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- Info-Atari16 Digest Wed, 26 Jun 91 Volume 91 : Issue 356
-
- Today's Topics:
- Atari-To-Amiga Convert Info Source!
- C-Dungeon (ZORK) for the Atari ST
- GemFast source and such..........
- Latest Picture Formats List (Lots of Changes!) [LONG]
- lharc woes (AGAIN, was Is musedt.lzh corrupted?) (2 msgs)
- Possible GCR sale... What is the real value
- Problems using MNP5
- Repost: The Mother of All Computer Sales
- Review of LHARC Test Archive Function
- Slime World - Lynx (2 msgs)
- ST Software from British distributors
- Unwanted Amiga Input (2 msgs)
- What's a STE anyway?
- What do I use to view 'sps' images?
- Xcontrol.acc
-
- Welcome to the Info-Atari16 Digest. The configuration for the automatic
- cross-posting to/from Usenet is getting closer, but still getting thrashed
- out. Please send notifications about broken digests or bogus messages
- to Info-Atari16-Request@NAUCSE.CSE.NAU.EDU.
-
- Please send requests for un/subscription and other administrivia to
- Info-Atari16-Request, *NOT* Info-Atari16. Requests that go to the list
- instead of the moderators are likely to be lost or ignored.
-
- If you want to unsubscribe, and you're receiving the digest indirectly
- from someplace (usually a BITNET host) that redistributes it, please
- contact the redistributor, not us.
- ----------------------------------------------------------------------
-
- Date: 27 Jun 91 01:09:54 GMT
- From:
- noao!ncar!elroy.jpl.nasa.gov!swrinde!zaphod.mps.ohio-state.edu!menudo.uh.edu!su
- gar!peter@arizona.edu (Peter da Silva)
- Subject: Atari-To-Amiga Convert Info Source!
- To: Info-Atari16@naucse.cse.nau.edu
-
- In article <1991Jun24.234414.1@simvax.labmed.umn.edu>
- davidli@simvax.labmed.umn.edu writes:
- > Redirected to comp.sys.amiga.advocacy, where this who thread belongs.
-
- [followed by the entire message]
-
- Get a clue and learn how to use news.
-
- (followups directed to the appropriate group)
- --
- Peter da Silva. `-_-' <peter@sugar.neosoft.com>.
- 'U` "Have you hugged your wolf today?"
-
- ------------------------------
-
- Date: 27 Jun 91 01:37:03 GMT
- From:
- noao!ncar!elroy.jpl.nasa.gov!swrinde!zaphod.mps.ohio-state.edu!magnus.acs.ohio-
- state.edu!csn!hellgate.utah.edu!cc.usu.edu!riverheights.usu.edu!kurto@arizona.e
- du (869883 Olsen Kurt_Consultant)
- Subject: C-Dungeon (ZORK) for the Atari ST
- To: Info-Atari16@naucse.cse.nau.edu
-
- Hi all,
-
- I've uploaded it to atari.archive.umich.edu (141.211.164.8). For those of
- you who need it mailed to you I can still do that. Currently it is
- a uuencoded zoo file approximately 300k long. Let me know if this works
- for you if you need it mailed.
-
- Kurt Olsen
- kurto@cache.usu.edu
-
- ------------------------------
-
- Date: Wed, 26 Jun 91 21:13:53 CDT
- From: Mike Dorman <MDORMAN1@UA1VM.UA.EDU>
- Subject: GemFast source and such..........
- To: Atari List <Info-Atari16@naucse.cse.nau.edu>
-
- Well, at least in the digest, Steve Yelvington's message and mine are one
- right after another--I am the mike dorman he talked about, and I certainly
- can get messages to Ian--so mail me direct at MDORMAN1@UA1VM.UA.EDU--it
- won't clog up Steve's mailbox quite so much :~).
-
- Mike.
