the<br />

Internet with end users and larger<br />

Internet providers alike. Cyber<br />

Promotion obtains E-mail addresses<br />

from web sites and Newsgroup lists.<br />

CU Amiga has been at the receiving<br />

end of unsolicited E-mail from this<br />

company also<br />

As we went to press, a US<br />

judge was expected to rule<br />

shortly on whether Cyber<br />

Promotions' Internet<br />

Service Provider, AGIS,<br />

must reconnect their server<br />

as demanded in a lawsuit<br />

filed by the mass E-mailer.<br />

AGIS have been unclear<br />

to the exact reason for<br />

Shutting down<br />

of Cyber<br />

Promotion's<br />

service but it<br />

is known that<br />

Amiga Technologies. Being a<br />

smaller market, all the US got was<br />

a distributor who had once been a<br />

warranty service company. This<br />

was not a good move. North<br />

America was pretty officially relegated<br />

to second-class status, and<br />

that stung.<br />

Now the capital has officially<br />

moved back to the US, and now<br />

it's the other side of the coin.<br />

Now more eyes are turning to us<br />

and Our market is under closer<br />

scrutiny. It's an interesting sight,<br />

to say the least, having made<br />

some major changes in recent<br />

years. That hardware dominance<br />

has faded greatly - there are scant<br />

few companies still aggressively<br />

researching products, owing to<br />

the German hardware dominance<br />

(and certainly in part due to the<br />

weak DM). No American company<br />

produces an Al200 '040 or '060<br />

the provider faced significant criticism<br />

from other Internet providers<br />

who peer with the network. Cyber<br />

Promotions has also regularly been<br />

subject to a 'ping flood' attack by<br />

vengeful individuals which degrades<br />

the AGIS network performance in<br />

addition to making life difficult for<br />

the mass [-mailer.<br />

Whatever the reason, it is not the<br />

first time that Cyber Promotions has<br />

been tossed offline. In fact, the<br />

company's history is rich with tales<br />

of having being dumped by one Net<br />

provider after another.<br />

ISPs have come under intense<br />

heat when hosting 'spammers' as<br />

this type of activity is known.<br />

When Sanford Wallace<br />

signed a contract with<br />

AGIS. he thought he<br />

had found a sure home.<br />

If nothing else, this<br />

affair indicates that<br />

there is no safe home<br />

for unsolicited mass<br />

mailers which which can only<br />

be a good thing for<br />

card, for example. Only one builds<br />

an A2000 '060 card, and another<br />

builds an A4000 '060 card. Both<br />

target their products at video and<br />

graphics professionals, not at<br />

overall power users - although<br />

these have certainly found out<br />

about the products.<br />

NewTek U-turn?<br />

The video and graphics market is<br />

the great paradox in America.<br />

NewIek holds an almost god-like<br />

significance for so many users,<br />

and yet relatively few of them Own<br />

any NewTek products. After all,<br />

there are only so many Video<br />

Toasters out there, even if they<br />

are cheap on the used market<br />

these days. But when NewTek<br />

makes noises about cutting all<br />

Amiga support as they have done<br />

every week for the past four<br />

years). someone's bound *.o try to<br />

Advertisers Index<br />

start a panic. Similarly when news<br />

comes in that hints they may be<br />

returning to the Amiga, everyone<br />

gets over excited. The news that<br />

Amiga Inc will be exhibiting at the<br />

NewTek Expo and the rumours<br />

that NewTek have asked phase 5<br />

for a PowerPC board have distract-<br />

ed attention from a lot of companies<br />

who are definately sticking<br />

with the Amiga. Markets are<br />

always about more than one company.<br />

After all, the Amiga market<br />

has survived through the failure of<br />

two parent companies!<br />

Sometimes I think my fellow<br />

Americans need to look a bit fur-<br />

ther than one company. ne matter<br />

how big their contribution has<br />

been. People were similarly upset<br />

about GVP's disappearance from<br />

the Amiga market. And what happened?<br />

GVP came back - now it's<br />

run by a German.<br />

Active Software 56,57 01325 35260<br />

Analogic 60 0181 546 9575<br />

Care 57 01923 894064<br />

Classified 92-93 0171 972 6700<br />

Dart 27 0116 247 0059<br />

Enterprise Plc 55 01624 677666<br />

Epic Marketing 12<br />

0179 3490988<br />

Eyetech<br />

First Computer Centre<br />

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01642 713 185<br />

0113 231 9444<br />

Gasteiner 74 48<br />

0181 345 6000<br />

Golden Image 95 0181 900 9291<br />

Harwoods 22-23,68-69 01773 490988<br />

HiSoft 106- IBC 01525 718 181<br />

L H Publishing OBC 01908 370230<br />

Owl Associates 57 01543 250377<br />

PD Power 98 0374 150972<br />

Sadeness 3436 01263 722169<br />

Selectafont 36 01702 202835<br />

Siren Software 7 0161 796 5279<br />

Special Reserve 27 01279 600770<br />

Weird Science IFC-3 0116 246 3800<br />

White Knight Technology 87 01920 822321<br />

Wizard Developments 26 0181 303 1800


a, With games<br />

like Duke Nuke<br />

'en 3D Atomic<br />

Edition (centre<br />

pic) to choose<br />

Nom it's well<br />

worth getting<br />

yourself a Mac<br />

emulator and<br />

swallowing tour<br />

pride..<br />

19efu<br />

Why limit yourself to playing<br />

only games that were<br />

tu<br />

specifi cally developed for<br />

the Amiga, when you could<br />

play all of these and more? What you'll need<br />

All you need is a decent<br />

Miggy and a Mac emulator...<br />

r e<br />

uriously enough the past few<br />

months have seen a marked upturn Mac emulation.<br />

20<br />

in the amount of new Amiga<br />

games in development, but it<br />

you're still finding it hard to seek<br />

out new gaming distractions for your Amiga,<br />

you could do worse than cast an eye over<br />

the Mac arena, No, we're not talking about<br />

ditching your faithful Amiga in favour of a<br />

Mac. You can tap into the resource of Mac<br />

games using nothing but your Amiga.<br />

The key to it is getting your Amiga kitted<br />

out with a good Mac emulator, such as<br />

ShapeShifter or Fusion. Prior to the<br />

PowerMac generation, all Apple Macs used<br />

the same Motorola 680x0 processors as the<br />

Amiga range. As a result, it's a relatively simple<br />

job to emulate the basics of a Mac on ac<br />

Amiga. Because the emulation process is a<br />

lot simpler and more direct than emulation<br />

of the PC, there's not so much performance<br />

loss. While for most applications, emulating<br />

a PC on an Amiga is impractical. Mac emulation<br />

is a realistic and attractive proposition.<br />

You're going to need a Mac emulator of<br />

course, and in order for that to work you'll<br />

require the appropriate support ROM and<br />

operating system. Your Amiga must be suitably<br />

expanded to handle the task. There are<br />

some general rules you should keep in mind<br />

for speccing out your Amiga to prepare for<br />

Both of the emulators require a i<br />

of a -68020<br />

and at least 8Mb of fast RAM in<br />

a single ninimum continuous block. A 68030 can be<br />

considered a recommended minimum to<br />

Great expectations<br />

run most Mac software created in the last<br />

five years. An MMU (Memory Management<br />

Unit) is highly recommended. MMUs come<br />

built in to 'full' (non-EC or LC) 68030s and<br />

040s, and all 060s. Most if not all models of<br />

Al200 040 and 060 accelerators on the market<br />

for Al 200s and big-box Amigas alike fit<br />

this category. Check your accelerator's documentation<br />

if you're not sure whether you<br />

have one. A hard drive is also required.<br />

System 7.0.1 is the minimum operating<br />

system you can run on either emulator, and<br />

conveniently enough, Apple has made it<br />

free. It's a good idea to upgrade to 7.5 or<br />

7,6. if you can. However, the new MacOS 8<br />

is slow, eats up RAM and is incompatible at<br />

Based on your Amiga, realistically what can you expect to be able to play? Here's a<br />

quick and very rough guide...<br />

Al200, 10Mb RAM. 68020 CPU<br />

Al200, 10Mb RAM, 50MHz 68030<br />

Big box/tower Amiga, 18Mb RAM+,<br />

68060, graphics card<br />

Strategy, adventure and early 80s coinop<br />

styles<br />

2D shoot 'em ups and basic 3D games<br />

Most current games, including new 3D<br />

styles


SoLanai<br />

the very least with Shapeshifter. Stay away<br />

from it for the time being.<br />

Unless you're planning to draw solely<br />

from online sources of Apple software (such<br />

as Info-Mac, the Mac community's poor but<br />

serviceable attempt at Aminet), you'll need<br />

some way of loading Mac software onto<br />

your Amiga. Mac double density disks cannot<br />

be read by standard Amiga 880K floppy<br />

drives. You have a few options.<br />

1. Get a high density floppy drive. Apple<br />

got sensible and decided to make their high<br />

density floppies with a more reasonable format,<br />

so you can read these on an Amiga<br />

high density drive.<br />

2. Gel a CD-ROM drive. Most Mac software<br />

now comes on CD.<br />

3. If you have access to a real Mac: investigate<br />

your removable media options (Zip<br />

disks and so on),<br />

A CD-ROM drive is definitely recommended.<br />

You can get by without a floppy drive<br />

although it's certainly convenient if you plan<br />

to do something like install the OS.<br />

Setting it up<br />

Turning your Amiga into a Mac requires a bit<br />

more than simply starting the emulator and<br />

loading some Mac software. The biggest job<br />

is to give the Mac emulator its own hard<br />

drive partition. There are three main ways to<br />

do this: re-format and partition your main<br />

Amiga hard drive, create a 'filedisk• on your<br />

hard drive. or format and partition an additional<br />

hard drive and add that to your system.<br />

The filedisk option is recommended for<br />

most situations, but now let's take a quick<br />

look at what's involved and the benefits of<br />

each solution.<br />

Re-partition the drive<br />

Unforlunately you can't just format part of<br />

your hard drive as a new Mac partition.<br />

If you want a Mac partition and you have<br />

just one hard drive, the only way to do it is<br />

to re-format arid partition the entire drive<br />

using HDToolBox or a similar tool. This will of<br />

course erase all data that was previously on<br />

the drive, so you'll need a way of backing up<br />

your data. You should have Quarterback 6.1<br />

from our July 1997 cover disks.<br />

This will back up your drive to a mountain<br />

of floppy disks or a more sensible medium<br />

such as Zip disks.<br />

Create a Modish<br />

This is the easiest way to do it. An enormous<br />

file is created on the hard drive that acts like<br />

a_virtual drive partition. The work involved in<br />

reading and writing to the filedisk makes it<br />

slower to use than a standard hard drive partition.<br />

However, this method means you<br />

don't need to re-format your drive, and if you<br />

decide you've had enough of Mac emulation,<br />

CPU -requirements<br />

When shopping for Mac games you<br />

need to keep your eyes open for two<br />

things: the processor and RAM require.<br />

ments. The good thing about Mac emulators<br />

on the Amiga is that you can<br />

generally translate your processor<br />

speed directly to the Mac equivalent,<br />

your 030/50 Amiga is about as fast as a<br />

Mac with an 030/50 in terms of CPU<br />

that a game will run just as fast on yo<br />

Amiga as the equivalent CPU-equipped -<br />

power. This doesn't necessarily mean 1<br />

Mac due to the Amiga's slow graphics<br />

bus (see the Graphics considerations<br />

box) There are also games that have<br />

been compiled to be PowerMac only,<br />

meaning that they require a Mac with a<br />

PowerPC processor. While Microcode 4<br />

Solutions has promised to make Fusion<br />

be PowerUP compatible on the Amiga,<br />

so far that's still in development, so<br />

stick with software compiled for 680x0<br />

compatible Macs.<br />

There was never any such thing as an<br />

060 Macintosh, so if you're emulating a<br />

Mac with an 060 card, congratulations:<br />

your Amiga has joined the elite ranks of<br />

Macintoshes with 680x0 processors<br />

faster than Apple ever built!<br />

41 Fusing 30<br />

characters and<br />

static pre-drawn<br />

30 backgrounds.<br />

Alone in the Dark<br />

plays well on a<br />

relatively low<br />

specced Amiga<br />

under Mac emulation.


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Graphics considerations<br />

I did say that the CPU power of your<br />

Amiga emulating a Mac would be as<br />

good or better than an equivalent Mac.<br />

However, there's still the issue of<br />

graphical display. You can get an Amiga<br />

to put out an absolutely stunning<br />

monochrome Mac display, but because<br />

of the Mac's chunky graphical format<br />

(the same thing that keeps Doom<br />

clones slow on the Amiga), when you<br />

switch to colours, your native Amiga<br />

chipset gets a little overwhelmed.<br />

Fusion comes with a variety of special-<br />

ly-tailored graphics drivers to try to<br />

make up the difference.<br />

Shapeshifter has native support for ECS<br />

and AGA, but if you find that these are<br />

not enough for you, there are thirdparty<br />

video drivers for AGA and ECS<br />

Amigas, These require a large amount<br />

of RAM just to use, but you gain in<br />

graphical output.<br />

The optimum solution is to run a<br />

CyberGraphX or Picasso96 graphics<br />

card. Even an old Zorro II A2410 board<br />

gives a marked improvement over plain<br />

Amiga output.<br />

ShapeShifter vs Fusion<br />

The two big boys of Macintosh emulation<br />

must surely be Christian Bauer's<br />

shareware ShapeShifter and Jim<br />

Drew's recent commercial effort,<br />

Fusion. Both packages set out to the<br />

same end but get there via different<br />

routes. ShapeShifter has been around a<br />

lot longer and due to the shareware<br />

aspect, there are a great deal more people<br />

using it so there is a host of third<br />

party support material from documentation<br />

to video drivers_<br />

That said, Fusion boasts a host of<br />

additional features and performance<br />

gains that make it ideal for Macintosh<br />

gaming. Direct draw modes to graphics<br />

boards is probably the most important<br />

and makes Fusion a good deal quicker<br />

at running taxing 3D games. There's<br />

also a PowerPC version in development<br />

for phase 5's PowerUp cards. The first<br />

version of Fusion was plagued with difficulties<br />

that made it difficult to get up<br />

and running but an updated Fusion 2.0<br />

was released to address these issues.<br />

If you're starting out on Mac emulation<br />

then you'd be well advised to give<br />

Shapeshifter a bash first. It won't cost a<br />

penny and you've a good chance of<br />

finding some help if things go pear<br />

shaped. You may find it is enough.<br />

When ShapeShifter is up and running,<br />

you can consider upgrading to Fusion<br />

which will offer serious performance<br />

gains. Look for a review of Fusion 2.0<br />

the next issue of CU Amiga<br />

A Full 3D<br />

games in the<br />

Onake style will<br />

still need plenty<br />

of horsepower,<br />

and preferably a<br />

graphics card,<br />

but there are<br />

plenty of decent<br />

games with<br />

lesser requirements.<br />

you car) simply delete the file and use the<br />

space for Amiga storage once again.<br />

Add a new drive<br />

If you're really serious about Mac emulation<br />

it's probably worth considering the addition<br />

of a whole new physical hard drive purely<br />

for the Mac side of things. Hard drives are<br />

getting cheaper all the time, and even a<br />

basic Al200 can easily use up to four hard<br />

drives from the internal IDE connector (with<br />

the help of a splitter). This is the neatest<br />

option and you get the best of both worlds.<br />

good transfer speed. no backing up of your<br />

existing data, and you can still reformat<br />

the drive for Amiga use<br />

if you get fed up with playing<br />

around with the Mac.<br />

When your Amiga is<br />

in Mac mode, it will<br />

only be able to access<br />

the Mac partition.<br />

Accessing your Amiga<br />

partitions is not possible,<br />

so make sure you<br />

have enough space on<br />

your Mac drive for the<br />

OS • the software you<br />

intend to use and also stor-<br />

age space for saving projects (if<br />

you get bored of games and get into<br />

Photoshop for instance).<br />

There are a few things you should keep<br />

in mind before setting out to gather as<br />

many Mac games as you can lay your fingers<br />

on_<br />

Emulator compatibility<br />

Uverall, both ShapeShitter and Fusion do a<br />

very reliable job of emulating a modern-day<br />

Macintosh. This means you can run most of<br />

the latest software, and it also means that<br />

the software that wouldn't be compatible<br />

with a modern Macintosh isn't compatible<br />

with your emulated Mac either. Such examples<br />

include software which 'broke' when<br />

Apple moved from System 6 to System 7,<br />

and software compiled for the old 24-bit<br />

memory model. Typically, these are limited<br />

to 80s titles, usually black and white (from<br />

before Macs had colour - remember that?).<br />

Fusion can make a couple of exceptions for<br />

more modern titles which are 'not quite 32bit'<br />

- more on that when it comes up.<br />

Game types<br />

The Mac market is more suited for certain<br />

types of games than others, for a few historical<br />

and practical reasons. There's a<br />

noticeable lack of beat 'em ups<br />

and platformers on the Mac<br />

for two good reasons:<br />

one, the Mac user base<br />

is more family and professionally<br />

oriented<br />

than the Amiga, and<br />

two: there's hardly<br />

anybody with a Mac<br />

joystick! The Amiga<br />

was conceived partly as<br />

a gaming machine and<br />

_;() it inherited the<br />

Atari/<strong>Commodore</strong> 9-pin joystick<br />

port, making tens of millions<br />

of joysticks ready to be plugged in. The<br />

Mac uses a custom bus for input devices,<br />

making joysticks expensive, rare, and (as a<br />

result) virtually useless. 'You could probably<br />

find a pricey flight stick, but getting a cheat><br />

le hand-held joystick is almost out of the<br />

question, and few games would support it.<br />

So, keep in mind the sort of games you<br />

can control with keyboard or mouse easily -<br />

that's what you'll be finding - stuff like strategy<br />

games. Flashback-style action.<br />

Breakout/Arkanoid, Doom clones, flight sim<br />

,illators for example •<br />

Jason Compton


Real games, real systems<br />

It's all very well say things like you need a 'fast Amiga to run 'recent' games, but what does that really mean? We tested a range<br />

of games to find out just what's required to make them tick. The system requirements listed are those we feel are necessary to do<br />

the game reasonable justice.<br />

Game Description System requirements Five star rating<br />

Duke Nuke 'em Atomic<br />

Edition<br />

Action packed Doom-alike with added humour<br />

and a distinct lack of wizards<br />

Dark Forces Like Duke Nuke 'em only with a Star Wars theme<br />

and added atmosphere<br />

Marathon More 3D mayhem, stripped of most of the strategy<br />

with plenty of action<br />

Sim City Classic Manage and develop your own metropolis in a<br />

strictly strategy style<br />

Leisure Suit Larry 6 Lewd graphic adventure with CD-spool soundtrack,<br />

verging on childish<br />

Brain Dead 13 Attractive animated sequences strung together<br />

with minimal gameplay<br />

A-10 Attack! Unimpressive combat flight simulator that looks<br />

very basic next to TFX<br />

Masterpieces of Infocom Most of the classic Infocom text only adventure<br />

game back catalogue<br />

Alone in the Dark Trio Clever and engrossing 3D graphic adventure<br />

game in three installments<br />

Arashi Shareware version of the 80s cutt vector-based<br />

shoot 'em up Tempest<br />

Rescue Star Trek-based shareware space battle strategy<br />

game with basic graphics<br />

Solarian II Shareware Galaxians variant that looks tedious<br />

but is fun in short busts<br />

CD-ROM, 50MHz 030 mini-<br />

mum, graphics card<br />

CD-ROM, 50MHz 030 minimum,<br />

graphics card<br />

*****<br />

*****<br />

CD-ROM, 50MHz 030 ***<br />

CD-ROM, 68030 ****<br />

CD-ROM, 50MHz 030 minimum<br />

CD-ROM, 50MHz 030 minimum,<br />

graphics card<br />

**Sr<br />

**<br />

68040 only ***<br />

68020 only<br />

CD-ROM, 50MHz 030 minimum,<br />

graphics card<br />

*****<br />

****<br />

68030 only ****<br />

50MHz 030, graphics card<br />

*****<br />

68030 only ***<br />

FEATURE<br />

Adventure<br />

games play very<br />

well due to the<br />

lack of large<br />

graphics being<br />

thrown around<br />

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Armed with your covermounted Printed Circuit<br />

Board, you're ready to build CU Amiga's latest rev-<br />

olutionary DIY project: AIR Link. Control your<br />

entire house from your Amiga and control your<br />

Amiga from your arm chair. Too good to be true?<br />

indering what the circuit board<br />

is on the cover? Its AIR Link. a<br />

new easy to build DIY project<br />

that will let your Amiga take<br />

control. AIR Link is a specially<br />

redesigned version of an existing project<br />

called InfrARexx. The completed device<br />

plugs into the joystick port on any Amiga<br />

and acts as a general InfraRed receiver and<br />

transmitter. The 'AIR' in AIR Link, stands for<br />

Amiga InfraRed_ What can we do with AIR<br />

Link? The simple answer is, a lot. AIR Link<br />

and the support software can learn virtually<br />

any InfraRed command sent by existing<br />

remote controls. It can also reproduce those<br />

commands under control from your Amiga.<br />

AIR Link is capable of controlling any<br />

device which is controlled by an Infra Red<br />

controller. TVs, Videos, Hi-Fi's even special<br />

devices such as light switchericlimmers and<br />

power sockets. AIR Link also allows your<br />

Amiga to be controlled by any spare<br />

InfraRed controller_ There's a mass of applications<br />

for AIR Link Snd we've goTie to considerable<br />

trouble to make construction of the<br />

project as simple as possible. Far easier than<br />

Project XG, for example. To build AIR Link,<br />

you will need the following;<br />

1. The kit of components from ACL Ltd<br />

2. A Soldering iron.<br />

3. Enthusiasm.<br />

AIR Link'<br />

By providing the Printed Circuit Board (PCB)<br />

on the cover, the hardest work is already<br />

done. All you need to do is place the components<br />

in the holes of the PCB and solder<br />

them in. This is actually quite easy even if<br />

you haven't soldered before. In fact we've<br />

even provided some instructions on soldering<br />

technique. All you need is item number<br />

3. in our requirements list and AIR Link can<br />

be yours. The kit of parts only costs E15.<br />

ACL will also sell a completed unit if you<br />

prefer. Either way it's a complete steal for<br />

what's on offer!<br />

The ACL AIR Link kit contains all of the<br />

necessary components, a special ribbon<br />

with a 9-pin joystick plug on the end arid a<br />

snazzy small box which the PCB perfectly<br />

fits in. We're adamant that AIR Link is so<br />

easy to construct that even if you've never<br />

done anything like this before, you're virtually<br />

garanteed to end up with a working .<br />

unit.<br />

Building AIR Link<br />

After you've got your kit of parts from<br />

ACL, check over the parts to make<br />

sure they're all there. It should be<br />

apparent if any are missing since<br />

they are mounted in foam with<br />

labelled space for each part.<br />

In order to build AIR Link,<br />

make sure you've got a<br />

well organised workspace.<br />

Lay some paper<br />

down so any solder<br />

splashes don't mark<br />

your working surface. It<br />

Nil! aid the speed that<br />

you can build AIR Link if<br />

0•<br />

d e v i c e to hold the PCB<br />

0 while you mount the components.<br />

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This could be a vice, a crocodile clip tool,<br />

pictured here, or some improvised clamp,<br />

grip.<br />

You need to drill two holes in the top<br />

panel of the box for the LEDs. Well, you<br />

need to if you want to see the LED indicators<br />

but it's not essential. The easiest way is<br />

to insert the blank PCB into the top lid, fitting<br />

over the three long pegs. Next to the<br />

circles marked D4 and D2 there are two<br />

holes, You can use these as a guide for a<br />

drill, a drill bit as close as possible to 3mm<br />

is ideal. When finished, you can continue<br />

with populating the PCB.<br />

Most of the components are physically<br />

different and you'll be able to tell exactly<br />

where they are supposed to go_ Some others<br />

have markings which specify their type<br />

and/or value. The first parts we should install<br />

are the resistors. These are the components<br />

with coloured stripes on them and are identified<br />

as R1 to R7 on the parts template and<br />

on the PCB itself. See the box on Resistors<br />

for an explanation of the colour codes.<br />

The basic.technique for soldering parts<br />

into a PCB is as follows. Push the leads of<br />

the component through the holes. The component<br />

should be on the same side of the<br />

PCB as the white markings. Generally, they<br />

are pushed in as far as they will go unless<br />

something special needs to be done like the<br />

LEDs, see later. The resistors can go either<br />

way around, it doesn't matter. Once the<br />

leads are through the holes, pulling them<br />

outwards slightly will stop the part from<br />

falling out of the PCB when you turn it<br />

upside down. That's important because we<br />

need to turn the PCB upside down to solder<br />

the leads.<br />

See the soldering box for some tips on<br />

II<br />

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.] en ng. The basic technique involves<br />

applying the iron and the solder at the same<br />

time. This should be done as quickly as possible<br />

but the solder should flow neatly over<br />

the metallic pad on the PCB and the lead.<br />

Generally, all of the leads are soldered and<br />

then the excess lead is cut off, just above<br />

the solder joint.<br />

The idea is to insert a few components at<br />

a time, solder the leads, cut them off and<br />

insert a few more components. Repeat until<br />

the entire PCB is 'populated'. We should<br />

start off with some resistors, check the resistor<br />

colours with the parts list and insert the<br />

correct ones into the three sets of holes for<br />

R3, R4 and R5. Bend the leads out slightly so<br />

that they stay in position.<br />

Reheated joint<br />

Solder the ieads in. Now you can check that<br />

the resistors are mounted on or very close to<br />

the PCB. Otherwise, you can reheat the joint<br />

very briefly and push the part all the way in.<br />

This shouldn't normally be needed. After this.<br />

congratulations, you've performed the most<br />

difficult thing about constructing AIR Lihk!<br />

Next, insert all of the rest of the resistors<br />

R1, -R2,<br />

R7 and F18. Solder them in with<br />

exactly the same technique. You should be<br />

getting good at this now and hopefully getting<br />

very good at applying as little heat for as<br />

little time as possible.<br />

Next try Cl and C4 for the two ceramic<br />

capacitors. Cl has 103 written On it and C2<br />

has 104. Don't try to pull the leads right<br />

through, there's a coating on the legs for a<br />

few millimeters and this needs to be left on<br />

the top side of the PCB.<br />

The little black tin 'electrolytic' capacitors<br />

(getting interested in this electronics stuff<br />

yet?) are different, They need to be inserted<br />

the right way around. Cryptically, the PCB<br />

has the 'positive' side of the C2 and C3 electrolytic<br />

capacitors marked where as the parts<br />

themselves have the negative side marked<br />

with a stripe with minus symbols in it.<br />

Accordingly, place the lead towards the<br />

striped side in the hole opposite the '+' mark<br />

on the PCB. Getting these around the right<br />

way is vital, so take care. Next, go for the<br />

transistor Ql. This is the small black device<br />

with a flat face that has three legs. The PCB<br />

clearly has the flat side marked so you<br />

should have no problem inserting the leads<br />

in the right way. It's quite important not to<br />

heat this part up too much so be quick when<br />

soldering the leads.<br />

Now it's time to go for the InfraRed LEDs<br />

These are the large clear purple components.<br />

One side of them will be slightly flattened<br />

around the rim on the bottom. This<br />

matches up with the flattened edge on the<br />

PCB markings. The trick here is to bend the<br />

component leads before inserting them, The<br />

idea is that they lay down flat on top of R1.<br />

So about 3mm from the end of the plastic,<br />

Resistors<br />

Resistors use a colour code which is<br />

easier to make Out on the small parts<br />

than actual written values. There's 4<br />

coloured stripes on the most common<br />

type of resistors. The last colour will be<br />

a metallic type colour, gold or silver so<br />

you know which way to start reading<br />

from. Resistors values are measured in<br />

Ohms, we don't have space to go into<br />

the theory but the higher the number,<br />

the more difficult it is for electricity to<br />

flow through. The first two stripes are<br />

simple digits. Orange and Black would<br />

be 30 for example. The next stripe is<br />

the important one. This is the multiplier.<br />

The easiest way of looking at it is<br />

that this stripe tells you how many<br />

zeros to add. Orange (3) Orange (3)<br />

Brown (1) would make 330. One zero,<br />

see? R4, for example, is a 4K3 resistor<br />

on our parts list. That's another way of<br />

writing 4300 Ohms. So the colour code<br />

would be Yellow Orange Red. Now you<br />

can check the values before mounting<br />

them without a multimeter. Of course if<br />

you have a multimeter, you need only<br />

switch it to the Resistance/Ohms scale<br />

and place the probes on either end of<br />

the resistor. The meter will tell you<br />

exactly what value it is.<br />

Black 0 Brown 1 Red 2<br />

Orange ...3 Yellow Green 5<br />

Blue 6 Grey 8 White 9<br />

Note: The 30K1 resistor is a strange<br />

electronic value so this is a special component<br />

which should be black with the<br />

value written in numerals.<br />

4 Here's an<br />

example of the<br />

ideal workspace<br />

for constructing<br />

AIR Link_ You<br />

certainly don't<br />

need all of this<br />

equipment but<br />

it's fairly typical<br />

ler building electronic<br />

projects.<br />

V Here we're<br />

inserting the<br />

green indicator<br />

LED. Notice the<br />

way the leads<br />

are bent so that<br />

the pan can<br />

poke through the<br />

movided hole in<br />

the PCB.


lo• Here were<br />

cutting away a<br />

Fortiori ol the<br />

plastic lip<br />

around the box.<br />

This will allow<br />

the ribbon cable<br />

neat exit while<br />

still being held<br />

firm<br />

bend the leads at a right angle. The leads<br />

should drop into the holes and the infraRed<br />

LEDs 01 and D3 should lay down facing<br />

towards the edge of the PCB. Tip: You might<br />

like to make them face slightly away from<br />

eachother from side to side to offer a wider<br />

spread of InfraRed. The next task is to<br />

mount the red and green indicator LEDs, D2<br />

and D4. This is slightly tricky as the LEDs<br />

themselves need to poke through the holes<br />

next to the lead holes on the PCB. The trick<br />

is that the leads go up about 5mm, bend 90<br />

degrees. run Smm and bend 90 degees<br />

again. So the leads poke 180 degrees back<br />

towards the direction the LEDs are facing.<br />

See the accompanying picture of one of the<br />

LEDs being inserted which has already had<br />

the leads bent in the correct fashion.<br />

A tricky point is that the 3mm coloured<br />

LEDs don't have flattened edges like the<br />

larger IA LEDs. Instead, the obvious indicator<br />

is that one of the leads is shorter than the<br />

other. This one matches with the flattened<br />

side of the circle marked on<br />

the PCB. If you get this wrong, don't<br />

worry. The LED will just not work<br />

and it can be removed, turned<br />

around and it'll work fine. Now for<br />

the the most critical stage of the<br />

soldering process. We need to add<br />

the two 14-pin integrated circuit<br />

chips. There is a notch shown at<br />

one end of the chip rectangle on<br />

the PCB. This should line up with<br />

the small semi-circular indent on<br />

the end of the chips themselves.<br />

The chip that goes in the place for<br />

Ul is clearly labelled 4066 and U2<br />

is called 4093. You might like to bend leads<br />

at the end of the IC out to hold it in place<br />

while you solder. Please note that ICs are the<br />

most susceptible to heat damage. We've left<br />

them until near last so your soldering technique<br />

should be coming along. Switch from<br />

side to side as you solder the pins, rather<br />

than in a row. Spend only a second on each<br />

pin, quickly applying the hot iron and a small<br />

amount of solder to each<br />

pin.<br />

Now there's just the<br />

large IR receiver with three<br />

legs. It'll only go in one way<br />

but again be careful not to<br />

get it too hot. Lastly, the<br />

ribbon cable can be<br />

attached. One end of it<br />

has a header which will<br />

plug straight into the 2<br />

rows of 5 holes. The ribbon<br />

faces outwards of<br />

course. Solder the leads<br />

just as you would IC leads.<br />

That's it! Yes it really is that painless and<br />

what's more, beyond a quick check for<br />

components being soldered in the correct<br />

way around, we're ready to go straight to<br />

testing!<br />

If you're not impatient, you might like to<br />

perform the finishing touches now. Insert<br />

the completed PCB into the lid of the box<br />

The 3 pegs will go straight into the three<br />

holes on the PCB. You'll see that there's a<br />

small lip of plastic around the edge of the<br />

lid. Where the ribbon cable trails out over<br />

the edge, we must cut this lip so that the<br />

ribbon can fit through. Mark where the ribbon<br />

passes with a pencil and then cut off<br />

the lip, as per the picture here, to the same<br />

width as the ribbon.<br />

When the PCB is in the lid of the box, the<br />

coloured LEDs should poke into the drilled<br />

holes in the top case. It's not necessary to<br />

poke all the way through since the label is<br />

transparent above the LED holes. With the<br />

PCB fitted, LEDs lined up, ribbon cable trail-<br />

ing through the gap in the lip around the lid,<br />

you can fit the bottom part and screw it all<br />

together. Voila AIR Link!<br />

Testing AIR Link<br />

It's quae difficult to put AIR Link together<br />

incorrectly. Provided that the chips and<br />

cable header are around the right way, we<br />

can safely plug the 9 pin plug into the<br />

SIEMENS309<br />

SRI 506-36<br />

InfraRexx Codesets<br />

There's a good chance that you have<br />

some IR equipped appliance that isn't<br />

represented in the provided database of<br />

InfraRexx IA codesets. No problem, as<br />

you can teach the codes to InfraRexx and<br />

save the codeset out as per our instructions<br />

here.<br />

If you do create a codeset for a new<br />

piece of equipment, we'd very much<br />

appreciate if you could send us the codeset<br />

to add to our database. Then on the<br />

following CD well include all of the codesets<br />

and on our CU Online web site too.<br />

If we have space, we may even put them<br />

on the floppy disk issue. If you make a<br />

codeset, we ask that you name it as follows;<br />

-_<br />

Examples: , Sony-Miniclisc_MU10,<br />

Panasonic-Video cmodel> Aftli, Fisher-<br />

Amp_CD3OR Descriptions currently in<br />

use; CD, TV, Video, Minidisc, DAT, DCC,<br />

VidProi, Relay, Dimmer, Amp, Tape,<br />

Turntable, SatDec, CableDec and Multi.<br />

The last description is a special exam-<br />

ple where the codeset matches multiple<br />

models and types of equipment in the<br />

brand range. Most of the provided<br />

codesets are already of this type.<br />

Example: sony-Multi<br />

We'd ask that the Codeset description<br />

line lists which models the Codeset has<br />

been tested with both for single and<br />

multi codesets. Generally the convention<br />

for the ARexx Transmit command<br />

is somewhat like<br />


1<br />

iga's joystick<br />

port. AIR Link is now pow-<br />

, ational! The quickest test is to<br />

ered point and a remo opertE control at it and press a key.<br />

If all goes acciarding<br />

to plan, the green LED<br />

should pulse rdicating that AIR Link is<br />

receiving Infra Red data.<br />

If this does n't happen, unplug AIR Link<br />

and check ove r the components. For it not to<br />

work, something<br />

should be quite obviously<br />

wrong in the construction.<br />

The next step<br />

is to fire up the software<br />

and send an IrrfraRed<br />

signal. Run the program<br />

Intranet° (Editor. Select Load from the<br />

Project menu E<br />

tory and pick cme<br />

of the files. A list of func-<br />

tions will appe mar<br />

in the Infrared Codes lister,<br />

Double click oid<br />

1 one of these and another<br />

window will orgren.<br />

Pressing the Send button<br />

underneath thEo<br />

Code Learner section should<br />

make AIR Link itransmit.<br />

The Red LE nD<br />

should flash as the button is<br />

pressed. The Ct;reen<br />

LED will normally also<br />

flash as AIR Liro<br />

1k picks up its own InfraRed<br />

transmission. Ptf<br />

this all functions correctly,<br />

congratulation! h;I<br />

You've built a 100% working<br />

AIR Link. e<br />

C<br />

What is orifralted?<br />

InfraRed is a todrm<br />

of electromagnetic radia-<br />

ton, as is the lieght<br />

that we can see visibly.<br />

The frequency sof<br />

light is perceived by the<br />

human eye as re:olours.<br />

The highest are violets<br />

and blues. t The lowest are deep red. You<br />

niay have seen dan<br />

illustration of the light<br />

which comes oiut<br />

of a prism. This shows you<br />

the full spectru rm<br />

of light components that<br />

we see. e<br />

InfraRed is licght<br />

just like Red light only It's<br />

of a lower freqt -Jency.<br />

So low that we can't<br />

actually see it iut it behaves in the same<br />

way as normal light. Just as we get LEDs<br />

that emit green and red light, AIR Link uses<br />

InfraRed LEDs :hat emit InfraRed which is<br />

totally invisible to us. It is visible to AIR Link<br />

which has a deiJicated<br />

InfraRed receiver.<br />

InfraRed is irleal<br />

for remote control appli-<br />

cations where du have line of site to the<br />

device you wistt<br />

to control. This method was<br />

adopted over thle<br />

early radio remote controls<br />

as things were 1rapidly<br />

going to get Out of<br />

hand with hauseholds<br />

using multiple radio<br />

,transmitters. It't;<br />

a bad thing if your remote<br />

can change your<br />

neighbours TV!<br />

Its one thin ; to shine and pick up<br />

Infra Red light tat it its another to convey<br />

some type of in formation. To do this, tlie<br />

light is 'modulat ed at a frequency typically<br />

between 30 ancI<br />

40Khz. This is done to reject<br />

interference froi-<br />

sunlight. The min<br />

adulated InfraRed is then<br />

pulsed in a serifii<br />

nbitstrearn.<br />

Different bra onds<br />

use different modulation<br />

frequencies andrbit<br />

rates. They also have dif-<br />

ferent lengths omf<br />

the bitstreams which identi-<br />

fy each of the ftamotions.<br />

We need to<br />

discover these l ranables on the remotes and<br />

devices we wisp I to use. It's the job of the<br />

InfraRexx EditorR<br />

to learn the codes so that<br />

we c-an retransn slit<br />

them.<br />

o<br />

u<br />

r<br />

c<br />

e<br />

Soldering<br />

r<br />

Outwits Acceptable<br />

i<br />

The art of Soldering isn't a hard one to<br />

pick up. Not only does it make building<br />

AIR Link possible but it can come<br />

extremely handy around the home.<br />

Soldering can be used to fix metalic<br />

breaks, wire up special cables or repair<br />

broken gones. All we need to solder is a<br />

soldering 'iron' and some solder.<br />

To solder in safety and with the maximum<br />

success, it's wise to do it on a covered<br />

surface so splashes of molten<br />

solder don't damage the surface. Molten<br />

metal might sound worrying but solder<br />

itself melts at a very low temperature for<br />

metal. It's very capable of burning you<br />

but we're not talking about red hot<br />

glowing forges here.<br />

There's a world of difference between<br />

something like a plumbers soldering<br />

iron and an electronic soldering<br />

iron. The electronic unit will<br />

have a much smaller bit for fine a<br />

/<br />

work and it will operate at a far s1<br />

far lower temperature. If you 1<br />

don't have a soldering iron, they<br />

can be obtained from Tandy,<br />

Maplin or ACL, providers of the AIR<br />

Link parts kit.<br />

You might even like to consider one<br />

of the small gas operated irons which<br />

offer excellent control over the temperature,<br />

have no trailing wires and can be<br />

picked up and put down easily on the<br />

working surface without worrying about<br />

the power lead dragging it onto the floor.<br />

The principal of soldering is that the<br />

heat and solder are applied to a 'joint' at<br />

the time. There's a chemical called 'rosin'<br />

in the the solder which melts first. This<br />

is corrosive and will eat away much of<br />

the impurities coating the surface of the<br />

metals to be joined. Seconds later, the<br />

heat deactivates the rosin which leaves<br />

brown stains on the PCB joints. The idea<br />

is that the solder will coat the wire and<br />

the PCB metal pad evenly. Without too<br />

much or too little solder and without too<br />

much heat. Too much heat or for too<br />

••<br />

Er ix.<br />

4v/411tpr<br />

Acceptable Defective<br />

long is the killer for soldering. This can<br />

damage components and lift the actual<br />

tracks on the PCB which effectively<br />

destroys the project. Be cautious and<br />

test how quickly solder melts on the tip<br />

of the iron.<br />

After a few joints are made in quick<br />

sequence, you'll find that solder tends to<br />

build up on the tip of the iron. Wipe it<br />

clean on provided sponge which should<br />

be lightly moistened.<br />

The basis for 'populating' a PCB with<br />

components is that you insert a few at a<br />

time. Bending the leads outwards to<br />

hold the components in while the PCB is<br />

turned upside down to make the solder<br />

joints. After the installed component's<br />

joints are made, the leads poking out of<br />

the joints are clipped off with small<br />

wire cutters. In this way the PCB<br />

shouldn't be cluttered with leads<br />

at any one time and it maximises<br />

the access of iron and<br />

solder to each of the joints.<br />

) , order in which the components<br />

S are inserted and soldered.<br />

Specialist p tools like project clamps<br />

with<br />

a<br />

crocodile clips or even mini project<br />

vices r can make construction easier.<br />

e<br />

Definitely worth a look if you'd like to go<br />

s<br />

on with building electronic kits.<br />

o<br />

Finally, if you're very nervous about<br />

m<br />

starting to solder on AIR Link for the first<br />

e<br />

time, t here's a handy tip to practice.<br />

Obtain h any old piece of dead circuit<br />

board o Out of some non-working equipment.<br />

u Get some desoldering braid (again<br />

Tandy, g Maplin or ACL) which allows<br />

removal h of components. This copper<br />

braid t comes on a reel and is pushed onto<br />

the joint f and heated up so that it soaks<br />

up the<br />

o<br />

solder and removes every last<br />

r<br />

drop. Remove the old component and<br />

t<br />

you have some holes to practice with.<br />

h<br />

Chop off a little of the lead of some of<br />

e<br />

the components in the kit, insert into the<br />

holes and have a practice run. Good luck!