-
- -------------------------------------------------------------------------------
- : Michael Alan Dorman : :
- : MDORMAN1@UA1VM.UA.EDU : Hobbies are things people do when they should be :
- : BIX: syssupport : sleeping. --M.A.D. :
- : GEnie: M.DORMAN2 : :
- : PostalNet: : :
- : Box 8068 : Stonehenge was built by two drunks with no :
- : Tuscaloosa, AL : witnesses. --P.S.McGhee :
- : 35486 : :
- -------------------------------------------------------------------------------
-
- ------------------------------
-
- Date: 27 Jun 91 03:12:17 GMT
- From: haven.umd.edu!wam.umd.edu!dmb@purdue.edu (David M. Baggett)
- Subject: Latest Picture Formats List (Lots of Changes!) [LONG]
- To: Info-Atari16@naucse.cse.nau.edu
-
- After several months of neglecting to update the list, I've made all the
- changes that were in the queue all at once. Here's a summary of what's
- new and improved, and who contributed what:
-
- o Clarification made to IFF format (Jim Omura)
- o Spectrum Smooshed (*.SPS) format added (Shamus McBride)
- o Lars Michael's RGB Intermediate (*.RGB) format added (Lars Michael)
- o ComputerEyes Raw Data (*.CE?) format added (G. "Maddog" Knauss)
- o Animaster Sprite Bank (*.ASB) format added (Neil Forsyth)
- o STOS sprite (*.MBK) format added (me)
- o Cyber Paint Sequence (*.SEQ) format added (me)
-
- Thanks to everyone who's contributed info in the past few months! Also,
- if I've left something out, don't hesitate to let me know. I think I got
- all the changes that were "on the stack" in there, but I may have missed
- something, so don't be bashful if I've left you out.
-
- As always, everyone is encouraged to replace older versions of The List
- with this one. This time around it's particularly important since so many
- changes have been made.
-
- Thanks all,
-
- Dave Baggett
- dmb@wam.umd.edu
-
- ----------------------------------- >8 ----------------------------------------
-
- ST Picture Formats
- ------------------
- Edited by:
-
- David Baggett
- 5640 Vantage Point Road
- Columbia, MD 21044 USA
- (301) 596-4779
-
- Internet:
- dmb@wam.umd.edu
- dmb@tis.com
-
- (Please report errors or additions.)
-
- Copyright (C) 1988, 1989, 1990, 1991 by David M. Baggett
-
-
- Non-profit redistribution of this document is permitted, provided
- the document is not modified in any way.
-
- Reproduction of this document in whole or in part for commercial
- purposes is expressly forbidden without the prior written consent
- of David M. Baggett.
-
- The information presented here is not guaranteed to be correct.
- The editor and contributors will in no event be liable for direct,
- indirect, incidental, or consequential damages resulting from the
- use of the information in this document.
-
- This document is the product of many hours of volunteer work by a
- large number of people. Please respect this -- do not violate the
- distribution policy.
-
-
- CONTRIBUTORS
-
- Steve Belczyk Phil Blanchfield Jason Blochowiak John Brochu**
- David Brooks Daniel Deimert Neil Forsyth Stefan Hoehn
- Gerfried Klein G. "Maddog" Knauss Ken MacLeod Shamus McBride
- Jim McCabe Lars Michael Darek Mihocka David Mumper
- George Nassas Jim Omura George Seto Joe Smith
- Greg Wageman Roland Waldi* Gerry Wheeler
-
-
- Contents
- --------
-
- NEOchrome *.NEO
- NEOchrome Animation *.ANI
- DEGAS *.PI? ? = 1, 2, 3
- DEGAS Elite *.PI? ? = 1, 2, 3
- DEGAS Elite (Compressed) *.PC? ? = 1, 2, 3
- Tiny *.TN? ? = 1, 2, 3, Y
- Spectrum 512 *.SPU
- Spectrum 512 (Compressed) *.SPC
- Spectrum 512 (Smooshed) *.SPS
- Art Director *.ART
- C.O.L.R. Object Editor Mural *.MUR
- Doodle *.DOO
- Cyber Paint Sequence *.SEQ
- Animatic Film *.FLM
- Animaster Sprite Bank *.ASB
- STOS *.MBK
- GEM Bit Image *.IMG
- STAD *.PAC
- Imagic Film/Picture *.IC? ? = 1, 2, 3
- IFF *.IFF
- RGB Intermediate Format *.RGB
- ComputerEyes Raw Data Format *.CE? ? = 1, 2
- MacPaint *.MAC
- PackBits Compression Algorithm
-
-
- Introductory Information
- ------------------------
- word = 2 bytes
- long = 4 bytes
- palette = Hardware color palette, stored as 16 words. First word is
- color register zero (background), last word is color register
- 15. Each word has the form:
-
- Bit: (MSB) 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 (LSB)
- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
- 0 0 0 0 0 R2 R1 R0 0 G2 G1 G0 0 B2 B1 B0
-
- R2 = MSB of red intensity
- R0 = LSB of red intensity
-
- G2 = MSB of green intensity
- G0 = LSB of green intensity
-
- B2 = MSB of blue intensity
- B0 = LSB of blue intensity
-
- Intensity ranges from 0 (color not present) to 7 (highest
- intensity).
-
- Example: { red = 7, green = 3, blue = 5 } -> 0735 (hex)
-
- Caveat: It is wise to mask off the upper four bits of each
- palette entry, since a few programs store special
- information there (most notably Art Studio).
-
-
- The Formats
- -----------
-
- <NEOchrome> *.NEO
-
- 1 word flag byte [always 0]
- 1 word resolution [0 = low res, 1 = medium res, 2 = high res]
- 16 words palette
- 12 bytes filename [usually " . "]
- 1 word color animation limits. High bit (bit 15) set if color
- animation data is valid. Low byte contains color animation
- limits (4 most significant bits are left/lower limit,
- 4 least significant bits are right/upper limit).
- 1 word color animation speed and direction. High bit (bit 15) set
- if animation is on. Low order byte is # vblanks per step.
- If negative, scroll is left (decreasing). Number of vblanks
- between cycles is |x| - 1
- 1 word # of color steps (as defined in previous word) to display
- picture before going to the next. (For use in slide shows)
- 1 word image X offset [unused, always 0]
- 1 word image Y offset [unused, always 0]
- 1 word image width [unused, always 320]
- 1 word image height [unused, always 200]
- 33 words reserved for future expansion
- 16000 words picture data (screen memory)
- -----------
- 32128 bytes total
-
-
- <NEOchrome Animation> *.ANI
-
- NOTE: To get this feature on versions 0.9 and later select the Grabber
- icon and click both mouse buttons in the eye of the second R in the
- word GRABBER.
- Interestingly enough, some versions of NEO only require you
- to press the right button, not both. Hmmm...
-
- 1 long magic number BABEEBEA (hex) (seems to be ignored)
- 1 word width of image in bytes (always divisible by 8)
- 1 word height of image in scan lines
- 1 word size of image in bytes + 10 (!)
- 1 word x coordinate of image (must be divisible by 16) - 1
- 1 word y coordinate of image - 1
- 1 word number of frames
- 1 word animation speed (# vblanks to delay between frames)
- 1 long reserved; should be zero
- --------
- 22 bytes total for header
-
- ? words image data (words of screen memory) for each frame, in
- order
-
-
- <DEGAS> *.PI1 (low resolution)
- *.PI2 (medium resolution)
- *.PI3 (high resolution)
-
- 1 word resolution (0 = low res, 1 = medium res, 2 = high res)
- Other bits may be used in the future; use a simple bit
- test rather than checking for specific word values.
- 16 words palette
- 16000 words picture data (screen memory)
- -----------
- 32034 bytes total
-
-
- <DEGAS Elite> *.PI1 (low resolution)
- *.PI2 (medium resolution)
- *.PI3 (high resolution)
-
- 1 word resolution (0 = low res, 1 = medium res, 2 = high res)
- Other bits may be used in the future; use a simple bit
- test rather than checking for specific word values.
- 16 words palette
- 16000 words picture data (screen memory)
- 4 words left color animtion limit table (starting color numbers)
- 4 words right color animation limit table (ending color numbers)
- 4 words animation channel direction flag (0 = left, 1 = off, 2 = right)
- 4 words 128 - animation channel delay in 1/60's of a second. [0 - 128]
- (I.e., subtract word from 128 to get 1/60th's of a second.)
- -----------
- 32066 bytes total
-
-
- <DEGAS Elite (Compressed)> *.PC1 (low resolution)
- *.PC2 (medium resolution)
- *.PC3 (high resolution)
-
- 1 word resolution (same as Degas, but high order bit is set;
- i.e., hex 8000 = low res, hex 8001 = medium res,
- hex 8002 = high res). Other bits may be used in the
- future; use a simple bit test rather than checking
- for specific word values.
- 16 words palette
- < 32000 bytes control/data bytes
- 4 words left color animation limit table (starting color numbers)
- 4 words right color animation limit table (ending color numbers)
- 4 words animation channel direction flag [0 = left, 1 = off, 2 = right]
- 4 words 128 - animation channel delay in 1/60's of a second. [0 - 128]
- (I.e., subtract word from 128 to get 1/60th's of a second.)
- -----------
- < 32066 bytes total
-
- Compression Scheme:
-
- PackBits compression is used (see below). Each scan line is compressed
- separately; i.e., all data for a given scan line appears before any data
- for the next scan line. The scan lines are specified from top to bottom
- (i.e., 0 is first). For each scan line, all the data for a given bit plane
- appears before any data for the next higher order bit plane. Note that this
- is identical to the IFF 'BODY' image data.
- To clarify: The first data in the file will be the data for the lowest
- order bit plane of scan line zero, followed by the data for the next higher
- order bit plane of scan line zero, etc., until all bit planes have been
- specified for scan line zero. The next data in the file will be the data
- for the lowest order bit plane of scan line one, followed by the data for
- the next higher order bit plane of scan line one, etc., until all bit planes
- have been specified for all scan lines.