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Now you've built AIR Link, your<br />

next task is to put it to<br />

good use with your Amiga.<br />

It's clear that there are a<br />

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pil<br />

from the useful to<br />

bizarre. We're interested<br />

r<br />

-<br />

4<br />

in what uses you come up and press the Edit button. The InfraRed Code is the same as what<br />

e<br />

i we've put in the ARexx<br />

itt<br />

,<br />

with for AIR Link so CU Editor will appear_ Press the Learn 4F button on Transmit Command box when 440we<br />

were edit-<br />

a<br />

r=<br />

i<br />

Amiga t and ACL is running a litthe bottom right of this GUI. Now point your ing the code.<br />

R6<br />

Sony remote control at AIR Link<br />

tle competition. d Send us details of your<br />

0 and press a T h e most important factor in running the<br />

button. You should find that InfraRexx 4 has InfraRexx software is that the<br />

application for e AIR Link which may be<br />

W<br />

useful or novel. a<br />

learnt the code now. You can test this by InfraRexxDaemon must be told which code-<br />

We'd also like pictures<br />

Te<br />

if possible. The l<br />

pointing AIR Link at the appliant 71the<br />

remote set to work from. This is accomplished by<br />

top 3 entries will each<br />

41<br />

feature in the o<br />

control was for and pressing the Send but- the icon tooltypes of the infraRexxDaemon<br />

magazine and receive a<br />

-<br />

f<br />

ton on the code editor GUI. It should Fr have itself. The FROM= line needs to point to the<br />

years free subscription to CU Amiga. So<br />

a<br />

.a .<br />

exactly the same result as your remote con- Codeset which we have defined previously.<br />

get cracking and put AIR Link to work'<br />

m<br />

p<br />

trol_ If not, try learning the code<br />

Send your entries to; AIR Link compo,<br />

. again. F o r example;<br />

p<br />

We've successfully completed 12 the basic FROM=DH1:InfraRexxiCodesets/Sony. As<br />

CU Amiga Magazine,<br />

l<br />

37-39 Millharbour,<br />

m.<br />

<strong>Is</strong>le of Dogs,<br />

i<br />

London, Eltt 9TZ,<br />

step of teaching InfraRexx a remote ..i control usual, you gain access to the Icon tooltypes<br />

code. The next step is too d some tah i n g with by clicking on the icon and selecting icon<br />

c<br />

”<br />

i<br />

a<br />

AIR Link<br />

t<br />

tsoftware<br />

e v e r y time it picks up a signal matching this T h e trick here is you'll often want to test<br />

The software suite<br />

.<br />

i for use with AIR Link is code, it will execute an ARexx command y o u r IntraRexxDaemon while you're working<br />

called InfraRexx.<br />

When<br />

o There are two main compo- entered in the ARexx Receive Command box from the Code editor. This won't work as the<br />

nants to InfraRexx, n the InfraRexxEditor and o n<br />

the<br />

the Code Editor GUI. The trick here is that Amiga's timing chip (CIA) will be tied up<br />

the InfraRexxDaemon. s The former allows you it<br />

I n<br />

can<br />

f<br />

be a direct ARexx command inclosed while the daemon is running. It is a cornto<br />

edit a codeset that the software will i n<br />

r a<br />

quotes<br />

R<br />

or it can be an ARexx script. For it modity though, so you can click it again and<br />

understand. This can be created from<br />

eto xbe xa<br />

script it must just a single name_ a requestor will pop up. You should answer<br />

DInfraRexx a will then look for the script name that you want to quit. Then you can<br />

scratch or it can be a modification of an<br />

eplus m<br />

existing codeset. To use the Codeset from<br />

the extension ',Irx' in your rexx: path. y o u r changes via the InfraRexx code editor,<br />

then on, the InfraRexxDaemon commodity<br />

o'testing' n in the Receive Command box would save them and re-run the daemon. Phew!<br />

i make InfraRexx look for remtesting.irx. T h e r e ' s a great deal we can do with<br />

program runs silently in the background<br />

which receives and transmits under control s On the other hand, we could put in some- InfraRexx and we've only touched the basics<br />

of ARexx.<br />

r thin hke 'address HIPPOPL<br />

ARexx is the key here, there's not a lot of address uA<br />

part tells ARexx to send the next fi ner points and some practice's of our own<br />

nYER<br />

p l a y ' .<br />

point even touching this software unless you command to the ARexx port called HIP- o n what can be done. In the mean time,<br />

have ARexx running. This is more normally POPLAYER nT<br />

h e<br />

which is the ARexx port for the reading the InfraRexx documentation in full<br />

i h e r e .<br />

accomplished by having "run nil: Hippoplayer module player. The 'play' bit is a should set you on the right track. Enjoy! II<br />

nN<br />

e x t<br />

sys:System/RexxMast" in your sAlser-startup command supported by Hippoplayer which M a t Bettinson - matOmats.net<br />

gm<br />

o n t<br />

script. Or RexxMast may simple be dragged clearly starts playing a module. This simple<br />

to the WBStartup drawer Don't worry if you method , h<br />

can make any remote control corn- AIR Link credits<br />

i w e ' l<br />

can't programming in ARexx, it's not neces- mend send an InfraRed command to any AIR Link is the result of collaboration<br />

nl<br />

sary to use the software fully. Here's a quick ARe)(x capable application which is quite a between several parties to bring this<br />

tutorial on learning a code with a Sony l o t f f<br />

. See<br />

o<br />

the documentation<br />

l l<br />

on the applica- exciting device to as many Amiga ownremote<br />

control, Load up the lotraRexxEditor tions oo<br />

you w want to use for the specific ARexx ers as possible. The original InfraRexx<br />

Select Load from the Project menu, Enter the rcommands<br />

u they support.<br />

project was created by the Dutch<br />

Codesets directory and select the Sony T mhp<br />

e ARexx Transmit Command_works dif- geniuses Leon Woestenberg who creatcodeset_<br />

Now the values for Filtrate and awferently,<br />

you i can put anything you like in<br />

ed the superb software and Jeroen<br />

Modulation will be set and we'll have a t there. Tv_oN h would be a good example.<br />

Steenblik who designed the hardware<br />

bunch of codes listed under the Inrared i t Make it upper hcase<br />

for clarity since it's case<br />

oesensitive.<br />

Now if we were to save this code originally known as infraJoy.<br />

Codes heading.,<br />

We,took the hardware design to<br />

Press the New button and then click on n set, run the InfraRexxDaemon on it and then<br />

Adrian Jones of Assembly Contracts<br />

the Unnamed item that will have appeared f type in the shell;<br />

Ltd. Working closely with ACL, a new<br />

r<br />

- 4 , m m m a l a m , _ A I M =<br />

PCB was created specifically to fit avail-<br />

o rx "address INFRAREXX


AIR Link technical<br />

This explanation may well be over your<br />

head if you have no knowledge of electronics.<br />

Don't worry about that, it's not<br />

necessary to build and use AIR Link<br />

effectively. It's just provided for those<br />

who want to know a little more about<br />

what it does<br />

The receiver<br />

To receive the IR codes, we use a hybrid<br />

IR receiver from Siemens, the SFHSO6-36<br />

series. 36 represents the modulation frequency<br />

it is most sensitive to. The ACL<br />

kit uses a 36KHz part which is in the middle<br />

of what most domestic units offer.<br />

It will be a little less sensitive to Sony<br />

remotes which use a frequency near<br />

40KHz.<br />

This IC is an integrated IR receiver<br />

with an amplifier, a filter, a demodulator<br />

and a TIL driver. As such it removes a lot<br />

of the electronics otherwise needed into<br />

a single small 3 legged package.<br />

It produces clean digital data streams<br />

when it receives IA information and it is<br />

very insensitive to ambient light. The<br />

output of this IC is fed directly into the<br />

Amiga via the Joy port where it is<br />

analysed by the InfraRexx software. We<br />

also use the output to drive the green<br />

receive LED.<br />

The transmitter<br />

This is a bit more complicated. To get<br />

Order Form<br />

Name<br />

Address<br />

Telephone<br />

P o s t c o d e<br />

I authorise you to debit my credit card account for the cost of<br />

the goods despatched.<br />

AccessiMastercard/Visal(delete as required)<br />

Credit card number: _ILLILI J L I<br />

Expire Dater<br />

Name on Credit card:<br />

Signe<br />

d:<br />

Please make UK cheques, Eurocheques. Postal Orders payable to ACL Ltd.<br />

and made out in pounds sterling only. No foreign personal cheques.<br />

reasonable working distances without<br />

interference, it's necessary to modulate<br />

the binary information that is fed into the<br />

IR LEDs.<br />

To achieve a greater working distance,<br />

this design uses a MOS (Metal-Oxide<br />

Semiconductor) transistor which is capable<br />

of switching large currents.<br />

Now, a current limiting resistor is<br />

needed to protect your Amiga's +5V output.<br />

To make the most of the output signal,<br />

a capacitor is added to provide<br />

larger voltage peaks, therefore enhancing<br />

the LED's output.<br />

The signal is modulated using two<br />

Schmitt-trigger NAND ports with a software<br />

adjustable RC circuit inbetween.<br />

The software adjustability is achieved<br />

by using two other output lines of the<br />

Amiga joystick port to control two analog<br />

switches (integrated into the<br />

HEF4066 IC). These switches can both<br />

connect a parallel resistor to the RC cir-<br />

cuitry, thus creating a total of 4 different<br />

resistor values in the AC circuit.<br />

This, of course, does provide four different<br />

modulation frequencies, and con-<br />

sidering the normal component<br />

accuracies this is enough to control most<br />

electronic brands. And there you have it.<br />

Assembly Contracts Ltd supply the AIR Link kit of parts in a<br />

built and non-built form They also stock soldering irons and<br />

some other accessories which are useful to AIR Link.<br />

UK post Rest of World<br />

I AIR Link kit of parts £14.95 E15,85<br />

AIR Link fully built £24.95 E25.55<br />

Antex 15W Soldering iron E12,50 E13.00<br />

Low cost 15W Soldering iron E7.49 N/A<br />

Infra Red mains light switch* E25.75 E26.50<br />

Remote control extender" E63.40 E64.10<br />

Send this form and your payment to:<br />

Department Amiga, Assembly<br />

Contracts Ltd, Woodfield House,<br />

Woodfield Road, Altrincham,<br />

Cheshire, WA14 4AC.<br />

Web: http://www.acl.coukiamigai<br />

Orders available online.<br />

Phone: 0161-6135000 Fax: 0161-6135001<br />

*(This replaces a normal light switch fitting and allows the light to be<br />

switched onfolf and dimmed via !Friuli:Wax 240V, no fluorescent lights)<br />

**(Two mains powered pyramids that receive and retransmit Infralled via<br />

radio so that devices in separate rooms can be controlled. 240V mains)


F<br />

Coming Soon from Sadeness<br />

Software, the ultimate Amiga<br />

CDROM games!<br />

ODue for relealg in November 1997 Foundation will set new standards for the Real-Time strategy war/conquest<br />

games' Featuring many unique features not seen in any game for any platform!<br />

Combining the very best elements of The Settlers 2, Warcraft 2, Command and Conquor, Megalomania along<br />

with some totally original ideas and features - Foundation will set new standards for strategy games<br />

U<br />

D<br />

6Release<br />

Date: November 199<br />

SYSTEM REQUIREMENTS: My Amiga • 2 Meg RAM minimum Double-speed CDROM, AGA and Graphics cards fully supported and enhanced<br />

7<br />

1<br />

The Ultimate Amiga Strategy Wargamel<br />

on all computers. o i r a l l P<br />

Brief Feature List:<br />

• ECS, AGA and Cyber0FX tuft supported.<br />

• 1 player versus 1, 2 or 3 computer controlled players.<br />

N<br />

• over 800 frames rendered intro<br />

• Full control over every friendly unit<br />

• Random level generator for infinite levels!<br />

• Custom made 24bit quality mission/menu screens.<br />

• Advanced enemy Artificial intelligence.<br />

• Realistic rendered objects such as trees, rocks etc.<br />

1 Eue for re<br />

lease<br />

N<br />

• Serial and TCP/IP links planned<br />

• 2 player Split-Screen mode.<br />

• Over 50 meg of Sound and Graphics.<br />

• Comes with a Map/Mission editor.<br />

a Extensive full-colour on-line manual/help.<br />

a Mug-Shots included from Amiga owners!<br />

• Advanced Fire/SmoketShadow effects.<br />

• High-Res graphics-absolutely amazing!<br />

If you would like to be one of the very first owners of 06 massive new Amiga game, you can fill in the pre-order<br />

form below (NOTE: No money will be debited until your order is sent!). This will ensure that your order is<br />

despatched on the very day of release'<br />

7 b f f p : /<br />

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Incredibly detailed 1-1-Res graphic<br />

Stunning Mit intro/menu screens!<br />

Full battle and management control<br />

,<br />

NI<br />

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1<br />

I -<br />

.<br />

r some totatly original ideas and features - onEscapee will set new standards for action/adventure games games on<br />

,.<br />

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computers a 2 (PC and Amiga versions under cl<br />

)e<br />

mc,<br />

l o h<br />

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Brief Feature<br />

r e n t list: ) .<br />

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• ACM<br />

9<br />

required and CyberGFX support Owed. 'Sera pure assembly language<br />

• 5 minute long. atmospheric 9meg Intro!<br />

Thousands of hand-drawn animation frames!<br />

n9<br />

7<br />

• 100°0 multi-tasking system friendly.<br />

• Can be used on Double-scanned screens.<br />

i o<br />

• Incredible,<br />

n<br />

atmospheric digital music score!<br />

• Complex animations are custom-rendered!<br />

nE<br />

• Cave.<br />

s<br />

Citypilnderwater and space levels • more! • Logical puzzles<br />

g c• Control a choice of Keyboard, Joystick or Joypact. • Full use of AGA chipset • using 256 colours.<br />

Full 256 colour AGA graphics<br />

t p• A egreat<br />

variety of different enemies with intelligence. a Rippling water, sweeping light beams etc.<br />

he<br />

• 4 years in development by a large team!<br />

• Amazing film-quality cut-scenes!<br />

e w<br />

If you would like to be one of the very first owners of this massive new Amiga game, you can NI in The<br />

v i<br />

pre-order from below (NOTE: No money will be debited until your order is sent!). This will ensure that<br />

el<br />

your order is despatched on the very day of release'<br />

r l<br />

f' 1 8 4 : • sadeness.deim klfoundation.htmi<br />

y s<br />

SYSTEM REQUIREMENTS: Any Amiga - 4 Meg RAM MIMMUM. Double•speed CDROM or better. Graphics card support planned for the future. Full atmospheric digital music score<br />

be<br />

Pt<br />

- nW<br />

YOU WOULD LIKE TO PLACE AN ORDER FOR EITHER GAME OR RECEIVE MORE INFO ABOUT THEM - PLEASE TICK THE CORRECT BOX, AND FILL-NMI,<br />

SeDETAILS.<br />

Please send completed form (telephone/email us) to: Sadeness Software - 13 Russell Terrace - Mundesley • Norfolk • NR11 KJ • UK Tel: (01263)72;<br />

t w Place a Pre-Order for FOUNDATION • Recive further info about FOUNDATION • Place a Pre-Order for onEscapee • Receive further info about onEsceet<br />

osPlease<br />

fill in your details in BLOCK CAPITALS. Thanks.<br />

et<br />

Name A d d r e s<br />

ma<br />

en<br />

ndCredit<br />

Card Number C<br />

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Postcode<br />

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-fee<br />

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46 Tips<br />

46 Capi<br />

h i l i m<br />

a l l<br />

No previews.., things slow-<br />

ing up? Hardly. We had so<br />

much in this month we<br />

could have almost filled the<br />

mag. Not enough space!<br />

What we lose on quantity we make up for<br />

in quality with two top new titles, some<br />

great re-releases and more TFX.<br />

Reviews 37 Sensi Golf<br />

37 Blitz Tennis<br />

38 Street Racer<br />

40 Trapped 2<br />

42 Dun<br />

e 2<br />

Tips Et Guides<br />

43 TFX Tips<br />

Central<br />

tal Punishment<br />

-<br />

SCREEN SCENE


lel<br />

Capital Punishment el.1 (1-iDrAGA) E 2 4 . 9 5<br />

CP has been fated as the best ever Arnya game Now trictudes<br />

patch (Asa which corrects any preyous proNems.<br />

Big Red Adventure (CDROM)<br />

E19..95<br />

A superb conwslon from the classic PC aate Poet and chicit adventure as a master criminal' mind p<br />

a master okan to make an ornately iteberyl<br />

Chaos Engine 2 E 2 4 . 9 5<br />

Lifting the characters horn me award 1111117Aqg Chaos Engine. you elver a new style of play where<br />

stealth and cunning must be CrAltAtWKI with macaw speed and Molted shooting.<br />

MYST (CDROM) E 2 9 . 9 5<br />

From the producers that brought you Capital Pons/Iowa. hats now cOhiterlett The biggest seang PC<br />

telle of at time to the Amiga Release ore is tart/tent pieprders are being taken, reserve your<br />

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E24.95<br />

Worms: Directors Cut (AGA)<br />

Arrly Datndso<br />

C 1 9 _ 9 5<br />

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mChampionship a d Manager 2 , E 2 9 . 9 5<br />

cAt last,Champonstip r e a Manager 2 has Malty been missed The superb sequel to the Amigo's finest<br />

ttoontiat o r management aim Includes all the greatest players of today all the biggest Engloh clubs, big<br />

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Sensible Golf<br />

Price: £9.99 • Publisher: Guildhall Leisure © 01302 890000<br />

dd one, this. Hardly surprising ton again you chose how hard the ball is hit.<br />

given the track record of The bar then moves down again and enters<br />

Sensible Software, famed for a red zone. The closer to the middle of this<br />

their use of tiny sprites and zone the bar is when you hit the button for<br />

deranged humour. Sensible Golf eschews the third time, the straighter the ball will fly.<br />

the standards of golf games to make a title Hit the button when the bar is to the left<br />

which clearly prioritises casual amusement or right of the red zone and you get a certain<br />

Over sports simulation_<br />

amount of slice or hook. Go too far from the<br />

The idea of Sensi Golf should be immedi- red zone and your swing simply fails to conately<br />

familiar to those who've ever played a nect and you swing your club vainly like an<br />

T<br />

idiot, something you are likely to do continu-<br />

. shot and hit the fire button. A bar ously for the first few minutes. The red zone<br />

D'm'es<br />

along the curved path of a graph- varies in length land therefore the easiness<br />

m representation of a swing - a<br />

of the shot) depending on the lie of the<br />

p,d<br />

of power meter and by<br />

ball and the type of club you have.<br />

u-<br />

Pretty similar to every other golf<br />

t :<br />

game at this stage, but beyond<br />

e?<br />

here it starts to get odd. Firstly,<br />

r o<br />

the display is from overhead, with<br />

gs<br />

Sensible Soccer style sprites<br />

oi<br />

instead of the usual first person<br />

l n<br />

perspective. Then there are the mes-<br />

f g<br />

sages you get when you make the whole<br />

gw<br />

Monster Greenie, Hanky Tastic and<br />

ah<br />

Flobalobadoberous spring to mind. Then<br />

me<br />

there are the greens. From Tarpon Springs to<br />

en<br />

Ladbroke grove, Sensible have thrown real-<br />

. t<br />

ism out the window with a bunch of courses<br />

Yo<br />

oh<br />

u i •<br />

pt<br />

•<br />

i t Utz Tennis<br />

ch<br />

k e Price: E9.99 • Publisher: Guildhall Leisure kt 01302 890000<br />

1<br />

yb<br />

ou<br />

've always wanted a good ten- Tennis fare?<br />

ut<br />

nis game. Maybe it's just a Blitz Tennis is blessed with a wealth of<br />

r - morbid curiosity, a desire to see options. You can play singles or doubles<br />

c if anyone would actually ever with all variations of computer or human<br />

lmanage<br />

to produce a decent one. The very players. You cart choose grass, clay or indoor<br />

ufirst<br />

computer game. Pong, was a tennis courts and you can play tours, tournaments<br />

bgame,<br />

while Matchpoint on the Spectrdm and inendhes. There are 100 players to<br />

, introduced the notion of attempting to look choose from, based on the top 100 ATP<br />

alike<br />

actual tennis. International 3D tennis rankings from a couple of years ago. Each<br />

iintroduced<br />

true 3D courts and sampled com- player is rated in various skills like stamina,<br />

mmentary.<br />

Today there are the the cartoony<br />

Smash Courts and the ultra realistic<br />

Actual Tennis on other plat- air<br />

speed, serve etc. Sampras, the number one<br />

ranked player has 100% in all stats,<br />

▪ which seems a little artificial, but this<br />

forms All have good and bad<br />

is a good feature which gives all<br />

so how does Blitz<br />

4. the players strengths and weaknesses<br />

which make them unique.<br />

All that's missing is Sampras<br />

standing around with his tongue<br />

hanging out. Apart from the omission<br />

of any female players (probably<br />

laziness on behalf of the graphic artists).<br />

there's pretty much every option you would<br />

want, Now onto the game itself.-<br />

Graphically Blitz Tennis is dire. The sprites<br />

look like they all have rickets or similar leg<br />

affecting diseases, and the backgrounds are<br />

messily drawn. Animation is limited and<br />

crude, poor compared to tennis games of<br />

It's like<br />

Cannon Fodder<br />

in peaceteam. or<br />

Sensi Soccer the<br />

day alter Me big<br />

match. Sens'<br />

Golf draws on<br />

the simplicity of<br />

Gameboy<br />

and adds that<br />

unique Sensi<br />

humour. Fore!<br />

4<br />

1hang<br />

your head<br />

1 in shame. Sadly<br />

Ythe<br />

digitised cut<br />

oscenes<br />

say it all.<br />

u<br />

m<br />

a<br />

y<br />

w<br />

GAME REVIEW<br />

clearly designed for laughs. There are putting<br />

greens in the middle of lakes and holes consisting<br />

of small patches of grass in a desert.<br />

With up to 72 players, cheesy samples,<br />

balls that pop out of holes and so on this is a<br />

game with an emphasis on casual fun. There<br />

are some solid golf game elements (the<br />

swing bar is one of the best I've seen), but<br />

this is the kind of game best played in a<br />

frame of mind that makes you laugh not<br />

curse when you fail to notice the computer<br />

has selected a 1 Iron for you 2 yards from<br />

the hole. If you're looking for an after the<br />

pub game this is a rather good option. •<br />

Andrew Korn<br />

Grubbs NM Wel II% 'AMUR) 13% Plovability 11%<br />

• Werkhench WEISIEM - 1 / 1 1<br />

• Minder of dish<br />

• RAM. • .............. ..... —1111<br />

• Hod dish<br />

five years ago let alone the very nice looking<br />

screenshots we've seen for the upcoming<br />

Quiet Please Tennis. Sonically it's even<br />

worse with abysmal samples - are these<br />

tennis balls filled with glass or something?<br />

Over simple controls limit the depth of<br />

play, adopting a 'hit the button when you're<br />

near the ball to return it' system. You can<br />

lend aftertouch to the ball of course, but you<br />

don't really get the feeling that there are a<br />

wealth of options open to you. All in all this<br />

seems barely worthy of a licenceware<br />

release. Ah well, my search continues. •<br />

Andrew Korn<br />

Graphics 45% Boned 31% Lastability 511% Plafoodity II<br />

• Workbench version ......<br />

• Number el disks<br />

• UM 1<br />

2<br />

lib<br />

• Hari isk installable N s 49%


CAME REVIEW<br />

Street Racer<br />

• Price: E14.99 • Publisher: Guildhal Leisure • Supplier: Epic Marketing © 01193 514188<br />

Cross Street Fighter with Bump Et Burn, and you'll have some idea<br />

chaos that goes off in this long overdue comedy race 'em up.<br />

IP- Right Here<br />

we halm the<br />

basic siogle<br />

player race<br />

option. but<br />

that's only the<br />

start of it.<br />

Anyone for<br />

motorised combat<br />

football?<br />

V Below: Take<br />

your pick (tom a<br />

range ol alter<br />

egos with suit.<br />

ably outlandish<br />

cars to match,<br />

including the<br />

obligatory<br />

Penelope<br />

Pitstup<br />

— 3111 qtilkto<br />

9<br />

99<br />

r c a r a n<br />

ere's a rarity these days, an<br />

Amiga version of a hit game.<br />

Street Racer progressed from<br />

its SNES origin to be something<br />

of a hit on the Playstation and PC a little<br />

while back, and now it is being released for<br />

our own little slice of gaming heaven by<br />

Guildhall Leisure on floppy and, thanks to<br />

their partnership with Epic Marketing, also<br />

on CD. We are told that the CD version will<br />

have better music, which wouldn't hurt, and<br />

the full intro sequence from the Playstation<br />

version. This version of the gene, programmed<br />

by Vivid Image for French Static°<br />

Ubisoft. had been sitting on their shelves for<br />

a few months until Guildhall got wind of it<br />

and snapped it up. Something of a cross<br />

between a racer and a beat 'em up, Street<br />

Racer is a game firmly aimed at laughs.<br />

The obvious inspiration for this title is<br />

Mario Karts. although Amiga users are likely<br />

to be more familiar with Siltunna's brilliant<br />

Mario Klone XTR. Comparisons are more in<br />

gameplay than technology, with Street Racer<br />

opting for a simpler, more 2D graphics system.<br />

The tracks don't have the same pseudo<br />

3D cornptexitv o XTR. adopting a game<br />

engine which is more<br />

akin to the traditional<br />

Pole Position layered<br />

track. The result is a<br />

m<br />

i<br />

ll<br />

i<br />

t<br />

o<br />

compromise, the tracks<br />

significantly simpler, but the<br />

game moves that much<br />

faster. Without all the heavy duty<br />

course rendering to do, Street Racer<br />

manages to be very nippy indeed on an<br />

unexpanded 41200. There is added value in<br />

the wealth of options and extras that Street<br />

Racer crams in, but does its playability live<br />

up to the superb XTR?<br />

)(head: Initially impressive?<br />

When you fire this up and get a race<br />

under way, you are likely to find that the initially<br />

impressive graphics just don't do as<br />

much as XTR. Being sprite based, Street<br />

Racer's cars are more detailed, and the artwork<br />

is very well done, but as the game progresses,<br />

you will find that the payoff is that<br />

the tracks are a lot less directly engaging<br />

than Siltunna's effort. Running XTR on a<br />

vanilla 41200 means dithered 2 by 2 pixel<br />

mode, but give it a little extra CPU horsepower<br />

and it looks gorgeous. Street Racer's<br />

A<br />

l<br />

p<br />

o<br />

it<br />

of the<br />

parallaxed, full coloured<br />

backgrounds look very<br />

nice, but the tracks are<br />

lot simpler in comparison.<br />

The camera is locked<br />

into a track following viewpoint,<br />

and distancing isn't great<br />

so you tend to veer off the road a lot,<br />

This isn't particularly important because as<br />

long as you are willing to hit the jump button<br />

every time a roadside object veers into<br />

view, you can happily drive around on the<br />

grassy verge. There are no crossovers.<br />

jumps or shortcuts, so race around the trac<br />

heedlessly and you'll rapidly find the game<br />

gets rather shallow. So is that it? Written off<br />

in 450 words? Luckily not.<br />

Burning rubber isn't really what Street<br />

Racer is about. In this game getting ahead<br />

of the pack blasting down the course as if<br />

you're trying to break the sound barrier in a<br />

jet powered car means missing the fun<br />

Where you really want to be is right there in<br />

the pack, where you can reach out the side<br />

of your car and give your opponents a big<br />

fat slap in the face The tracks are there to


•<br />

Ifts<br />

Jred<br />

ary<br />

are a<br />

iked<br />

w-<br />

3reat<br />

a lot.<br />

as<br />

,<br />

unto<br />

t<br />

-<br />

track<br />

me<br />

in off<br />

et<br />

ead<br />

is if<br />

in a<br />

ere in<br />

• side<br />

big<br />

'e t o<br />

•<br />

All you don't mind sharing the screen, you can have<br />

op to four players racing at once!<br />

keep the anon going. If you pull to far<br />

ahead, there is a very fast reverse gear to<br />

get you back ito the action. Even if you<br />

don't bother steering, you are held close to<br />

the track edges, and will keep doing the circuit<br />

regardless. As you tussle your way to<br />

the head of the pack, expect to be fighting<br />

for place quite literally. A quick tap on the<br />

joystick and your driver will reach out an<br />

arm and, if timed correctly, send an opponent<br />

spinning sideways. Another tap allows<br />

you to jump over your rivals, and if you get<br />

the right powerups you can use your car's<br />

special abilities. Depending on which driver<br />

you have picked, this might result in blades<br />

coming out from the wheels, powerful bullhorns<br />

blasting other cars out of your way,<br />

storms of lightning, or in one case your car<br />

sprouting a set of wings and soaring over<br />

the heads of the other racers like a World<br />

War 1 tri-plane<br />

There are, as you would expect, all the<br />

normal options. Cups, head to heads, 'practice<br />

races and championships. There are<br />

also a couple of rather unusual options on<br />

the list which gives Street Racer and entirely<br />

different sort of challenge. Look down the<br />

list and you will see that as well as straightforward<br />

racing you can pick rumble and soccer<br />

modes. These are quite unlike anything<br />

XITI has to offer, arid add a lot of extra<br />

options for the easily bored.<br />

xhead! Ready to rumble?<br />

Rumble mode is Street Racer's answer<br />

to Mario Kart's combat mode, and true to<br />

form, it is a lot more in your face. In Mario<br />

Kai is you soend a lot of time thinking tacti-<br />

01<br />

10<br />

11<br />

%<br />

''' • e"<br />

Pt<br />

cally. The arenas are lull of twists and turns<br />

and place to hide, and the game is all about<br />

keeping a close eye on what weapons you<br />

and your opponent have managed to pick<br />

up. Here the arena is a very small circular<br />

course. You race around the course, choos-<br />

ing an inner lane to go slowly or moving to<br />

the outside if you want to go fast. With<br />

everyone packed into a relatively small<br />

space, the action is pretty intense as you try<br />

to cut inside the other cars and slap them<br />

right off the track. Getting the tactics right is<br />

tricky, as overtaking cars tends to mean<br />

goirlg on the outside of them, but this puts<br />

you dangerously close to the edge and vulnerable<br />

to their attacks.<br />

Soccer mode is perhaps even more<br />

manic. A direct head to head, you drive your<br />

car around a half football pitch, each car tussling<br />

for posession and position in an<br />

attempt to force the ball into the goal. Alas<br />

it doesn't work as well as it might. but it is a<br />

pretty reasonable distraction for keeping a<br />

few drunken friends from smashing up your<br />

furniture.<br />

All in all Street Racer is a game for people<br />

who find )(TR too serious. Some people,<br />

especially those with an Amiga powerful<br />

r .Enn<br />

• jot.<br />

1<br />

Civilization collapses!<br />

Evil monkeys trained<br />

by a Sid Meier hating<br />

cult appear to have<br />

sabotaged some of<br />

last month's games<br />

reviews. Civilisation' s<br />

overall score of 88%<br />

did not tally with the<br />

comment "one of the<br />

best games ever" because the score was<br />

modified by persons unknown. Everyone<br />

involved has denied responsibility for the<br />

score and the removal of the Superstar<br />

award, but the truth will out and here is<br />

the real scorebox and award. Our apologies<br />

to all involved. There were also<br />

some bizarre aberrations on the phone<br />

numbers and prices front. Gunship 2000<br />

and Rairoad Tycoon would have scored<br />

even higher if they really were under E8.<br />

but they are actually E14.99. They are<br />

also published by Guildhall Leisure, not<br />

Epic, although Epic can sell them to you.<br />

Finally the phone numbr on the Civ<br />

review was mysteriously not Epic's.<br />

which was printed correctly on the next<br />

page. If I find those monkeys...<br />

CIVILIZATION CD-ROM<br />

• Workbench version Any<br />

• Number el disks C D<br />

• RAM I lab<br />

1 Hard disk iestallable _Yes<br />

OWERALI.<br />

One of the best games ever<br />

produced<br />

&maks<br />

Sealed — .......<br />

94,<br />

enough to get the best out of KIK are<br />

going to find the simplicity of the tracks<br />

poor compared to the well designed 3D<br />

tracks of XTR, Coupled with the facility to<br />

add in extra tracks, XTR is a much better out<br />

and out racer. Chuck in Street Racer's extra<br />

options and lunatic gameplay and what you<br />

have is something which is less demanding<br />

but a lot of simple out and out demented<br />

fun. It is playable, and has a lot of variety to<br />

keep it going. With what pretty much<br />

amounts to three games in one and excellent<br />

multi player arcade action.. Street Racer<br />

is a more than worthy waste of time for any<br />

bunch of computer game addicted,<br />

Andrew Korn<br />

STREET RACER<br />

111Woorithesch versin<br />

• Ihneber<br />

• RAU 2 k 1 1<br />

• Herd disk lestilleble _Me<br />

OMAII<br />

Fun and varied racer best<br />

played with a few friends,<br />

87,


GAME REVIEW<br />

Trapped 2<br />

• Price: £19.95 plus fl Op • Supplier: Weird Science () 0116 246 3800<br />

The fi rst Trapped stunned everyone with its 3D effects<br />

but the gameplay just didn't quite work. Trapped 2 is<br />

even more graphically impressive - but has the game<br />

got better too?<br />

10,- Right: The<br />

most impressive<br />

311I engine the<br />

Amiga has seen<br />

features real<br />

polygon monsters<br />

(that's a<br />

bee on the left<br />

of the screen).<br />

lighting eflects<br />

and quite<br />

impressive<br />

hame update_<br />

efore I go any further, let me<br />

make a quick point about the<br />

graphic engine. It's incredible.<br />

It's not quite up to the standard<br />

of id's Quake engine or Interplay's Descent<br />

2 engine, but then you'll tend to see these<br />

running on dedicated graphics hardware and<br />

high powered CPUs. The Trapped 2 engine<br />

can do an awful lot of what these engines<br />

do, and what's more it will run rather nicely<br />

on even a medium powered Amiga<br />

The concept behind Trapped 2 is an interesting<br />

one. New Generation software have<br />

taken a formula which was getting rather •<br />

stale and tried to give it an entirely new<br />

challenge. The world is full of 'Qoom<br />

clones', first person shoot 'em ups, and<br />

frankly it is begining to get a little boring.<br />

Trapped grafted the Doom concept onto an<br />

RPG to make something with a bit more<br />

depth. The problem with Trapped 1 was that<br />

the impressive game engine just wasn't<br />

matched by the g5me play.<br />

There wasn't enough of a depth of challenge<br />

to the game, with too few puzzles and<br />

fights in too many corridors_ Fine for showing<br />

off the clever lens flare techniques but<br />

not good for long term appeal. The monsters<br />

really looked like they had been tacked<br />

on as an afterthought: flat and badly drawn<br />

sprites which seems to have no spirit for the<br />

fight. Anyone who has looked at the demo<br />

of Trapped 2 on the Aminet and on our<br />

cover CD a few months ago will know that<br />

Trapped 2 has been a real step up graphically,<br />

but what is important for a game rather<br />

than a demo is whether the gameplay<br />

aspects have improved as well. Fortunately<br />

they have.<br />

The game is set in a fantasy realm of the<br />

type that keeps the trilogy merchants in beer<br />

and peanuts. You are, as you might expect,<br />

on a quest.<br />

The story explains that "about two generations<br />

ago" your grandfather beat the<br />

demon Tarnak by locating the wheel of<br />

Talmar. Unfortunately the Demon escaped,<br />

killed lots of people and scared everyone<br />

away from the town of Kaldrion. You have to<br />

get into the place of Kaldrion and kick this<br />

demon back to hell, but you'll need to locate<br />

his eyes before you can get into the palace.<br />

I'd have thought he would keep his eyes<br />

inside his head, but some people have funr<br />

, tastes. If the story sounds painful, be<br />

, assured that English translation is worth thu<br />

, read. Fortunately all you have to know to<br />

play the game is that you want to get to this<br />

palace place to kill this monster and you'll<br />

need to find these eye things on the way.<br />

Making your way around, you will find<br />

yourself coming across nasties rather more<br />

frequently than you did in Trapped 2. You<br />

can fight them with an assortment of<br />

weaponry or with some of your magic.<br />

People expecting combat to be like the average<br />

first person perspective shoot 'em up<br />

Amnia<br />

SUPERSTAR<br />

will be a little disappointed, as Trapped follows<br />

a more RPG approach_ Each weapon<br />

has a different amount of power. but also a<br />

different speed. You won't get an instant<br />

response from any of them, a limitation to<br />

your fighting ability representing both the<br />

weight of the weapon and the level of combat<br />

skill your character has achieved.<br />

This concept did not work well in<br />

Casting runes<br />

The Magic system in Trapped 2 works<br />

very nicely. It is very much along the<br />

lines of those in RPGs, but the transfer<br />

to a Doom type game comes over very<br />

well. You start of with a few spells in<br />

your spell book, and will learn more as<br />

your journey progresses. Once you<br />

know the recipe for a spell, you need<br />

only select the appropriate runes to<br />

cast it from the spellbook screen, and<br />

then when you return to play you need<br />

only hit tab to cast it. As well as the old<br />

favourites such as healing and fireballs,<br />

there are a few real oddities such as<br />

astral projection and levitation which<br />

work very nicely in this environment.


A There's a range ol options available to get the game running as fast as possible. This shot shows the<br />

same point in the game at lull screen lull resolution deft) and reduced screen size with chunky pixels (right).<br />

,.)<br />

- making combat more of a challenge<br />

am less 2 of a bloodbath than similar games.<br />

Of course d if you get bored of hacking things<br />

to death I with your sword, you can always<br />

rsst a , spell at them, a ball of fire, perhaps,<br />

or an bice<br />

storm. Blasting glowing balls down<br />

the corridor u at your foes, watching walls<br />

glow t as the fireball passes and seeing your<br />

oncoming f enemy rocked back by the<br />

blast ois<br />

great fun, but you'll find<br />

yourself r running out of magical<br />

energy t rather quickly if you<br />

do this h too much.<br />

As e you explore the<br />

mazes, s you will find a lot<br />

of scrolls e and potions.<br />

Many qof<br />

the scrolls givi:<br />

you clues u to your quest,<br />

while eothers<br />

give you the<br />

recipies l for spells - for more<br />

on these t see the boxout.<br />

The h potions come in four types,<br />

blue efor<br />

health, red to renew armour, green<br />

for strength y and yellow for a five second<br />

speedup. h If life wasn't hard enough, Trapped<br />

2 is littered a with puzzles. There are switches<br />

a plenty v in the game, as you would expect<br />

from e any doomy sort of game, but there is a<br />

lot more g ingenuity and invention than you<br />

normally o find. Expect to come across<br />

strange t mechanisms, whirling blades, and<br />

traps a plenty as you make your way<br />

through the levels. Remember, this is not a<br />

game for mindless slashing, this game<br />

requires a lot of thought.<br />

The presentation of the game is nicely<br />

polished. There are very nice FMV animation<br />

sequences, the game starting with a beautifully<br />

rendered wander around the inside of<br />

some kind of castle chamber decorated<br />

with demonic furnishings and coffins, The<br />

music is effectively atmospheric if not stun-<br />

ning and the options screens seem to leave<br />

no stone unturned. It's a pity the cover art of<br />

the CD is so poor in comparison - a frame<br />

from the intro sequence would have done a<br />

much better job. The most obvious omission<br />

on the presentation side is the lack of a<br />

manual, You can get the key codes by hitting<br />

'h' during play for the help keys, but<br />

there isn't any sort of printed manual, something<br />

I think professional games ought to<br />

have. There is even rather strangely<br />

no readme icon to fire up<br />

some instructions, although<br />

there are some text files on<br />

the disc in a docs drawer. I<br />

guess most people who<br />

buy this game will be reaonably<br />

competent with<br />

their Amigas. and will no<br />

doubt be capable of finding<br />

these, but a click to read icon<br />

in the root of the disc would<br />

nave been extremely easy for the<br />

author to implement and would have added<br />

extra professionalism. I guess this is the<br />

result of the demo scene background of the<br />

coders, something also displayed in the<br />

presence of the benchmark utility which<br />

tells you how good your machine is at running<br />

Trapped 2,<br />

All in all it sounds pretty good so far,<br />

huh? Well there are a few down points that<br />

have to be made, and on the whole they are<br />

to do with collision detection. Everything in<br />

Trapped 2 is proper 3D. The monsters are,<br />

the furniture is, even you are. Making this<br />

kind of 3D environment totally convincing<br />

means a lot of work in getting object position<br />

correct in three dimensional space. You<br />

will occasionally find that you get stuck<br />

going around some projection that looks as<br />

if it is a little distance from you. and objects<br />

have a tendency to pass through each other<br />

The game engine.<br />

41 Left:<br />

Some of the<br />

enemies are<br />

really quite<br />

good. although<br />

unfortunately<br />

the combat<br />

sequences lack<br />

excitement.<br />

• Workbeach version families<br />

• Herber at disks_ CD /Nut<br />

• c h i p , 4Nb last lastabitit,<br />

• Hard isk installable ..1,4<br />

GAME REVIEW<br />

The first thing you will notice about T2 is that the<br />

game engine features a lot of things you will not have<br />

seen an Amiga do before. Complex lighting effects<br />

were a feature of Trapped one, although they are<br />

improved here. More revolutionary is the mip-mapping.<br />

This technique is designed to stop texture pixels<br />

going all blocky when you approach a wall, something<br />

which you would normally expect to see out of a<br />

Nintendo 64 or a Voodoo 3DFX. Next Generation have<br />

implemented a clever system of pre-rendered mipmapping<br />

which makes up to 24 Mb of texture to keep<br />

the blocky pixels away. Add to that texturing and even<br />

blurring and you have a pretty sophisticated texture<br />

mapping engine. Nutters!<br />

The impressive range of options allows this game<br />

to run on anything from an '020 with 1Mb chip, 4 fast<br />

and OCS up to a nice meaty Picasso IV and '060166.<br />

Full screen mip-mapped play really calls for an '040<br />

minimum, but drop the size down a little and it is fine<br />

on an '030 and AGA. If you must have the lot and want<br />

it to run on your '030/50 you will find it playable even<br />

if you do not have a graphics card, though rather jerky.<br />

An 1:160 with AGA nips along at a very pleasant pace,<br />

not dropping below about 10 fps. A graphics card<br />

helps things fly, but by keeping the resolution down to<br />

320 by 256 pixels, the data throughput problem with<br />

AGA isn't really a problem.<br />

in a slightly ugly way. The most noticeable<br />

aspect of this is when you come face to<br />

face with one of those 3D monsters.<br />

Combat takes place in a position strangely<br />

deep into your field of view. When an<br />

enemy lunges forwards, it is usually quite<br />

unclear whether they are flailing in your general<br />

direction or actually hitting you.<br />

Graphically this isn't actually an easy problem<br />

to solve, but I feel making the positions<br />

from which monsters can land a blow on<br />

you closer to the 'lens' would have been a<br />

significant improvement. Your own weaponry<br />

is more visible in effect, often causing<br />

small spurts of blood, but even here it's<br />

often unclear if you're close enough to hit<br />

the monsters or you need to be closer.<br />

Balancing positive and negative points is<br />

easy. The combination of a stunning doom<br />

type engine and a role playing game which<br />

works, is a winner. It isn't perfect, but nothing<br />

is. It is one of the most original games<br />

to come out of an overpopulated genre on<br />

any computer, and shows that while there's<br />

coders squeezing this kind of performance<br />

Out of the Amiga. there's life in it yet.<br />

Andrew Korn<br />

I TRAPPED 2<br />

15%<br />

12%<br />

11116<br />

NEW t<br />

9 2,<br />

Sophisticated graphics... plus a<br />

game! Best Amiga game in ages.<br />

41


GAME REVIEW<br />

Dune 2<br />

Price: El 4.99 1111 Publisher: Guildhall Leisure it 01302 890000<br />

Another re-release from the Guildhall<br />

stable. This time we have the father<br />

of real-time strategy wargaming.<br />

he word classic is overused in<br />

game reviewing. Hick through<br />

any games magazine and you'll<br />

get the impression that classics<br />

come along several times a month. Five<br />

years on from its original release, this budget<br />

release from Guildhall shows that like<br />

Civilization reviewed last month, Dune 2 has<br />

every right to the epithet.<br />

To deserve classic billing a game should<br />

be revolutionary, lasting and immensely<br />

playable, all qualities Dune 2 has in abundance.<br />

It is telling that Westwood have<br />

become one of the dominant forces in mod-<br />

ern gaming with titles like Command Er<br />

Conquer and CC: Red Alert which are<br />

clearly updates of this title. The roots of the<br />

genre may be in games like Civ, but, Dune 2<br />

was the first true real-time strategy game<br />

and gives away little to the state of the art.<br />

Written for an A500, you won't see state<br />

of the art graphics in Dune 2, The palette is<br />

noticeably limited and the graphics simplistic<br />

compared to more modern variants, but<br />

the gameplay, tactics and involvement are<br />

there, The arenas are a bit small, and the<br />

range of buildings and weaponry smaller<br />

than is standard today, but there is enough<br />

depth to keep you coming back for more.<br />

Desert planet<br />

Basco on Dave Lyncn's 1984 film version of<br />

Frank Herbert's Sci-Fi novel Dune, Dune 2<br />

has a richly detailed background. You take<br />

the role of military commander of one of<br />

three noble houses vying for control of the<br />

desert planet Arrakis, also known as Dune.<br />

The importance of this planet stems from<br />

the spice Melange, a substance of immense<br />

value found only on this world, You must<br />

utilise your resources as efficiently-as possible<br />

to mine this spice and take control of<br />

the planet.<br />

Depending on which of the noble houses<br />

you choose to join, you will have certain<br />

unique technological innovations<br />

available to you. The<br />

Atreides, for instance, get to<br />

use powerful sonic disruptor<br />

cannons, while the<br />

deranged Harkonnen<br />

have access to<br />

heavy infantry<br />

units and ultra<br />

destructive<br />

"death hand"<br />

missiles and the<br />

Ordos, masters of<br />

subterfuge, have 1<br />

2specialist 1 sabotage units,<br />

4 Whichever / 1 V house you choose, the basic<br />

principle is the same. Moving across the<br />

planet sector by sector you have to bring<br />

the entirety of Dune under your control. In<br />

each sector you start with a factory and a<br />

small number of military vehicles. Building<br />

on the stony areas of the play field, you can<br />

build up your settlement by constructing a<br />

range of facilities from defensive turrets to<br />

weapons factories and spaceports. The first<br />

thing to do is to build yourself a spice refinery<br />

and send your spice harvester into the<br />

deep desert to collect spice, your source of<br />

income for further building projects<br />

Worm alert!<br />

The two rnin threats to your mining operations<br />

are the giant spice worms: who have a<br />

tendency to swallow any passing vehicles,<br />

and either of the opposing families: who<br />

have bases and are mining the spice themselves.<br />

When you confront your opponents,<br />

hell breaks lose. You'll issue orders to your<br />

armies to attack the opposing base, stop<br />

their harvesters getting to those valuable<br />

spice deposits before you and defend your<br />

ItENTAT<br />

&retries Trike.<br />

A From this<br />

screen choose<br />

your next build•<br />

Mg project. As<br />

the game progresses<br />

more<br />

and more (acilities<br />

become<br />

available.<br />

CrPTIONS 1 Credits 11111•1161E1<br />

own base from attack.<br />

You also have to make sure your own<br />

spice harvesting operation runs smoothly<br />

and your base is kept in a good state of<br />

repair_ You will have to keep your factories<br />

churning out tanks and aircraft, and if you<br />

have a spaceport you can keep your eyes on<br />

the interplanetary arms market to look for<br />

any units you can pick up at bargain prices.<br />

To make things even more difficult, if the<br />

galactic emperor thinks that your faction is<br />

getting too powerful, you can expect some<br />

of his crack Sardaukar troops to be airlifted<br />

in and start attacking your base.<br />

As you progress, challenges get tougher<br />

and the technology available increases,<br />

keeping your interest right to the end. Better<br />

graphics would be nice, and the limit to the<br />

number of units available at once becomes<br />

a little frustrating at later stages, but these<br />

are minor points.<br />

With the success of CBC on the<br />

Playstation and PC - not to mention upcoming<br />

Amiga titles such as Maim and Mangle<br />

from World Foundry and Forgotten Forever<br />

from Charm Design - this genres time has<br />

come and Guildhall's timely budget release<br />

reminds us that we've a good example of it<br />

on the Amiga and should be in every Amiga<br />

garners collection). If you don't have it<br />

already, go buy this undoubted classic. •<br />

Andrew Korn<br />

DUNE 2<br />

• Workbench 'aerobia...Joy<br />

• Number el<br />

▪ RAM 1 1 1 1 1<br />

• NM did iduallaide Vex<br />

OVERALL<br />

Credits<br />

Absorbing and challenging. An<br />

outstanding budget release.<br />

Cost: 400


TFX Players<br />

Guide<br />

Last month's awsome cover disk game gets the full tips treatment,<br />

complete with a guide to all the weapons and those mysterious cockpit<br />

displays. Watch out for more next month.<br />

Attacking ground based targets<br />

You have two basic techniques to learn for ground based attacks: laser<br />

targetting and HUD targetting devices. The GBU bombs use a laser targetter<br />

which should be activated with the 'z key. Others use a crosshair<br />

which appears in your head up display.<br />

The laser targetter: once this is activated, you can zoom in and out<br />

with the '


There are actually four different autopilot modes. Just<br />

above the 24 hour clock at the far left hand side of the<br />

cockpit you will notice a display with a single number<br />

in it. Pressing the number keys 7,8.9 and 0 allows you<br />

to toggle this number from 1 to 4. selecting the type<br />

of autopilot that engages when you hit the 'a' key.<br />

These are<br />

1. Waypoint. Directs your aircraft to the next waypoint<br />

Here's a reference guide to all the<br />

missiles and bombs that are<br />

available in the game. Some can<br />

only be used with certain planes.<br />

AIR TO AIR WEAPONRY<br />

AIM 9S<br />

Range 16Km Speed Mach 2<br />

The famous<br />

'Sidewinder' is the<br />

standard short to medium range<br />

weapon of the USAF. It is infrared<br />

guided.<br />

ASRAAM<br />

Range 15Km<br />

Speed Mach 3<br />

A close combat<br />

missile which can<br />

lock on to a target from any<br />

angle.<br />

AMRAAM<br />

Range 48Km Speed Mach 4<br />

A Beyond Visual<br />

Range radar guided<br />

missile, well suited for use<br />

with the forward looking radar.<br />

AAAM<br />

Range 200Km<br />

radar homing.<br />

AA-ARM<br />

Range 200Km Speed Mach 5<br />

An active radar<br />

fire and forget<br />

missile. Rides an enemies radar<br />

beam.<br />

AIR TO GROUND WEAPONRY<br />

MK82<br />

GBU10 GBU 24<br />

Speed Mach 6<br />

A long range missile<br />

with active<br />

Unguided 500lb<br />

yield.<br />

The 'Paveway' series of laser<br />

guided bombs with various<br />

amounts of ordinance.<br />

Using autopilot<br />

The weapons<br />

GBU BLU 109<br />

A varient of the<br />

* N I & GBU24 which has<br />

a high penetration head for the<br />

harder of targets.<br />

CBU 55<br />

111111111111111M<br />

,<br />

JP233 CMB18<br />

A laser guided<br />

fuel-air explosive.<br />

Heavy runway<br />

denial weapon.<br />

Needs to be dropped from low<br />

altitude.<br />

CSVII<br />

Cruise missile<br />

variant of above<br />

for long range targetting. Range<br />

20Km.<br />

Durandal<br />

Runway denial<br />

bomb which can<br />

easily penetrate 4m of concrete<br />

before exploding.<br />

Maverick<br />

40Km range.<br />

AGM<br />

-<br />

109<br />

Computer guided<br />

multiple bomblet<br />

airfield attack weapon. 300Km<br />

range.<br />

AGM 88<br />

Television guided<br />

missile with a<br />

'Beam rider' mis-<br />

sile for destroying<br />

radar installation. Can be fired<br />

blind. Range 18Km.<br />

AGM122a<br />

above. 8 Km Range<br />

AGM84<br />

defined in the mission brief<br />

Smaller but faster<br />

version of the<br />

'Harpoon': a surface<br />

skimming<br />

anti ship missile. 92 Km range.<br />

2. Heading. Maintains the required heading, altitude<br />

and speed adjusted with the cursor keys.<br />

3. Tracking. Allows your craft to follow another craft on<br />

the radar.<br />

4. Auto Throttle. Leaves steering and stick movement<br />

in your hands but controls the throttle automatically to<br />

keep your speed stable.<br />

_ 1 1 1 E<br />

r _<br />

. A I M<br />

9 S<br />

AIM 91<br />

ASRAAM<br />

AMRAAM<br />

AAAM<br />

AA-ARM<br />

Fuel Tank<br />

)01P- M K 8 2<br />

GBU10 - GBU 10<br />

S<br />

o<br />

l<br />

l<br />

w<br />

GBU10 - GBU<br />

- *11111_ GBU10 GBU<br />

G<br />

B<br />

*<br />

U<br />

N W G B U BUJ 1<br />

Anow CBU<br />

JP233<br />

CSW<br />

Dunandal<br />

Maverick<br />

AGM 109<br />

AGM88<br />

AGMB4<br />

Running TFX on<br />

'040 or '060<br />

7:orne people have had problems<br />

getting TFX to run properly on<br />

these more sophisticated processors.<br />

The '040 version should in<br />

theory work on these. In practise<br />

it works on some '040s and no<br />

'060s. The '040 was rare when<br />

the game was written, and we<br />

suspect that version was never<br />

properly debugged People with<br />

these processors should try the<br />

FPU version if they are having<br />

some trouble.<br />

The instruction set that the<br />

FPU version was written for is the<br />

68138x FPU co-processor for '020<br />

and '030 processors. As some of<br />

the commands in this set were<br />

dropped or altered for the internal<br />

FPL<strong>Is</strong> in '040 and '060s, you may<br />

find that this version does not<br />

operate too brilliantly. In this case<br />

you will have to use a patch for<br />

the code to make it run more effi-<br />

ciently on your machine.<br />

The two best solutions we<br />

have come across are:<br />

1. Install MCP<br />

- latest Y oversion u on this month's<br />

wCUCD i lin l the Magazine drawer. Go<br />

fito the nMCPPrels<br />

program arid<br />

d select the processor function. Set<br />

tthe preferences h as shown in the<br />

epicture<br />

below. This will get you a<br />

significant speed up.<br />

2. Get yourself a copy of<br />

Oxypatcher. It works for us!<br />

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The multi function displays<br />

Each aircraft has three IVITDs (the three computer screens in the dashboard). You can use keys<br />

1,2 and 3 to cycle through the different functions of these radars. These are:<br />

Master Warning Panel:<br />

Shows the status of main systems. Green means fine,<br />

yellow means slight damage, red means destroyed.<br />

The abbreviations are:<br />

ENL<br />

ENR<br />

WEP<br />

FUE<br />

ABK<br />

WBK<br />

UC<br />

COM<br />

FLP<br />

HUD<br />

RAD<br />

OIL<br />

t<br />

1<br />

1 1 1<br />

30<br />

:+:<br />

Left engine<br />

Right engine<br />

Weapons<br />

Fuel tanks<br />

Air breaks<br />

Wheel breaks<br />

Undercarriage<br />

Communications<br />

Flaps<br />

Head up display<br />

Radar<br />

Oil pressure<br />

Systems display:<br />

Details speed, altitude, bearing, fuel,<br />

range etc.<br />

Weapons display:<br />

Diagrams the status of the aircraft'-weaponry<br />

pylons.<br />

FUR<br />

Forward Looking Infra Red shows the<br />

forward view via the laser target des<br />

ignator when not targetting a ground<br />

installation.<br />

DIIR<br />

Downward looking IA. as above but<br />

when a lock is made, the view switches<br />

to this.<br />

Ground Target Data<br />

Shows the target and your current distance<br />

from its.<br />

-<br />

4<br />

1.173 E<br />

Radar Symbols:<br />

Air to air -<br />

Red dot: Hostile<br />

RADAR Views.<br />

The radar has various scan modes.<br />

Not all are available for all aircraft.<br />

Horizontal Situation Radar<br />

360 degree scan around your aircraft.<br />

Use the key to select 2, 10, 30 or<br />

50 mile range.<br />

8VR radar<br />

Beyond visual range radar gives the<br />

EFA2000 a long range facility which<br />

scans a narrow beam at up to 160<br />

miles allowing ultra long range missile<br />

launches.<br />

%MD<br />

Moving map display. A while line<br />

indictates the direction your aircraft is<br />

moving.<br />

Control MR)<br />

Displays in flight control info. Includes<br />

adaptive wing indicator for F-22 and<br />

EFA 2000 and thrust vectoring on F-22.<br />

Red square<br />

- Red flashing diamond<br />

Hostil - A n<br />

Air e a ito r ground b o r n- e<br />

amRed i dot: ir scHostile s i mobile l ground target<br />

reRed a flashing f t diamond: Airborne missile<br />

yRed<br />

flashing dot: SAM radar<br />

oBlue<br />

dot: Friendly surface vehicle<br />

u<br />

a<br />

r<br />

e<br />

t r<br />

a c<br />

Those keys in full<br />

Engine:<br />

I E n g i n e 1 on/ oft<br />

1 E n g i n e 2 onion<br />

+ I n c r e a s e thrust<br />

• M U N N * thrust/a fte rburners<br />

inume rie pod) Incre a se afterburners 1 sta ge<br />

/ (nume ric pe dl K i l l afterburners<br />

Autopilot<br />

A T o g g l e a utopilot<br />

7 A u t o mode 1<br />

Auto mode 2<br />

Auto mode 3<br />

Auto mode 4<br />

L - - - - - -<br />

la b A u t o re cove ry<br />

Landing<br />

Turn on ILS<br />

vs T o g g l e Whe e l bra ke s<br />

9 T o g g l e la nding gea r<br />

&Rib D r a g parachute<br />

It T o g g l e hook<br />

altil A u t o le nding<br />

Combat<br />

Return S e l e c t a ir to a ir we a pon<br />

backspace Se le ct a ir to ground we e pon<br />

alloot F i r e we a pon<br />

c C h a n g e ta rge t<br />

a A c t i v a t e i ta rge t la se r torge ttw<br />

a B r e a k la se r target<br />

< Z o o m la se r torge tte r Out<br />

> Z o o m lose r te rgette r in<br />

cursors M o v e ta rgette r<br />

Oaf once<br />

0 inume ric pad) C h a f f<br />

. (numeric pe ril F l a r e<br />

• E c m<br />

• S t e a l t h<br />

esc E l e c t<br />

altil J e t t i s o n fuel ta nks and bombe<br />

Systems<br />

1 C y c l e mfd I<br />

2 C y c l e mfd2<br />

3 C y c l e mk13<br />

I R e p e a t la st message<br />

m M a p<br />

r C h a n g e ra dar range<br />

shiltin N i g h t sights<br />

alt/h T o g g l e HUD<br />

Game controls<br />

P P a u s e<br />

')above ta b) O p t i o n s<br />

t l i m e wa rp<br />

d F l i g h t de ta ils (e xte rnal vie w)<br />

shiffict . Q u i t<br />

Views<br />

fl F o r w a r d vie w<br />

shift/II F o r w o r d vie w, no cockpit<br />

12 L o o k le ft<br />

n L o o k right<br />

id L o o k behind<br />

15 E x t e r n a l WOW<br />

06 F l y - p e s t view<br />

0 V i e<br />

fe m<br />

w<br />

i<br />

your a ircra ft and enemies<br />

s<br />

Nitwit:el o<br />

I R missile e ye vie w<br />

19 T a r g e t vie w<br />

•<br />

9 ion numeric pad) L o o k up<br />

v i e<br />

w<br />

TIPS CENTRAL<br />

3 ion numeric peril L o o k down


TIPS CENTRAL<br />

Tips<br />

Centra<br />

It's time for some more tips and cheats supplied by you, the ever-devious<br />

CU Amiga readership. So, on with the tips!<br />

Sensi Soccer 96197<br />

Tips Central just wouldn't<br />

be the same without<br />

some Sensi Soccer<br />

tips would it?<br />

Here is a tip that<br />

you can eat<br />

between meals<br />

without ruining<br />

your appetite,<br />

which comes<br />

courtesy of A<br />

Grubb of Bidford<br />

on Avon.<br />

When a penalty is<br />

Ultimate Soccer<br />

Manager<br />

Scribbled on the back of Aussie<br />

Jim Anderson's Slamtilt tip was<br />

this selection of crumb-coated<br />

deep fried nibbles with sour<br />

cream dip (or cheats as they are<br />

otherwise known) for Daze's<br />

Ultimate Soccer Manager.<br />

First enter your name as<br />

MAKE BELIEVE, then use the<br />

following keys to cheat your<br />

way to victory:<br />

1: win the match 1-0<br />

2: win the match 2-0<br />

3: win the match 3.0<br />

Escape: finish the game with<br />

the current score<br />

G: to score an instant goal during<br />

the match<br />

M: get yourself a nice little<br />

E100,000 bung for no apparent<br />

reason.<br />

Dungeon Master 2<br />

Old Monty's back again with<br />

some more codes, this time for<br />

the thinking man's Doom,<br />

Dungeon Master 2.<br />

EE OH VEN = Poison Gas<br />

awarded against your<br />

side, wait until a player<br />

steps up to take<br />

the kick, then<br />

with the fire<br />

button held<br />

Slamtilt<br />

down (and<br />

don't let it go),<br />

press the<br />

replay key (R)<br />

repeatedly and<br />

they will eventually<br />

get bored and<br />

then give up.<br />

Here's a tasty chocolate covered<br />

tip for all you Slamtilters<br />

to dunk in your afternoon tea,<br />

coming again from Jim<br />

Anderson of Sydney Australia.<br />

To get five balls, rather than<br />

the normal three-ball multiball,<br />

type LONGPLAY before you<br />

start a game when the table<br />

scrolls up and down. You'll get<br />

a message to confirm that it's<br />

worked, if indeed it has. Jim<br />

also has these codes which dis-<br />

play hidden messages:<br />

DANIEL<br />

WHIPLASH<br />

BARRY<br />

COW<br />

CHEAT<br />

IAIN<br />

KLAUS<br />

UM FUL = Light<br />

UM FUL IA Fireball<br />

LO ZO Open Doors<br />

UM VI = Healing<br />

UM VI BRO = Cure Poison<br />

Theme Park<br />

It just wouldn't be the same<br />

without a Theme Park tip would<br />

it? That sounds familiar.., any.<br />

way, this everlasting gob stopper<br />

Teeny Weenies<br />

This one comes from the<br />

extremely fleecy and caninesounding<br />

Daniel Huskie of<br />

Stenhousemuir, up in Scotland<br />

He has kindly offered up this<br />

picnic of codes for Teeny<br />

Weenies.<br />

Oh, and we can inform you that<br />

he's only nine years old, just for<br />

the record.<br />

2: YODEL HEEE<br />

3: SOAPY SPONGE<br />

4: GREAN CHEESE<br />

5: CRISPY TOE CHEESE<br />

6: BARBA PAPA<br />

7: SPEEDY JEWEL BONUS<br />

8: HECTORS HOUSE<br />

9: THE CLANGERS<br />

10: MARY, MUNGO AND<br />

MIDGE<br />

11: THE FUNGUS FEELER<br />

12: INVISIBLE BONUS<br />

13: EAR WAX<br />

14: SMELLY LEFT SOCK<br />

15: SPOTTY PIMPLE BUM<br />

16: &RAW PORK CHOP<br />

17: HAPPY FACED DOG<br />

18: THE CATS NOSE<br />

19: THE AIR VENT<br />

20: SPEEDY BONUS<br />

- lawiluom<br />

of a tip comes from Gregory Cox<br />

of Cardiff.<br />

When you're making your own<br />

rides, like rollercoasters, monorails<br />

and so on, first make them<br />

as small as possible, so they are<br />

just a little loop. Obviously that<br />

won't cost you much, but you<br />

can then go back and make<br />

adjustments to expand the ride<br />

as much as you like. Because you<br />

are only charged for the initial<br />

size of the ride, this way you can<br />

get great big rides for peanuts!<br />

Charlie J Cool<br />

Lawrence Montgomery seems<br />

to be something of a fan of this<br />

little platformer. Maybe he finds<br />

an affinity with the main character,<br />

what with them both hav-<br />

ing silly names (no offence<br />

mate!). Anyway, here are<br />

Monty's most useful tips Pause<br />

the game and type in the following:<br />

CURRY AND RICE - 20 lives<br />

DREAMZONE Invincibility<br />

WAIT DA MAM - Infinite lives<br />

BAD BOY - Skip a level<br />

You need help<br />

If you would like some help on<br />

any game - or you have some<br />

tips that you'd like to share<br />

with your fellow readers - then<br />

please write to us at Tips<br />

Central at the following<br />

address, remembering to mark<br />

your envelope Adventure or<br />

Arcade accordingly:<br />

Tips Central,<br />

CU Amiga Magazine,<br />

37-39 Mil!harbour, <strong>Is</strong>le of Dogs.<br />

London EU 9TZ.


Capital<br />

Punishment<br />

Capital Punishment, gruesome and quite gory Amiga<br />

beat 'em up, has given people more trouble than a<br />

porcupine in a barefoot wine pressing festival.<br />

Authors ClickBOOM come to the rescue with these<br />

official hints and tips.<br />

Cheats<br />

There is a cheat mode in CP that<br />

doubles the strength of your fighter.<br />

Just go to the warrior selection<br />

screen before the fight and slowly<br />

mess:<br />

down , up , up. up , dowr<br />

(Corben Wedge)<br />

down • down down , down<br />

down down (Wakantanka)<br />

up , down , down , up up up<br />

(Sermon)<br />

down up , up , up , down , down<br />

(Demona)<br />

There is also a cheat to use Ninja<br />

who is otherwise only available as<br />

a computer controlled warrior.<br />

Press<br />

-up down , up down , down up<br />

Beating epic mode<br />

The Sewers<br />

Demona; Use whip (fire + up or<br />

fire r up and back) to keep that<br />

long-legged monster at a safe distance.<br />

Try to get it into a corner -<br />

hard but worthwhile.<br />

Carbon Wedge: Move back as the<br />

aken jumps, then before he lands,<br />

use a mid-kick after pulling back<br />

(fire + forward) or a jump forward<br />

and kick (up and forward + fire).<br />

This jump-kick you can repeat twice<br />

or maybe even three times if you<br />

are lucky.<br />

Whenever alien falls on the ground<br />

kick him a couple of times, then<br />

iumo back.<br />

General tips<br />

1. Head strikes do maximum dam-<br />

age, leg strikes do least. Leg strikes<br />

do no stamina damage,<br />

2. Blocks stop you losing energy but<br />

not stamina.<br />

3. Strikes do 50% more damage<br />

•Nhen your enemy is in the air.<br />

4. Strikes do 100Q/0 more damage<br />

when your opponent is fatigued,<br />

5. Uppercut is your strongest blow,<br />

use it on fatigued enemies.<br />

6. Don't be soft, kick your enemy<br />

when he is down!<br />

7. When an opponent gets up from<br />

the ground he is very briefly invulnerable,<br />

watch Out!<br />

8. Fool your opponent by faking<br />

fatigue... press fire 5 times while in<br />

The Temple<br />

Demona is the defender of the<br />

Temple (unless you choose her at<br />

the menu, in which case<br />

Wakantanka is here). Keep her at a<br />

distance, and whenever she jumps,<br />

and is about to land, jump forward<br />

with kick.<br />

The trap on this level is the trident<br />

of the statue on the right.<br />

The Nest<br />

Your pest bet here is Demona. If<br />

you didn't choose her in the beginning,<br />

make sure that you free her at<br />

the Teacher's, otherwise you will<br />

need to be the CP master to finish<br />

this level. Use Demona's fast whipping<br />

hit (fire + back and up). Get<br />

alien in the comer and repeat frantically.<br />

Although you may think this is<br />

unfair, it does work.<br />

To the secret room...<br />

Sermon awaits you here, and he is<br />

the fastest warrior, so you will have<br />

to master close combat, or use<br />

the air and you will appear to be<br />

fatigued when you land, but you can<br />

go on fighting!<br />

9. While your enemy<br />

is in the air, any<br />

hit will throw<br />

them to the<br />

ground.<br />

10.<br />

Don't<br />

jump with<br />

your back to<br />

a trap, or a<br />

single blow will<br />

see your<br />

skewered.<br />

Demona's T h i s level hides a<br />

secret room to the right. You enter<br />

it after uppercutting the enemy<br />

from a distance to the right.<br />

Midway<br />

Corben Wedge awaits you here,<br />

and you should use either<br />

Wakantanka or Sermon against<br />

him. His favourite move is rolling<br />

kick and triple kick-combo.<br />

When you put him on the electricity<br />

move back, he will be briefly invincible<br />

when he comes down. Also,<br />

he likes doing the rolling combo<br />

right after, so stand back and wait<br />

for another chance.<br />

The Approach<br />

Ninja can be stopped by:<br />

High-kick while he is doing his<br />

favourite rotational jump.<br />

Jumping and kicking before he<br />

reaches the ground. Don't try to<br />

fight him in the air, and be especially<br />

careful not to end up in the corner,<br />

as he will draw his sword.<br />

TIPS CENTRAL<br />

1. In factory, player two should<br />

immediately press uppercut to<br />

place any 'early jumper' onto the<br />

meat hook,<br />

2. Whenever you are in a fatigue,<br />

switch to auto fire, and you will<br />

be instantaneously out of it.<br />

3. In timed fights, if you have the<br />

most energy near the end, block<br />

hits - it will take your stamina, but<br />

not energy. Energy wins the fight!<br />

4. Throw your enemy to death by<br />

carefully positioning yourself to<br />

grab then throw him (forward and<br />

down) as soon as he gets up.<br />

5. Corben, Sermon or Demona<br />

can backf lip (back and up) to hit<br />

the enemy from behind.<br />

Demona and Corben should use<br />

fast low kicks when enemy is in<br />

the corner. He can't get away, and<br />

won't fall into fatigue as leg hits<br />

don't take away the stamina.<br />

6. Install the CP level cheat file<br />

from CUCD or download it from<br />

www.clickboom.com or any<br />

Aminet site.<br />

The Master<br />

If you expecting a regular fight<br />

here, you are in for a surprise -<br />

Qwesul has the power to morph<br />

into animals and objects!<br />

Bat - use high kicks in order to<br />

push him back.<br />

Puma - mid kick.<br />

Rolling spike ball - get back or<br />

jump over it.<br />

Snake - get back or use mid kick.<br />

Cape - mid kick.<br />

When he disappears into the<br />

ground, he usually appears right<br />

behind you, so whatever you do be<br />

very careful.<br />

Combos<br />

These are the real killer moves.<br />

Press fire three times without<br />

moving and then push the joystick<br />

in any direction. Depending<br />

on which way you move the stick,<br />

you get a different combo. Get<br />

some practice - you need those<br />

moves if you want to survive...


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50<br />

In this special extended review. John Kennedy takes a look at Nova<br />

Design's<br />

revamped Aladdin 4D version 5.<br />

58<br />

Beal A 1200 Ethernet via PCMCIA Mat Bettinson asks if it's worth the<br />

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Hydra Al200 Ethernet<br />

58 Envoy 2.0<br />

The network filesystem to use with Ethernet or any other kind of network.<br />

How does Envoy stack up after all this time?<br />

59 OxyPatcher<br />

finally there's an alternative to Phase S's Cyberpatcher for 68060 accelerator<br />

owners. Does Oxypatcher deliver better results?<br />

61 Visual IFX<br />

A brand new effects based add-on for Image FX falls under the spotlight.<br />

Just what is it really capable of?<br />

Epson Stylus Photo<br />

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PRODUCT TEST<br />

Here it is... the latest incar-<br />

nation of an Amiga stalwart..<br />

Has it come to solve all of<br />

our rendering problems?<br />

Aaddin LID v5<br />

• Price: $219 Supplier: Nova Design (C) +1-804 2821157 http://www.novadesign.com<br />

= M k<br />

1 the old days, there was a<br />

slew of 3D modelling programs,<br />

including Imagine, Lightwave.<br />

Caligari and Aladdin to name a<br />

tew. Of these, none used the standard<br />

Amiga system of pull-down menus,<br />

requesters, windows and buttons.<br />

Around this time, every programmer<br />

thought they knew better when it came to<br />

user interlaces, and consequently abandoned<br />

the standard Amiga look and were all<br />

pretty difficult to get to use. This was especially<br />

true, in my view at least, of Aladdin.<br />

The latest rendering program released<br />

was HiSoft's Cinema4D, and thank heavens<br />

that this time we had the standard menus<br />

and buttons, and it worked properly with<br />

graphics cards. There's no need for modern<br />

Amiga software not to work in this way, and<br />

at this stage in the Amiga's existence there's<br />

little point in trying anything else.<br />

Now, with a change of publisher, it's<br />

back, We're promised a 100% style guide<br />

Compliant interface, with full support for<br />

CyberGraphX compatible graphics cards,<br />

What's that - an ARexx port? Could this be<br />

the software you've been waiting for to taki<br />

advantage of all that expensive hardware<br />

you've bought?<br />

Look and feel<br />

True to their word, or at least, the word on<br />

the back of the box. Aladdin is a true Amiga


program. Screens, menus<br />

and requesters are all familiar<br />

and easy to use.<br />

The concept of tab lists<br />

has been pinched from the<br />

PC. and these make it easy<br />

to switch from one list of<br />

options to another.<br />

Keeping up with Amiga<br />

developments, there is a<br />

multitude of possible display<br />

modes to work in and<br />

• display renders. Native<br />

Amiga (including AGA) is<br />

joined by support for the<br />

following hardware: DCIV,<br />

Opa'vision. Resolver, Retina<br />

Videotoaster.<br />

"icasso or CyberGraphX<br />

•rds are not included by<br />

name, although on my<br />

Picasso II system the new<br />

screen modes were listed<br />

•<br />

Coro<br />

&bud,<br />

dn•<br />

A The toolbar's<br />

make common<br />

features<br />

accessible, but<br />

the icons<br />

t 05.EViter<br />

tirrer<br />

under the standard Amiga dri- won't win any<br />

vers. This will probably be<br />

ergonomics<br />

true for any CyberGraphX<br />

awards, arid<br />

compatible card.<br />

dragging them<br />

Once you have selected around the<br />

your display modes for the screen caused<br />

editor, preview and render<br />

frequent<br />

screens, you can roll up your<br />

sleeves and get down to<br />

crashes.<br />

some serious 3D work. Aladdin is a poinl<br />

based program, which classes it alongside<br />

Imagine and CinemaAD rather than Real3D,<br />

which is based on primitive solids.<br />

Open Sesame<br />

the yograrn opens with a pleasant enough<br />

textured backdrop, and a single view window<br />

onto your blank 3D canvas. Two toolbars provide<br />

access to commonly used editing and<br />

processing options.<br />

The single view can be spun around by<br />

using the numeric keyboard (sorry, A600<br />

owners - although you would be mad to<br />

attempt 3D rendering on such a slow 68000<br />

based machine anyway). This will allow you<br />

to quickly get a feel for the object that you<br />

are creating. When it comes to editing, you<br />

are more likely to require a flat view, that is a<br />

head on or straight down view. Pressing the<br />

space bar achieves this, and you can then<br />

add/move points and polygons simply. The<br />

view is always wireframe, with no hjddenline<br />

removal or shading options available.<br />

! Primitive shapes are often the quickest<br />

Ay to get started, and there are two fami-<br />

--:-; of shapes you can create. 'Platonic<br />

.-<br />

tetrahedrons, r<br />

lsosahedron and<br />

n<br />

ful itin<br />

their native form, you can quickly drag<br />

and i twist them into more interesting shapes,<br />

v The "Quadratic" primitives include ellip-<br />

esoid<br />

and torus shapes: it's from here that<br />

you s can create a Sphere for example. Or a<br />

" Flyperboloid. Again, more complex shapes<br />

aare<br />

maybe not so useful for everyday objects.<br />

1 Dodecahedrons. Though not particularly use-<br />

r An object which will never actually appear<br />

e<br />

3<br />

D<br />

s<br />

PorAeoriAral<br />

Prlytti,o-FIM<br />

hlralt..-Uum;<br />

risigiCeimbak<br />

MUADINetk<br />

Fkofot<br />

litintSat*<br />

in your scenes, but whicn v.ti) nevertheless,<br />

is a CSpline.<br />

The "C" stands for Control — exactly what<br />

the curve does, control other values. Once<br />

you have defined the curve, it can be used<br />

for shaping a bevel, or controlling the movement<br />

of an object over time,<br />

Textures<br />

LiKe any good rendering program, every<br />

object used in Aladdin can have its appearance<br />

altered in several ways. Firstly, you can<br />

change the colour and other physical properties.<br />

Nothing magic about that, and all the<br />

usual settin6s are here to play with.<br />

These are all included in an "attributes<br />

Important features<br />

• Style-guide compliant user interface<br />

• CyberGraphX support.<br />

• ARexx scripting (untested in this<br />

review copy)<br />

• AmigaGuide help<br />

• Thumbnail load/save requesters<br />

(missing in this review copy)<br />

• External tools and plugins<br />

• Spline-controlled camera movements,<br />

with multiple targets<br />

• Animate lights, lens flares, textures,<br />

objects<br />

• Hierarchial motion paths<br />

• Gaseous objects<br />

• Fountain particle system<br />

• Procedural and bitmapped textures<br />

• Soft shadows<br />

• Motion blur<br />

- r<br />

old<br />

PRODUCT TEST<br />

A With lore.<br />

proud and<br />

background<br />

options, too can<br />

quickly use<br />

previously rendered<br />

scenes to<br />

create new<br />

images. Guess<br />

which part I<br />

rendered in ibis<br />

image...<br />

4 The same<br />

abject can be<br />

rotated to produce<br />

different<br />

viewpoints, with<br />

at without perspective.<br />

Only<br />

one view can be<br />

displayed at a<br />

time.<br />

Continued on next page to O. Ir.