-
- Caveats:
-
- DEGAS Elite's picture loading routine places some restrictions on
- compressed DEGAS files:
-
- o Elite uses a 40-byte buffer to store data being decompressed.
-
- o Whenever a control command is encountered, bytes are stuffed
- in this buffer.
-
- o The buffer is only emptied when there are EXACTLY 40
- characters in it.
-
- The important conclusion here is that
-
- No control command may cause the buffer to have more than 40
- bytes in it. In other words, all control commands must end on
- or before the 40-byte boundary.
-
- Any picture violating the last condition will cause Elite to get a bus
- error when the picture is loaded.
-
-
- <Tiny> *.TNY (any resolution)
- *.TN1 (low resolution)
- *.TN2 (medium resolution)
- *.TN3 (high resolution)
-
- Several people have reported sightings of mutated Tiny pictures that
- do not follow the standard format, so let's be careful out there. What
- is described here is the format that David Mumper's original
- TNYSTUFF.PRG produces.
-
- 1 byte resolution (same as NEO, but +3 indicates rotation
- information also follows)
-
- If resolution > 2 {
- 1 byte left and right color animation limits. High 4 bits
- hold left (start) limit; low 4 bits hold right (end) limit
- 1 byte direction and speed of color animation (negative value
- indicates left, positive indicates right, absolute value
- is delay in 1/60's of a second.
- 1 word color rotation duration (number of iterations)
- }
-
- 16 words palette
- 1 word number of control bytes
- 1 word number of data words
- 3-10667 bytes control bytes
- 1-16000 words data words
- -------------
- 42-32044 bytes total
-
- Control byte meanings:
-
- For a given control byte, x:
-
- x < 0 Absolute value specifies the number of unique words to
- take from the data section (from 1 to 127)
- x = 0 1 word is taken from the control section which specifies
- the number of times to repeat the next data word (from
- 128 to 32767)
- x = 1 1 word is taken from the control section which specifies
- the number of unique words to be taken from the data
- section (from 128 - 32767)
- x > 1 Specifies the number of times to repeat the next word
- taken from the data section (from 2 to 127)
-
- Format of expanded data:
-
- The expanded data is not simply screen memory bitmap data; instead, the
- data is divided into four sets of vertical columns. (This results in
- better compression.) A column consists of one specific word taken
- from each scan line, going from top to bottom. For example, column 1
- consists of word 1 on scanline 1 followed by word 1 on scanline 2, etc.,
- followed by word 1 on scanline 200.
- The columns appear in the following order:
-
- 1st set contains columns 1, 5, 9, 13, ..., 69, 73, 77 in order
- 2nd set contains columns 2, 6, 10, 14, ..., 70, 74, 78 in order
- 3rd set contains columns 3, 7, 11, 15, ..., 71, 75, 79 in order
- 4th set contains columns 4, 8, 12, 16, ..., 72, 76, 80 in order
-
- Note that Tiny partitions the screen this way regardless of resolution; i.e.,
- these aren't bitplanes. For example, medium resoltion only has two bitplanes,
- but Tiny still divides medium resolution pictures into four parts.
-
-
- <Spectrum 512> *.SPU
-
- 80 words first scan line of picture (unused) -- should be zeroes
- 15920 words picture data (screen memory) for scan lines 1 through 199
- 9552 words 3 palettes for each scan line (the top scan line is
- not included because Spectrum 512 can't display it)
- -----------
- 51104 bytes total
-
- Note that the Spectrum 512 mode's three palette changes per scan
- line allow more colors on the screen than normally possible, but a
- tremendous amount of CPU time is required to maintain the image.
-
- The Spectrum format specifies a palette of 48 colors for each scan line.
- To decode a Spectrum picture, one must be know which of these 48 colors
- are in effect for a given horizontal pixel position.
-
- Given an x-coordinate (from 0 to 319) and a color index (from 0 to 15),
- the following C function will return the proper index into the Spectrum
- palette (from 0 to 47):
-
- /*
- * Given an x-coordinate and a color index, returns the corresponding
- * Spectrum palette index.
- *
- * by Steve Belczyk; placed in the public domain December, 1990.