PRODUCT TEST<br />

A The Platonic<br />

objects are<br />

named alter the<br />

well-known,<br />

dead philoso-<br />

pher Greek guy,<br />

who used to do<br />

a lot of 3D ren-<br />

dering in<br />

between drink-<br />

ing Ouzo and<br />

lying on the<br />

beach.<br />

1<br />

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' 2 CW.C11104: 11 _ I<br />

k i d _ la<br />

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P I .<br />

_<br />

_<br />

A t t i<br />

A Tabs make it easy _ to squeeze its oh settings into<br />

one window I<br />

r<br />

o<br />

i<br />

t<br />

frame, and this Eis<br />

altered using the sliders<br />

l<br />

o<br />

trolling the settings p for time here in the<br />

attribute window, t but it makes sense.<br />

l<br />

q<br />

list". Each attribute setting can change per<br />

which control the time line. It's unusual con-<br />

It's also unusual to separate these attributes<br />

from the textures, but that's how it's<br />

done. Probably in order to prevent a gadget<br />

melt-down, the textures requester is invoked<br />

separately. From here you can apply both<br />

procedural Imathematical) and bitmap textures.<br />

These can define the usual colour or<br />

bump settings.<br />

For extreme cases, it's possible to apply<br />

an Anti-aliasing filter to blur the bitmap<br />

slightly and avoid chunky pixels appearing<br />

where you least expect them. It can als6 be<br />

useful when using bitmaps with few colours<br />

— a texture with•16 shades will develop many<br />

more when anti-aliased, and therefore look a<br />

lot better in 24bi1 renders.<br />

Animated bitmaps are possible, for use<br />

both as textures and background and foreground<br />

images. The usual sequential numbering<br />

system is used. Annoyingly there is<br />

no way to preview a bitmap before using it<br />

There is one more window associated with<br />

these settings, and that brings up the shading<br />

options, required to round off the corners<br />

of shapes such as spheres.<br />

As all objects are composed of facets,<br />

this is a required step f yo:r wariI reode'<br />

realistic objects.<br />

Animation/ Special effects<br />

As mentioned, the appearance of the objects<br />

over time is defined from within the attribute<br />

and texture requesters. This means that<br />

objects can completely change how they<br />

look as time progresses.<br />

I<br />

Walkthrough<br />

%SF<br />

A The first step to rendering an image is to define a<br />

model. You might want to cheat, and make use of<br />

some previously created objects. With coaxing,<br />

Aladdin will load lightWave objects.<br />

111• • • ,• •<br />

A New we can add more objects to the scene: in<br />

this case a dish for the banana to sit on. and a table<br />

to hold them all. We'll also need a light source, and<br />

background to the scene so it's not totally black.<br />

0/77:71if -117r7111<br />

17:77:7111P<br />

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••••• =SISI .11111i Jill<br />

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A Bananas ate mellow. Using the Attribute list vdin•<br />

=<br />

dow, assign a yellow colour to the banana object. It<br />

I<br />

takes practice to discover the best settings for 'hard-<br />

=<br />

ness' and 'specularity',<br />

S<br />

r<br />

-<br />

1<br />

Sse<br />

:<br />

0<br />

1..1<br />

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1 7.<br />

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MSS&<br />

4<br />

- 1<br />

A Here we apply 24<br />

a 9 procedural texture to the table<br />

v r<br />

top to make a lovely<br />

10<br />

1 bright tablecloth. Similarly we<br />

- . . - -<br />

apply a texture to , the background. although this time<br />

21<br />

1<br />

a bitmap image 1 of a cloud is used<br />

A The final image. It looks rather flat because there are no shadows in the scene. Creating the image again<br />

with shadows switched on increases rendering times considerably, and so you should only use them when necessary<br />

.<br />

not<br />

It's ialso n possible to change an object's posi- even have multiple cameras to make cut'<br />

tion, a by creating a path and setting up the between different viewpoints possible.<br />

object n to follow it.<br />

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PRODUCT TEST<br />

A Look at the<br />

gaseous<br />

objects and<br />

lens flair in this<br />

image if ye.<br />

need convinc-<br />

ing as to why<br />

they are such a<br />

goad thing.<br />

v The texture<br />

settings define<br />

the bitmop or<br />

procedural settings<br />

used to<br />

cover your<br />

objects.<br />

within a shape, such as a sphere.<br />

How transparent the gas actually appears<br />

is defined by its 'turbulence', which is a measure<br />

of how much fractal noise is applied.<br />

There are many settings to experiment with.<br />

and with a little effort you can render some<br />

very realistic planet atmospheres, photon<br />

torpedoes, galaxies and candle flames.<br />

Lens flare effects are still all the rage, and<br />

Aladdin provides these star-shaped flashes<br />

of light by cunning manipulation of bitmaps.<br />

It may seem a little like cheating, but the<br />

approach is flexible flares can be hidden<br />

behind objects, poking through the detail on<br />

the top of your star cruiser as it slowly<br />

moves across the screen for example.<br />

Fountain objects are really a simple particle<br />

system, used if you need a spray of small<br />

objects. Like lens flares, they are actually<br />

bitmap images. However, their movements<br />

can be quite complex: affected by wind or<br />

gravity, but are rarely worth the effort and<br />

time involved in setting up and rendering.<br />

File support<br />

As well as saving and loading projects in its<br />

own native format, Aladdin is capable of<br />

loading various file.formats. Files saved in<br />

the prehistoric VideoScape .geo<br />

format may be loaded, as<br />

will DEM files from<br />

Scenery Animator.<br />

LightWave objects<br />

may be inserted into<br />

your scene, and<br />

Aladdin will have a<br />

go at understanding<br />

EPS Postscript<br />

files too although<br />

as this format varies<br />

wildly from program<br />

to program, platform to<br />

platform no promises are<br />

made. There is no support for Imagine or<br />

Cinema4D objects or scenes. I tried a<br />

CDROM of LightWave objects, but only a<br />

few would load successfully.<br />

Brush bitmaps can be stored in JPEG format,<br />

good news, as JPEG maintain 24bit<br />

colour whilst consuming a fraction of the<br />

disk space of their IFF cousins. Bad news is<br />

that some I tried appeared as coloured<br />

mush, Rendered images can be saved as IFF<br />

or IFF24 images, though not JPG format,<br />

Conclusions<br />

Aladdin's documentation takes the form of a<br />

250 page manual and some online help.<br />

The manual is reasonable, although foolishly<br />

lacks an index. The online help is supposed<br />

to appear in an AmigaGuide window<br />

when you press the Help button. It didn't on<br />

my system, but I read it by loading into<br />

Multiview. The promised details on ARexx<br />

were missing, meaning I was unable to test<br />

these abilities.<br />

Beneath the fancy displays and standard<br />

Amiga windows, there's nothing new or startling<br />

- most of the features are present in<br />

other rendering software. If you are an existing<br />

Aladdin fan, then you'll rush to upgrade<br />

to the latest version Otherwise, it's not<br />

worth changing from your existing package.<br />

Aladdin is awkward to use, providing a dozen<br />

settings when one would suffice.<br />

You can't create a sphere: you create an<br />

ellipsoid instead. If you want shadows in<br />

your scene, you must select the individual<br />

objects which cast them, and those on<br />

which they fall. This control is commendable,<br />

yet close to overkill.<br />

There are nice touches. Its a pleasant<br />

change to get away from Imagine's multiple<br />

editor system, and stringent requirements on<br />

backdrop image sizes. In many ways, Aladdin<br />

offers more control over fundamental set-<br />

A A torus, yesterday. A torus is o quadratic primitive,<br />

and shouldn't be confused with Lori Amos, a singer.<br />

tings, and this will make for images which<br />

would be otherwise impossible.<br />

In other ways, Imagine still rules - its animation<br />

system is clearer, and Aladdin's pro.<br />

cedural textures don't get close. So where<br />

are the special animation effects? Why omit<br />

an explosion or melt effect at this stage in<br />

the game?<br />

Aladdin isn't a true ray-tracing program,<br />

although you would be hard pressed to find<br />

examples which demonstrate this. This<br />

means, for example, that you wouldn't be<br />

able to create lens effects. Yes, this really<br />

isn't an issue, as all the important effects are<br />

modelled perfectly well. However, rendering<br />

times are nothing special given all this.<br />

To speed things up you need to perform a<br />

lot of manual work, such as creating shadow<br />

groups. In an ideal world much of this would<br />

be automatic. It's good to see support for<br />

batch rendering, meaning you can set your<br />

Amiga up with lots of work to do whilst you<br />

make the tea, have a nap. or even head off<br />

on your holidays.<br />

It is a bit of a relief to see software like<br />

Aladdin continue with newer versions, but<br />

I'm afraid that a tarted-up user interface just<br />

isn't enough. We need and deserve more<br />

now more than ever! •<br />

John Kennedy<br />

ALADDIN 40 V5<br />

Developer: Nova Design<br />

System Requirements: AmigaDOS w2 land up 2111<br />

of memory Recommended &BIM. 10Mh RAN large hard<br />

OVERALL<br />

Waiting this long for an Aladdin<br />

upgrade, we did expect more.<br />

11<br />

TI<br />

• B<br />

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,


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The htyllf(COeh range Of high-speed senal cares offer your Amiga the fastest connection to the Internet_<br />

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PRODUCT TEST<br />

Hydra Al20<br />

• Price: E149 • Supplier: Hia Ltd © 01525 211327<br />

thernet has been sorely<br />

neglected on the Amiga, the<br />

main reason being the lack of<br />

an economical Ethernet adaptor<br />

for Al200s. Big box Amigas have been<br />

catered for with overpriced Zorro cards and<br />

for a period, Interworks created an Al200<br />

PCMCIA unit but it's now out of production.<br />

If one wants to network several computers<br />

with cheap cable and fast transfer rates.<br />

Ethernet is the ideal solution. At a data-rate<br />

of 10 megabits. its theoretically capable of<br />

shifting more than a megabyte per second.<br />

It turns Out that the creators of one of the<br />

Amiga's first big-box Amiga ethernet cards.<br />

Hydra systems, have finally produced a new<br />

PCMCIA Ethernet for the A 600 and 1200.<br />

It's not just a problem with drivers,<br />

apparently the Amiga PCMCIA implementation<br />

is questionable and for this reason<br />

Hydra have housed an IBM network card in<br />

a larger box which has certain electronics to<br />

'clean up the PCMCIA signals', so Hydra say.<br />

The box plugs into the side of the 1200<br />

and an adaptor plugs into the rear which<br />

Envoy 2.0<br />

t s one thing getting a TCP/1P<br />

connection up and running<br />

between two machines via<br />

Ethernet, it's quite another to<br />

do something useful with it.<br />

Common applications of networking are<br />

Internet access and cross-machine file and<br />

printer access. The former is most easily<br />

accomplished right now by using a PC as a<br />

gateway to the Internet and then-each networked<br />

Amiga gets to the net via the PC.<br />

The next version of Miami is said to con-<br />

tain this function for the Amiga and its also<br />

possible to do something like this with<br />

AmiTCP though you need to be a rocket scientist<br />

to get it working. That leaves file and<br />

printer sharing.<br />

Normally this is happy to work on the<br />

back of a TCP/IP stack being used over<br />

Ethernet but there is no Amiga native filesharing<br />

service that will work in this manner.<br />

There is, however, the long running Envoy<br />

system which was originally developed by<br />

<strong>Commodore</strong> and then updated to version<br />

2.0 by IAM.<br />

provides a connector for either coaxial or<br />

twisted pair based Ethernet. The former<br />

would be most common for smaller networks<br />

but each unit must be in a chain. Like<br />

a SCSI bus, the devices on the end of the<br />

chain need to use a terminator with a T-<br />

piece. If using the twisted pair options, the<br />

extra expense of Ethernet hubs comes in.<br />

The software provided is basic but all<br />

that's really required is a SANAA driver, the<br />

Amiga's standard driver for network hardware.<br />

Programs such as AmiTCP, Miami and<br />

Envoy will use this device to communicate<br />

with the adaptor. I got the whole shebang<br />

working with Miami in seconds. A raw file<br />

transfer via FTP to an FTP server on a local<br />

machine yielded around 350Kis which other<br />

tests also backed up as being the maximum<br />

transfer rate that the Hydra unit is capable of.<br />

I used the Hydra with Envoy to file share<br />

with other Amigas. managing 320K/s. I'd<br />

used Miami successfully to access the<br />

Internet via EMAP's firewall and via a gateway<br />

PC also. The Siamese RIG system also<br />

now runs fully over TCP/IP and worked<br />

Price: £20.00 U Supplier: LII Publishing 01908 370 230<br />

Envoy wijj run instead of or as well as, a<br />

proper TCP/IP stack. It's a proper file and<br />

printer sharing package so that drives and<br />

printers on one machine can be accessed<br />

on another. It also has a full range of security<br />

options so that users can be given access<br />

to only particular drives/directories and<br />

allowed to perform only some operations,<br />

such as read-only.<br />

Envoy also handles remote printing and<br />

reconnection of the 'exported' drives if a<br />

machine crashes and restarts. This feature<br />

has been improved dramatically over the<br />

older <strong>Commodore</strong> Envoy versions as<br />

shipped with the Villagetronic Ariadne Zorro<br />

Ethernet card.<br />

There's no product on the Amiga that<br />

does what Envoy does and yet Envoy is an<br />

extremely good networking suite. The new<br />

price is a complete steal and anyone considering<br />

proper filesharing between Amigas<br />

should consider Envoy. Envoy will use practically<br />

any SANA-Il driver, so anything from a<br />

special 'MagPLIP' parallel cable (see CD-<br />

ROM) to Ethernet or even serial links can be<br />

Ethernet<br />

PCMCIA Ethernet with Amiga?<br />

A little before the Hydra Al200 PCMCIA Ethernet adaptor<br />

was released, news of a generic PCMCIA Ethernet<br />

card driver appeared. The driver is known to work<br />

with a particular brand and model of standard PCMCIA<br />

card. The driver can be found on the Aminet in the<br />

hardidrivricnetdevice.lha path or on the cover CD. If<br />

you test with a particular brand and find that all works<br />

well, please drop us a line and we'll list them with<br />

prices and suppliers in the next issue.<br />

quickly and faultlessly with the Hydra.<br />

Despite small reservations on 'cleaning up'<br />

the Amiga PCMCIA port, I would still highly<br />

recommend this solid performing unit.<br />

Mat Bettinson<br />

System Requirements<br />

Amp with PCIMCIA port and Ethernet cahleVietwoit<br />

OVERALL<br />

Goad quality Amiga PCMCIA<br />

Ethernet at last<br />

used with Envoy.<br />

It's a shame that Envoy is Amiga to<br />

Amiga ()Filly and that to fileshare with PCs,<br />

the headache of getting Samba (see CD-<br />

ROM again) installed is still necessary.<br />

Still, if you are in the situation where<br />

Amigas need networking. Envoy is the corm<br />

plete business and you shouldn't think twice<br />

about picking it up. •<br />

Mat Bettinson<br />

System Requirements:<br />

Awl<br />

,<br />

AOVERALL<br />

m<br />

p<br />

w<br />

i<br />

t<br />

h<br />

O<br />

The Amigas definitive<br />

networking software<br />

92


OxyPatcher<br />

PRODUCT TEST<br />

I Price: DM39 • Supplier: hymn © +49 (0)5465/ 99 23 (Available by E-mail only outside of Germany)<br />

Jason Compton takes a look at some special soft-<br />

ware that promises to speed up 68060 based<br />

accelerators. Oxpatcher is go!<br />

A<br />

n '040 or '060 system is better<br />

than any '020 or '030 system<br />

you could put together.<br />

One of the reasons is that the<br />

ifloating point unit) is built right in to the<br />

n processor. This is very, very important<br />

you want to do graphics work, particularly<br />

30, with any sort of speed.<br />

To incorporate the FPU (the Motorola<br />

21 into the '040 and the '060, some<br />

shortcuts were taken. An '040 does not actualy<br />

have a full 68882 instruction set - it has<br />

a very fast internal FPU unit which recreates<br />

most of the functions of the 68882 while<br />

others are emulated with the help of the<br />

'68040.1ibrary that comes with Workbench.<br />

The '040 will handle those FPU functions<br />

it does support very quickly indeed, using<br />

less clock cycles to perform each function.<br />

but those it does not can be a major bottleneck.<br />

The '060 is quite a similar story. butenother<br />

layer removed - it is even faster but<br />

has yet more instructions that need to be<br />

emJlated.<br />

Incomplete 68882<br />

S0 while an '040-based system will beat an<br />

•030-FPU system in rendering, and an '060based<br />

system will beat an '040-based system,<br />

the '043 and '060s are capable of doing<br />

so much more. The problem is that the vast<br />

majority of Amiga software is making calls to<br />

old 68882 instructions, instead of using only<br />

the remaining FPU instructions.<br />

Phase 5 was clever enough to recognise<br />

that customers of their 060 boards expected<br />

a high level of performance, so they created<br />

the CyberPatcher. CyberPatcher sits in the<br />

background of a Phase5 060-equipped<br />

Amiga and can speed up applications which<br />

11 What this<br />

may lack in cinematography,<br />

it<br />

makes op for by<br />

being a good<br />

benchmark.<br />

access the FPU by 'patching' the program to<br />

use existing 060 FPU instructions. This<br />

results in significant speed gains and an<br />

advantage over other 060 implementations.<br />

like those on the Apollo cards.<br />

This has been limited to Phase 5 cards<br />

until Oxyron released the OxyPatcher, intended<br />

to work on all Amiga 040 and 060s.<br />

Using OxyPatcher<br />

OxyPatcher requires a special program to be<br />

run as the first line in your startup-sequence.<br />

You can configure OxyPatcher to run automatically<br />

on startup, or you can call it at any<br />

point during your session. There is absolutely<br />

no speed advantage to the OS itself but<br />

unlike CyberPatcher, OxyPatcher comes with<br />

a configuration and status window which<br />

you can call from Workbench. It lists the FPU<br />

instructions currently being patched (by<br />

whatever program you are running or have<br />

run that accesses them), and a few user-configurable<br />

fields.<br />

OxyPatcher should then be more or less<br />

transparent, although the documentation<br />

indicates that if you are using your native<br />

Amiga display rather than a graphics card,<br />

you may notice that the screen flashes dur<br />

ing patched instructions. I didn't encounter<br />

this during tests and also didn't encounter<br />

any software that OxyPatcher would not run.<br />

However, its patch program seems to be<br />

incompatible with the patch program for the<br />

new Mac emulator Fusion. Shapeshifter's<br />

patch program functions properly and SS can<br />

still be run without difficulty.<br />

Non-polished patcher<br />

OxyPatcher is not the most polished of pro<br />

grams. The GUI and online documentation<br />

(which is the only kind) features broken<br />

English, often missing essential points.<br />

It also provides a set of speed tests<br />

which, if not actually cooked books, do seem<br />

to have been staged for Oxypatcher's benefit,<br />

promising 3-5X or more speedup on your<br />

3D work.<br />

For installed users of Phase5 060 boards,<br />

OxyPatcher doesn't offer a whole lot. For the<br />

rest of the 040/060 world, however,<br />

OxyPatcher offers a new way to exploit your<br />

Amiga's power. In<br />

Jason Compton<br />

Test Interpretation<br />

Benchmarking these patchers is best<br />

done with real-world 3D rendering performance.<br />

Three tests were conducted -<br />

two in Cinema4D 4, one in Imagine 4<br />

Test 1: C4D Raytrace, R0011600, DS9+ Enterprise<br />

Unpatched: 9 5 4 sec.<br />

°Watched: 5 1 3 sec.<br />

CyberPatch: 4 9 3 sec.<br />

lest 2: C4D Raytrace. BOOM°, Staircase example file<br />

Unpatched: 2 1 1 sec.<br />

°Watched: 1 1 8 sec.<br />

CyberPatch: 1 1 1 sec.<br />

Test 3: Imagine raytrace, 141a440 rendet<br />

Uspatched: 3 4 4 sec,<br />

Orrnatched: 3 2 5 sec.<br />

CyberPatch: 3 4 2 sec.<br />

If you're a Cinema4D user, these numbers<br />

should make your eyes boggle.<br />

While CyberPatcher does have a slight<br />

edge here, OxyPatcher still offers massive<br />

gains (nearly a 2X speedup!)<br />

The Imagine results are curious, notably<br />

in that they do not match up with the<br />

results we found using this on the Apollo<br />

1260/66 board tested last month. Using<br />

I<br />

O<br />

X<br />

Y<br />

P<br />

A<br />

T<br />

C<br />

H<br />

E<br />

R<br />

smaller renders we got the results:<br />

Unpatched: 1 2 6 sec<br />

Orypatched: 2 1 sec.<br />

Clearly the results from last month are<br />

vastly better, and to be honest we aren't<br />

sure exactly why. Specifics of the render,<br />

external patches and the version of the<br />

'040 library used may have something to<br />

do with it. However the lesson is clear, if<br />

you have no patcher yet, you're crippling<br />

your processor for this kind of work. Oh,<br />

and it makes IFX go like the clappers.<br />

Developer: (hymn<br />

System Requirements:<br />

Al Am ip with EBOU accelermor<br />

Vs<br />

OVERALL<br />

speed de the * esiere iiholy to be us<br />

°Watcher makes the lastest<br />

go taster. Fast is good.<br />

*phase 5 010 board. Geed dog.<br />

904]


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Illi<br />

su<br />

VisualFX t urns ImageFX into an instant<br />

t III Price: USS199 II Supplier: Visual Inspirations Inc. t +1-813 935-6410<br />

•<br />

eye-popping effects machine, for both<br />

1 single pictures and frame sequences,<br />

by just answering a few questions.<br />

ometimes, software can seem<br />

ato be almost magical in thu<br />

things it can do. Visual<br />

Inspirations VisualFX for<br />

ImageFX is one of those times.<br />

Nova Design's ImageFX is, perhaps, one<br />

of the most capable graphics manipulation<br />

packages ever released for the Amiga. It<br />

rivals Wintel and Mac products many times<br />

its price, and does many things they can<br />

only dream of doing.<br />

But all this power comes at the price of<br />

learning how to use it. While the simple stuff<br />

!image format conversion, cropping, scaling,<br />

applying some filters, changing image balance,<br />

adding text, etc.) is easy, few people<br />

spend enough time learning what the program<br />

is capable of, or don't have a large<br />

enough knowledge of ARexx to be able to<br />

automate effects and processing over a<br />

series of images.<br />

With N./D(1FX, long time Amiga developer<br />

Jeff White's company, Merlin Software, has<br />

delivered perhaps the ultimate 'plug-in' for<br />

ImageFX. Using it, I've been able to achieve<br />

effects that are at once so beautiful, and so<br />

(O w WU<br />

tan IOW<br />

:::Ln I<br />

– —<br />

1<br />

WP• 1 4 t __I<br />

,<br />

0<br />

1<br />

.<br />

0<br />

1<br />

.<br />

1<br />

I<br />

IY1<br />

1111.b<br />

ibler•<br />

Ira.<br />

1.0. 0<br />

l• • •<br />

easy to do. It startled me<br />

*40..1.<br />

*41.. h004.,tic<br />

,<br />

. . .<br />

FX<br />

Canine capers<br />

Jeff is a master of ARexx; that<br />

much is obvious. His scripts<br />

make imageFX rear up on its<br />

hind legs and bark like a dog.<br />

And yet VFXIFX goes way<br />

beyond just a pile of scripts.<br />

VFXIFX is delivered on a CD<br />

and a floppy disk. The CD<br />

alone can serve as a demo.<br />

The floppy contains ingredients to install<br />

everything to your hard drive and make it<br />

work. Naturally, you must also own ImageFX,<br />

a hard drive, and plenty of RAM would be<br />

extremely useful. AGA and graphics cards<br />

are not required. Nor is a Video Toaster or<br />

Toaster Flyer, although MID( is also<br />

designed to work directly with them. Thus<br />

it's fine for PAL use in markets where<br />

Toasters never sold.<br />

Running VFX1FX also launches ImageFX,<br />

and presents an attractive interface (in your<br />

choice of 4, 16. or 256 colours) with thumbnails<br />

of the transitional effects it can perform.<br />

Click a thumbnail and see a description<br />

and an animation of that transition play, You<br />

don't have to try to remember "what does<br />

#12 do?" because there ,<br />

and t is, pictures. b o t h<br />

i n<br />

A w kind o r of d magic s<br />

Once you've decided on the effect you want<br />

to use, click the !set up effect] button and<br />

VFX will open requesters right on ImageFX's<br />

screen, prompting you with questions and<br />

file requesters and waiting for your input.<br />

Once you've told it what you want to do, and<br />

on what images to do it, VFX<br />

has stored the effect ready<br />

for you to choose another (for<br />

unattended batch processing!<br />

or click the !render effecti but<br />

ton, and just sit back and<br />

watch it happen like mag..f:<br />

'It's probably not a coincidence<br />

that VFXIFX's icon is d<br />

ct u re of a magic wand tar)<br />

4,ro ro<br />

#40.4<br />

Ang an eye!)<br />

-<br />

Your processed frames are<br />

saved out of ImageFX in your<br />

chosen format, and after<br />

that's done you can compress them into animations,<br />

record them to single frame<br />

recorders, or whatever else is your goal.<br />

And what effects they are! How about a<br />

glowing flame eating it away from the centre<br />

like the titles of the old 'Bonanza' series,<br />

over the shoulder 'PIP' shots, animated bubbles<br />

for an underwater sequence, swirling,<br />

twirling, tearing, flipping sequences, tons of<br />

compositing options, scrolling backgrounds,<br />

letterbox overlays, moving brushes, rack<br />

and focus, camera zooms, moving spot<br />

lights, travelling glints, animated lens flares,<br />

moving magnifying glass... plus a whole<br />

load more.<br />

VFX1FX's rendering choices are like open•<br />

ing a candy box - you can't decide which<br />

one you want to try first. This is truly a<br />

superlative add-on for ImageFX from a longtime<br />

Amiga developer whose products just<br />

keep getting better and better. •<br />

Ham Lazer<br />

VISUALFX<br />

Developer: Merlin Graphics<br />

System Requirements: warn <strong>Is</strong> Ma Gawps,<br />

Altp.s and 7014 HO space AGA at Grapirocs card recommeeded<br />

Ease of use<br />

Ittett mon<br />

with as nest<br />

tke taster Ike remits. Am 131 wilt ist<br />

makes it very viten:aeri•s Wilted!<br />

Wed el team ceopetere were<br />

OY[RAIL<br />

This is the ultimate plug-in for<br />

ImageFX so fat Fantastic.<br />

•<br />

96<br />

PRODUCT TEST<br />

A VFXIB's nag-<br />

nityleg glass<br />

effect is very<br />

convincing and<br />

takes seconds to<br />

generate.


ii<br />

PRODUCT TEST<br />

Epson Sty<br />

• Price: 080 • Supplier: Epson UK © 0800 289622 http:// www.epson.co.uk<br />

It may look just like any other of their printers,<br />

but this time Epson appear to have mastered<br />

the art of creating life-like reproductions.<br />

ver the years, printer manufacturers<br />

have strived to create a<br />

desktop printer that can produce<br />

true photographic results.<br />

Until recently, you either had to pay tens of<br />

thousands of pounds for such an animal or<br />

buy a dye sublimation printer. Epson UK<br />

have changed all that by coming out with the<br />

Stylus Photo, one of a number of Photo<br />

Studio products including digital cameras<br />

and slide scanners.<br />

The Stylus Photo looks very similar to<br />

other Epson Stylus printers but instead of<br />

using four colours it uses six. The two additional<br />

inks, Light Cyan and Light Magenta,<br />

are to improve highlight rendering when<br />

printing photographs and is especially useful<br />

when dealing with subtle areas like flesh<br />

tones. I first tested the Stylus Photo from a<br />

PC along with my own Stylus 1520, The<br />

Stylus Photo certainly lived up to the hype,<br />

instead of seeing the dots of colour visible in<br />

flesh tones from the Stylus 1520. the output<br />

from the Stylus Photo was almost perfect<br />

with little or no discernible dithering.<br />

The Amiga question<br />

But, will it work with our favourite computer?<br />

Well, after attaching one to my Al200 for a<br />

short while, the answer is yes but there are<br />

some points worth noting. First, I qurrently<br />

have to use the Stylus 500/Stylus II driver to<br />

output to the Stylus Photo. This worked with<br />

both TurboPrint 5 and Studio IL I found that<br />

the subtle shading I was able to get when<br />

driving the printer from the PC using a dedicated<br />

Stylus Photo driver, wasn't reproduced<br />

when using the Amiga and TurboPrint 5 - the<br />

better of the two packages I tried, The quali•<br />

should improve when IrseeSoft<br />

finish creating a dedicated driver for the<br />

Stylus Photo, something that shouldn't take<br />

too long as they now have a Stylus Photo to<br />

work with. I'm not entirely sure what's happening<br />

with Studio II on this front or EnPrint<br />

for that matter.<br />

That said, the output on the Amiga isn't<br />

as bad as perhaps I'm making out. In fact,<br />

for many, the output is stunning, especially<br />

on the glossy paper. What's missing is the<br />

subtle shading the extra inks bring and a<br />

dedicated Amiga driver to take advantage of<br />

them. Importantly this driver situation was<br />

the same when I reviewed the Epson 600.<br />

but it wasn't long before a driver appeared<br />

for it with the popular TurboPrint 5.<br />

Dedication<br />

To conclude, the Epson Stylus Photo is brilliant<br />

if you are going to be printing photographs<br />

quite a lot, because, with a<br />

dedicated driver it performs better than any<br />

other ink-jet printer this side of C500 that I've<br />

seen. Those of us using the Amiga will however<br />

have to wait a short while for that dedi-<br />

cated printer driver, but I'm sure the delay<br />

will be worth it.<br />

The Stylus Photo certainly proves that<br />

despite a maximum resolution of 720dpi• it<br />

can produce better quality than its higher<br />

resolution cousins but this comes at a price.<br />

I expect those five colour ink cartridges will<br />

also be a little more expensive to replace<br />

than their three colour equivalents,<br />

Personally, if my budget weren't a problem<br />

I'd go for the Stylus Photo. You really<br />

have to see its photo quality to believe it. In<br />

many respects, it produces images better<br />

than real photos which can often be blurred.<br />

Yet another winner from Epson. •<br />

Larry Hickmott<br />

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Specs in brief<br />

• 6 Colour Ink-Jet Printer (Black, Cyan, Light Cyan,<br />

Magenta, Light Magenta, Yellow)<br />

• MicroPiezo technology with Quick-Dry Inks<br />

• Resolution - 720 x 720 dpi<br />

• Interfaces x 2 (Parallel Et Macintosh)<br />

• Input Butler - 64Kb<br />

• Print Margins - 3mm Top, Left El Right. 14mm Bottom<br />

• Ink Cartridges - 1 Black (S020093), 1 Colour (S020110<br />

• 6x4 Photo Paper (SO41134)<br />

• Weight 5.2Kg<br />

• Dimensions - 168mm x 429mm x 275mm<br />

• Paper Sizes - A4, A5, letter, Legal, B5, 6x4, User<br />

defined<br />

• Paper Weight - 64 to 90 gsm.<br />

• Amiga Printer Drivers - Stylus 500 emulation in place col<br />

dedicated driver<br />

• Print Heads - Black x 32 Nozzles, Colour (x5) 32 nozzles<br />

• Warranty - 1 year Return to Base (Optional 3 year warranty<br />

available)<br />

4 Far right:<br />

Despite having<br />

drivers for the<br />

latest Epson<br />

Stylus printers<br />

such as the 400<br />

and 600.<br />

TuthoPrint 5<br />

does not have<br />

me for the<br />

Stylus Photo,<br />

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toe long in coming far us with Amigas,<br />

OdES SEEM' pricey, het I'm told prices are being reduced.<br />

OVERALL<br />

Does a good job ot photographs<br />

but lacks a proper Amiga driver.


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Siamese PC for Al200 only E799.95 inc Vat<br />

Siamese PC with RTG v2.1 features !!<br />

The Ultimate Al200<br />

Upgrade from tri<br />

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Will run with Amiga 2000/3000/4000 with Kick/WB34but<br />

needs Zorro bus Ethernet upgrade E'49.95<br />

Amiga needs hard drive and 4mb ram.<br />

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••••••;,•. ,••<br />

Al200, month:v. camera<br />

and Lisa not included.<br />

Case design is diferent.<br />

Siamese PCs include the following components_<br />

Cyrix 166mhz processor, 512k cache motherboard, 16mb EDO ram. 1.<br />

716bil<br />

sound card, 4mb s3d 64bit PCI graphics card. Keyboard, Mouse, Windows 95, CE approved Mini<br />

gb Tower d case. r i v e Amiga , 1 . components:- 4 4 m b Hydra F l pcmcla o p ethernet p y card, Siamese f v2.1 7Software 9(no switcher), 9 .<br />

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,____•31<br />

Software only v2.1 I!<br />

Supports optional High speed Ethernet network.<br />

"the diference to the SiameseRTG was astounding"<br />

Mat Bettinson CU Amiga<br />

Launch special only E 99.95<br />

410 Use PC graphics card as an Amiga RTG graphics<br />

display. Each Intuition friendly program opens in a<br />

seperate PC Window upto 256 colours 8 1024 x 768<br />

(higher with 4mb graphics upgrade). You can also<br />

have 24 bit backdrops & Video on workbench.<br />

IS*0 Siamese RTG uses Zero Amiga ram for display in<br />

any resolution.<br />

41110, Amiga can use the 16bit CD quality sound card in<br />

the PC, including Wave sound generator.<br />

IOW High Speed PCMCIA Ethernet card, using TCP/IP<br />

to transfer Files, graphics. sound, user input etc.<br />

IOW Use cheap PC drives from the Amiga including<br />

CDrom, Hard Disk, HOD floppies, Removable drives,<br />

Tape streamers at very high speed.<br />

gla, Use any modem (optional) through TCP/IP, use<br />

IBrowse, Netscape 4, AmiFTP, AmiIRC all at the<br />

same time and through one Internet connection.<br />

%.," Runs all Windows/Dos programs and games at<br />

166mhz processor speed, no slow emulation.<br />

NO Use low cost Klpeg cards to enhance your Amiga<br />

multimedia abilities, from E150.00 for VHS quality<br />

video record/playback. SVHS versions from E500.<br />

410 Perfect for Video producers moving from Amiga<br />

based Analogue to Digital production methods.<br />

All this for only<br />

inc Vat, ex P&P<br />

9 5<br />

Siamese upgrade packs . . C a l l for configuration upgrade options<br />

for Amiga IPC owners. AMIGA PA9IGA<br />

CO MPUTING 4<br />

4 A 1<br />

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E 99.95<br />

includes Siamese vl.5 software.<br />

Still not convinced, then take the Video Challenge.<br />

Buy the Siamese Video or Siamese MPeg CD<br />

for £5 inc P&P Then if you want to buy the<br />

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r •• •<br />

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411104 411117:'<br />

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Siamese I Hydra Ethernet Card Al200 (pcmcia) - E149.95, A2/3/4000 - El 69.95<br />

Designed and manufactured by Hi0 Limited software by Paul Nolan. email steve@hiciltd.demon.co.uk<br />

9 Church Lane, Hockliffe, Bedfordshire, LU7 9NQ, UK. www.siamese.co.uk<br />

tel 01525 211327, fax 01525 211328 No surcharge for Credit cards.<br />

glicard


PO SCENE<br />

Temporarily fi lling Mr Korn's size nines is<br />

Jon Brooker, who strides his way through<br />

this month's choicest PD titbits.<br />

Ami Bee<br />

Totally blinding<br />

Good<br />

Average<br />

Substandard<br />

Oh dear<br />

• Vertical Scrolling Shoot 'em Up<br />

• Available from: Classic Amiga PO, 11<br />

Deansgate, Radcliffe, Manchester M26 2SH<br />

Tel: 0161 723 1638<br />

• Price: El plus 75p PEW per order<br />

In this Amiga version of a popular Bee related<br />

Nintendo game, you are required to guide<br />

our hero through wave upon wave of nasties.<br />

A collision with any of them or the<br />

many bullets they fire at you cause you to<br />

lose one of your lives.<br />

Clouds add to your problems as they can<br />

mask wandering bullets. You can get powerups<br />

or bonus points by shooting at these<br />

clouds as they glide happily by. thus releasing.<br />

naturally enough, a bell, which must<br />

then be caught. Shooting the bells after they<br />

are freed from their clouds can cause them<br />

to change colour. Beware if they turn black.<br />

as contact with these will cause death.<br />

Below you, pleasant trees and villages can<br />

be seen, oblivious to the fighting going on<br />

above them.<br />

The action is fast and furious. and your<br />

bee moves smoothly so complex dodging<br />

manoeuvres can be achieved. The graphics<br />

are fine and this is a playable little demo.<br />

The title screen lists a multitude of additions<br />

which will be included in future versions to<br />

make this a more complete garne..Highly<br />

derivative, but still mildly erter-•ii-<br />

Scene<br />

This may be worth looking at, especially in a<br />

later incarnation. *****<br />

Teddy<br />

• Bomber Man Puzzle Game<br />

• Available from: Classic Amiga PO, 11<br />

Deansgate, Radcliffe, Manchester M26 2SH<br />

Tel: 0161 723 1638<br />

▪ Price: El plus 75p PEW per order<br />

One of the best things about the Amiga soft<br />

ware scene is that it is so international. The<br />

advantage of this is that you get share-ware<br />

like this with introductions that are in come-<br />

dy English.<br />

The game itself requires you to guide<br />

Teddy, for whatever reason, through the various<br />

screens collecting all of the gems before<br />

making his way to the exit. His path is<br />

blocked by lots of stone blocks which he has<br />

to blow up by leaving bombs in the adjacent<br />

squares. Trying to escape to the exit before<br />

all of the gems are collected leads to a premature<br />

loss of life.<br />

In the pre-game build-up, this is billed as<br />

iust a bit of fun, which is lucky really<br />

because its not very good. The screens can<br />

hardly be described as fiendishly cunning, as<br />

it's just a matter of blowing up blocks until<br />

you find the squares that open the doors.<br />

And as for the baddies who have been left to<br />

stop you, fiendishly cunning does not even<br />

get a look in. Their movements are completely<br />

random which takes a lot, if not all, of<br />

the skill Out of killing them. When they finally<br />

realise that you are there lie; when you are<br />

in the adjacent square). Teddy's movements<br />

are too slow and cumbersome to allow him<br />

to escape, meaning death is a certainty as<br />

both Teddy and baddie alike can walk past<br />

the primed bombs at will, Vaguely entertaining<br />

but ultimately slightly dull. *****<br />

Brazzle Atkins Collection<br />

• Old Demo Selection<br />

• Available from: See below<br />

This set of revamped A500 demos mark the<br />

resurrection of the legendary Brazzle Atkins,<br />

a man with a penchant for all things of a psychedelic<br />

nature.<br />

Mr Atkins has gone to a certain amount<br />

of trouble hacking and fixing these demos so<br />

they run on your Al200, utilising its<br />

improved graphics capability, Furthermore,<br />

by allowing them to be dumped straight into<br />

RAM, you are now able to view them<br />

smoothly and without loading delays. As<br />

befits these masterpieces, they are available,<br />

in limited quantities only, in a glorious signed<br />

and numbered boxed set.<br />

The box contains four digi-movies (Laurel<br />

6 Hardy. Horror Show. Monty Python and<br />

Clockwork Orange), which require 2Mb of<br />

Fast RAM to run, Chaos Rock and Erpland.<br />

and the marvellous Reincarnation Of Sgt<br />

Pepper. Thi.s trippy demo plays Lucy in the<br />

Sky with Diamonds over related pictures, animated<br />

by the constant colour scrolling. The<br />

movies are worth a look, but come with an<br />

advisory notice, particularly the one entitled<br />

Horror Show (Directors Cut). Computer<br />

images of Heads exploding can cause<br />

offence, even in artistic shades of grey.<br />

We were sent the set in a lovely video<br />

case collection box which added a nice professional<br />

touch. These demos can be<br />

obtained either individually or in the videobox<br />

(if there are any left), try Classic Amiga<br />

PD, Saddletramps, or your usual library. Well<br />

worth a look, particularly if you are of a psychedelic<br />

disposition. ****


Metal Mayhem<br />

• Gothic band promo<br />

• Available from: Saddle Tramps PD. 1<br />

Lower Mill Close, Goldthorpe, Rotherham,<br />

S63 9BY Tel: 01709 888127<br />

• Price: 80p plus 50p PftP<br />

This disk is a public airing of the works of a<br />

cheerful bunch of lads and their band which<br />

is called Genocide.<br />

The band comprises three members who<br />

hail from the mythical depths of Tottenham<br />

in North London. They have added to the<br />

shroud of mystery which surrounds them by<br />

giving themselves the Tolkienesque names<br />

Glorfindel. Turin and Morgoth. Well, I'm<br />

guessing that these are assumed names.<br />

but I could be wrong.<br />

The disk contains seven songs and seven<br />

pictures which can be accessed by some<br />

simple mouse clicking action.<br />

The tunes, which revel under such Tolkien<br />

inspired titles as Gollum, Riders of Bohan<br />

and Saruman are aimed at those who like to<br />

be a bit moody and a bit heavy metal.<br />

Profiles of the band members include lists of<br />

their favourite bands, in which recurring<br />

themes are Iron Maiden, Carcass, Def<br />

Leppard, Death, Mega Deth and so on. This<br />

rather morbid list of names (which, rather<br />

sloppily I feel. excludes Death in June, poor<br />

work fellas) gives you a taste of the type of<br />

music you can expect, as do the band photos<br />

which are shot in graveyards and outside<br />

of churches.<br />

As there are only three band members<br />

and one group shot, the symmetry of seven<br />

tunes and seven pictures is made by three<br />

scanned images with a vaguely Tolkienesque<br />

feel. Perhaps unfortunately, this is quite a<br />

reasonably put together little showcase for<br />

the works and interests of this group of IT<br />

students with a love of dour music. The<br />

main menu is laid out quite sensibly and the<br />

music and images are summoned relatively<br />

quickly and easily. If there is anything at all<br />

that lets it down, then it has to be the quality<br />

of the samples.<br />

But if you share a love of Carcass. Cradle<br />

of Filth and photos of students hanging<br />

around in graveyards, you well may want to<br />

check this out. *****<br />

1' 'R V 114111111<br />

,<br />

Lipeutiem Firezhone<br />

91111<br />

Operation Firestorm<br />

• Green Beret Clone<br />

• Available from: Saddle Tramps PD, 1<br />

Lower Mill Close, Goldthorpe, Rotherham,<br />

563 9BY Tel: 01709 888127<br />

• Price: E3.95p plus 50p PbP„<br />

By straining my memory a bit, I can remember<br />

when Green Beret was released onto<br />

home computers such as the C64 and the<br />

Spectrum amid a blaze of publicity_ I can also<br />

remember that after loading it up I was left<br />

wondering why I had bothered, so perhaps I<br />

am not in the best position to comment on<br />

this game. But I'm going to anyway.<br />

Your mission is to guide your single soldier<br />

Iwho admittedly has more than one life)<br />

over various crates and barrels, past seemingly<br />

endless hordes of enemy soldiers<br />

armed only with his gun and his wits. I forget<br />

why he's doing this, but I don't think its<br />

important. His task is made easier by the<br />

fact that various crates have been left along<br />

his route which, when shot, collapse to<br />

reveal weapon power-ups, extra health and<br />

so on. But beware, some boxes also contain<br />

bombs which will blow up in his face if he<br />

gets too close.<br />

• The game is played out in a bland, twodimensional<br />

world, where interaction with<br />

the background is limited to the objects and<br />

ledges that the writers decide are solid, I<br />

always want to step around the barrels, not<br />

jump over them, or go and investigate the<br />

Metal Mayhem<br />

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• Price: 80p plus 50p PftP<br />

1<br />

1<br />

1<br />

1<br />

PO SCENE<br />

truck in the middle distance, but this just is<br />

not an option in the flat world of Operation<br />

Firestorm.<br />

1<br />

Success in this game is best achieved by<br />

learning the route and knowing whether I it is<br />

best to face the next set of baddies from on<br />

the floor or up on top of the wall. NIts<br />

fun<br />

when your weapon gets the flaming I bullets.<br />

because then it doesn't matter what route<br />

I<br />

you take, you are still going to kick arse.<br />

Clearly time and effort has gone F into creating<br />

this game, and if it was freely F distributed<br />

share-ware, I might be more prepared<br />

to concentrate on its virtues. However even<br />

from a budget release, I would hope for<br />

more creativity/onginality. ***lir*<br />

• Overhead view shooting game.<br />

• Available from: Saddle Tramps PD, 1<br />

Lower Mill Close, Goldthorpe, Rotherham,<br />

S63 9BY Tel: 01709 888127<br />

The aim here is to guide your soldier through<br />

the enemy base to the HQ, where it ends.<br />

On your way you must pass several buildings<br />

which generate endless other soldiers<br />

who'll try to stop you reaching your target by<br />

shooting you. Fortunately they only fire one<br />

bullet every few seconds, whereas you can<br />

deliver a hail of leaden death, Also, by<br />

remaining stationary then holding down the<br />

fire button and rotating, you can strafe the<br />

immediate area for maximum death action.<br />

However, your rapid fire advantage suffices.<br />

The demo opens with a mental picture of<br />

a soldier and a rousing tune, which filled me<br />

with great hope. Alas, I began to worry at<br />

the time it took to draw the screen, and worried<br />

more at the speed my soldier crawled<br />

across it. The collision detection is fine, I<br />

tended to know when a bullet had found its<br />

arget, apart from occasions when either I or<br />

the enemy chose to disappear for a few seconds,<br />

I also found that living enemies could<br />

effectively disappear in a heap of their dead<br />

comrades. Given the title of the game is<br />

'Shoot', I don't expect you're meant to look<br />

too closely at whether they're alive or dead.<br />

It's the slow speed at which the characters<br />

move around that was the downfall. You<br />

can get all the way to your destination, and<br />

its fun to kill little blokes, but after a couple<br />

of minutes. I was quite happy to give up the<br />

quest and let them shoot me. *****<br />

1


PD UTILITIES<br />

Ut<br />

t<br />

Andrew Korn takes a good, long shifty at<br />

a handful of top-notch utilities.., observing<br />

a selection which ranges from the<br />

educational right through to the musical.<br />

Utility of the Month.-<br />

Name: Tutenkhemun<br />

II Type: Educational<br />

• Available from: Online PD, Unit 5,<br />

Embassy Building, 51A Piercefield Road,<br />

Formby, Liverpool, L37 7DG. Tel 01704<br />

834335.<br />

• Price: E1.50 2 disks + 75p P&P<br />

There's a fair demand for decent educational<br />

software judging by the number of<br />

people who ask us about it. There's<br />

actually a fair bit of it around on the PD<br />

scene, but unfortunately a lot of it is so<br />

unprofessional it is worrying.<br />

Tutenkhamun, an ex-licenceware title<br />

now being carried at normal price by<br />

Online PD is a happy exception.<br />

This package impresses nicely, once<br />

u have got past the Amos installer<br />

ine (please guys, Amos is about the<br />

rst possible thing to use to write<br />

allers with, spare me!). In the July<br />

ue of CU Amiga you may have noticed<br />

at I raved over an educational title<br />

'out the Titanic. This one is basically<br />

• identical package but about the<br />

araoh Tutenkhamun and the back-<br />

und history of ancient Egypt.<br />

Layout is all nice and straightforward,<br />

h a big list of on-screen gadgets to<br />

vigate around by, divided into<br />

by -subject<br />

matter (ie. pictures, diagrams,<br />

background groupshistory<br />

etc.). You can click<br />

your way through in pretty much any<br />

order you like, and view the pictures<br />

either one at a time as seems appropriate<br />

to the text or select slide show<br />

mode. Once you have examined all the<br />

information available to you, there is a<br />

quiz for you to test out how much you<br />

have taken in.<br />

The pictures are well scanned and relevant,<br />

the text literate and interesting,<br />

and all the preferences options ensure<br />

that the working environment is conducive<br />

to learning - no irritating music<br />

here, you can choose from five or have<br />

none at all.<br />

Finally, this is very well researched<br />

and a nicely presented package which<br />

might not have the gloss and expertise<br />

of a professional package but is a damn<br />

fine piece of PD.<br />

i<br />

i<br />

es<br />

Totally blinding<br />

Good<br />

Average<br />

Substandard<br />

Oh dear<br />

Directory Opus Help Guide<br />

• Type: Book<br />

• Available from: Christopher Jeffery. 45<br />

Apollo Drive, Crookhorn, Waterlooville,<br />

Hants, P03 BAD<br />

• Price: 0.50 inc KIP<br />

This is an interesting and unusual offering, a<br />

self published book instead of a self published<br />

disk. Christopher Jeffery has directed<br />

his literary talents at producing an in-depth<br />

guide to the workings of Directory Opus 4.<br />

Liberally sprinkled with tips, step by step<br />

guides and screen shots, depth is impressive.<br />

The introduction clearly explains the functional<br />

blocks of Opus 4, which is exactly<br />

what it needs to do. It then gives a complete<br />

explanation the configuration of screens and<br />

how to tune Opus 4 to your liking.<br />

One of the most useful features of Opus<br />

is the filetype handling which allows Opus to<br />

recognise what ought to be done to a file.<br />

There are a some presets, but you can<br />

define your own. The guide has a clear<br />

explanation of the process and step by step<br />

guides for filetype recognition of Lha,<br />

Zip, Zoo, DMS. Git, Jpg, Pcx, Fli, May, Mpg,<br />

Midi and Way types. A similar if briefer set of<br />

instructions cover adding your own buttons.<br />

The whole thing comes in 50 loose leaf single<br />

sided A4 pages. which you'll need to hole<br />

punch and stick in a folder before all the pages<br />

disappear. Production quaky is reasonably<br />

good, with clearly laid out pages and a logical<br />

progression. The only real downer is the lack of<br />

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chapters, which would help navigation.<br />

Plenty of people need some help on<br />

Opus 4, since we cover mounted it a while<br />

ago without a full manual. I think that the<br />

rather trickier Opus 5, which we cover<br />

mounted more recently, would be a more<br />

topical subject, but if it's 4 you want help<br />

with, this is the monkey for you *****<br />

Basic Note Tutor V2<br />

• Type: The name says it all<br />

• Available from: Gordon McHendry, 6<br />

McIver Terrace, Huntly, Aberdeenshire. AB54<br />

BLE<br />

• Price: E3 inc P8P<br />

That's what 1 like to see, software which<br />

comes clean and tells you what it is all<br />

about. A delightfully garish purple floppy<br />

disk with a label on it saying 'basic note<br />

tutor' and a picture of some music staves.<br />

When you sort through a crate full of PD<br />

disks with nothing on them but a cryptic<br />

name such as Amiborg or YABMWAG, that<br />

kind of thing stands out. When the software<br />

stands out, it's even better.<br />

Basic Note Tutor, thankfully, does stand<br />

Out Not because it is the greatest software<br />

on the planet, but because it does the job it<br />

sets out to do cleanly, competently and without<br />

any fuss. The idea behind this program<br />

is to supply an easy and fun route to learn.<br />

ing the basics of reading musical notation,<br />

In operation, BNT is very straightforward.<br />

The main menu screen offers help options,<br />

high score tables and so forth. Entering the<br />

main screen you are presented with a bass<br />

and a treble stave and a number of gadgets<br />

which at first look confusing but with reference<br />

to the quick start guide soon become clear.<br />

The object of the 'game' is to follow the<br />

program's musical lead. A note plays and<br />

appears on a stave, and you have to figure Out<br />

what it is Get it right and you score a point<br />

and the note turns blue. Get it wrong and the<br />

program tells you what it should have been.<br />

You can play on either stave or on both, and<br />

there is a teach mode which allows you to hit<br />

the notes and see where they should appear.<br />

You can set the amount of time you have to<br />

think about it, so in theory you can keep going<br />

until you get adept at reading notes,<br />

BNT may be programmed in Amos Pro,<br />

but I'm almost prepared to forgive it that.<br />

You won't earn ttleo<br />

,<br />

y pi fILgp<br />

M Ode tS a nd spe cs<br />

,<br />

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om t h i s ,<br />

upgrades of sta nda rd mode ls.<br />

b u t<br />

v e r y<br />

I tr<br />

much along the ic of a decent typing tutor<br />

it will teach you notation without the traditional<br />

tedium involved. ****<br />

Class HD Lit<strong>Is</strong> 24<br />

'Type: Utilities compilation<br />

ealriA 1417-it Ali I, ta3<br />

1<br />

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• Available from: Classic Amiga PD. 11<br />

Deansgate Radcliffe, M26 2SH Tel: 0161 723<br />

1638<br />

• Price: El plus 75p P&P per order<br />

Contents' _ I nde x 1 _ H _ g r o w •<br />

Classics compilation disks reach number 24.<br />

You might think that at 24 they would be<br />

starting to wear a little thin. Not a bit of it. At<br />

24 disks, this still represents around 3% of a<br />

CD, and with 20 CDs worth of Aminet to pick<br />

from for starters, Classic really ought to be<br />

able to pick out the cream for their floppy<br />

disk creations.<br />

What you'll find on this disk, in short order,<br />

is AMguide, an Amiga guide about the different<br />

models of Amiga, the latest issue of<br />

Jason Compton's excellent Amiga Report<br />

magazine including a preview of the HTML<br />

version, Blizzkick, a major bonus for Blizzard<br />

accelerator owners, Disksafe, which stops<br />

disks being invalidated by an incautious reset,<br />

Rxdisk in case you forgot to use disksafe, an<br />

Amigaguide for hard drives, a GUI bootblock<br />

installer, a hack to use cd32 controllers as<br />

mice, yet another password protection thingy,<br />

NewReqUbs. SuperDuper and Version Copy.<br />

If you have a CD-ROM drive, then a few<br />

cover CDs will see you fine on the small utils<br />

front, but if not these 1Class<br />

HD utils are a<br />

good way to go. Another solid collection<br />

from the guys at Classic Amiga. ****<br />

These a re the ma in spe cifi ca tlons of e lk gmiga compute rs sold from the M OM S<br />

to the M e lte rowe r. 1 ha ve n't tnctude d spe c ta t mode ls be ca use most or the n<br />

Class HD Ms 21<br />

4<br />

fl u<br />

Best of Aminet<br />

PD UTILITIES<br />

It's all go on the Aminet again after last<br />

month's hiatus, and the big Amiga<br />

revival is happening here as much as<br />

anywhere else. Even the elusive Lyle<br />

Zapato has been lured out of hiding to<br />

release an overdue update of<br />

Mindguard. If you are one of those people<br />

who didn't notice that we put this<br />

excellent package on our coverdisks<br />

about 6 months ago, you're the ones<br />

who need this package most. Go to<br />

utilsimisc/MindGuard.lha (66k) and<br />

download this psychotronic influence<br />

jammer at once. The author's own 121<br />

and 1211 decryption algorithms make<br />

this about the best psychotronic jammer<br />

on any platform.<br />

.. Just to prove the international<br />

our of the Aminet, here are a couple<br />

foreign language items. The lovely<br />

omatic Insults and Flowers<br />

nchers utiliwb/CdBS_AIFL1.53.1ha<br />

. k) constructs either insults or flowers<br />

. mpliments). It will sit happily in the<br />

kground scrolling its random meses<br />

across your menu bar at predetered<br />

intervals. What's more, if<br />

essages like "Notre copain Billou est<br />

un protozoaire" aren't your tasse de the,<br />

you can edit a text file for your own language.<br />

For German speakers I have<br />

picked Out docs/hyperismurftvguidelha<br />

(63K), a guide to those foul blue<br />

midgets known in Germany as the<br />

Schlumpfs. Germans with taste may<br />

wonder why I picked this one out — possibly<br />

by sense of the absurd, possibly<br />

my revenge for your attempts to force<br />

us English to consume your highest<br />

quality beers instead of our own homebrewed<br />

sludge.<br />

You've probably heard of<br />

Tamagotchi, the toy "virtual pet" craze<br />

which has been gripping the world.<br />

Now the Amiga gets in on the act with<br />

gamelwbitamalha (36K). a Tamagotchi<br />

Simulator. If you like more sophisticated<br />

graphics than a mono LCD game can<br />

provide, check out demo/intro/DKG-<br />

Crash.lha (63K) where you can witness a<br />

fearsome looking racing game graphics<br />

engine. Finally check out Thierry<br />

Dichtenmuller's recent raytraced<br />

uploads, including picsitrace/chess.jpg<br />

(61K), and this month's winning pic•


One day we all hope to see the<br />

rebirth of the Amiga with a<br />

PowerPC processor and other<br />

new features to enable it to<br />

compete again with today's<br />

systems. Sadly though, more<br />

than 2 years since <strong>Commodore</strong>'s<br />

demise, little of substance has<br />

actually happened. We've seen<br />

prototypes and heard promises...<br />

we all hope to see new Amiga<br />

developments.<br />

If you can't wait and need more<br />

performance today, without<br />

paying the earth - there's only<br />

one real alternative to consider._<br />

There's never been a better time<br />

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And, if you need the most<br />

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Performance!<br />

All Macs have the knot PowerPC RISC processors 'Elixir<br />

lid Pentium systems are still C/SC deigns. Even entry<br />

level desktop Macs run at IHI1MFIz. with 351.1MHz<br />

powerhouses at the top of the range (Mac<br />

PowrrThxik portihies offer up to 240MHz1.<br />

Software choice!<br />

Over I ROO native software packages I 'AT lien<br />

specially for PowerPC Processor Macs/ have<br />

been shipped since Power Macintosh was<br />

launched in 1994 - phis there are thousands<br />

of industry standards which can also be used.<br />

Industry standard programs such as Microsoft<br />

\Nord and Excel, Pagestream, Wird Perfect.<br />

FileMaker Pro. Quark Xpress, Photoshop and<br />

many her were developed for the Mat.<br />

Why Macintosh?<br />

ISDN, the Internet & Communic<br />

• Macs are Internet-e-mail ready and manl, include<br />

modems with hill send-receive lax and answer ...<br />

phone. Adding an ISDN connection is easy.<br />

0.00<br />

• Industry standard web browsers, Netscape Navigator<br />

0<br />

and Microsoft Internet Explorer. %tit developed fin the<br />

Mac meaning Access to Wiirldwide IiIeb sites is easy.<br />

• Quicklime_ the Internet's standard format for video<br />

files, or QuickTime for Windows, are both Apple<br />

products. Of course Quicklime comes as standard<br />

with every M.Jc<br />

Connectivity & Expandability:<br />

• t Mike other PCs, all Mae, have networking built in as.<br />

standard. so connecting systems together and adding<br />

shared printers etc. couldne he easier.<br />

• All Macintoshes have an external SCSI connector as<br />

standard- Adding external drives, ZIP!JAZ and other<br />

cartndgikdrives, scanners etc. really is Plug-and-Play<br />

• Low-cost digital cameras can be plugged<br />

into the Mac for instant real image input.<br />

Creativity:<br />

• .Macintrish still domimtes the clean\ e<br />

world with an 801i, market share in<br />

, publishing.<br />

• ,<br />

Education & Edutainment:<br />

ip • initish is the most widely used system for the<br />

• Ekinu the \Thrlds Not education supplier. quality<br />

o creation of Internet web pages<br />

Macintosh tines are widdy avathahic, Dorling Kinderslo<br />

s• Most t magazines (including the one vc re trading<br />

pr<br />

nght rs)ssi s<br />

o<br />

rc' -<br />

Multimedia:<br />

d<br />

creat<br />

u<br />

• Apple ed is the Worlds No. I Multimedia 4<br />

Pc. verkkg.<br />

c<br />

o<br />

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• All desktop Macs have a fast CD•ROM drive<br />

io<br />

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as standard (many portables have interne CDs tool.<br />

n • In<br />

i<br />

1995,<br />

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of the top SO selling CD-ROM titles<br />

v worldwide k s h . were developed on the Madnuish.<br />

offer superb packages like The Ultimate Human Body<br />

and there is a varied supply from other<br />

leading software publishers too.<br />

• Because Macintosh is the preferred system<br />

within many educational establishments,<br />

high quality software is assured.<br />

Recreation & Games:<br />

• Top games like The Ultimate Doom,<br />

Myst Rebel Assault II, ['Mk Forces,<br />

i•<br />

Many Macintoshes have built-in TV with teletext<br />

Descent, Afterlife, Last Eden, legend<br />

d so TV clips can be recorded directly to disk as<br />

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CD-ROM SCENE<br />

_<br />

A multitude Rof Megabytes on<br />

CD for your complete satis-<br />

faction. If you haven't invest-<br />

ed in a ROM drive yet, you<br />

know what you've gotta do...<br />

Light Rom 5<br />

• Available from: Weird Science, 0<br />

House, Troon Way Business Park.<br />

Humberstone Lane, Leicester LE4 9HA_<br />

a<br />

• Tel: +44 (0)116 246 3800<br />

▪ Price: E29 95 + El p&p<br />

Graphic Detail's Light ROM<br />

CD collection hits number 5<br />

with this 3 CD gathering of<br />

Lightvvave, Imagine, and 3D<br />

studio objects. The Light ROM<br />

collection is drawn from contributions<br />

from 3D artists around<br />

the world, all contributors accepted<br />

getting a free copy of the<br />

next disk. As a result the<br />

n<br />

quality of the models varies a bit,<br />

as does their copyright status.<br />

The first CD consists of a collection of<br />

Lightwave objects, a little short of 300 of<br />

them ranging from a simple extrusion representing<br />

a barrier to a very detailed model of<br />

a dragon. There are a collection of scenes<br />

to go with the objects and the data is represented<br />

in two forms to make the scene<br />

structure more compatible with LW3.5 and<br />

below as well as the more recent versions.<br />

t<br />

image maps and studio 3D mesh collection.<br />

There is a completel collection of thumbnail<br />

Jpegs so that you can see what the models<br />

look like before going through the bother of<br />

a test render.<br />

The second CD contains a collection of<br />

1177110:0033:131=trracmrmaratotarmzna3=131=1:10=131C3<br />

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There are actually a lot more models in this<br />

collection than there are in the Lightwave<br />

collection, with plenty of quality models, but<br />

Amiga users shouldn't feel left out, as<br />

these will load into Lightvvave.<br />

Disc three consists of a large collection of<br />

backdrops and a whole bunch of Imagine<br />

objects. The 250 or so backdrops are all<br />

good quality 24 bit images, mostly in the 752<br />

by 480 pixel resolution most suitable for<br />

broadcast images, but there are also a few in<br />

640 by 400 backdrops too, The collections of<br />

Imagine objects are unlikely to amaze and<br />

excite any long term imagine users as they<br />

are on the whole well circulated objects.<br />

Anyone who bought the Imagine PD 3D disc<br />

will find this collection very familiar indeed.<br />

111<br />

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It is interesting to compare this collection to<br />

the Dinosaur ROM disk reviewed last month.<br />

At a third of the price, this offers a lot more<br />

objects. The difference is that this is a huge<br />

object jamboree while the Dinosaur ROM<br />

disc was a collection of only ten models but<br />

with a very high attention to detail, while this<br />

is a mass collection of rather varied objects.<br />

If you need a high quality Dinosaur model for<br />

professional work you are a lot better buying<br />

last month's offerings than searching<br />

through this. This disk is much more appropriate<br />

to the amateur or semi pro renderer.<br />

for whom it offers a very useful and very in<br />

depth collection.<br />

If you haven't got enough object yet, you<br />

won't do much better than this, 89%<br />

L. .41.<br />

1 0 4<br />

• • t<br />

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114 115


MIDINet<br />

• Available from: Weird Science, Q<br />

House, Troon Way Business Park,<br />

Humberstone Lane, Leicester LE4 91-IA<br />

•<br />

T•<br />

Price: El 9 95 plus El p-s-p<br />

e<br />

lOne<br />

of the most useful examples of the<br />

: Amiga's ability to fit in with the world around<br />

0it<br />

is the ease with which PC CD-ROMs can<br />

1be<br />

used.<br />

1 While it's not possible to run PC applica-<br />

6 tions without an emulator, there's still a<br />

2whole<br />

world of data files doing the rounds<br />

4that<br />

can quite happily be loaded into your<br />

6 favourite Amiga applications and put to good<br />

3use.<br />

Take MIDI files for example. Like all the<br />

8best<br />

file format standards, they were<br />

0designed<br />

to be independant of any particular<br />

0manufacturer's<br />

equipment, and the system<br />

works beautifully. This CD, although intended<br />

for the PC market, is packed with MIDI files<br />

which can be used on any computer that<br />

can read the CD, and that of course includes<br />

the Amiga.<br />

These days you don't even need a MIDI<br />

module to play back MIDI files you can do<br />

it from a standard Amiga using GMPlay but<br />

realistically this is going to appeal mainly to<br />

those with some real MIDI gear. There are<br />

thousands of them here, including hundreds<br />

of cover versions of well known pop songs,<br />

national anthems, game theme tunes and<br />

original compositions.<br />

Possible uses for these range from backing<br />

tracks for karaoke systems and cabaret<br />

performers to inspiration sources for budding<br />

MIDI programmers, passing through<br />

the most obvious one of all: a load of beats,<br />

tunes and riffs to pilfer for your own productions.<br />

Then of course you could simply use<br />

them like a collection of mods, purely for<br />

your own listening pleasure. There's far too<br />

much on here to comment on the general<br />

quality of the files, and anyway, they will<br />

nearly all need some degree of tweaking in<br />

order to play back perfectly on your particular<br />

set up.<br />

Aside from the MIDI files there's also<br />

plenty of software on the CD that for most<br />

Amiga users will never be used, as it's all PC<br />

specific. Still, you never know when something<br />

on there might come in useful, As for<br />

whether that PC software is any good, your<br />

guess is as good as mine, so the overall. rating<br />

here is based purely on the Amiga-relevant<br />

content of the disc. Basically if you<br />

want a massive collection of MIDI files, look<br />

no further. 78%<br />

• Available from: Weird Science, 0 House,<br />

Troon Way Business Park. Humberstone Lane,<br />

Leicester LE4 9HA.<br />

• Tel: +44 (0)116 246 3800<br />

• Price: E10 95 + El p&p<br />

The Aminet CD Collection hits the big 20. The<br />

collection is as huge as ever, another gigabyte<br />

or so compressed down to fit on a CD-ROM.<br />

As usual, there is a bonus package, this<br />

month a special registered version of the brilliant<br />

image processing/animation utility<br />

Wildfire, with a special upgrade deal for the latest<br />

commercial version.<br />

Amongst the archives all the normal areas<br />

are well represented, from biz/cloan filled with<br />

the latest locales, patches and upgrades for<br />

Cloanto's excellent Ppaint to util/wb for all<br />

those little WorkBench utilities, a directory<br />

which may be last on the list alphabetically but<br />

it is always crammed full of goodies. Examples<br />

this month include the latest Class Action, a<br />

hack to make gadtools look better on 1 by 1<br />

ratio screens, the latest Magic Workbench<br />

archive (well, some people like it!) and a new<br />

virtual floppy program.<br />

As you can see from the list below, this is an<br />

Aminet disc with plenty to keep you entertained.<br />

The demo collection isn't the best I've<br />

seen but has plenty of swirling plasmas and raytraced<br />

tunnels to keep you amused. Broken<br />

Aminet Set 5 contents<br />

Promises from the demoiaga<br />

drawer was a particularly<br />

CD-ROM SCENE<br />

choice one with some lovely if<br />

rather too blurry glow effects.<br />

The packed game section includes about a<br />

million dogfight and tanks style games, previews<br />

of Shadow of the Third Moon and<br />

Nothingness, a Myst like game from France and<br />

a huge collection of patches and installers. One<br />

of the best games is oddly to be found in<br />

comm/tcp — FreeCiv, the network Civilization<br />

clone which is taking the Internet by storm. You<br />

should also find that the pix drawers and the<br />

mods drawers have been popular places to<br />

upload to lately with loads and loads of really<br />

good offerings.<br />

The more serious user shouldn't feel left out.<br />

There are all the usual new datatypes, patches,<br />

hacks and rexxscripts, plus all the oddities we<br />

have come to expect, from a sieve of<br />

Eratosthenes prime calculator to a disk port<br />

based Amiga networking system. Arninet disks<br />

vary a little, wobbling backwards and forwards<br />

around the excellent mark. This one is well on<br />

the upper part of the curve, one of the better<br />

disks in a while. Unmissable, yet again, 91%<br />

ram * M O P X<br />

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dev 2 8 M b hard 3 M b text 3 6 M b<br />

disk 1 2 M b misc 2 7 M b util 3 4 M b


ART GALLERY<br />

Art Ca er<br />

Send pictures to: Art Gallery, CU Amiga, 37-39 Millharbour,<br />

<strong>Is</strong>le of Dogs, London E14 9TZ or E-mail them to artgal@cu-amiga-co.uk.<br />

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Music by Alastair Walker<br />

they just don't get abstract art. Ever since Wassily<br />

Kandinsky abstract artists have tried to capture the<br />

essence of music in images. Then Kandinsky was an<br />

so who knows?<br />

Zodiac by Mark B. Clarke<br />

Mark uses Imagine, Dpaint, Photogenics and Image FX in his work. This image<br />

shows some imaginative use of processing effects and textures. Mark is looking<br />

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The unreal colours and soft edges give this image a dreamlike quality s reminiscent of the city scapes of surrealist genius Max Ernst As for whether<br />

Dave was following Ernst's theme of the city in the jungle as conciousness i<br />

submerged in the subconcious, we may never know.<br />

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Direct Hit by Steffan Konig<br />

l'o•me fabfr IAA?<br />

ART GALLERY<br />

VICOni5r<br />

. Month<br />

This excellent piece of work was produced with Cinema4D, XiPaint, Ppaint and Image Engineer. Steffan doesn't specify that the models are his,<br />

but even if they aren't this is an impressively assembled image...<br />

Fighter by Steffan Koilig<br />

on the other hand if he does do the models himself he's got an T h i s Image was rendered in Cinema 4D by Peter, a Belgian Insurance<br />

enormous amount of talent. The lighting is well positioned and realis- analysis programmer! The play of shadows is very nice, but I think a<br />

- not the easiest of tasks but one Steffan has done very well. \<br />

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76 Imagine 4.0<br />

From 3D rendering to image processing<br />

sound files, this month's Workshop pro-<br />

vides keen instruction for every genre of<br />

Amiga computing going. Get stuck in!<br />

John Kennedy talks about recursive rendering to save time on those<br />

Imagine 4 created 3D masterpieces.<br />

80 C Programming<br />

More coding tips, this month looking at modules, screens and menus.<br />

Get with the program.<br />

82 Wired World<br />

Following the European Computer Trade Show, we temporarily put<br />

our Net tutorial aside to cover Internet gaming.<br />

84 Surf's Up<br />

The Net God offers comment on the latest developments in the<br />

Internet arena, plus all the hottest news.<br />

85 Surf of the Month<br />

Including a plethora of sites which devote themselves to the complete<br />

annihilation of self built robots in Robot Wars.<br />

88 Sound Lab<br />

Dhomas Trenn takes the unique approach of utilising Image process<br />

ing techniques for audio.<br />

90 DTP<br />

The ProPage article editor falls under Larry Hickmott's scrutiny in the<br />

Desk Top Publishing tutorial this month.<br />

96 C I Et A<br />

Readers write in seeking help from our panel of Amiga experts.<br />

Incorporating tech tips for those DIY oddities.<br />

99 A to Z<br />

Our A to Z guide to the Amiga hits the letter B. More thrilling explanations<br />

of all thing B found here.<br />

=<br />

=<br />

86 Back <strong>Is</strong>sues<br />

Missed an issue of CU Amiga? Shame on you! Still, all is not<br />

how to order one from here.<br />

102 Backchat<br />

lost since you can find out<br />

I i s 4.1 1116<br />

S o d R I n r h P<br />

Comments, criticisms, suggestions and general information from our dear readers appears<br />

here. This is the place to see your name in print.<br />

= I 103 Get CU fast Subscriptions<br />

and get it cheap' Life is good when you subscribe to CU Amiga, the UK's best<br />

Cl<br />

ii<br />

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l<br />

l<br />

i<br />

104 Points of View<br />

CU's panel of opinion this month features Mat Bettinson on the DIY phenomenon and<br />

Andrew Korn on Amiga gaming, or rather the lack of.<br />

1<br />

15<br />

DIP p90<br />

WORKSHOP<br />

0111


maIIn<br />

Wheels within wheels within<br />

wheels... create your own recursive<br />

renderings to drive yourself mad.<br />

on using backdrops,<br />

and specifically how to<br />

speed up rendering<br />

W times by pre-rendering<br />

the e background, Obviously this technique<br />

t isn't suitable for every case,<br />

but o there are times when it can be<br />

especially u effective - not to mention<br />

saving c hours of processing times_<br />

h The backdrop image used in<br />

Imagine e doesn't have to consist of a<br />

static d image. Instead, you can use a<br />

series l and frames, given names<br />

which a include a number to keep<br />

them s in order. This opens the door<br />

to t all kinds of weird and wonderful<br />

effects. m Nevertheless, you still have<br />

to o pick your projects carefully, as not<br />

all n images will benefit.<br />

t<br />

hSkies<br />

ft Star-<br />

There fi eare l dtwo s common situations<br />

when a background animation won't<br />

be affected by anything in the foreground:<br />

background skies, and<br />

space startields. Whatever happens<br />

in the foreground (barring events of<br />

cataclysmic proportions) the background<br />

is unchanged. When your<br />

The monitor's screen<br />

spaceship flies past the camera.<br />

you really don't want the light<br />

source contained in the engines to<br />

illuminate a nearby planet. So it's<br />

practical to pre-render a background<br />

and use it, maybe even<br />

several times in one project.<br />

Here's some important<br />

tricks for using backdrops<br />

1. The backdrop, animated<br />

or not, must be the same<br />

dimensions as the final project.<br />

This can be a nuisance,<br />

especially when<br />

rendering a preview. There<br />

is no way round this, if you<br />

want to render a small file as a preview,<br />

switch off the backdrop or provide<br />

a new, correct sized, one.<br />

2, Backdrops will appear behind all<br />

objects in your scene and will show<br />

through transparent materials, however.<br />

they won't act as accurately<br />

optically as other objects. You also<br />

should beware the lack of reflections.<br />

If you create a shiny sphere<br />

and place it in front of a backdrop, it<br />

will look strange because there is<br />

nothing in front of the camera to be<br />

reflected in it. You could try using<br />

the Global Brusn setting with the<br />

same settings as the Backdrop to<br />

cure this.<br />

3. If you're using an image in the<br />

background, but want to get away<br />

from using a backdrop, try this.<br />

Create a rectangle object, the same<br />

dimensions as your background<br />

images for example, 320 by 256).<br />

Apply the background image to it as<br />

a texture, and make sure the rectangle<br />

is bright so it won't be shaded or<br />

have any shadows appearing on it.<br />

Then position it in your scene, so<br />

A Here we have a shirty sphere with first the backdrop oily,<br />

and then the global brush setting switched on as well.<br />

that its edges cannot be observed<br />

Brushing up<br />

In the same way backdrops can be<br />

animated, so can brushmap textures.<br />

Not only is it possible to<br />

morph between various procedural<br />

texture settings as we've seen in<br />

previous months, but it's possible to<br />

animate the very texture itself. Again.<br />

all manner of neat effects are possible,<br />

from animated control panels on<br />

spacecraft to moving television set<br />

objects and realistic moving people_<br />

These are the images which are going to appear on the monitor screen.<br />

There is no point rendering them any larger than 160 by 128 pixels.


Nichols I nto<br />

Start rra ne<br />

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Density C M G F o g Length 0.8808<br />

Transition front count 8<br />

OK C a n c e l<br />

A Feel in the base file name *lasing the numbers) and set the Ma. Sea mime. Imagine will do<br />

the rest automatically.<br />

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So<br />

•••,<br />

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Front • • o • 4 1<br />

One irritating feature of Imagine is a<br />

contradiction between the names of<br />

any rendered frames and the names<br />

required for brushmaps. So although<br />

the program will create files such as<br />

9<br />

pthe<br />

brushmaps are expected to be<br />

inamed<br />

"frame.0001", "frame.0002"<br />

cetc.<br />

Unlike other packages, its<br />

0impossible<br />

to use the previously<br />

0rendered<br />

frame in a currently render-<br />

0ing<br />

scene. Instead you need to take<br />

1a<br />

few passes.<br />

" Here is how to create an anima-<br />

. tion project with two layers of ani-<br />

" mation:. To begin, there's a table<br />

pwith<br />

a monitor on top. Behind, the<br />

isky<br />

slowly drifts by. The monitor dis-<br />

cplays<br />

a moving image of the same<br />

0scene,<br />

with its drifting sky._<br />

0<br />

0Recursive<br />

2Firstly,<br />

render the scene which will<br />

" appear on the monitor. Most impor-<br />

atant<br />

is the drifting sky texture, which<br />

nyou<br />

can create in various ways,<br />

d drawing a series of clouds in Deluxe<br />

" Paint is easiest. I elected to convert<br />

psome<br />

video film footage of passing<br />

iclouds<br />

into a series of IFF files. This<br />

calone<br />

took all morning — I filmed the<br />

0sky<br />

then digitised it on a non-Amiga<br />

0system<br />

— but there's no reason why<br />

0I<br />

couldn't have used VideoMaster or<br />

3ProGrab.<br />

The hardware used created<br />

" an AVI file, but a quick run through<br />

the Main Actor Broadcast utility<br />

soon split it up Onto IFF files which<br />

Imagine was happy with.<br />

Back to the Scene Editor, where I<br />

loaded the required obiects and<br />

positioned the camera etc. Then to<br />

8 10.98 *Zenith R<br />

0 4 0 .8 8 * Ze nith G<br />

8 209.8 •Zenith 0<br />

Maar M.Btftmd!<br />

Flat im • Z<br />

t R e e e o d X<br />

Cw I Mahar around<br />

SSSSSS around Z<br />

In...R. tad.<br />

time Gunlock<br />

Moo t • COI tdr• •<br />

MWM10111 MaNWM114. i l w e r C a n c . .<br />

A Apply an animated texture to the monitor screen. You cam still<br />

apply other textures, to create realistic reflections or stIatchts.<br />

End Frame<br />

1<br />

Browse<br />

Brows• flax Se q. 5 8<br />

288.8<br />

280.8 -Zenith<br />

118.8 -Ze nith<br />

Fog<br />

Fog<br />

Fog<br />

the Action Editor, in particular<br />

the Global set-<br />

ting. It's here the magic<br />

happens. Use the<br />

Backdrop setting to<br />

enter the name of the<br />

first of the cloud<br />

images. To keep<br />

Imagine happy. strip off<br />

the numbers (so<br />

cloud0001 becomes<br />

cloud) and then enter a<br />

number in the Max Seq<br />

box. This box should<br />

contain the number of frames which<br />

make up the background animation,<br />

and Imagine uses it to check that all<br />

frames are used When it reaches<br />

the last frame, it starts again at 1.<br />

Small is good<br />

Now the scene could be rendered<br />

As this was going to appear<br />

mapped to an object, there's no<br />

need to render it as a large file: 320<br />

by 256 is too much, 160 by 128 is<br />

sharp enough. After rendering all<br />

fifty frames, the names "pic0001" to<br />

"pic0050" have to be renamed. This<br />

is the sort of thing an ARexx script<br />

is ideal for, but no matter how you<br />

do it you should end up with frames<br />

called "pic.0001" to "plc.0050".<br />

Now you can render the final animation.<br />

Use the same objects and<br />

settings as before, but this time add<br />

a texture to the monitor screen. This<br />

is done in a very similar way to<br />

adding the filename to the backdrop<br />

requester, with a base name and<br />

then Max Seq setting.<br />

Once again, Imagine will cycle<br />

through all the frames applying each<br />

in turn. For each frame in the project,<br />

Imagine will not only load a<br />

new backdrop pattern, but it will<br />

also load a new texture for the mon-<br />

itor object on the table. I also took<br />

the opportunity to move the camera's<br />

last position, so that it pans<br />

around and then zooms into the<br />

monitor screen.<br />

The final result is extremely<br />

pleasing, but there is no reason to<br />

stop there. Time it right, and the animation<br />

will loop perfectly when the<br />

camera has finished<br />

zooming into the screen.<br />

the image displayed will<br />

match the first frame of<br />

the animation — and so<br />

the entire sequence will<br />

replay over and over<br />

again in some recursive<br />

nightmare. Or, take the<br />

last batch of frames,<br />

rename them as before,<br />

and use them in yet<br />

another animation. You<br />

may want to batchprocess<br />

the files to blur<br />

them slightly, or change<br />

their colours.<br />

Any art program with an ARexx<br />

port can be coerced into doing this<br />

(yet another reason to own an<br />

Amigal as writing batch control programs<br />

on other platforms is often<br />

The final frames<br />

d-Allmarntalatm-ro<br />

mo..me m m u m s<br />

. W .<br />

A Main Actor is am excellent Amiga utility, which every animation<br />

fan should have.<br />

impossible. And don't worry if you<br />

can't make your only cloud animation,<br />

I hope to provide it and other<br />

animations ready for you to use, on<br />

next month's cover CD-ROM. •<br />

John Kennedy<br />

Step 4<br />

Step 8<br />

A These frames from the linal animation show the moving hackoround, altering camera<br />

position and the animated texture on the monitor screen. Cool!