- */
- int
- FindIndex(x, c)
- int x, c;
- {
- int x1;
-
- x1 = 10 * c;
-
- if (1 & c) /* If c is odd */
- x1 = x1 - 5;
- else /* If c is even */
- x1 = x1 + 1;
-
- if (x >= x1 && x < x1 + 160)
- c = c + 16;
- else if (x >= x1 + 160)
- c = c + 32;
-
- return c;
- }
-
-
- <Spectrum 512 (Compressed)> *.SPC
-
- 1 word flag word [$5350 or "SP"]
- 1 word reserved for future use [always 0]
- 1 long length of data bit map
- 1 long length of color bit map
- <= 32092 bytes compressed data bit map
- <= 17910 bytes compressed color bit map
- --------------
- <= 50014 bytes total
-
- Data compression:
-
- Compression is via a modified run length encoding (RLE) scheme,
- similar to DEGAS compressed and Tiny. The data map is stored as a
- sequence of records. Each record consists of a header byte followed by
- one or more data bytes. The meaning of the header byte is as follows:
-
- For a given header byte, x:
-
- 0 <= x <= 127 Use the next x + 1 bytes literally (no repetition)
- -128 <= x <= -1 Use the next byte -x + 2 times
-
- The data appears in the following order:
-
- 1. Picture data, bit plane 0, scan lines 1 - 199
- 2. Picture data, bit plane 1, scan lines 1 - 199
- 3. Picture data, bit plane 2, scan lines 1 - 199
- 4. Picture data, bit plane 3, scan lines 1 - 199
-
- Decompression of data ends when 31840 data bytes have been used.
-
- Color map compression:
-
- Each 16-word palette is compressed separately. There are three
- palettes for each scan line (597 total). The color map is stored as a
- sequence of records. Each record starts with a 1-word bit vector which
- specifies which of the 16 palette entries are included in the data
- following the bit vector (1 = included, 0 = not included). If a palette
- entry is not included, it is assumed to be zero (black). The least
- significant bit of the bit vector refers to palette entry zero, while the
- most significant bit refers to palette entry 15. Bit 15 must be zero,
- since Spectrum 512 does not use palette entry 15. Bit 0 should also be
- zero, since Spectrum 512 always makes the background color black.
- The words specifying the values for the palette entries indicated in
- the bit vector follow the bit vector itself, in order (0 - 15).
-
- NOTE: Regarding Spectrum pictures, Shamus McBride reports the following:
-
- "... [The Picture Formats List] says bit 15 of the color map vector
- must be zero. I've encountered quite a few files where [bit 15] is
- set (with no associated palette entry)..."
-
-
- <Spectrum 512 (Smooshed)> *.SPS
-
- This format compresses Spectrum 512 pictures better than the standard
- method. There are at least two programs that support this format, SPSLIDEX
- and ANISPEC, although the two seem to differ slightly in their interpretation
- of the format.
- One point of interest: Shamus McBride deciphered this format without an ST!
-
- 1 word 5350 (hex) ("SP")
- 1 word 0 (reserved for future use)
- 1 long length of data bit map
- 1 long length of color bit map
- <= ? bytes compressed data bit map
- <= ? bytes compressed color bit map
- ----------
- < ? bytes total
-
- Data compression:
-
- Compression is via a modified run length encoding (RLE) scheme,
- similar to that used in Spectrum Compressed (*.SPC) pictures.
-
- The data map is stored as a sequence of records. Each record consists of a
- header byte followed by one or more data bytes. The meaning of the header
- byte is as follows:
-
- For a given header byte, x (unsigned):
-
- 0 <= x <= 127 Use the next byte x + 3 times
- 128 <= x <= 255 Use the next x - 128 + 1 bytes literally
- (no repetition)
-
- There are two kinds of *.SPS files.
-
- The data may appear in the same order as *.SPC files (SPSLIDEX format?):
-
- 1. Picture data, bit plane 0, scan lines 1 - 199
- 2. Picture data, bit plane 1, scan lines 1 - 199
- 3. Picture data, bit plane 2, scan lines 1 - 199
- 4. Picture data, bit plane 3, scan lines 1 - 199
-
- The second variant (ANISPEC format?) encodes the data as byte wide vertical
- strips:
-
- Picture data, bit plane 0, scan line 1, columns 0 - 7.
- Picture data, bit plane 0, scan line 2, columns 0 - 7.
- Picture data, bit plane 0, scan line 3, columns 0 - 7.
- . . .
- Picture data, bit plane 0, scan line 199, columns 0 - 7.
- Picture data, bit plane 0, scan line 1, columns 8 - 15.
- Picture data, bit plane 0, scan line 2, columns 8 - 15.
- . . .
- Picture data, bit plane 0, scan line 199, columns 312 - 319.
- Picture data, bit plane 1, scan line 1, columns 0 - 7.
- . . .
- Picture data, bit plane 3, scan line 198, columns 312 - 319
- Picture data, bit plane 3, scan line 199, columns 312 - 319.