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Amiga C Programming<br />

going to look at a number of<br />

different things, from code<br />

structure to screens and<br />

I menus. In some ways we're<br />

going n to get closer to a real program<br />

and t move away from toy examples,<br />

h The first step on this path to a<br />

proper i program is to break our program<br />

s into two parts, by acknowledging<br />

m that the old code to set a<br />

clipping o region on the window is<br />

actually n fairly generic and not dependent<br />

t on our particular program. In<br />

fact, h we can generalise further to<br />

allow ' any rectangle to be set as the<br />

,* s<br />

, t To do this we've created the files<br />

,i uclip,h"<br />

and "clip,c'', which together<br />

form pt<br />

a small module providing the<br />

three io<br />

functions "setClipSized()",<br />

"setClipInternallr nr<br />

and<br />

"removeCliplr. g i<br />

These functions are<br />

ra<br />

el<br />

Menu<br />

gw<br />

ieA<br />

textual and/or graphical list of<br />

o'<br />

commands and options that<br />

nr<br />

invoke and control features of a<br />

. eprogram.<br />

The lists pop-up when<br />

the user presses the menu<br />

mouse button (usually the right<br />

button). They are normally<br />

grouped logically into Project'<br />

items, 'Edit' items etc. On a<br />

standard Amiga, you'll notice<br />

the menus appear on a bar at<br />

the top of the screen.<br />

Programatically, a program's<br />

menus are contained in a menu<br />

strip. This is an array of menus<br />

(or menu groups) in "Menu"<br />

structures, and each menu group<br />

is an array of menu items in<br />

"MenuItem" structures. There is<br />

one deeper level, as each menu<br />

item can contain a further array<br />

of menu sub-items (again, in<br />

"MenuItem" structures).<br />

The GadTools library provides<br />

functions for creating menus<br />

very simply indeed from a<br />

"NewMenu" structure.<br />

This time around we delve<br />

into the world of modules,<br />

screens and menus... get<br />

with the program.<br />

declared in "clip.h" (as prototypes,<br />

like we've met before) and the definitions<br />

are given in "chile'.<br />

In StormC you merely add these<br />

files to the project window and it<br />

takes care of the rest. For other<br />

compilers you'll need to start worry<br />

ing about creating object files or<br />

inventing a 'Makefile', since once<br />

our main program file ("screenlic")<br />

has been compiled it must be linked<br />

with the compiled version of "clip.c'<br />

lie. the "clip.o" object file) in order<br />

to create a complete executable,<br />

This month's first example,<br />

"screen0.c" contains only two<br />

changes to last month's final exarnple:<br />

the clipping code has been<br />

removed to "clip.c" (and slightly<br />

generalised) and the call to<br />

"setCliplr has been replaced by a<br />

call to the new "setClipInternal()".<br />

Custom screens<br />

The main two Amiga themes of this<br />

tutorial are screens and menus. The<br />

next example, "screeni.c", builds<br />

on the last by opening a custom<br />

screen for the drawing window.<br />

Because of the neat way our example<br />

has grown, the changes are<br />

quite subtle. We've replaced the<br />

-code bracketed by<br />

"LockPubScreenlr and<br />

"UnlockScreenfl" with the wrapper<br />

shown in Example 1 to create a<br />

new screen. The second change is<br />

to link the window to this screen, by<br />

passing "scr" to the window cre-<br />

'ation function and using the<br />

"WA_CustomScreen" tag when<br />

opening the window.<br />

Example 1<br />

A Hello to a world of menus<br />

Example 2<br />

et 0 r t t<br />

r d.<br />

Het to World!<br />

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CHOlo<br />

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Hello 00r<br />

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,<br />

/* The description of our<br />

struct NewMenu mymenu[]<br />

He<br />

t:<br />

7<br />

:<br />

a<br />

NM TITLE, "Project", 0, 0, 0, 0,),<br />

NM ITEM, "Quit", "0", 0, 0, 0,),<br />

NM END, NULL, 0 , 0, O<br />

J 0 , ) ,<br />

If you run "screen)" you'll notice<br />

that the 3D look is missing (on a<br />

standard Amiga machine, at least).<br />

The window and gadgets all look<br />

very flat. This is because of the<br />

backwards compatibility with the<br />

older versions of the Amiga OS, so<br />

to get the 3D effect we need to do a<br />

little more.<br />

The thing we should do is add a<br />

"DrawInfo" specification of the pens<br />

that can be used for drawing the 3D<br />

bits. This is an array of pens to override<br />

the default pens (as set by the<br />

Palette preference program). The<br />

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menus •/<br />

/* Try to open a new screen with 16 colours (four bit-planes<br />

if(scr OpenScreenTags(NULL, SA Depth, 4, TAG_DONE))<br />

/* Rest of the code... */<br />

CloseScreen(scr)1<br />

4<br />

1<br />

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6<br />

7 - -<br />

J215<br />

gleton "---0", which specifies no<br />

overriding of the default pens. The<br />

third example, "screen2,c", contains<br />

this change and modifications to<br />

make the window fill the screen (by<br />

making use of the "Width" and<br />

"Height" elements of the "Screen"<br />

structure). Run "screen2" in order to<br />

see the difference.<br />

What's on the menu?<br />

There are two ways of creating<br />

menus: the hard ,<br />

way function's) and the easy way (using<br />

( GadTools u s i nfunctions). g We'll opt for<br />

Ithe neasy t uway, i tsince i we're already<br />

o n<br />

deep) */


Example 3<br />

case I D OM P M EN U PI C K:<br />

UWORD menuCode, menuNumber, itemNumber;<br />

/* Loop over all the menu selections in the menu code */<br />

for(menuCode = intuimsg-'code;<br />

going &fi menuCode != MENUNULL;<br />

menuCode ItemAddress(win->MenuStrip, menuCode)->NextSelect)<br />

1<br />

/* Do something based on what menu item was selected... */<br />

break;<br />

Example 4<br />

/* Extract the menu number and menu item number from the menu code */<br />

menuNumber = MENUNUM(menuCode);<br />

itemNumber = ITEMNUM(menuCode);<br />

/* Now decide what to do based on what menu item was selected */<br />

/* Only one item: Project=>Quit */<br />

if(menuNumber == 0 && itemNumber == 0)<br />

going • FALSE;<br />

Example 5<br />

struct NewMenu mymenu[] =<br />

( NM_TITLE, 'Project", 0, 0 , 0, 0,),<br />

( NM ITEM, "Quit", "Q", 0, 0, 0,),<br />

TITLE, "Pen", 0 , O<br />

( NM ITEM, o 0 , "Next", "N", 0, 0, 0,),<br />

( NM ITEM,<br />

0 ,<br />

"Prey",<br />

) ,<br />

" P " , 0, 0, 0,),<br />

( NM ITEM, NM BARLABEL, 0, 0 , 0, O<br />

F(<br />

NM ITEM, "Reset", " R " , 0, 0, 0,),<br />

),<br />

( N M END, NULL, 0 , 0 , 0, 0,),<br />

)i<br />

Module<br />

A (largely) stand-alone section<br />

of code, factored into a separate<br />

compilation unit (ie; a separate<br />

file), and normally<br />

containing code that is reusable<br />

or unaffected by changes<br />

to other parts of a program.<br />

In C. this tends to normally<br />

be a pair of files<br />

. (ending a in -<br />

h,h") lending e a in d ".c"). e r The modules of<br />

fi a program n d l eare<br />

compiled to<br />

a object files (ending in ".o")<br />

cwhich o are linked together with<br />

dthe main e code (le; the module<br />

ficontaining<br />

"main()") to produce<br />

lan executable. e Factoring code<br />

sensibly into modules makes it<br />

easier to maintain the module<br />

code (since its in its own file)<br />

and speeds up compilation<br />

(since the module code needs<br />

to be recompiled only when you<br />

make changes that directly<br />

affect it).<br />

using GadTools functions_<br />

The next example, "screenac"<br />

shows how to add a very simple<br />

menu to our program. This menu<br />

contains just the 'Project' menu<br />

group with a 'Quit' menu item. The<br />

menu description is shown in<br />

Example 2. As you can see, we can<br />

specify a key for the 'Quit menu<br />

item, This indicates that pressing<br />

the right Amiga key together with<br />

the 'CY key (with or without Shift)<br />

will do exactly the same as selecting<br />

the 'Quit' menu item land it's pretty<br />

much indistinguishable at the programming<br />

level, too).<br />

To create the menu we've fac-<br />

tored the most relevant code (using<br />

"CreateMenus0" and<br />

"LayoutMenus0") into a<br />

"createMenuStrip()" function. This<br />

function must be passed the<br />

screen's visual information so that<br />

the menus can be laid out using the<br />

correct pens, in just the same way<br />

that we needed this to create the<br />

gadget context.<br />

Once the menu has been created<br />

Example 6<br />

it must be set to be the window's<br />

menu strip. This is performed by<br />

using "SetMenuStripil" after the window<br />

has been opened. The 'closing<br />

bracket' for "SetMenuStrip0" is<br />

"ClearMenuStrip()", which must be<br />

called before the window can be<br />

closed,<br />

Menus will generate<br />

"IDCMP_MENUPICK" messages (so<br />

this is added to the window's<br />

3D Look<br />

The 3D look is created by using<br />

bright and dark colours (specified<br />

by 'Shine' and 'Shadow'<br />

pens) to draw borders around<br />

gadgets and other window furniture.<br />

The pens used for doing<br />

this are stored in a "Drawinfo"<br />

structure for each screen. The<br />

user can specify a preference for<br />

the colours using the Palette<br />

preference program.<br />

DrawInfo<br />

A structure associated with each<br />

screen that contains information<br />

necessary for drawing the 3D<br />

look and other Intuition graphics.<br />

This includes, for example, specifications<br />

of the shine, shadow<br />

and menu pens, as well as font<br />

and display aspect information,<br />

/* Extract the menu number and menu item number from<br />

the menu code */<br />

menuNUmber = MENUNUM(menuCode);<br />

itemNumber = ITEMNUM(menuCode);<br />

/* Now decide what to do based on what menu item was<br />

selected */<br />

switch(menuNumber)<br />

case 0: /* Project menu */<br />

/* Only one item; Quit */<br />

if(itemNUmber == 0)<br />

going = FALSE;<br />

break;<br />

case 1: /* Pen menu */<br />

switch(itemNUmber)<br />

case 0: /* Next */<br />

eetFgPen(win, pen4.1);<br />

break;<br />

case 1: /* Prev */<br />

setFgPen(win, pen-1);<br />

break;<br />

case 3: /* Reset (item 2 is the bax1)*/<br />

setFgPen(win, MYINITPEN);<br />

break;<br />

break;<br />

'WA _IDCMP"), and each one of<br />

these messages can indicate a number<br />

of menu selections (this can<br />

happen when you click the mouse's<br />

select button on different items<br />

before releasing the menu button).<br />

The code to handle<br />

"IDCMP_MENUPICK" is therefore a<br />

little more complicated than normal<br />

(see the outline in Example 3).<br />

The core of this is the "for" loop,


which has three parts: initialisation,<br />

loop check, and end-of-loop action.<br />

The initialisation sets up<br />

"menuCode" from the "Code" of the<br />

IDCMP message. The loop check is<br />

that this code is valid and that the<br />

program has not been requested to<br />

quit. The end-of-loop action is the<br />

update of -<br />

menuC<br />

menu selection.<br />

ode" The result of "ItemAddress0" is<br />

tthe ''struct o Menultern*" correspond-<br />

ting to hthe<br />

current selection in<br />

e "menuCode". You can use this to do<br />

nmore eadvanced<br />

things, but in gener-<br />

xal you tneed<br />

only the "NextSelect'<br />

.item. Again, you might like to treat<br />

this as an idiom, It's the body of the<br />

loop that's really important, and the<br />

one for the simple "screenac"<br />

example is shown in Example 4,<br />

As you can see, the menu selections<br />

are couched in terms of menu<br />

and itern numbers land maybe subitem<br />

numbers), extracted from<br />

"menuCode" by the "MENLINUMO"<br />

and "ITEMNUMO" macros. These<br />

numbers relate to the positions in<br />

Next<br />

PowerUp<br />

We told you it was com-<br />

the menu description (see Example<br />

2 again). Our single menu item is<br />

'Quit', which is the first item in the<br />

first menu group. So, if this item is<br />

selected the ''menuNumber" and<br />

"itemNumber" will both be zero_<br />

Other values are also possible, so<br />

even in this fairly simple case we<br />

don't assume that if we get a menu<br />

selection it had to come from 'Quit'<br />

being picked<br />

More on the menu<br />

The fifth example. "screen4,c",<br />

advances further by making a more<br />

useful set of menus (see Example<br />

5). A new 'Pen menu group has<br />

been added, with 'Next', 'Prey' arid<br />

'Reset' items. A nice bar separates<br />

the first two items from 'Reset'.<br />

This requires a more complicated<br />

body for the "for" loop in the<br />

"IDCMP_MENUPICK" case, as<br />

shown in Example 6, To support this<br />

change we've factored the pen<br />

changing code (which updates the<br />

palette gadget) into the function<br />

"setFgPen0" and made "pen" a glob-<br />

al variable. The menu selections are<br />

handled using "switch" statements,<br />

with comments to remind us to<br />

which items the numbers relate.<br />

Take care to note that the bar item<br />

is counted as an item, so 'Reset' is<br />

item number three in the "Pen"<br />

group, not item two!<br />

It's worth noting at this point<br />

that this is a very 'raw' way of handling<br />

menu selections. With larger<br />

menus it becomes rather unman-<br />

ageable. and in those cases it's<br />

worth using the "nm_UserData"<br />

data item (the last zero in each of<br />

the "NevvMenu" structures in the<br />

"mymenu" array) to identify the<br />

menu item or, for the really<br />

advanced, to specify the function to<br />

be called on selection. We'll see this<br />

in a later tutorial.<br />

Tidying up<br />

The final example, "screen5.c",<br />

tidies up the 'handleIDCMPO' function,<br />

which is now rather long and<br />

unwielding_ The main culprits are<br />

the 'IDCMP GADGETLIP" and<br />

"IDCMP_MENUPICK" handling code.<br />

These both depend only on the<br />

"win" and 'intuimsg" to do their<br />

work, so we've factored the code<br />

into the functions "doGadgetUp0"<br />

and "doMenuPick0". Both of these<br />

take a ''struct Window*" and "struct<br />

IntuiMessage*" as arguments, and<br />

are passed the "win" and "intuimsg"<br />

that they need.<br />

These changes again help to<br />

make the code easier to maintain.<br />

As the program grows in both complexity<br />

and in size we will need all<br />

the help we can get in keeping it<br />

readable and understandable, but<br />

still logical.<br />

This month there's lots of scope<br />

for incorporating your own menus<br />

and gadgets. You might also like to<br />

try out some of the screen attribute<br />

tags (those beginning with "SA: in<br />

the header file "inturtioniscreens.h").<br />

See if you can work out how to<br />

make the screen a certain size and<br />

resolution, or how to set the colours<br />

of the pens_ See you next month! •<br />

Jason Hulance<br />

AMIGA<br />

I M I A G A Z I N A l<br />

Further adventures in DIY<br />

Following this month's fascinating AIR<br />

ing, and it's fi nally here.<br />

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phase 5's Power<br />

4 Project XG, we'll have yet another exciting<br />

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the fi rst Powertip cards to taking our TFX<br />

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December issue on sale 13th November


Wired W<br />

This month we take a little break<br />

and look at the lighter side of the<br />

Net, multiplayer gaming.<br />

European Computer<br />

Trade Show is in full<br />

swing. The ECTS, as<br />

W hile it's commonly writing this, known, the<br />

covers every aspect of computer<br />

and console gaming.<br />

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on the PC and it's even coming to<br />

consoles with plug in modems etc.<br />

it's quite obvious that the Amiga is<br />

ideal for Net games with superb Net<br />

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It's also taken until now for people<br />

to think seriously about Amiga<br />

games on the Net. Discounting the<br />

promised but never delivered, Net<br />

Worms from Team 17. A game<br />

which is multiple player Internet<br />

compatible is one of the most entertaining<br />

possibilities to using the Net.<br />

This month we'll look at a couple of<br />

Amiga Internet playable games, how<br />

to create a Net playable game and<br />

what's coming for the future. It<br />

might be an idea to keep an eye on<br />

Paul Burkey's Amiga Net Games<br />

co ukinetlinleco.uk<br />

page NetriS at http://wwwsneech.de7 ) n.<br />

It had to happen, Tetris gains Net<br />

support in this simple four player<br />

Tetris star" d-off that uses AMarquee<br />

HIGH SCORES<br />

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nsimultaneously<br />

over the Net. Sound<br />

'good,<br />

well it's not only good but it's<br />

t free and generating considerable<br />

einterest<br />

in the Amiga Net communi-<br />

vty.<br />

So what do we need to get<br />

eFreeCiv<br />

up and running?<br />

n You will need a 68020 or better<br />

OAGA<br />

or better, AmigaOS 3.0, MUI<br />

p3.8<br />

or higher, an AmiTCP compatibie<br />

eTCP/IP<br />

stack (Miami). a GIF datatype<br />

n and the ixemul and ixnet library V46<br />

oor<br />

higher. This is fairly straight for-<br />

nward<br />

but we also need a 24-bit<br />

aware picture.datatype commonly<br />

referred to as V43 compatible after<br />

the CGraphX picture datatype. Users<br />

of CGraphX can use the V43 picture<br />

datatype, Picasso 98 users already -<br />

nave one and in fact AGA users car<br />

use the Picasso96 picture datatype<br />

from the Picasso archive. This can<br />

be found on the Aminet in •<br />

gfx/board/Picasso96.1ha. I<br />

Here's what you need to get<br />

FreeCiv running and the complete<br />

FTP(Saths, including the stupidly<br />

convoluted path to Ixemul 46, 45 is<br />

the latest on the Aminet. •<br />

From ftp.ninemoons.com<br />

Ixamul 46.0 /pubigeekgadgets/970414/amiga-binfixemul6.0bin.lha.<br />

From the Aminet<br />

FreeCtv 1.0 commttcp/Freecivialha<br />

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Naturally all this software can bfound<br />

on this month's cover CD-


AMarquee<br />

One of the reasons that Net gaming has been so slow in taking off on<br />

the Amiga is that games programmers often have no experience of<br />

accessing the Net via whatever TCP/IP stack the Amiga is using.<br />

Jeremy Friesner has come to the rescue with a shared library and daemon<br />

system called AMarquee. This handles the technicalities with<br />

communicating on the Net and provides a simple communication<br />

method for games programmers.<br />

Gaining access to AMarquee naturally requires that the game, or<br />

parts of it, be programmed in C. Examples are provided and the<br />

archive itself will install AMarquee into a users AmiTCP or Miami<br />

quickly and easily. The result being that AMarquee leaves the programmer<br />

to concentrate on the game and not waste time implementing<br />

networking code.<br />

AMarquee is available in the Aminet path,<br />

comminet/AMarqueel.43.1ha and on the cover CD-ROM, There's<br />

already some small games using the system, so hopefully it won't be<br />

too long before some of the larger games catch on. Perhaps<br />

ClickBoom will consider AMarquee for Net support in their conversions<br />

of top PC games such as Quake and Red Alert.<br />

ROM. Once this software is<br />

installed, ail that remains is to edit<br />

FreeCiv's icon tooltypes to enter a<br />

server to connect to you. One<br />

option to start with is to run the<br />

'civserver• program locally and run<br />

FreeCiv without editing the<br />

tooltypes. Then your client will connect<br />

to your own server so you can<br />

play a game by yourself arid get to<br />

know the ropes.<br />

When you're ready to connect to<br />

another server, simply enter in their<br />

hostname in the SERVER= tooltype,<br />

save the icon and launch FreeCiv.<br />

Away you go! FreeCiv has excellent<br />

online help but it is a complex<br />

game. If you're not familiar with the<br />

original commercial Civilization then<br />

it may be somewhat confusing.<br />

However, it's definitely worth a bash<br />

as being turn based it plays perfectly<br />

over the Internet no matter the<br />

quality of connection<br />

Battle Duel<br />

1<br />

Battle Duel is an artillery/tank . game<br />

,<br />

GingLatic<br />

that has full CyberGraphX and network<br />

support, lots of game modes.<br />

OS compliant GU<strong>Is</strong> and basically all<br />

the hall marks of a well programmed<br />

game.<br />

Unfortunately the game itself is<br />

completely rubbish and is so utterly<br />

simplistic that I can hardly imagine<br />

anyone wanting to waste time and<br />

play against someone else on the<br />

Net, The grapnics are fairly well<br />

drawn and the Net support is excellent<br />

but it seems this is where the<br />

authors ploughed all their efforts.<br />

It's worth checking out to see<br />

how a modern Amiga game should<br />

be implemented in terms of features<br />

and networking. If only this front<br />

end was present on top of the<br />

superb Scorched Tanks or Charr<br />

AMOS artillery/tank games. Perhaps<br />

some day, a developer will take one<br />

of the excellent multiplayer games<br />

and add networking via•Amarquee,/<br />

we can only hope.<br />

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GridLock<br />

GridLock is an older Net link-able<br />

game which is based on a rather<br />

unique puzzle style gameplay_ Again<br />

it is not possible to change the<br />

screenmode and the program<br />

defaults to trying to play via a null<br />

modem link, however by manually<br />

adding an entry into AmiTCP or<br />

Miami's !nett) database, Gridlock<br />

will play via the Internet,<br />

It's an extremely good game and<br />

well worth a try between yourself<br />

and a friend, either locally or via the<br />

Internet. You can find it located on<br />

the Aminet at<br />

gamel2play/GridLock lha<br />

Foundation<br />

Paul Berkey's Foundation is coming<br />

along nicely as we went to press.<br />

The God's-eye-view action strategic<br />

war game claims to mix elements<br />

of Settlers, Warcraft II,<br />

Command and Conquer, Populous<br />

and Mega-lo-Mania together along<br />

IMDlealRM<br />

with several new ideas.<br />

Now, we wouldn't even bother<br />

mentioning this much anticipated<br />

game if It weren't for the fact that<br />

TCP/IP network/Internet gaming<br />

support is being touted as one of its<br />

major features.<br />

This could give the game a whole<br />

new lease of life with competing<br />

players building their towns, cornmanding<br />

their subjects and ultimately<br />

sending them into battle against<br />

the opposing players.<br />

Some other features slated in<br />

addition to the network gaming as<br />

proper CGraphX, even AHI sound<br />

card support and the novel idea of in<br />

game enug-shots from many individuals<br />

in the Amiga community.<br />

Foundation could be hot news on<br />

the Net this Christmas, meanwhile<br />

we've got FreeCiv to tide us over in<br />

the meantime.<br />

Foundation is due to be released<br />

round about November and you can<br />

see Sadenesses Foundation web<br />

site at<br />

http://Www.sadeness.demon.co.uki<br />

foundation.html if you would like<br />

some further information. •<br />

Mat Bettinson<br />

#


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Net God speaks<br />

don't need to remind<br />

Amiga users that even the<br />

most powerful 68060 bas<br />

machines don't compare<br />

favourably to the latest<br />

PCs and workstations. At<br />

least not in the CPU stake<br />

This in mind, it seems<br />

strange that there would<br />

be an Amiga team entered<br />

into the RC5 Secret Key<br />

challenge. Until you consider<br />

that the Amiga RC5<br />

team is actually a study in<br />

the Amiga Net community<br />

and its ability to pool<br />

resources and organise a<br />

common campaign. All<br />

around the world, Amiga<br />

users are bending<br />

University and Work main<br />

frames to the Amiga RC5<br />

cracking effort. Hundreds<br />

more Amiga users have<br />

their Amigas chugging<br />

away at the RC5 cracking<br />

client in the background.<br />

All this is before the Bow<br />

RCS cracking client is port<br />

ed to the PowerPC which<br />

due before you read this.<br />

If the Amiga can reach<br />

#6 in the daily stats with<br />

CPUs that are several yea<br />

behind, imagine what the<br />

could do with PowerPCs.<br />

It's heartening to see the<br />

Amiga Net community<br />

stands together for a corn<br />

mon goal. Give us the ne<br />

generation hardware and<br />

they'll be no stopping usi<br />

84<br />

Feast your eyes on this months gaggle of websites.<br />

Lurking below is a cool E-mail client and a groovy<br />

No Amiga to Waste<br />

No Amiga to Waste is a brand new<br />

Web site which is designed to be a<br />

place where both developers and<br />

users can come together as one, in<br />

order to share ideas and comments<br />

with each other. It appears to work<br />

on the basis that there are Amiga<br />

developers who don't know what to<br />

write and so they go to the No<br />

Amiga to Waste site to get some<br />

idea for a new, forward thinking<br />

super application that the Amiga<br />

should have.<br />

No Amiga To Waste plans to<br />

implement a source code database,<br />

a development tips database and<br />

also an on-line help/chat system via<br />

the web site and IRC. During the<br />

meantime, Amiga users can<br />

includetheir own suggestions to a<br />

variety of different categories of<br />

applications via the web interface.<br />

The No Amiga To Waste's home<br />

page can be found at<br />

bap ://thunderstorms. ora / NATW/<br />

Ifs Up!<br />

Eucalyptus<br />

Eucalyptus is a new ClassAct based<br />

E-mail client which does look<br />

incredibly impressive for a newcom<br />

er to the scene_<br />

Starting out multi-threaded and<br />

MIME compliant is a very good star<br />

but the clean and functional<br />

ClassAct based GUI also adds to<br />

the prof essionality of the new program.<br />

Eucalyptus is in public beta<br />

as of going to press_ it requires OS<br />

2.04, the ClassAct GUI classes isupplied)<br />

and only a single megabyte of<br />

RAM.<br />

Recently the POP mail download<br />

functions of Eucalyptus have beer<br />

activated so that the package is<br />

fully operational for standard E-ma,1<br />

use. If you fancy a crack at a good<br />

looking new E-mail client and don't<br />

mind doing a bit of beta testing<br />

yourself, check out the author's<br />

home page at<br />

htto://www.oeocities.com/Silicon<br />

Vallev/Pines/3517<br />

co-op.<br />

Amiga RCS effort<br />

The RSA Secret Key Challenge is<br />

a competition from the<br />

American RSA cryptography<br />

company to prove that the current<br />

encryption schemes are<br />

insufficient for the Net. The US<br />

government endorsed DEC<br />

encryption standard was<br />

cracked early on by the 1997<br />

Secret Key Challenge. This<br />

involves RSA offering prize<br />

money for cracking the key.<br />

riFrom here, collaborating efforts<br />

arise on the Net which co-ordinate<br />

the CPU horsepower from<br />

many computers towards a<br />

brute force cracking effort.<br />

While DEC has been cracked,<br />

the RC5 algorithm is next under<br />

attack for a total prize money of<br />

910,000. The leading effort to<br />

crack this RC5 key challenge is<br />

the Bovine group. Bovine is a<br />

multi-platform, multi-client<br />

effort which has the Amiga well<br />

represented.<br />

There is an Amiga version of<br />

the cracking client but due to<br />

the astronomical quantity of<br />

CPU power required, the Amiga<br />

RC5 team is more of an exercise<br />

ln Amiga users pooling<br />

resources, usually other computers<br />

with extremely powerful<br />

'CPUs.<br />

CU Amiga Magazine has a<br />

variety of Power Macintosh's<br />

and 68060 based Amigas contributing<br />

over 2 million checked<br />

keys a second. CU Amiga is just<br />

one 'company devoting CPU<br />

power to the Amiga RC5 effort,<br />

greater still is the huge number<br />

of Amiga individuals which has<br />

pushed the Amiga up to #6 in<br />

the daily statistics and 67 overall.<br />

The Amiga RC5 team was<br />

still climbing quickly as we went<br />

to press.<br />

To contribute yourself, check<br />

out the Amiga RC5 team home<br />

page and the other relevant<br />

pages. Here's a list.<br />

1


Mat Bettinson roots out<br />

some of the better Net sites...<br />

Move, and the teddy gets it!<br />

First the UK Robotics Club<br />

home page is a pretty ordinary<br />

affair with little to recommend<br />

in it. The<br />

entertainment lies in the list<br />

of members where you can teleport<br />

yourself to their home pages.<br />

There I found loads of details<br />

about an American robotiCs competition<br />

called 'Robot Wars 97', In this<br />

competition one doesn't compare<br />

engineering skills, oh no. If your<br />

robot can summarily dispose of the<br />

Other robots, you win! There's several<br />

weight classes, manual, automatic<br />

and the incredible<br />

all-against-all melee rounds.<br />

In addition to The Robot Wars<br />

Home Page I discovered a whole<br />

bunch of other cool sites about the<br />

entries, including the winner of the<br />

Robot Wars 97 heavyweight class<br />

Biohazard. For some reason this<br />

EIMITIONIEMPIR<br />

lc xi,<br />

Surf of the Month<br />

chap's ISP complained<br />

about his DIY Tactical<br />

Nuclear Warheads<br />

pages. Still, stay tuned<br />

for the next CU Amiga<br />

DIY scene.<br />

David R! Woloschuk is a<br />

Canadian student with<br />

an exclamation mark in<br />

his name.<br />

Obviously studying the<br />

'Visualisation of Parallel<br />

Program performance'<br />

proved too much and so<br />

he turned to cartoon<br />

strips in his clearly copious<br />

spare time.<br />

The After Life of Bob is<br />

a sequential comic strip<br />

story that tells of the<br />

afterlife of an American student who<br />

appears to die in the first episode. If<br />

you'd like to find out how and what<br />

happens next, then<br />

check Out the archive at<br />

this website<br />

Where has Movie Critic<br />

been all my life? It<br />

requires you to register<br />

by rating at least 12<br />

movies. Big deal?<br />

Wrong! After that it will<br />

present to you a selection<br />

of moyitil6 which it<br />

A Top: Wedge of Doom wins featherweight champimship.<br />

Below: The heavyweight champion 'Biohazard',<br />

buIrs eye on every count for me<br />

though I needed to rate 25 movies<br />

before it became accurate.<br />

This site is the absolute canine<br />

nether regions, so check it out for<br />

yourself.<br />

On the Amiga front, Mark Wilson<br />

AKA Tecno, has been threatening to<br />

fire up an Amiga specific live advertisement<br />

site for some time.<br />

He's finally done it at the AmiBench<br />

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Back<br />

Looking for a specific Amiga article, game review, program, feature,<br />

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Disks XiPand h Primal<br />

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Features A special report<br />

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TUTORIAL<br />

Sound Lab<br />

Pfilf2drrJ1')1111,rd<br />

fffliJiJJIJUB! fill i\adin<br />

It sounds like we've got our wires cr<br />

can use image processors to mangle<br />

edit a sample, you would<br />

use some sample editing<br />

software naturally enough.<br />

N ormally However, if you if you wanted have to<br />

exhausted the effects and options<br />

offered by your audio software and<br />

are still hungry for new ways to customise<br />

your sounds, here's a suggestion.<br />

Image processing software provides<br />

all sorts of interesting func<br />

tions for manipulating images:<br />

morphing, rippling, convolutions, etc.<br />

What if we could apply some of<br />

these processes to audio files? It is a<br />

great idea, but if you try to get an<br />

image processor to load in a standard<br />

format audio file it is not sur-<br />

prising that it will fail. But that does<br />

not mean it is impossible...<br />

From the computer's point of<br />

view, image data and audio data are<br />

no different from each other. It is all<br />

just numbers to a computer. As far<br />

as the computer is concerned, you<br />

could just as easily listen to an<br />

image file as look at one,<br />

Unfortunately though very little, if<br />

any, software allows you to directlydo<br />

these kinds of things. But, with a<br />

little creative exploration it can be<br />

done.<br />

It works like this...<br />

Before we get started, it is Important<br />

to understand some of the inner-<br />

workings of this process.<br />

There is one major difference<br />

between audio and image data.<br />

Audio files are single dimensional, in<br />

that they are played back one data<br />

item (sample) at a time in a continuous<br />

stream (width). Images, however,<br />

are two dimensional in that they<br />

have width and height and are displayed<br />

as such. In order to relate the<br />

two, we need to understand how<br />

audio and image processing software<br />

handles data differently.<br />

For discussion purposes, we will<br />

use a small sampling of raw data<br />

IFigure 1). As audio data, this is<br />

processed as a single stream of<br />

data played back from left to right.<br />

In order to use this as image data<br />

though, it needs to have width and<br />

height. We want to be sure to use<br />

all the data, so it is necessary to<br />

choose our dimensions appropriately.<br />

Figure 1:<br />

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15<br />

We will start with a simple example<br />

that simulates the single dimension<br />

of audio data to recreate a simple<br />

reverse waveform audio effect. To<br />

do so, we will use width = 16 and<br />

height = 1. The image processor's<br />

equivalent of reverse waveform is<br />

the flip function. A horizontal (leftright)<br />

flip of the data in Figure 1 will<br />

result in the data in Figure 2.<br />

This gives us the reversed waveform<br />

that we wanted. Note that a<br />

vertical flip would not have altered<br />

the data at all. Alternatively, we<br />

could have used width = 1 and<br />

height = 16 with a vertical flip, to<br />

achieveihe same effect. Read on to<br />

find Out why.<br />

Figure 2:<br />

15 14 13 12 11 10 9876 5 4 3 2 1 0<br />

That was interesting but not very<br />

exciting or new. We could do this<br />

much easier with most audio waveform<br />

editing software.<br />

To better demonstrate the useful-<br />

ness of using image processing in<br />

this way, we will start again, but<br />

with width = 4 and height = 4.<br />

When loading the raw data in Figure<br />

1, the image processor will arrange<br />

the data in a table based on the<br />

dimensions you give it. Data will be<br />

read in column by column, skipping<br />

to the next row when the full width<br />

is reached. If there is insufficient<br />

data, the remaining will be filled<br />

with zeroes,<br />

ossed, but no, you<br />

your samples!<br />

If there is too much data, the extra<br />

will be ignored. In this case. we have<br />

just the right amount of data,<br />

arranged as in Figure 3.<br />

Figure 3<br />

0<br />

14567<br />

289<br />

10 11<br />

312<br />

13 14 15<br />

Because the data is now arranged<br />

two dimensionally, a horizontal flip (a<br />

single dimension operation) will have<br />

a different effect, resulting in Figure<br />

4. If we were to then reorganize or<br />

store this data one dimensionally, we<br />

would have data as in Figure 5. This<br />

will cause some interesting things to<br />

happen to the sound.<br />

Instead of reversing the whole<br />

waveform as before, it divides it into<br />

four separate parts with four values<br />

in each and reverses each part individually,<br />

all in one simple step. To do<br />

the same thing with an audio waveform<br />

editor would have required four<br />

reverse processes each with a different<br />

set range.<br />

Figure 4:<br />

3210<br />

7654<br />

11 10 9 8<br />

15 14 13 12<br />

Figure 5<br />

3 21 0 7 6 5 4 11 10 9 8 15 14 13 12<br />

In order to do a proper waveform<br />

reverse with data organized in two<br />

dimensions, it is necessary to flip<br />

both horizontally and vertically. If we<br />

now flip the data from Figure 4 verti-<br />

cally (up-down). we get Figure 6_<br />

Storing this data gives a reverse<br />

waveform, again, as in Figure 2.<br />

Figure 6:<br />

15 14 13 12<br />

11 10 9 8<br />

765<br />

4 3210<br />

Now that we have a better understanding<br />

of what happens internally,<br />

we will try working with some real<br />

data. For this tutorial we will use<br />

ImageFX 1.52 from the coverdisk of<br />

June 95 CU Amiga cover disk to do<br />

the data manipulation.<br />

However, the methods described<br />

here can be easily applied to most<br />

image processing programs. We will<br />

also be using two audio utilities<br />

included in the SoundLab directory of<br />

this month's cover CD: Play16 for<br />

audio playback and SOX for audio<br />

format conversion.<br />

STEP 1: Preparing the<br />

audio file.<br />

The problem is that it is very unlikely<br />

that you will find an AIFF, WAV or<br />

other audio file format loader or<br />

saver in an image processor. It is also<br />

unlikely that you will find an image<br />

data loader or saver in an audio<br />

processor. Fortunately, there is a storage<br />

format that is common between<br />

audio and image data formats and<br />

that is RAW.<br />

We have included a sample IFF<br />

audio file for this tutorial: Piano.ifi<br />

(seen in Figure 7 as it appears when<br />

loaded as a RAW graphics file). It is<br />

an 8-bit sound with a sampling rate<br />

of 16,780. To begin, we need to con-


•••••••<br />

..••••••<br />

vert the sound file to RAW format.<br />

SOX is smart enough that it will recognize<br />

what we want it to do, so<br />

from the CLI1<br />

SOX Piano.iff Pianosaw<br />

is sufficient. This will result in the<br />

creation of a new file called<br />

Piano:raw.<br />

STEP 2: Loading the<br />

audio file.<br />

Most image processors do not<br />

specifically contain a RAW module,<br />

and ImageFX is no exception, The<br />

SCULPT image format, however, is a<br />

RAW data format and ImageFX contains<br />

two SCULPT modules:<br />

SCULPT GREY and SCULPT RGB.<br />

The difference between the two<br />

is that SCULPT GREY is an 8-bit data<br />

format while SCULPT RGB is 24-bit.<br />

Because our sample audio file is 8bit,<br />

we will be working in greyscale-<br />

Load Pianosaw. When prompted for<br />

the format, select SCULPT GREY<br />

(Figure 8). Because the RAW image<br />

format does not contain the dimensions.<br />

ImageFX will prompt you for<br />

the width and height.<br />

It is important to use dimensions -<br />

that are large enough to accommo-<br />

•••••-•<br />

STEP 3: Processing<br />

the loaded data.<br />

IMP<br />

- • • • , , . _<br />

ar-•<br />

-<br />

M<br />

- 4 1<br />

E<br />

M<br />

To perform a reverse process on the<br />

sound we need to use the horizontal<br />

and vertical flip transformations, as<br />

explained earlier. Select Transform<br />

(see Figure 11) and then Flip<br />

Horizontal. Then Transform, again.<br />

and Flip Vertical (see Figure 11).<br />

STEP 4: Saving the<br />

data.<br />

In order to playback the new<br />

reversed sound we need to save it<br />

as a RAW data file_ Select SAVE and<br />

then SCULPT for the Save Format.<br />

imageFX knows that this is a<br />

__--a<br />

— _ = -<br />

i<br />

- • = f<br />

-<br />

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date the entire audio file. Generally,<br />

we want dimensions such that<br />

WIDTH • HEIGHT = RAW BYTES.<br />

Piano.raw is 86,700 bytes so enter<br />

300 for the width and 289 for the<br />

height (see Figure 9).<br />

We have instructed the software<br />

to load this audio data as an 8-bit<br />

greyscale image, so the data will be<br />

represented as shades of grey.<br />

When loaded as an image, the Piano<br />

sound looks very different (see<br />

Figure 10).<br />

3<br />

• 4l<br />

i r<br />

Okay I I Cancel ,<br />

Image Width - (pixels): 0<br />

111 IMige Haight<br />

2891116<br />

(Pixels):<br />

Okay I Cancel<br />

•<br />

greyscale image so it<br />

will use the appropriate<br />

SCULPT GREY 8bit<br />

format. Select<br />

SAVE AS and name<br />

the file Piano-<br />

Backward.raw.<br />

STEP 5:<br />

Listening to<br />

the modified<br />

sound.<br />

We could convert the<br />

new RAW file to IFF<br />

format using SOX<br />

before playing it back.<br />

but it is not necessary.<br />

However,<br />

because the sound is<br />

in RAW format we<br />

have to tell the audio<br />

player what sampling<br />

rate to play it back at<br />

Entering the following<br />

in the Shell will do the<br />

trick:<br />

Play16<br />

FREQ16780<br />

Piano-<br />

Backward.raw.grey<br />

We have used the original sampling<br />

rate of Piano.iff for reference here,<br />

but you can try whatever rate you<br />

want. Note that ImageFX automatically<br />

appends a suffix ".grey" to the<br />

name you give it.<br />

STEP 6: The weird<br />

and wonderful.<br />

Earlier we talked about the strange<br />

effect that happens if we only flip in<br />

one direction. To hear it, do one<br />

more FLIP VERTICAL transformation<br />

and save it as Piano-Horizontal.raw,<br />

Because we have already done a<br />

vertical transformation once, we are<br />

now flipping it back again.<br />

Effectively, doing just a horizontal<br />

flip. To hear this weird thing enter<br />

this in the Shell:<br />

Play16 FREQ=16780 Piano-<br />

Horizontal.raw.grey<br />

111111,IM<br />

AGE FX<br />

ORTH ENT<br />

MMGILle<br />

- mulmommm<br />

Avta—<br />

• R o o m<br />

• • • t • 101.1.• tr aolow<br />

• Tycommin<br />

• i..04,Mal•<br />

A It you thought you'd got the most Item our ImageFX 1.6 cover<br />

disk, thilk again: it can be a sample manipulator tool<br />

We have only touched on the basic<br />

procedure here. Next time, we will<br />

delve a little more in depth into this<br />

process. In the mean time, explore<br />

this technique further and if you<br />

come up with anything particularly<br />

exciting please drop me an email.<br />

These ideas are presented only<br />

as a guide to possibilities. Hopefully<br />

they will be used as a starting point<br />

to something new and wonderful. •<br />

Dhomas Trenn<br />

You can contact Dhomas via E-<br />

mail at dhomasigyoungmonkey.ca<br />

Next month<br />

You've made a funny piano<br />

sound - so what? Well next<br />

Flip Horizontal<br />

month we'll be following up<br />

the theory with plenty of<br />

examples of how ImageFX can<br />

be used to really chew up your<br />

sounds like nothing else.<br />

Flip Vertical<br />

AL Mirror , Horizontal I<br />

I<br />

VA 11<br />

VerticalAllit<br />

t<br />

11<br />

11<br />

P<br />

1<br />

Cancel= E L I


TUTORIAL<br />

Desktop Publishing<br />

Protessiokal Page 4.1<br />

Helping you put words on<br />

your page is Larry Hickmott<br />

with a processor that is<br />

both integral to ProPage as<br />

well as a standalone utility.<br />

ord processing ano<br />

desktop publishing go<br />

hand in hand and<br />

Professional Page gives<br />

you the best of both<br />

worlds with not only a powerful<br />

page layout program, but also a very<br />

useful word processor called Article<br />

Editor (or AE for short).<br />

AE can be used in two ways.<br />

One as an integral part of<br />

Professional Page where text on the<br />

page can be sent to AE for further<br />

editing and spell checking. The second<br />

way of using AE is as a standalone<br />

text editor stroke word<br />

processor. The only function that's<br />

missing for this latter use is printing,<br />

but that isn't such a problem as any<br />

text file produced in AE can be printed<br />

Out using any word processor or<br />

DTP application.<br />

Using AE as a stand-alone program<br />

also stretches to editing<br />

scripts and so on for your Amiga. I,<br />

for example, have AE linked up to<br />

my file manager so that when I need<br />

to edit my Start-Sequence and so<br />

on, I can do so using AE and the<br />

click of a right mouse button on a<br />

file, Having suffered from using Ed, I<br />

can heartily recommend AE for<br />

adding assigns to the User-startup<br />

and such like.<br />

You can do this too, because<br />

unlike most word processors these<br />

days. AE is text based with the files<br />

Dovons tor 1111111ssonsi Page Tar<br />

Insert Mode 0<br />

Sums IcsnsG i<br />

Cursor Flash 0<br />

Cursor Width<br />

Numeric Weypad<br />

Tab Spacing 1-4-<br />

I ok I<br />

it produces being ASCII, the most<br />

basic form of text you are likely to<br />

use. This also enables you to create<br />

ARexx "genies" for use in ProPage<br />

with AE.<br />

Getting the most from AE<br />

though does require some knowledge<br />

of its inner workings and<br />

although I don't have enough space<br />

here to explore everything, the following<br />

should help you get more<br />

from the program,<br />

Word power<br />

Lets start looking at AE from a<br />

Professional Page perspective. That<br />

is, using AE from Professional Page<br />

rather than a stand alone program.<br />

The idea behind AE is that when<br />

large amounts of text are required,<br />

it is generally better to type it into a<br />

text based environment (like AEI<br />

rather than on screen in<br />

Professional Page. This is especially<br />

so if you're Amiga ienot accelerated<br />

and your monitor is a single scan<br />

job (like a.1084) or even a TV set.<br />

Lets say you have a letter to<br />

write containing hundreds of words.<br />

You can create the letterhead in<br />

Professional Page but write the letter<br />

in AE before placing it on the<br />

page to print. The way to utilise AE<br />

for such a task is as follows.<br />

Before you can send text to AE,<br />

you need to create a box on your<br />

page Make siffe the box is created<br />

ON T e x t Color<br />

Page Color<br />

Border Color<br />

Title Color<br />

Style Codes<br />

Paragraph Symbol<br />

11111PL"' 1<br />

1<br />

:Itt<br />

DI<br />

Cancel I<br />

A Various aspects of how Al works aid looks can he controlled from the Options requester<br />

which is opened by choosing "Set Options" from the Special menu.<br />

rru ocv r v nos i j a l i g i v r - m t fl 'tt<br />

Pr!fl • C<br />

si<br />

W<br />

-<br />

P<br />

a<br />

t<br />

t<br />

e<br />

F<br />

1<br />

Cut<br />

Copp c F 1<br />

Unmark /Hock . r s<br />

Save I le a r s<br />

Select Don F 4<br />

Select All t r e<br />

Fled r v<br />

Replace F 3<br />

Find N e xt s F 2<br />

Replace N e xt s F 3<br />

A to send lext to the Article Editor known as Al on disk, choose from the Edit menu the item<br />

"Article Editor". The shon-cut for this is "Right Amiga-r.<br />

using the Box tool which is on the<br />

top left of your tool box and not the<br />

Rectangle tool used for creating<br />

structured boxes. Once a box is created,<br />

click on the Text tool and click<br />

once inside the box where you want<br />

the text.<br />

You can now starting typing in<br />

Professional Page or choose the<br />

"Article Editor" item from the Edit<br />

menu to take you to AE. I use the<br />

short cut which is the "Right Amiga"<br />

key and the "forward slash-question<br />

mark" key pressed down at the<br />

WOrtiimoil avow<br />

I _ 14<br />

• SP• • . 1<br />

I 4.0111 I S • %IR. OPE<br />

444 4 4 4 4 4 4 O.s.r...od<br />

AE is a<br />

21:17eful<br />

rAJAM<br />

Ma sore - wards found<br />

4<br />

1<br />

r a n i r l fl , # t<br />

Almiltaliddlit<br />

0<br />

1<br />

1<br />

same time. This keyboard combination<br />

works for sending text to AE as<br />

well as from AE back onto the page<br />

in Professional Rage.<br />

Here's looking at AE<br />

Once you have AE in front ot you<br />

there are some worthwhile things<br />

you should know about this application.<br />

Lets discuss now it looks on<br />

your screen. Because I run a<br />

Productivity screen mode, I have AE<br />

open up on Workbench. This is done<br />

by choosing Screen<br />

A AE isn't that font sensitive. However, the importance of this screen shot is to highlight the<br />

"Guess Spelling" button, which brings up a list of words or word for you to choose Irom. It none<br />

are correct retype the word in the teat gadget containing the misspelt teat<br />

A


Vorensochnase.<br />

,<br />

r<br />

m<br />

a<br />

t<br />

p<br />

t<br />

o<br />

I Aos, Se• I I<br />

I<br />

lii<br />

i<br />

PtI<br />

1 1 1 , 4 1 .<br />

-eee<br />

I bier wit<br />

,<br />

A<br />

1<br />

e 1 flm<br />

IP ,<br />

1<br />

xI ,<br />

a (tor •<br />

•<br />

taut. xt ' 1<br />

soon 1<br />

&ne , tt<br />

arry . ,<br />

•<br />

r<br />

eilt 1<br />

0..<br />

Amid<br />

M-Alao<br />

Kodak .. . 1167:<br />

6°<br />

Cr<br />

Stylus<br />

i . tt<br />

( s r<br />

Dr.. twill<br />

trod/V<br />

at<br />

ie w<br />

th<br />

A You will find that many words in common usage are not in the maim dictionary. Ti correct this<br />

you can create a list of words. get AL to remember to each one as you spell check the file and<br />

then save that list to disk to be reloaded the next time you use AL.<br />

FormatANorkbench from the Project<br />

menu. There are two other choices<br />

available and when you have the<br />

one you want, choose<br />

Environment/Save Configuration also<br />

from the Project menu.<br />

Continuing with the look of AE<br />

on your screen, lets now turn our<br />

attention to the Options requester<br />

which can be made to appear by<br />

choosing "Set Options" from the<br />

Special menu. From here you can<br />

set various settings like the colours<br />

of the background and text for<br />

example. You can also alter the<br />

width of the cursor and the speed at<br />

which it flashes. Icons for text files<br />

saved to disk can be created or not,<br />

depending on how you prefer to<br />

work. Just be sure that you choose<br />

Save Configuration after you make<br />

any changes.<br />

Within AE, there are many other<br />

features worth mentioning. One of<br />

the simplest and yet most useful for<br />

me is the ability to insert a text file<br />

into your current text file. So many<br />

word processors do not allow you to<br />

do this directly but AE does. Most<br />

of my writing for features like this<br />

are written in the more powerful<br />

Protext but even it doesn't allow a<br />

direct insert text function like AE<br />

and it can be so annoying.<br />

Spelling bees<br />

Text typed into AE can also be<br />

checked for spelling mistakes. This<br />

is done by placing the cursor at the<br />

start of the text and then pressing<br />

Alt-8 or choosing "Spell check to<br />

End" from the Commands menu.<br />

Single words can be checked as<br />

well by pressing Alt-7. If the word is<br />

correct, a message 'Spelling is correct'<br />

will appear in the status bar at<br />

IND<br />

the bottom of the AE window.<br />

You will however, come across<br />

many words that are not in AE's<br />

extensive British dictionary Whether<br />

it's a person's name or the title of<br />

your favourite city, it can be annoying<br />

if commonly used words continuously<br />

come up as not being<br />

recognised by AE's spell checker. A<br />

way around this is to click on<br />

"Accept b Remember" in the<br />

"Checking Words" requester. You<br />

can then save all the words you've<br />

told AE to remember, to disk so they<br />

can be part of AE's dictionary the<br />

next time you use the program.<br />

Saving the words to disk is easy<br />

Once checking is finished, click on<br />

the Transpell interface which is a<br />

small rectangular box and then use<br />

the right mouse button to choose<br />

the Dictionary/Save menu item. The<br />

Dictionary menu is the middle one<br />

for Transpell. Give the file a name<br />

.and then each time you use AE,<br />

load that file and your unique words<br />

will be there as part of AE's whole<br />

dictionary of words<br />

Exceptional<br />

Also worth a mention is an<br />

'Exception Dictionary. This again, is<br />

one you create and is used for compiling<br />

a dictionary of words which<br />

are in AE's main dictionary that you<br />

want AE to stop at when spell<br />

checking. Lets take the word 'can't'.<br />

You might have a situation where by<br />

abbreviations like this are out of the<br />

question and as AE won't tell you<br />

about them because the word is in<br />

its dictionary, you create an exception<br />

file with the word 'can't' in it.<br />

This is done by using AE to create<br />

a list of words you want AE to<br />

pull Out when spell checking a file.<br />

Ate dble al &re.<br />

-<br />

13_1_ PPOOMIACAli BOGS lam<br />

riceoStraglim<br />

RAW<br />

Cpu<br />

Rod rodoStroom<br />

818ohyto<br />

ak monohyto<br />

We-Auer (Si<br />

Stylus<br />

DP<br />

Mawr& "<br />

Toolbox<br />

GralfiT<br />

PARINI<br />

,• 11<br />

.<br />

,E111L<br />

1 IS 10 ,ii_<br />

,<br />

l i i , e e<br />

J S P : 1 '<br />

rt mongol<br />

Eti<br />

e<br />

•-• ,• • e a counniuzinota .drrmit<br />

:<br />

London<br />

" . i m y r<br />

al * ta d sy<br />

iGalmical<br />

k1<br />

W. , =J =1J =.:J<br />

s<br />

"."<br />

; u w h r<br />

t<br />

"'<br />

a<br />

o<br />

n<br />

m<br />

o<br />

A When spell checking a file, you may find AL evedooking words That you see as incited ler<br />

your work but are immetheless in the main dictionary and therelore deemed to be correct by AL<br />

This can be avoided by using an Exception file, which is a list ol words saved to disk and then<br />

loaded into the spell checker "Transpell" when required.<br />

cf •OroftsommiNes/ext<br />

I<br />

s<br />

won't<br />

shouldn't<br />

ait's<br />

atone*<br />

awouldn't<br />

c<br />

:<br />

4<br />

Nee tle<br />

.1.-<br />

,<br />

u .licpt...er<br />

Jilt e<br />

s<br />

giptlin#1<br />

ri )<br />

( ...me . I fi nd)<br />

lCromer<br />

ysilo<br />

)<br />

n PaVe utt<br />

11=11<br />

s,<br />

Text<br />

arm<br />

page. These style codes are normally<br />

hidden from view but you can<br />

make AE show you these codes.<br />

This is done by pressing either<br />

"Right Amiga-6" to show codes or<br />

press "Right Amiga-7" to hide them.<br />

This may not seem all that useful,<br />

but you can use this once you<br />

get to know all the codes and how it<br />

works, to format text within AE. Lets<br />

say you want a piece of text bigger.<br />

The code "Vs" tells<br />

ProPage to make the text 24 point.<br />

You could change this while editing<br />

the text in AE to lts and<br />

the text would then become 12<br />

points in Professional Page.<br />

On its own, this revelation may<br />

not be a lot of use but once you<br />

know all the formatting codes for<br />

Professional Page, it means you can<br />

create a piece of text with all the<br />

necessary codes in it and when this<br />

ai<br />

MOE<br />

1113=11111<br />

•A<br />

Se. I , I I<br />

-.••• ,14111 D D I S K 1<br />

141. N N1,1 • 14,••••• v•••.I<br />

A Press "Right Amiga-R" aid you will see is well as your text, style codes used by Professional<br />

Page which dictate how a piece ol text looks on the page. Press -<br />

Right hide these codes. A m i g a - 1 " i n<br />

o r d e r t o<br />

Save the file to disk and then use text is placed on the page in the<br />

the Transpell Exceptions/Load menu main program, the text would<br />

item to load that file into Transpell_ already be formatted. I used this a<br />

Now when you check a document lot in my early Professional Page<br />

which has the word 'can't' in it, AE days when formatting text on slow<br />

will stop at it and ask you for the machines was a real bind.<br />

correct spelling.<br />

Time for one last major feature<br />

Doing it in style<br />

and that's 'Search and Replace'. AE<br />

enables you to look for a word or<br />

I expect many of you will not be series of words, or if required,<br />

aware that when you create a piece search for a word and replace it with<br />

of text in ProPage, that internally. another of your choosing. It can<br />

ProPage uses style codes to<br />

even look for a word that not only<br />

describe how that text looks on the contains the same characters but is<br />

in the same case lupper/lower).<br />

Precious time-saving<br />

This search and replace function is a<br />

real time saver for many tasks,<br />

including times when you want to<br />

format text as explained earlier by<br />

using search and replace to substitute<br />

simple code's of your own making<br />

with the more complicated<br />

Professional Page style codes.<br />

Before I go. I want to urge<br />

ProPage users to look very closely at<br />

this wonderful editor because I<br />

haven't seen a DIP program on any<br />

other platform with an editor that<br />

comes close and when you think<br />

how old AE is now, it just goes to<br />

show how good a job Gold Disk did.<br />

Don't miss next month's exciting<br />

tutorial as we'll be looking at using<br />

pictures with Professional Page. •<br />

Larry Hickmott<br />

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1.7Gig L I 55.00 5 _OG ig Maxtor .L329.95<br />

"Amiga Format Gold Award August '97"<br />

4.Mb Simms _ C I 5.00 I(MI) Simms .160 .00<br />

81),1b Simms 125.00 32Mb Simms_.,C140.00<br />

44pin 3 connector cable £ 5 . 0 0<br />

44p1n 2 connector cable £ 3 . 0 0<br />

40pin 3 connector cable 90cm<br />

AlfaDuo 44pin to 40pin Interface & IDE cables.. .L:<br />

4AlfaQuatro<br />

3x40pin Interface & IDE cables L.39.95<br />

20 DI) floppy disks (50)<br />

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Mouse Mat £ 5 . 0 0<br />

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2 in 1 Scanner/Mouse Pad<br />

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£ 0Accelerator<br />

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All prices include VAT. Please ladd e v£3.50 e r y P&P for items under £30.00, £5.00 IO.00 for items over £30.00,<br />

£8.00 P&P for Scanners, Speakers & 2Hard M Drives, b £10.00 courier for next day. Tax Free Export Orders Welcome.<br />

Golden Image accepts Access. N'isa. Cheques & Postal Orders. £ EWE. 4 Prices 0 subject . 0to<br />

change without nonce. Goods subject to availability. Specifications subject to change mithout notice.<br />

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Accelerator for Al200<br />

Viper MKV 1230 50MHz plus SCSI interface<br />

with 41vlb _II 59.00<br />

with 8Mb _1169.00<br />

with 16Mb.-C199.00<br />

50MHz FPU £ 3 . 0 0<br />

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Logos<br />

Mysteries and meanings<br />

SOFTWARE<br />

;4 1<br />

(4<br />

11<br />

1-<br />

1<br />

2•<br />

11<br />

e<br />

.<br />

,<br />

PERIPHERALS<br />

Solutions to<br />

those everyday<br />

troubles with<br />

your Workbench.<br />

If you need help<br />

getting more<br />

from your<br />

Amiga, just ask!<br />

All your Internet<br />

and general<br />

comms problems<br />

swiftly solved.<br />

Trouble making<br />

your Amiga sing?<br />

We've got the<br />

answers here.<br />

Technical mat-<br />

ters beyond the<br />

scope of plug-ins<br />

and plug-ons.<br />

Answers to<br />

queries on<br />

particular pieces<br />

of software.<br />

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which just don't<br />

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Specific help<br />

with CD-ROM<br />

solutions and<br />

driver problems.<br />

Problems with<br />

art and design?<br />

Help and advice<br />

is at hand.<br />

Printers, monitors,<br />

we'll solve<br />

your peripheral<br />

blues for you.<br />

Zorro without Towers<br />

Now that I have seen the<br />

19<br />

,<br />

2<br />

11;RDWARL<br />

Zorro circuit board it<br />

seems possible to me<br />

that you could have it<br />

external (for those without Tower<br />

systems - like mel in a separate box.<br />

I'm not bothered about a tower. I just<br />

want a gfx card.<br />

Jay, E-mail.<br />

It's certainly a good idea in principle,<br />

but alas probably impossible.<br />

The biggest difficulty is that the<br />

bus boards connect to the accelera-<br />

tor slot with a pass through leaving<br />

insufficient space in a desktop<br />

console style case for the accelerator<br />

to be fitted as well. There are<br />

also likely to be problems with reliability<br />

running all that data down<br />

long ribbon cables. The only suggestion<br />

we can give is that you<br />

contact Eyetech on 01642 713185.<br />

They have a single slot Zorro board<br />

which may fit in your case if you<br />

remove the keyboard and fit a keyboard<br />

adaptor.<br />

680x0 for sale?<br />

I own a Blizzard 1260<br />

accelerator with 1230<br />

SCSI. and I am contem-<br />

EXPANSION plating purchasing a<br />

603 Power Up card. If I use the<br />

68060 processor from my 1260 card<br />

I am left with a lot of redundant hardware.lf<br />

I could purchase a 68060<br />

cheaply enough.1 could sell my 1260<br />

+1230SCSI and defray the cost of<br />

the Power Up card.<br />

(a) Where can I buy a suitable 68060<br />

processor?<br />

(b) How much will it cost?<br />

Tony Poole, CyberLeicester<br />

This is a common question. The<br />

easiest solution is to buy your<br />

Powertip card with a 68K processor<br />

supplied (White Knight: 01920<br />

822321, for example), offer the<br />

200MHz Blizzard 603e+ board<br />

No matter what the level of your<br />

technical problems, if you put them<br />

to our experts they'll try their best to<br />

fathom things out. Also, please<br />

remember to provide us with as many<br />

details on your systems and problems<br />

as possible, to help us in helping you.<br />

costs E399 without anything, up to<br />

E649 with an '060/50<br />

The 68K series chips can be<br />

bought from Motorola stockists.<br />

Future components +44 (0)1753<br />

763000 and EBB +44 (0)1628<br />

783688 seemed like the best bets<br />

to us. You may find that buying<br />

singly isn't such good value we<br />

were quoted from E100.75p for an<br />

'040/25, while White Knight only<br />

put a E50 premium on for this.<br />

However the stockists mentioned<br />

will supply you chips if you want<br />

them, Motorola inform us that<br />

they have the full range in stock.<br />

Ask for part numbers<br />

MC6804ORC?? where ?? is the<br />

clock speed - for instance<br />

MC68040RC50 for a 50 MHz job.<br />

For an '060 ask for XC68060RC50.<br />

Amiga USA<br />

I wonder if you could<br />

help me with a query I<br />

have. I currently have an<br />

Amiga 500 4<br />

A590 20Mb - hard with drive + 2Mb Chip<br />

RAM (therefore a nI<br />

have 2 power supply<br />

blocks). I have a Ferguson MC01<br />

TWmonitor, and use it via the RGB<br />

output on the A500+ with the correct<br />

cable.<br />

My brother, in America. has an<br />

Al200 with internal HD. 6Mb of<br />

RAM, an external HD, external CD-<br />

ROM drive and a modem. He runs it<br />

in PAL mode by default. He's bought<br />

a Pentium 200 with MMX for com-<br />

patibility with work, and no longer<br />

uses his Al200 - which he's giving<br />

me when he visits later on this year.<br />

My questions are:<br />

1) Can I use the Al200 here if I use<br />

my A500+/A590 Power supply ?<br />

2) If I bought a multi-plug/voltage<br />

mains adaptor, if they had the correct<br />

connectors on the end, would<br />

this be able to power the<br />

modem/CD-ROM/Ext HD?<br />

3) Can I use the monitor with the<br />

same cable on the Al200?<br />

Fred, Cyberspace<br />

1. Yes.<br />

2. Yes.<br />

3. Yes.<br />

Gosh, isn't it nice to be able to be<br />

so positive?<br />

CDs are too quiet<br />

Hi! I m a big fan of your<br />

mag I've been reading<br />

it for about 7-8 years<br />

Until now I haven't had<br />

that much in the way of technical<br />

trouble with my A4000, but recently<br />

I have.<br />

I own a Toshiba internal SCSI 4x<br />

CD-ROM drive. It all works fine but<br />

the CD sound is so much quieter<br />

than the computer chip effects, this<br />

causes all sorts of problems with<br />

games and doing serious work<br />

whilst listening to a favourite CD. Do<br />

you have any ideas for increasing<br />

CD output without altering computer<br />

sfx volume?<br />

Thanks for a cool mag.<br />

Chris Brown, virtual reality<br />

Could be a software issue. Check<br />

your CDDA player, they usually let<br />

you change volume levels, and<br />

tend to default low. If this doesn't<br />

solve your problems, you have<br />

another alternative. The output<br />

from the CD drive isn't anything<br />

special, you can just connect it via<br />

a couple of phono leads to a line<br />

input on a pair of multimedia<br />

speakers or a hi-fi system. If you<br />

hav'e a look at the rear of the CD<br />

player you will see that there are<br />

four pins for the CODA out.<br />

The two outside pins are the<br />

right and left audio channels, the<br />

two inside pins are ground lines.<br />

You can rig yourself up something<br />

or make a trip down to your local<br />

computer hardware dealer, who<br />

should be able to sell you a CODA<br />

to twin phono or CDDA to stereo<br />

jack connector, whichever is<br />

appropriate to your equipment. All<br />

this will cost you is a mere couple<br />

of quid.


Super Amiga please?<br />

I recently spotted an<br />

Amiga 2000 in the local<br />

press advertised for E50<br />

so immediately tore the<br />

guys arm off and bought it. I already<br />

own an Amiga500 and an Amiga<br />

1200. I would consider my level of<br />

knowledge to be intermediate. The<br />

chap who sold me the 2000 told roe<br />

that there was a fault on one of the<br />

boards which limited the RAM, (he<br />

was a bit vague on this one).<br />

What I would like to know is, if it<br />

was your machine and you were<br />

interested in sound and graphics<br />

applications. TV and Video, CAD and<br />

so forth inot games!) what would<br />

you do to an Amiga 2000 to make it<br />

an Al supermachine? I would also<br />

like to use its onboard AT board for<br />

PC applications. Are there any good<br />

technical manuals available for this<br />

machine? Could you recommend<br />

any suppliers/repair organisations to<br />

me, who could help me out with a<br />

low budget? What PC bits and<br />

pieces will fit into this machine?<br />

My best regards to you, and<br />

whatever happens please keep your<br />

Magazine going!!!<br />

JLJ Smith, Enterprise.net<br />

Analogic: 0181 546 9575 or Dart:<br />

0116 2470059 are reputable repair<br />

houses with good supplies of<br />

parts. Start there and make sure<br />

that your machine works! Fitting<br />

up the machine to make it a supermachine?<br />

No budget limitations<br />

mentioned? Now that sounds like a<br />

fun question.<br />

First port of call is a new accelerator,<br />

that 68000 is far too slow.<br />

Try a Blizzard 2060 for serious performance.<br />

It's very fast and comes<br />

with a SCSI 2 interface. E399 from<br />

White Knight Technology. You<br />

might consider for real top of the<br />

line performance the Blizzard<br />

2604e 200MHz - that they will sell<br />

you when it comes out shortly -<br />

which costs E930 including an<br />

'060/50. We haven't seen this<br />

board yet, but it combines the<br />

speed of the above board with significantly<br />

improved SCSI 3, and<br />

most importantly a blazing<br />

6048/200 processor, which runs at<br />

seriously Pentium thrashing<br />

speeds. Software support is limited,<br />

but will grow.<br />

When Mac emulation<br />

hits PPC, you'll be able to<br />

run QuarkXpress and<br />

Photoshop at blistering<br />

speeds. Add at least 32Mb<br />

of memory - for the more<br />

serious users it really<br />

isn't worth buying less pricewise<br />

these days.<br />

You'll need to up your ROM --<br />

3.1 is a lot nicer than the 1.3 (or<br />

2.04 if you are lucky) in the A2000<br />

Phone Power Computing on: 1234<br />

851500 and they'll sell you the necessaries.<br />

After that you'd better<br />

get yourself a graphics card, a<br />

necessity for serious graphics use.<br />

The Picasso IV and the Cybervision<br />

64/3D are the market leaders. The<br />

CV64 being the cheaper option,<br />

especially if you don't buy the scan<br />

doubler, which if you don't want<br />

games you probably won't need.<br />

The graphics card will run happily<br />

on a standard PC style SVGA monitor,<br />

so buy the biggest one you<br />

can afford. llyama is a good, quality<br />

brand but there are many<br />

decent budget buys.<br />

CD Rom drive and hard drive<br />

are of course essential. The SCSI<br />

link on the accelerator card can be<br />

used, so get SCSI devices, they'll<br />

be nice and fast. You'll probably<br />

want an HD floppy for PC compatibility,<br />

so ring Blittersoft on 01908<br />

261466 and get one of the Micronik<br />

ones, or check Out the tech-tips on<br />

the subject.<br />

Micronik compatible?<br />

I have lust bought myself<br />

a Blizzard 1240 expansion<br />

card and I intend to put it<br />

inside a tower (about to<br />

convert my computer as per your<br />

brill tutorials). I saw the Micronik<br />

adverts for their ready adapted towers<br />

that the motherboard goes<br />

straight into, but I remember hearing<br />

that the Blizzard<br />

1240 does not<br />

like the<br />

1-Lui<br />

Tech Tip<br />

A common question<br />

people ask is how<br />

they can get a High<br />

TECH TIPS Density floppy drive<br />

for their Amiga. It gets pretty<br />

complex when you get into the<br />

subject, largely because towards<br />

the end of the <strong>Commodore</strong> era<br />

and during the Escom era, there<br />

were a lot of rather weird decisions<br />

on the floppy drive front.<br />

One of the offshoots of this is<br />

that a number of Al200s, includ-<br />

ing all Escom machines, were<br />

actually shipped with HD floppy<br />

drives. They don't work as HD<br />

because there isn't the hardware<br />

capability to write data to them<br />

at the correct speed, so data is<br />

written to them at half speed to<br />

make them work as a DD floppy.<br />

One rather nasty offshoot of this<br />

is that these machines throw a<br />

wobbler if you feed them HD<br />

disks. True DD drives will happily<br />

format HD disks as if they were<br />

DO, but an HD drive knows they<br />

are really HD and gets lost.<br />

A well known trick is to cover<br />

up the second hole on HD disks,<br />

it is this the drive uses to identity<br />

them as HD. It allows the HD<br />

mechanism to work fine as a DD<br />

mechanism, but doesn't give us<br />

HD. Up steps gcrdisk.device, a<br />

software solution.<br />

Yep, that's right. Dr Ercole<br />

Spiteri MD of Malta has written a<br />

device driver to read and write<br />

1.44MB of data using these dri-<br />

Micronik busboard. I know they now<br />

have several models, is this true or<br />

just a rumour, and does it persist on<br />

all models or lust the first one - I<br />

think), And what is the problem?<br />

Tom, tungsten@enterprise.net<br />

There may have been some problems<br />

with the original form of the<br />

board, but the current revision is,<br />

we are told, fully compatible. The<br />

problem is with the case. The chip<br />

on the Blizzard 1240 is mounted in<br />

such a way that the fan fouls the<br />

plastic support work of the tower.<br />

You can fix it with a hacksaw, but<br />

we don't advise making the cases<br />

less stable than they already are.<br />

However. Blittersoft claim<br />

the height to the accelerator<br />

the Zorro board pass<br />

through gives, lifts it clear<br />

of the obstruction, so it's<br />

only a problem with non<br />

Zorro'd up towers.<br />

ves. By just installing his software,<br />

you get an HD drivel<br />

Sounds great, but there are<br />

two drawbacks. One is that it<br />

only works on some drives, the<br />

other is that it will not read PC<br />

formatted disks, If PC formatted<br />

disks aren't important, then by<br />

all means, give it a go and see if<br />

it works on your machine.<br />

Otherwise you'll have to buy a<br />

new drive.<br />

Because of the slightly non<br />

standard nature of Amiga floppy<br />

disks, you cannot just plug PC<br />

HD floppy drives in and expect<br />

them to work. You have to bodge<br />

it. There are two types of Amiga<br />

HD drive, special drives which<br />

run at half speed and standard<br />

PC floppies with a buffer. The<br />

E59.95 Micronik (Blittersoft,<br />

01908 261466) device is the former,<br />

the E69.95 Power XL Power<br />

Computing, 01234 851500)<br />

belongs to the latter category.<br />

The final alternative is to scrap<br />

the whole Amiga floppy drive<br />

interface and go for something<br />

more sophisticated.<br />

This is something we'll probably<br />

see in any next generation<br />

Amiga, alternatively jump in and<br />

get a Catweasel. Ideally you<br />

would be able to plug an industry<br />

standard HD mechanism into<br />

your Amiga and off you go,<br />

something you can't currently do.<br />

Perhaps the subject of a future<br />

DIY article?<br />

Show me GT<br />

My kids have discovered<br />

the Disney web site, and<br />

decided to download a<br />

14Mb mov file. God<br />

knows how long that took! lit'S<br />

going to be coming Out of their<br />

pocket money).<br />

Anyway, could anyone tell me if it<br />

is possible to view this file on my<br />

Amiga (Al200/040, 32Mb RAM).<br />

rvetried dathtypes, but can't<br />

seem to find one. I have all of the<br />

CUCD's, 2 through to 12, so if anybody<br />

could tell me of anything that<br />

is on them then I would really appreciate<br />

it. Thanks.<br />

Mark, via e-mail<br />

The .mov suffix is an indication<br />

that the file is a QT or Quicktime<br />

format movie. The quicktime play-<br />

er CIT ought to do the trick, and<br />

you will find it on CUCD10,<br />

amongst others.


011.<br />

-•<br />

•••<br />

•••••••••<br />

• - • -• • •<br />

•-•<br />

,<br />

0<br />

• - • •<br />

• 14 15510 1TITY! •<br />

r /1.<br />

Parallel scanning<br />

PCMCIA<br />

•<br />

o • - • • • •<br />

•••-••••••<br />

I • • • • •<br />

•••••Min<br />

A took at the trout left corner of your Al200 motherboard and it will look something like this.<br />

The two pads marked IP1 and TP2 are test points, we tell you how they can reset your Amiga.<br />

If I read your article right<br />

you seem to indicate that<br />

there is no Parallel driver<br />

PtRiPHERALS software for the Amiga<br />

and that the Epson scanner from the<br />

first computer centre is a SCSI<br />

device. This is not so! The gt-500 is<br />

a parallel connection scanner, this<br />

surprised me as I was expecting it<br />

to be SCSI, It is also a pain as it<br />

means disconnecting the scanner<br />

whenever I want to do a printout,<br />

The software used for this scanner<br />

is Powerscan Professional which<br />

is also from the first computer centre.<br />

I hope you don't think I am nitpicking<br />

but every Amiga owner<br />

needs all the help we can give and<br />

without your questions and answers<br />

section I might have thrown my<br />

Amiga Out of the window long ago.<br />

Steve Dukes, Information Super<br />

Highway<br />

Not at all! We were hoping that<br />

someone would eventually come<br />

up with a better answer. After<br />

looking at about a dozen or so<br />

scanner drivers that were all indi-<br />

cating SCSI only we were well and<br />

truly stumped.<br />

The GT500 is a parallel or a<br />

SCSI device, as the three Gtxx drivers<br />

we looked at worked on the<br />

SCSI version only. Thankyou for<br />

the info!<br />

Reset buttons<br />

After reading your feature<br />

on 'Build your own<br />

tower' I have successful-<br />

ly placed my Al200 into<br />

a gorgeous looking (large) midi<br />

tower Ithe PC Keyboard adaptor was<br />

bought from dart electronics in<br />

Leicester - very good indeed)<br />

Anyway, I was wondering if there<br />

was any way of hooking up the<br />

reset button on the front of the<br />

tower case so that it works? I can<br />

still reset from my keyboard, but,<br />

you know... those finishing touches,<br />

Thanks if you can help me out, if<br />

not, thanks anyway for showing my<br />

how to make my Amiga look more<br />

like a computer!<br />

Russell Goodman, Information<br />

Super Hypeway<br />

This was something that got left<br />

out of the 'Build your own Tower'<br />

feature for a simple reason - the<br />

wiring of a switch to the keyboard<br />

reset line is actually a complex bit<br />

of electronics, beyond the scope of<br />

that feature. One of the nice<br />

things about the Ateo Keyboard<br />

Interface we mentioned in the article<br />

is that it comes with a reset<br />

line on it that the reset plug on<br />

the tower can be plugged straight<br />

into. You can contact Ateo on:<br />

01705 790211 if you are interested,<br />

Since writing the article, we<br />

have come across a solution. This<br />

requires a bit of soldering, and we<br />

feel we ought to warn you that<br />

you do this at your own risk, but<br />

here's the reset button hack.<br />

Look at your Al200 motherboard,<br />

at the front left hand corner<br />

by the PCMCIA slot you will see<br />

two rows of solder pads marked<br />

TP1 and TP2 (see above diagram)<br />

If the 2 pads on TP1 nearest the<br />

edge of the motherboard are connected<br />

together, the computer<br />

resets. If you are handy with a soldering<br />

iron you can solder a couple<br />

of header pins to the pads and<br />

just slot the reset button connec-<br />

tor over this. As these pads are<br />

solder filled, this is a tricky piece of<br />

work and if you do not know what<br />

you are doing you might damage<br />

the PCB. If you don't fancy this, cut<br />

the connector of the wire, bare the<br />

wires and carefully solder them<br />

down onto the pads, making sure<br />

they don't touch any other pads,<br />

These pads are test point pads.<br />

We aren't 100'/0 sure that using<br />

these pads for a reset is what they<br />

are intended for, but it works and<br />

we have done it numerous times<br />

without damage. Maybe someone<br />

out there with a repairs manual<br />

can tell us!<br />

PPC b CDR<br />

XPANSI111.<br />

I have just finished reading<br />

CU Amiga August edition<br />

and see that some<br />

advertisers are showing<br />

the new PPC. So now I have some<br />

questions:<br />

1) Do I need a Tower to PPC<br />

176MHz 603e Et SCSI-2 for my<br />

Al200? I already have a Blizzard<br />

1230 IV accelerator with 4 Mb RAM,<br />

do I need to remove this card then?<br />

In the ad there are two prices, one<br />

with 50MHz 68030 and one without,<br />

what is the difference?<br />

50<br />

P r<br />

2) I want to buy some more RAM! I<br />

already have 6Mb but want 16Mb<br />

RAM totally, what is the best solution<br />

for that?<br />

3) I need a CD-ROM, and saw HiSoft<br />

is selling Squirrel CDR CD-ROM and<br />

I liked what it could do. <strong>Is</strong> it true that<br />

I can write my own CD's and record<br />

music for use in normal CD players?<br />

If I buy that CD-ROM does it have<br />

it's own power supply? If it does can<br />

I get cables modified so I can use it<br />

in Norway? I don't know anyone in<br />

Norway that sells Amiga hardware.<br />

Trond A Efraimsen, Norway<br />

1. Yes, basically these are designed<br />

to fit in towers. It may be possible<br />

to get away with using one without<br />

a tower, but it isn't advised. CE<br />

marking of these boards is, we<br />

believe, dependent on them being<br />

sold as tower system boards.<br />

2. The PPC board replaces your<br />

current accelerator. The board<br />

takes a 68K series chip as well as a<br />

PPC chip to ensure reliability. The<br />

board is sold without, so you can<br />

take the chip from your current<br />

board and slot it in, or with if you<br />

do<br />

,<br />

not currently have an appropriate<br />

chip.<br />

per disk<br />

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BUY 10 DISKS PICK 1 DISK FREE FOR ANY ORDER PLEASE ADO 75P p+p<br />