-
- A for loop to process that data would look like
-
- for (plane = 0; plane < 4; plane++)
- for (x = 0; x < 320; x += 8)
- for (y = 1; y < 200; y++)
- for (x1 = 0; x1 < 8; x1++)
- image[y, x + x1] = ...
-
- Color map compression:
-
- Color map compression is similar to *.SPC color map compression, but
- the map is compressed as a string of bits, rather than words. There are
- 597 records (one for each palette). Each record is composed of a 14-bit
- header followed by a number of 9-bit palette entries. The 14-bit header
- specifies which palette entries follow (1 = included, 0 = not included).
- The most significant bit of the header refers to palette entry 1, while
- the least significant bit refers to palette 14. Palette entries 0 and 15
- are forced to black (zero). Each palette entry is encoded as "rrrgggbbb".
-
- The format of the palette is described above in the section on uncompressed
- Spectrum pictures (*.SPU).
-
-
- <Art Director> *.ART (low resolution only)
-
- 16000 words picture data (screen memory)
- 16 words palette
- 15 * 16 words 15 more palettes for animation
- -------------
- 32512 bytes total
-
-
- <C.O.L.R. Object Editor Mural> *.MUR (low resolution only)
-
- 16000 words picture data (screen memory)
- (palettes are stored in separate files)
- -----------
- 32000 bytes total
-
-
- <Doodle> *.DOO (high resolution only)
-
- 16000 words picture data (screen memory)
- -----------
- 32000 bytes total
-
-
- <Cyber Paint Sequence> *.SEQ (low resolution only)
-
- This format, while fairly complex, yields excellent compression of animated
- images while offering reasonably fast decompression times.
-
- 1 word magic number [$FEDB or $FEDC]
- 1 word version number
- 1 long number of frames
- 1 word speed (high byte is vblanks per frame)
- 118 bytes reserved
- ---------
- 128 bytes total for .SEQ header
-
- for each frame {
- 1 word type (ignored?)
- 1 word resolution [always 0]
- 16 words palette
- 12 bytes filename [usually " . "]
- 1 word color animation limits [not used]
- 1 word color animation speed and direction [not used]
- 1 word number of color steps [not used]
- 1 word x offset for this frame [0 - 319]
- 1 word y offset for this frame [0 - 199]
- 1 word width of this frame, in pixels (may be 0, see below)
- 1 word height of this frame, in pixels (may be 0, see below)
- 1 byte operation [0 = copy, 1 = exclusive or]
- 1 byte storage method [0 = uncompressed, 1 = compressed]
- 1 long length of data in bytes (if the data is compressed, this
- will be the size of the compressed data BEFORE decompression)
- 60 bytes reserved
- --------
- 128 bytes total for frame header
-
- ? bytes data
- }
-
- Frames are "delta-compressed," meaning that only the changes from one
- frame to the next are stored. On the ST, .SEQ files are always full-screen
- low resolution animations, so the sequence resulting from expanding all the
- data will be n 320 by 200 pixel low resolution screens, where n is given in
- the .SEQ header.
-
- Since only the changes from frame to frame are stored, image data for a
- frame will rarely be 320x200 (except for the very first frame, which will
- always be a full screen). Instead what is stored is the smallest rectangular
- region on the screen that contains all the changes from the previous frame to
- the current frame. The x offset and y offset in the frame header determine
- where the upper left corner of the "change box" lies, and the width and height
- specify the box's size.
-
- Additionally, each "change box" is stored in one of five ways. For each
- of these, the screen is assumed to have the full-screen image from the last
- frame on it.
-
- o uncompressed copy: The data for this frame is uncompressed image data,
- and is simply copied onto the screen at position (x, y) specified
- in the frame header.
-
- o uncompressed eor: The data for this frame is exclusive or'ed with the
- screen at position (x, y).
-
- o compressed copy: The data for this frame must be decompressed (see
- below), and then copied onto the screen at position (x, y) specified
- in the frame header.
-
- o compressed eor: The data for this frame must be decompressed (see
- below), and then exclusive or'ed with the screen RAM at position (x, y).
-
- o null frame: The width and/or height of this frame is 0, so this
- frame is the same as the previous frame.
-
- Of the 5 methods above, the one that results in the smallest amount
- of data being stored for a particular is used for that frame.
-
- Compression Scheme:
-
- Compression is similar to that employed by Tiny, but is not quite as
- space-efficient.
-
- Control word meanings:
-
- For a given control word, x:
-
- x < 0 Absolute value specifies the number of unique words to
- take from the data section (from 1 to 32767).