FREE C ATALOGU E FREE GAME<br />

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3. We haven't been sent one for<br />

review yet, but yes, it allows you<br />

to write your own audio or data<br />

CDs. The power supply will be<br />

designed for 240v AC supply,<br />

which as far as we know will work<br />

across the U. We aren't really<br />

experts on Norwegian electricity<br />

supplies, but as far as we know<br />

you use that too. If not, I'm sure<br />

that an electrical supplier will sell<br />

you a voltage converter.<br />

As for no-one in Norway selling<br />

Amiga gear, there's a company<br />

called Applause (tel: 61 19 03 80)<br />

but unfortunately we don't know a<br />

lot about them.<br />

Beginners expansion<br />

I have just bought an<br />

Al200 and would like<br />

to upgrade it as the<br />

EXPANSIO disks on your magazine<br />

usually need more than the<br />

2Mb standard memory. I have no<br />

knowledge of computers at all,<br />

could you help me out?<br />

Firstly, if I fitted a RAM card with<br />

8Mb and a 33MHz FRI. could I fit<br />

more memory later? Secondly, could<br />

I do similarly with an 50MHz FPU?<br />

T.Graham, Newcaste upon Tyne<br />

There are some non-standard<br />

boards available, so remember to<br />

check that you are buying one<br />

with a SIMM socket, These sockets<br />

allow SIMM memory boards to<br />

be plugged in. If you want to<br />

upgrade at a later date, then all<br />

you have to do is just purchase a<br />

larger SIMM and swap it over with<br />

the old one.<br />

You will find that FPUs are a bit<br />

more complicated than this. You<br />

can't just drop a new one in and<br />

have it go faster, as the speed<br />

derives from a crystal oscillator<br />

clock. Usually if you buy a new<br />

FPU you get a new crystal with it,<br />

and on this occasion it's a matter<br />

of plugging the new crystal and<br />

the new FPU chip. This aside, we<br />

don't recommend getting one of<br />

these FPU plus memory boards.<br />

The cost of accelerator boards,<br />

which speed up everyday functioning<br />

of your computer, are now<br />

around the same cost as memory<br />

only boards. It is possible to get a<br />

33MHz FPU and CPU for under<br />

E80. This will speed your machine<br />

up to around 3-4 times as much as<br />

the memory board alone would do<br />

for most functions. A SIMM can be<br />

bought separately and plugged in,<br />

and you should expect to pay<br />

under E30 for an 8 Mb SIMM or<br />

around E50 for a 16Mb SIMM,<br />

A to Z<br />

B is for_<br />

B2000<br />

Once again John Kennedy is your trusted<br />

guide, assisting you on your journey through<br />

the great wide-world of Amiga-speak.<br />

Unofficial name of an improved version<br />

of the 42000 Amiga, a 68000<br />

based Amiga in a desktop case<br />

with separate keyboard.<br />

Backdrop<br />

A special type of Window, lacking<br />

borders. It appears behind all other<br />

windows open on the current<br />

screen. The Workbench can open<br />

as a backdrop window using the<br />

first item in the Workbench menu.<br />

Baud<br />

Measure of the speed of transfer of<br />

data via the serial ports, close to<br />

the number of bits per second.<br />

BCPI<br />

Programming language, similar to C.<br />

A lot of the Amiga's original operating<br />

system was written in BCPL.<br />

Big Box<br />

Slang term for an Amiga which<br />

wasn't integrated into a single unit<br />

comprising a keyboard and main<br />

system unit: in other words, the<br />

A1000, 42000, 43000 and A4000.<br />

As well as an external keyboard,<br />

the Big Box Amiga's had Zorro slots<br />

which made it possible to add extra<br />

peripherals such as graphics cards.<br />

Binddrivers<br />

An AmigaDOS command, which is<br />

required by hardware which doesn't<br />

autoconfigure. As most hardware<br />

does suppprt autoconfig, it is rare<br />

to need Binddrivers.<br />

Bindmonitor<br />

ArnigaDOS command used to create<br />

new graphics modes and<br />

assign them names. Rarely used.<br />

Bit<br />

The smallest item of storage. A bit<br />

can only be on or off. which is "1"<br />

or "0" in binary arithmetic.<br />

Bitmapped fonts<br />

Amiga fonts are of several types:<br />

bitmapped fonts the most basic.<br />

and are simple graphic images<br />

which get blocky when enlarged.<br />

Bitplane<br />

The Amiga stores graphics in bit-<br />

planes. The colour a pixel appears<br />

in depends on the pattern of bits<br />

spread through the bitplanes. The<br />

more bitplanes. the more colours<br />

can be open at once. With a single<br />

bitplane, pixels can only be one of<br />

two colours. With eight bitplanes.<br />

pixels can be of 256 colours.<br />

Blanker<br />

Name of the standard Amiga screen<br />

blanker program. Blanker is a commodity<br />

program, and may be forced<br />

to be active all the time by being<br />

copied to the WBStartup directory.<br />

Blitter<br />

Amiga hardware, designed to make<br />

copying data as quickly as possible.<br />

Given a source and destination, the<br />

Blitter could copy data held in Chip<br />

RAM whilst the 680x0 processor<br />

did other things. It was ideal for<br />

creating software sprites. The<br />

Blitter could also draw lines, and<br />

was once called the "Bummer".<br />

Blizzard<br />

Popular make of accelerator card<br />

for the 41200.<br />

Blitz Basic<br />

Powerful programming language,<br />

based on BASIC but with many<br />

additions to make the most of the<br />

unique Amiga hardware. Latest versions<br />

include support for the AGA<br />

hardware.<br />

Block<br />

A group of data, for example, a<br />

block of data on a disk consists of<br />

512 bytes.<br />

Boot<br />

When a computer is switched on, it<br />

needs to boot or load its operating<br />

system. The Amiga will boot its OS<br />

from either floppy or hard disk.<br />

Boot menu<br />

Hold down the two mouse keys<br />

whilst the Al200 or A4000 boots,<br />

for the boot menu. You can then<br />

disable hardware, select the AGA<br />

chipset emulation mode or alter the<br />

disk drive to continue loading from.<br />

Break<br />

An AmigaDOS command used to<br />

force a running script to halt.<br />

QtA<br />

Breakpoint<br />

A special marker inserted into a<br />

program by a programmer which<br />

causes the code under test to<br />

freeze, This enables the programmer<br />

to examine the current state of<br />

the computer and so help track<br />

down any bugs.<br />

Bridgeboard<br />

Hardware used for PC emulation.<br />

Bridgeboards contained PC processors<br />

(usually 286 or 386) which<br />

allowed Big Box Amigas to act as<br />

true PC compatible systems. Part of<br />

the functions of the Bridgeboard<br />

was to bridge the gap to the set of<br />

ISA slots present, thus allowing the<br />

use of PC graphics cards. At the<br />

moment, the GoldenGate 2 card is<br />

the only bridgeboard available. It<br />

doesn't include a PC processor. but<br />

it's possible to use a limited range<br />

of PC hardware in suitable Amiga&<br />

BRU<br />

AmigaDos command. for "backup<br />

and restore utility". A better-thannothing<br />

program for making backups<br />

of important data.<br />

Brush<br />

A shape clipped from a larger<br />

image, usually done from within an<br />

art program, but often used to refer<br />

to any small graphic image.<br />

Buffer<br />

An area of memory used to temporarily<br />

store data. For example.<br />

the disk drives use buffers to store<br />

data in order to speed up operation.<br />

When data is read, more than<br />

is actually requested is read and<br />

stored, Next time data is requested,<br />

it's supplied from the buffer.<br />

Bug •<br />

An error in software or hardware.<br />

Buster<br />

Custom chip in the A4000 responsible<br />

for looking after the Zorro ill<br />

slots. First versions were flawed.<br />

and caused some high-performance<br />

cards to fail.<br />

Byte<br />

Eight bits of data make a byte. A<br />

byte can store a single character of<br />

text, or a number from 0 to 255,


Make yourself heard. Send your<br />

views and opinions to Backchat,<br />

CU Amiga, 37-39 Mil!harbour, isle of<br />

Dogs, London El 4 9TZ, UK. Or<br />

E-mail to backchat@cu-amiga.co.uk<br />

The kids want Java<br />

I was one of loose faithful Amiga<br />

users who was lured away from the<br />

Amiga to a PC a good while ago by<br />

the likes of X-Wing. Now I've got a<br />

few years of PC behind me I can<br />

quite truly say that I am sick to death<br />

of the machines. Buggy, bloated and<br />

slow are three things which spring to<br />

mind when I think of PCs.<br />

Anyone who knows anything<br />

about computers knows that PCs are<br />

pretty dodgy but everyone uses<br />

them. So why? Its got to be the soft<br />

ware support. The first thing I was<br />

taught about buying a computer on<br />

my college/university courses was<br />

"go for the software". So when I saw<br />

this "20 Ways to Save the Amiga"<br />

article (CU Amiga September 97) I<br />

was a little shocked to see so little<br />

mention of software and that Java<br />

got two measly sentences Don't you<br />

realise what a gateway to a whole<br />

world of software a good Java virtual<br />

machine would be?<br />

100<br />

Without Java you'll have Amiga<br />

developers working on the Amiga.<br />

With Java you'll have Amiga, Unix,<br />

PC, Mac developers, all working on<br />

applications which run on an Amiga.<br />

Take advantage and tap these applications<br />

by writing just one decent<br />

interpreter. PS: Java has Microsoft<br />

running scared and anything which<br />

does that has got to be a good thing.<br />

Chris Kemp, via E-mail<br />

Couple of quickies<br />

I have two questions about the<br />

September issue (Vista Pro):<br />

1 Why was the reader drawer so<br />

bare?!<br />

2 Why did you not include Terraform<br />

with Vista Pro?<br />

That's it for now, I'm looking forward<br />

to the next issue, and having a<br />

look at TFX. I just hope that it's<br />

playable on my 1200.<br />

rommoso 1<br />

Stephen Thornber, via E-mail<br />

A Another picture of TR: not a disappointment and actually a bliodingly good game alter all,<br />

according to the Hood of comments from bogey-picking readers.<br />

I<br />

c at<br />

1. Basically because reader contributions<br />

dried up a bit around that<br />

time. That's summer for you...<br />

2. Terraform is the same as<br />

GeoMorph, but NTSC only.<br />

GeoMorph was on the CD and<br />

amazingly, the disks as well.<br />

F117a Stealth mag<br />

May I too express thanks at the<br />

impending release of TFX on the<br />

October cover disk, One thing worries<br />

me though. My September<br />

CUCD came minus the CG Fonts for<br />

some strange reason and given the<br />

alleged stealth capability of TFX will I<br />

spend all of September searching in<br />

vain for it?<br />

Lastly. I suggested you release<br />

TFX on a CUCD some months ago in<br />

the survey. How many other magazines<br />

would actually sit up and take<br />

notice of one reader and even con-<br />

sider a suggestion?<br />

Cheers! You've proved once again<br />

it can be done and that you are still<br />

the Creme de la Creme! With friends<br />

: like you the Amiga can never die!<br />

Allan Brown (yes that one)<br />

via E-mail<br />

Would that be the Allan Brown<br />

who said he wouldn't be turning<br />

up at the World of Amiga Show<br />

because our promise of displaying<br />

TFX wouldn't have been kept? Well<br />

look on the bright side: they say<br />

egg is good for the complexion.<br />

Presumably you managed to find<br />

the TFX issue. If you missed it for<br />

any reason, contact our back issues<br />

department pronto before stocks<br />

sell out<br />

The march of time<br />

I remember when I had to tidy up a<br />

pile of Amiga magazines in the corner<br />

of the room_ Just looking<br />

through them made me re-live all<br />

those years I have been with my<br />

Amiga (cue the soft-edged, flashback<br />

effect).<br />

My oldest CU Amiga is the<br />

November 1992 issue, announcing<br />

the launch of the A4000. "Wow" I<br />

thought, "I'll have to get one of<br />

those". But as I flicked through the<br />

issues I noticed the full spread ads<br />

from Ocean, DMA, Team 17, Core,<br />

lndi Direct etc, and I felt a pang of<br />

loss of the Amiga being truly great.<br />

In those days there was a new<br />

game out almost every week (or so it<br />

seemed), new hardware and thick<br />

copies of CU Amiga. It seemed to<br />

me that the Amiga has lost something<br />

which made everyone want<br />

one. And with mist in my eye I felt<br />

those days will never come around<br />

again... But, looking through the features<br />

one thing struck me. It was the<br />

'people' using the Amiga in imaginative<br />

ways that made it what it wasfis.<br />

Then I realised the Amiga can be<br />

great once again, to have a new<br />

influx of Amiga users devoted like<br />

we are to our beloved machine. It<br />

needs new software as much as<br />

hardware, but where from? Years<br />

ago cheap home computers were<br />

great, but today if you expect fast<br />

rendering, cool games and so on,<br />

don't expect them to be developed<br />

on a small home micro any more_<br />

Developers as much as new<br />

users have to be attracted back to<br />

the Amiga. To do this people who<br />

already own Amigas must upgrade if<br />

they want the Amiga to have new<br />

software for the future. And I mean<br />

really upgrade; hard disks, PowerPC.<br />

RAM, a graphics card (if you can't fit<br />

a graphics card stick it into a tower —<br />

then get a graphics card), CD-ROMs,<br />

so developers can develop new<br />

produ6ts for the Amiga.<br />

If you expect Amiga International<br />

to deliver a new computer with lots<br />

of ace software in the next few<br />

weeks, think again. They need our<br />

help as much as we need theirs.<br />

Upgrade and show developers you're<br />

willing to spend the money and time<br />

doing so. it might result in the Amiga<br />

being great again. Even if it doesn't.<br />

you'll have a great system and you<br />

can hold your head up high when<br />

people ask you what computer you<br />

have. Instead of mumbling, 'Erre..


Letter of the month<br />

Back from the brink<br />

rye been interested in computers<br />

for 15 years now, first a ZX<br />

Spectrum, C64, Amiga 500, and<br />

then a couple of years ago I bought<br />

a Pentium PC as there was so<br />

much software/hardware for it and<br />

the Amiga seemed to be dead. I<br />

have now just bought myself a<br />

second-hand .<br />

Al200 well boring. I am now spending<br />

aevery s waking hour on a great com-<br />

tputer h that e is so easy to use, has<br />

Psome excellent C software, and<br />

idoesn't s require , a degree to use to<br />

its full potential. I can now read<br />

decent magazines (like CU Amiga)<br />

rather than magazines which are<br />

990 page advertisements and 10<br />

pages of articles. I shall now be<br />

an Amiga" and getting a reply<br />

"what's an amoeba?" you will quietiy<br />

tell them about the new PowerPC<br />

you got that can do 230 MIPS, has<br />

an efficient OS that can run in 512K,<br />

that is friendly and easy to use.<br />

Tell them about how good it is for<br />

"creative" use, and you can run a<br />

web browser, word processor and a<br />

paint package and doesn't require<br />

lots of memory to do this "multitasking".<br />

and be proud of your machine. I<br />

know I will. "We shall not go quietly<br />

into the night..."<br />

Mark, Engineered Reality, Amiga<br />

Division<br />

Earth calling Cumbria<br />

I am writing to see if you can help,<br />

live in the South Lakes area of<br />

Cumbria (Kendal to be exact) and I<br />

would like to get together with fellow<br />

Amiga enthusiasts in the area with a<br />

view to setting up a user group if<br />

A When the Pi4000 was in shod trousers_<br />

see The March of lime tor was it November?).<br />

adding to my system often (a<br />

tower case and CD-ROM are immi-<br />

nent) and I can't wait until Gateway<br />

start bringing Out some new<br />

machines! Goodbye MicroSoft...<br />

Hello Amiga!<br />

Andy Riding, N London<br />

Now there's a letter you don't get<br />

every day, and we didn't make it<br />

up either. It's stories like these<br />

that need to be conveyed to the<br />

masses of confused and unsatisfied<br />

PC users around the world<br />

who have never experienced the<br />

wonders of the Amiga because<br />

they've never even heard of it.<br />

Here's a new theory: how about<br />

promoting the Amiga? Chuckle...<br />

there is sufficient interest.<br />

Could you please print my E-mail<br />

address as detailed at the bottom of<br />

this mail in your letters page. Well<br />

done on continually striving to<br />

achieve a better mag, it gets better<br />

every month!. I've just read<br />

September's issue and I really like<br />

the DIY section. Can't wait till<br />

October's magazine. Long may CU<br />

Amiga reign supreme.<br />

Clive Thomas<br />

clivet@netcomuk.co.uk<br />

but not that good<br />

Just a few lines to congratulate you<br />

on the quality of your magazine, tern<br />

pered with one small complaint.<br />

While I accept that not all software<br />

will run under 0S2, I have<br />

noticed a couple of cases of CU<br />

Amiga claiming that softtvare is 0S2<br />

compatible when it is not, Recent<br />

examples include the Storm C demo<br />

mounted on the cover disk of the<br />

August issue and the web browser<br />

round-up in the same issue.<br />

Fortunately I have Kickstart 3 softkicked<br />

onto my A500 Plus, so I can<br />

use these programs using<br />

Workbench 3 from a second-hand<br />

Al200 (I have more memory on the<br />

5001. I hope that this will riot be a<br />

recurring problem in what is essentially<br />

a well-advised magazine,<br />

Your coverage of all things<br />

Internet-related has spurred me to<br />

get online, and it's great to see<br />

things moving in the Amiga scene<br />

again All the best for the future.<br />

Vince Hodgson, Leicester<br />

It's easy to make these mistakes<br />

when things get busy (and they do<br />

get very busy around here!) but<br />

that's no excuse. We'll try harder<br />

next time.<br />

The next generation<br />

No doubt your article on the 'Next<br />

Generation' Amiga will have opened<br />

a proverbial can of worms, and<br />

responses will be coming in thick<br />

and fast (hey, sounds like a PC I<br />

know) so keep this brief.<br />

The so called next generation<br />

machine has, for most people I suspect,<br />

been invented already. I am, of<br />

course, talking about the phase 5<br />

A\Box_ If Gateway 2000/Amiga<br />

International were to get together<br />

with phase 5 and PIOS to convert a<br />

new improved Workbench 4 to<br />

PowerPC native code, and take the<br />

A\Box as the blueprint for the new<br />

official machine, then the Amiga<br />

would truly be back for the future<br />

Such a machine should have a<br />

PowerPC version of PC-Task/PCx<br />

bundled with it as well. PowerPC<br />

chips are far better suited to emulate<br />

something as backwards as a<br />

push/pop accumulator x86 Intel chip.<br />

This way, the potential new owners<br />

could take their PC software with<br />

them, as this would be one of the<br />

largest stumbling blocks any new<br />

machine would face because of the<br />

Wintel monopoly (forget Apple<br />

everyone else has). Once the user<br />

base is established, the purely native<br />

Amiga software can be delivered in<br />

confidence owing to the decent<br />

sized user base.<br />

The Amiga needs the 'Wow' factor<br />

putting back into it. and I would<br />

think that every Amiga owner agrees<br />

that the A\13ox is the design to do it.<br />

With stunning graphics, excellent<br />

audio, and seriously fast CPUs, it<br />

sounds like a certain machine did<br />

way back in 1985 against the competition<br />

of the day...<br />

Neil Sanderson, via E-mail<br />

Amiga: What's that?<br />

It was good to read in your<br />

September 97 issue that Guildhall<br />

Leisure were trying to push the<br />

Amiga through large chains of software<br />

suppliers. However, I have<br />

since visited all three of my local<br />

Electronics Boutique stores and<br />

HMV and found nothing!!<br />

When I asked in the Meadovyhal<br />

store about them I was greeted with<br />

the response. -<br />

there some time ago". Admittedly the<br />

wyoung a lady s at Doncaster did look at<br />

a :heir order list for me, but nothing<br />

Cwas listed_ D 3I<br />

will contact Guildhall<br />

2<br />

1. ,<br />

) tu • the Amiga software in<br />

the shops , if the staff don't have a<br />

clue what A, they are selling? I suppose<br />

we just s. keep pestering them<br />

H<br />

Dave Booth, o Chesterfield<br />

w<br />

Most of a us will have encountered<br />

the incredible r amount of ignorance<br />

there is e in the world concerning<br />

the Amiga, w and it's a sad fact that<br />

much of e this comes from staff at<br />

high street s computer retailers. It's<br />

up to all u of us to put our case and<br />

like you p say, keep pestering them.<br />

Take a -look<br />

at Andrew Korn's little<br />

monologue in this month's Points<br />

of View section for more on this<br />

particular subject.<br />

Dodging the issue?<br />

I'd just like to ask you wny you didn't<br />

answer the very interesting question<br />

that JA Ettles asked in the<br />

September issue? He (or she?i suggested<br />

that as well as, or even<br />

instead of, mounting commercial<br />

software on the CUCDs• you mount<br />

registered shareware. This sounds<br />

like an excellent idea to roe and<br />

would certainly reward some of<br />

those hardworking authors out there<br />

that often only ever see a very small<br />

return, A guaranteed income from<br />

mag sales would surely allow you to<br />

negotiate some incredible deals (as<br />

you already do with the commercial<br />

covermounts) while still allowing the<br />

author to make far more money than<br />

with the normally sporadic shareware<br />

registration system.<br />

It sounds like an ideal arrangement<br />

for all concerned, so why<br />

aren't you doing it? While I'm here, I<br />

have another question for you. Why<br />

don't you include the PD Scene and<br />

PD Utilities programs on the CUCD<br />

anymore? I'm sure you did at one<br />

time but it doesn't seem to be the<br />

case anymore. At least give us the<br />

Aminet path so those of us on the<br />

net can find them a little easier, As<br />

always, keep up the hard work that<br />

ensures you remain the best Amiga<br />

magazine on the market.<br />

Neil Thurlow<br />

We have actually put some pretty<br />

good registered shareware on the<br />

cover disks. Image Studio is a<br />

recent example (May 97), while<br />

Texture Studio, Xi Paint and Easy<br />

Cale are others If a really cool bit<br />

of shareware appears that rivals<br />

the quality of commercial software<br />

we can cover mount, then we'll<br />

always show an interest. However,<br />

Continued evaded 0.0.0.


we won't make any rules about<br />

only using shareware as that<br />

would obviously limit the range<br />

and quality of software we can<br />

give you each month. As for the<br />

PD Utilities and PD Scene software<br />

not appearing on recent CDs...<br />

Most people who send us disks to<br />

review here want to make a few<br />

sales via our pages. If we give<br />

them away free, there's not much<br />

point in them sending the software<br />

to us.<br />

Games aid recovery<br />

In my opinion the Amiga may not<br />

recover from its downfall because<br />

only two games are being revieweo<br />

each month, compared to the PCs<br />

11-15, I don't have anything against<br />

the Amiga (I'm probably the only<br />

person in my area to still have onel.<br />

I myself am upgrading my Amiga<br />

to a tower, 64 bit graphics card with<br />

4Mb, PowerPC 603 175MHz processor<br />

and 4 speed CD-ROM drive.<br />

Software retailers in my area have<br />

stopped selling Amiga software<br />

except for a place in Kingston that<br />

sells a little supply. This makes me<br />

mad because it is unfair on us<br />

Amiga owners that retailers are not<br />

even willing to stock Amiga games<br />

in a small corner of the shop.<br />

John Haydon, via E-mail<br />

It's all rubbish!<br />

Some time ago you printed a letter<br />

complaining about the standard of<br />

Amiga games being released. which<br />

I wholeheartedly agreed with. A few<br />

weeks later I came across a web<br />

site dedicated to that wonderful<br />

Amiga game called Gloom<br />

On these pages was a Gloom<br />

editor which had been donated by<br />

Mark Sibly (the original coder) and<br />

had been used to create the original<br />

game. My friend and I started to<br />

make our own maps and before<br />

long we had enough of them to<br />

make two new Gloom levels. Both<br />

levels were E-mailed to the Aminet<br />

for all to enjoy. I also sent a copy of<br />

one to CU which ended up on one 'of<br />

the CUCDs. The response we got<br />

A Gloom, a laVe 3D shooter tor Amiga garners.<br />

was great. Many people E-mailed us<br />

to say how good they thought the<br />

new levels were and did we have<br />

anymore. This started me thinking.<br />

We knew a couple of professional<br />

graphics designers who were willing<br />

to make new textures and baddies<br />

and with this in mind I contacted<br />

Guildhall Leisure (who published the<br />

original game) to see if they were<br />

interested in a Gloom data disk.<br />

The first response from Guildhall<br />

was promising. I spoke to a guy<br />

who said a data disk would be<br />

viable. He sounded very interested,<br />

but also said that I would have to<br />

wait until the guy who makes the<br />

decisions was in the office. Fair<br />

enough I thought. so I E-mailed my<br />

proposal to them and waited a<br />

week for the reply. Guess what?<br />

After a week there was no answer.<br />

So I phoned again and were told to<br />

E-mail them again which I did.<br />

Another week passed with no reply,<br />

and then another. After my sixth<br />

phone call I gave up. Guildhall are<br />

obviously either...<br />

a) Not interested in the game. In<br />

that case just a simple E-mail saying<br />

"Get stuffed" would have been<br />

preferable to weeks of silence or<br />

b) Not interested in making any<br />

money. lots of which would have<br />

been made from the sale of said<br />

disk land extra copies of Gloom for<br />

those that didn't have the original).<br />

You guys at CU could have had<br />

something to fill up a page with and<br />

Amiga game players could have had<br />

an old favourite brought back to life<br />

and actually had a brand new game<br />

to play that they hadn't completed<br />

ages ago. That was the final straw<br />

for me. I've now bought myself a<br />

new PC after owning various<br />

Arnigas for the last teoi years, and<br />

I'm now having oodles of fun playing<br />

Quake on the Internet.<br />

My friend however is still using<br />

his Amiga and is still working on<br />

new Gloom stuff. If he finishes it<br />

(before he buys a PC too) then it will<br />

be posted to the Aminet for all to<br />

enjoy and nobody will make any<br />

money from it.<br />

Jon Bullard, via E-mail<br />

It's a shame you didn't get any<br />

response from Guildhall.<br />

Fortunately we're not in any desperate<br />

need of things to 'fill up a<br />

page with so don't worry yourself<br />

about that. Let us know when it's<br />

finished won't you?<br />

Converted muso<br />

I get the impression from reading<br />

your magazine that most Amiga<br />

users do all kinds of different things<br />

with their computers. Flicking<br />

through the pages (often in the<br />

newsagent I must admit) I always<br />

felt a little left out of it all, as my<br />

only real reason for using an Amiga<br />

for music. It wasn't until I met a<br />

brick wall when trying to get artwork<br />

done for my first CD release<br />

that things changed, and how!<br />

Basically I was skint, and didn't<br />

know any artists who could do the<br />

job for me, so I had a look through<br />

some old CU Amiga cover disks. I<br />

was playing with Vista Lite and liked<br />

what I saw so much that it was<br />

used for the main cover image.<br />

Then I realised just how versatile<br />

Wordworth is (once again, from<br />

your cover disks) and used that to<br />

compile the sleeve notes.<br />

Now I've had a taste of the satis-<br />

faction that can be gained from<br />

doing more than just music, I'm<br />

seriously considering upgrading my<br />

basic Amiga to make use of the rest<br />

of the software I have lying around<br />

(including Vista Pro!).<br />

Thanks, you've made a skint man<br />

very happy (if not rich just yet).<br />

The Mighty Zog, Planet Pog.<br />

Good to hear it Mr Zog. What with<br />

this month's Draw Studio Lite<br />

cover disk, you'll be able to make<br />

even more professional looking<br />

CD covers. All the best in your<br />

route to musical stardom, and<br />

when you get there, just remember<br />

who it was that helped you<br />

out when you were skint!<br />

Coders required<br />

I have just formed a small software<br />

company which is called<br />

Masquerade Software, and my very<br />

first project (a top-down graphic<br />

adventure) is approximately half way<br />

to completion.<br />

• The reason I am writing to you at<br />

the moment is because I'm at the<br />

preliminary stages of Project 2<br />

(which is another graphic adventure)<br />

and I would like to hear from any<br />

programmers interested in working<br />

on a commercial game and can<br />

begin immediately.<br />

Preferably I would like to hear<br />

from someone who knows C or<br />

Assembler. I would consider some-<br />

thing like Blitz 2 or something similar.<br />

It is my intention to make top<br />

quality Amiga software, and support<br />

the machine through whatever<br />

changes may occur.<br />

Paul Thomas, Mid Glamorgan<br />

•<br />

I.<br />

To the Point...<br />

Stick iem up!<br />

Now that many of us have converted<br />

to tower systems, thanks to<br />

your excellent articles, how about<br />

giving away some stickers or transfers<br />

so that we do not get mistaken<br />

for PC users?<br />

Anthony Asbury<br />

That's the second request we've<br />

had now for Amiga stickers. We'd<br />

better think some more about it...<br />

Can I have a plug?<br />

I thought you might want to read<br />

the latest story added to my<br />

Honourable Mention web page. It<br />

is an interview with a technology<br />

consultant who motivates big companies<br />

by showing them how good<br />

developing technology from potential<br />

competitors is. One example he<br />

gives is how he motivates M$ and<br />

Intel by walking in with an Amiga<br />

and showing them what it can do<br />

You can view this story and many<br />

other Amiga related news items by<br />

going to<br />

http://www.rust.neti—mignashihm9<br />

7.html<br />

Matthew R. !gnash, via E-mail<br />

Consider your web site plugged.<br />

Portable Amiga lust<br />

That's it! You've convinced me. I'm<br />

going to have a crack at making a<br />

portable computer out of the bits<br />

of dead and abandoned technology<br />

i gathering dust under my bed. I had<br />

a little count up and was surprised<br />

to find quite a bit of potentially use-<br />

1 ful bits and pieces, including a<br />

fixed-freguency monitor (too big for<br />

a portable though), a couple of key-<br />

.boards, various drives and even an<br />

!, old brief case I found in the cupboard<br />

under the stairs. Come to<br />

•thinle of it, that monitor would be<br />

portable if I used that shopping<br />

trolley that's been left outside my<br />

! house...<br />

Mick Riley, Milton Keynes,<br />

Now that's the attitude! Why<br />

don't you combine it with this<br />

month's DIV project and then<br />

make yourself the world's first<br />

remote controlled portable Amiga<br />

in a shopping trolley? Well, it's<br />

just an idea.


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POINTS OF VIEW<br />

Points of Vie<br />

Never short of an opinion, Mat Bettinson gets another<br />

long rant all to himself. This time it's about the Amiga<br />

Do-It-Yourself phenomenon and its repercussions.<br />

Truthfully we know that most<br />

Amiga users have departed to PC<br />

pastures via the Microsoft Gates.<br />

Why they did so is a complex<br />

subject which has been done to<br />

death. The more interesting question<br />

for us is... Who are those<br />

people who have opted to stay?<br />

Cyborg brain<br />

Staying with the Amiga has automatically<br />

meant that you must be<br />

fluent with adding strange bits of<br />

hardware that poke out ungainly<br />

in every direction.<br />

In recent<br />

times, the mark of a hot Amiga is<br />

one that has had the most amount<br />

of the original hardware replaced.<br />

It's like a cyborg where the bolt-on<br />

electronics add spectacular features,<br />

but there's no escaping from<br />

the core organic brain that drives<br />

the whole shebang efficiently. In this<br />

analogy, the brain is AmigaOS itself.<br />

The irony is that those who left<br />

for the PC looking for a 'turn key'<br />

switch-on and go system got a heck<br />

of a lot more than they bargained<br />

for Those standard PCI cards that<br />

we yearn for provide no end of difficulty<br />

with resource conflicts.<br />

Windows 95 registry corruption and<br />

the inevitable, once monthly complete<br />

reinstall of the Gates 'masterpiece'.<br />

It's not the fault of PCI cards<br />

themselves, as some falsely believe,<br />

but rather that this particular cyborg<br />

has a terminal case of brain cancer.<br />

I believe it's a combination of the<br />

hardware and software upgrades<br />

necessary to make the Amiga shine<br />

bright, which make you inherently<br />

technical people. Or at least willing<br />

to experiment, try new things and<br />

be unafraid of getting your hands<br />

dirty. After all, reinstalling<br />

Workbench takes less time than<br />

Windows takes to boot.<br />

Ungainly<br />

So when the ungainly protrusions<br />

from your<br />

Al 200 were too much,<br />

it was time to get your<br />

hands dirty and get the<br />

oil Amiga into a nice new<br />

home - a brand new<br />

exoskeleton for our<br />

cyborg. There were a lot of<br />

issues to resolve and we've<br />

tried to help you with features,<br />

buyers guides and<br />

round ups of all the little cyberbits<br />

that are needed to move<br />

house. In reality, it was as much<br />

t learning experience for us, as<br />

was for you.<br />

wasn't a massive leap for us to<br />

"It's like a cyborg where the bolt-on electronics add<br />

special features, but there's no escaping from the<br />

core organic brain that drives the whole shebang"<br />

realise that if you could get your<br />

hands dirty with a tower, you could<br />

get your hands dirty with some kind<br />

of project that allows your Amiga to<br />

do new and exciting things.<br />

Project XG was our debut venture<br />

in this direction and once again,<br />

it was a learning experience all<br />

round. The fundamental idea was<br />

sound, the execution somewhat<br />

lacking and for that we, and specifically<br />

I, apologise. Project XG taught<br />

us that it's time to call in some<br />

expert help from a company that<br />

stands to gain by you guys purchasing<br />

the parts from them. We've<br />

worked closely with them to create<br />

a killer DIY project and to do it right.<br />

Now there must be a very great<br />

deal of you that thought Project XG<br />

looks cool but way too difficult to<br />

build. I don't blame you. Our future<br />

projects, including AIR Link, require<br />

you to get your hands dirty but in a<br />

predictable, well documented way.<br />

Since you need to buy the parts<br />

anyway. by using a dedicated supplier,<br />

they help us conceive hardware<br />

and produce the necessary framework<br />

such as the circuit boards<br />

which make things much easier.<br />

New skill, low cost<br />

After building AIR Link, you will have<br />

learnt a new skill and created some<br />

unique hardware at an outrageously<br />

low cost all by yourself. After that,<br />

it's all tied up with some high quality<br />

Amiga software that won't cost<br />

you a penny extra. You can then<br />

bend this new project to your will<br />

far more effectively than anything<br />

like it on the PC.<br />

Again, maybe you'll get your<br />

hands dirty with some ARexx scripting<br />

too and come up with some<br />

incredibly innovative uses for it as<br />

Amiga users want to do.<br />

This is what the Amiga is about,<br />

getting your hands dirty by experimenting<br />

and using a flexible, efficient<br />

system that doesn't assume<br />

you're stupid from the word go.<br />

When the new Amigas come,<br />

as surely they will, the platform<br />

will adopt the same values of fun<br />

and experimentation that the<br />

Amiga has retained since the 8-bit<br />

days. That's why I use Amiga and<br />

it sure looks like that's why a lot<br />

of you do too. With luck, future<br />

cyborgs designed to run off the<br />

AmigaOS brain, will come complete<br />

with some kind of 'geek.'<br />

port that will allow this tradition<br />

of hardware hacking to continue.<br />

Much of what you guys have<br />

been asking us to do in DIY<br />

Scene is simply impossible<br />

because of the limitations of the<br />

existing ports, and what's likely to<br />

be unused. Sadly we can't make<br />

graphics boards, Zorro busses<br />

and so on_ Even if we could, you<br />

wouldn't be able to build it with a<br />

El 0 Tandy soldering iron.<br />

Hail dirty hands<br />

What we can and shall do, however,<br />

will be to create a range of<br />

inexpensive, highly useful projects<br />

that will seriously enhance<br />

yogr Amiga System. We're working<br />

on some stunning projects<br />

already and they'll be revealed in<br />

good time. As always, we're open<br />

to your suggestions but please<br />

temper them with the reality of<br />

what is likely to be possible. AIR<br />

Link is a superb benchmark of<br />

what's possible and sets a new<br />

DIY standard. Hail to the Amiga<br />

and hail to dirty hands!<br />

• Mat Bettinson is CU Amiga's<br />

Technical Editor - matPmats.net


Not as dead as you might think<br />

The harsh realities<br />

The recent European Computer<br />

Trade Show IECTS) was quite an<br />

impressive experience_ There<br />

were products on show by the<br />

thousands. Mostly games, but<br />

quite a few 3D graphics companies<br />

were present. Wandering<br />

around, I got to see a very interesting<br />

3D scanner product which<br />

is soon coming in a hand held<br />

model which allows you to scan a<br />

shape as a 30 model in seconds.<br />

There was a realtime motion<br />

capture VR suit on show and<br />

there were various companies<br />

showing the latest 3D graphics<br />

boards throwing texture mapped<br />

polygons at breathtaking rates.<br />

There were great looking games<br />

like G Police, Quake 2, Outland<br />

and Worms 2. There was the<br />

usual assortment of wacky<br />

stands, only that much wackier_<br />

What there wasn't was an Amiga<br />

presence. The total count for the<br />

Amiga at the ECTS is as follows...<br />

Spectravideo Stand<br />

- one ojoystick, n e one joypad.<br />

mCompetition o u s Pro e , stand: five joy-<br />

sticks.<br />

Guildhall Leisure: leaflets for their<br />

latest products.<br />

Not good. Five years ago a show<br />

like this would have had Amiga<br />

products in the majority. Here it was<br />

PC or PlayStation, with Nintendo 64<br />

coming a very distant third. Even the<br />

Sega Saturn and Apple Mac had<br />

more of a showing than the Amiga<br />

at this show. So is that it? <strong>Is</strong> it time<br />

to give in and fork out for one of<br />

those temptingly cheap PC clones?<br />

No. not yet. The Amiga is a lot less<br />

dead than people realise,<br />

Unfortunately this includes the<br />

industry in general.<br />

The most fashion lead aspect of<br />

the industry is the games sector and<br />

this is where the Amiga suffers<br />

most. The funny thing is that if you<br />

look at the figures, there's no reason<br />

for the market to be in the stwe<br />

it is in. When I talked to people at<br />

ECTS about the Amiga market they<br />

were all surprised at how healthy it<br />

is. A lot of people don't realise, but<br />

both ourselves and the 'other lot'<br />

sell not much under 30,000 copies a<br />

month. Let me make this clear.<br />

65,000 readers<br />

When you look at those ABC figures<br />

at the front of the meg, you are seeing<br />

the number of people who get<br />

out their wallets and buy a copy of<br />

the magazine. This isn't how many<br />

the newsagents get, or how many<br />

people our marketing bods want to<br />

guess read the mag, these are people<br />

forking out E4.50 or £5.99 for an<br />

Amiga magazine every month. I<br />

reckon the actual number of readers<br />

of CU to be somewhere in the<br />

region of 65,000 or more. That's<br />

actually not bad. Sure, top console<br />

titles outsell us, a few of the PC<br />

leisure titles outsell us, but if maga-<br />

.zine sales are any guide, the Amiga<br />

ought to still be a significant force.<br />

So why isn't it? Because people<br />

expect it not to be_ According to figures<br />

I've recently heard the Amiga<br />

For the attention of the Branch Manager.<br />

I Dear Sir/Madam...<br />

POINTS OF VIEW<br />

"Products are coming. games like Myst OnEscapee<br />

and Gloom 3 have the potential to get people excited<br />

again. The question is will they be widely available?"<br />

A Andy Davidson, creator et Winos, at ECTS to imamate the release of norms2- se the PC.<br />

games market in the UK is actually<br />

slightly bigger than the Mac games<br />

market.<br />

This despite the fact that the last<br />

new game to be available in the<br />

high street stores was WormsDC<br />

eight months ago. Sure Guildhall<br />

have released some pretty good<br />

titles, but the fact is that re-releases<br />

are never going to sell as well as a<br />

really top new title.<br />

Give us a buzz<br />

The Mac is better represented on<br />

the shelves of your local games<br />

shop, but only because those titles<br />

have more of a buzz about them. If<br />

the Amiga market is to be revived<br />

there has to be some products<br />

widely available over the counter<br />

with that buzz factor. The products<br />

are coming, games like Myst.<br />

OnEscapee and Gloom 3 have the<br />

potential to get people excited<br />

again. The question is will they be<br />

widely available? Not if the industry<br />

is so convinced there's no life<br />

in the Amiga market that shops<br />

will not take the games_<br />

So it's down to us to do some-<br />

thing about it. Tell people what<br />

you want, be heard. It's no good<br />

just walking out of the shop mutter<br />

under your breath. At the bottom<br />

of the page there is a slip to<br />

photocopy and hand to shop<br />

assistants who tell you a product<br />

you wanted isn't available. If your<br />

local shop does not stock a title<br />

you are after, just fill in the form<br />

and hand it over. Do this as many<br />

times as you like, distribute<br />

copies to friends, whatever.<br />

Better still, actually tell the<br />

people behind the counter that<br />

you want their products and that<br />

they are losing sales by not stocking<br />

enough Amiga producti<br />

Andrew Korn is CU Amiga's<br />

Staff Writer.<br />

I This is just a short note to tell you that I came to this store hoping to buy the t i t l e for the Amiga, but found<br />

that you do not stock it. I realise that the Amiga is not as big a platform as it once was, but I feel that you are under-representing<br />

it in your store.<br />

The reduction in sales of Amiga products is undoubtedly in part due to the reduction in shelf space given to this line.<br />

The Amiga market still has an active user base in this country which is estimated to be in the range of 350,000 to 500,000<br />

users, so there is clearly the potential for significant sales. Added to the fact that numerous Amiga owners have second<br />

platforms such as N6455. PCs and PlayStations, it can't hurt to keep Amiga owners coming to your store for their purchases<br />

rather than leaving them to buy by mail order or seek another outlet.<br />

Thankyou for your time.<br />

1<br />

1<br />

1


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CinemaFONT are included!<br />

For those who already know CINEMA 4D, here<br />

are some of the new features:<br />

V Direct 68060 support - rendering up to<br />

100% faster.<br />

✓ Brand new Material Manager with material<br />

previews.<br />

6/ Materials now support colour, luminance,<br />

transparency, reflectivity, environment, fog,<br />

bump mapping, genlocking, highlights and<br />

highlight colouring as separate material attributes.<br />

t/ Unlimited number of materials on an object.<br />

to' Lighting system supports visible light, lens flares,<br />

glows, reflections, soft and hard shadows, conical,<br />

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t/ Camera supports depth of field blurring and lens adjustment to<br />

allow fisheye, wide angle or telephoto lenses.<br />

1/ Internal CyberGraphX support.<br />

V Palette sharing on 256 colour screens.<br />

CINEMA 4D has a long history on the Amiga, being used all over the world<br />

by graphic studios, architects, television companies and enthusiastic amateurs.<br />

Now its pedigree has been realised by the Macintosh and PC world who have<br />

raved about it 193% - Mac<br />

CD £199<br />

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DESKTOP PUBLISHING<br />

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Switch and popular credit cards (not American Express)<br />

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