- x > 0 Specifies the number of times to repeat the next word
- taken from the data section (from 1 to 32767).
-
- Note that a control word of 0 is possible but meaningless.
-
- Format of expanded data:
-
- The expanded data is not simply screen memory bitmap data; instead the four
- bitplanes are separated, and the data within each bitplane is presented
- vertically instead of horizontally. (This results in better compression.)
-
- To clarify, data for a full screen would appear in the following order:
-
- bitplane 0, word 0, scanline 0
- bitplane 0, word 0, scanline 1
- ...
- bitplane 0, word 0, scanline 199
- bitplane 0, word 1, scanline 0
- bitplane 0, word 1, scanline 1
- ...
- bitplane 0, word 1, scanline 199
- ...
- bitplane 0, word 79, scanline 199
- bitplane 1, word 0, scanline 0
- ...
- bitplane 3, word 79, scanline 199
-
- Note however, that the data does not usually refer to an entire screen, but
- rather to the smaller "change box," whose size is given in the frame header.
-
-
- <Animatic Film> *.FLM (low resolution only)
-
- 1 word number of frames
- 16 words palette
- 1 word speed (0 - 99; value is 99 - # vblanks to delay between frames)
- 1 word direction (0 = forwards, 1 = backwards)
- 1 word end action (what to do after the last frame)
- 0 = pause, then repeat from beginning
- 1 = immediately repeat from beginning
- 2 = reverse (change direction)
- 1 word width of film in pixels
- 1 word height of film in pixels
- 1 word Animatic version number (major) [< 2]
- 1 word Animatic version number (minor)
- 1 long magic number 27182818 (hex)
- 3 longs reserved for expansion (should be all zeros)
- --------
- 32 words total for header
-
- ? words image data (words of screen memory) for each frame, in order
-
-
- <Animaster Sprite Bank> *.ASB (low resolution only)
-
- 1 word number of frames - 1
- 1 word ?
- 1 byte maximum width, in pixels
- 1 byte maximum height, in pixels
- 16 words palette
- --------
- 38 bytes total for header
-
- For each frame {
- 1 word width of this frame (in pixels) - 1
- 1 word height of this frame (in pixels) - 1
- 1 word ?
- ? words image data (words of screen memory)
- }
-
-
- <STOS> *.MBK
-
- 9 words ?
- 1 long $19861987 (magic number?)
- 1 long offset from this long to header for low resolution
- parameter block (if past end of file, no low res frames)
- 1 long offset from this long to header for med resolution
- parameter block (if past end of file, no med res frames)
- 1 long offset from this long to header for high resolution
- parameter block (if past end of file, no high res frames)
- 1 word number of low resolution frames
- 1 word number of medium resolution frames
- 1 word number of high resolution frames
-
- For each frame {
- 1 long offset to data (probably only used internally by STOS)
- 1 byte width in words (multiply by 16 to get width in pixels)
- 1 byte height in pixels
- 1 byte X hotspot location
- 1 byte Y hotspot location
- }
-
- (The format implies other stuff could be here.)
-
- 1 long ["PALT" $50414C54]
- 16 words palette
-
- ? words of data for each frame, in the order mentioned in the
- header. Monoplanar mask data follows image data for each frame.
- ----------
- ? words total
-
- The frames often seem to be in semi-random order, not necessarily in
- the order they are to be animated.
-
-
- <GEM Bit Image> *.IMG
-
- 1 word version number of image file [1]
- 1 word length of header in words [usually 8]
- 1 word number of color planes [1 for monochrome]
- 1 word pattern length in bytes [1-8, usually 2 for screen images]
- 1 word pixel width in microns (1/1000 mm, 25400 microns per inch)
- 1 word pixel height in microns
- 1 word line width in pixels
- 1 word number of lines
- -------
- ? words header length defined in 2nd word of header
-
- ? bytes data
-
- NOTES: If the image is a color image (planes > 1), the planes are stored
- separately starting with plane 0. There is, however, no standard way of
- storing the color palette. Some programs may save the palette in separate
- files, some may extend the header. For this reason, you should never
- assume the header is 8 words long, always get the header length from the
- 2nd word of the header. Also, the line width in the 7th word is the number
- of pixels in a line. Since the data is encoded in byte-wide packets, the
- actual unpacked line width is always a multiple of 8, and may be 1-7 pixels
- longer than the length specified in the header.
-
- For each byte x in the data section,
-
- x = 0 Pattern/scanline run.
- Read the next byte, n (unsigned).
-
- If n > 0 then:
- Read a number of bytes equal to the "pattern
- length" word in the header. Repeat this
- pattern n times.
-
- If n = 0 then:
- Scanline run. Data for the next scanline
- is to be used multiple times. Read the
- following record:
-
- 1 byte flag byte [$FF]
- 1 byte number of times to use
- next scanline data
-
- The data for the next scanline follows,
- compressed normally.
-
- x = 80 (hex) Uncompressed bit string. The next byte
- determines the number of bytes to use
- literally. The literal data bytes follow.
-
- otherwise Solid run. The value of x determines
- what to draw. The high bit specifies whether
- the pixels are set or cleared. A 1 indicates
- a byte-run using $FF, a 0 indicates a byte-run
- using $00. The low 7 bits, taken as an unsigned
- quantity, specify the length of the run in bytes.
-
-
- <STAD> *.PAC (high resolution only)
-
- 4 bytes "pM86" (vertically packed) or "pM85" (horizontally packed)
- 1 byte id byte
- 1 byte pack byte (most frequently occuring byte in bitmap)
- 1 byte "special" byte
- -------
- 7 bytes total for header
-
- ? bytes data
-
- The data is encoded as follows. For each byte x in the data section:
-
- x = id byte Read one more byte, n. Use pack byte
- n + 1 times.
- x = "special" byte Read two more bytes, d, and n (in order).
- Use byte d n times.
- otherwise Use byte x literally.
-
-
- <Imagic Film/Picture> *.IC1 (low resolution)
- *.IC2 (medium resolution)
- *.IC3 (high resolution)
-
- 4 bytes "IMDC"
- 1 word resolution (0 = low res, 1 = medium res, 2 = high res)
- 16 words palette
- 1 word date (GEMDOS format)
- 1 word time (GEMDOS format)
- 8 bytes name of base picture file (for delta compression), or zeroes
- 1 word length of data (?)
- 1 long registration number
- 8 bytes reserved
- 1 byte compressed? (0 = no, 1 = yes)
-
- If compressed {
- 1 byte delta-compressed? (-1 = no, > -1 = yes)
- 1 byte ?
- 1 byte escape byte
- }
- -------
- 65 bytes total for header (68 bytes if compressed)
-
- ? bytes data
-
- Compressed data may be either stand-alone or delta-compressed (relative
- to the base picture named in the header). Delta compression involves
- storing only how the picture differs from the base picture (i.e., only
- portions of the screen that have changed are stored). This is used to
- to encode animated sequences efficiently.
-
- Compressed data, stand-alone:
-
- For each byte x in the data section:
-
- x = escape byte Read one more byte, n. (n is unsigned).
-
- If n >= 2, use the next byte n times.
- If n = 1, keep reading bytes until a
- byte k not equal to 1 is encountered.
- Then read the next byte d.
- If the number of 1 bytes encountered is o,
- use d (256 * o + k) times. I.e.,
-
- if (n == 1) {
- o = 0;
- while (n == 1) {
- o++;
- n = next byte;
- }
-
- k = n;
- d = next byte;
-
- Use d (256 * o + k) times.
- }
- else {
- d = next byte;
- Use d (n) times.
- }
-
- x != escape byte Use x literally.
-
- Compressed data, delta compressed:
-
- For each byte x in the data section:
-
- x = escape byte Read one more byte, n. (n is unsigned).
-
- If n >= 3, use the next byte n times.
- If n = 1, do the same as for n = 1 in
- stand-alone compression (above).
- If n = 2, then set n = next byte.
- If n = 0, end of picture.
- If n >= 2, take n bytes from base
- picture.
- If n = 1, do the same as for n = 1
- in stand-alone compression (above),
- but take (256 * o + k) bytes from
- base picture.
-
- x != escape byte Use x literally.
-
-
- <IFF Format> *.IFF
-
- 4 bytes "FORM" (FORM chunk ID)
- 1 long length of file that follows
- 4 bytes "ILBM" (InterLeaved BitMap file ID)
-
- 4 bytes "BMHD" (BitMap HeaDer chunk ID)
- 1 long length of chunk [20]
- 20 bytes 1 word = image width in pixels
- 1 word = image height in lines
- 1 word = image x-offset [usually 0]
- 1 word = image y-offset [usually 0]
- 1 byte = # bitplanes
- 1 byte = mask (0=no, 1=impl., 2=transparent, 3=lasso)
- 1 byte = compressed [1] or uncompressed [0]
- 1 byte = unused [0]
- 1 word = transparent color (for mask=2)
- 1 byte = x-aspect [5=640x200, 10=320x200/640x400, 20=320x400]
- 1 byte = y-aspect [11]
- 1 word = page width (usually the same as image width)
- 1 word = page height (usually the same as image height)
-
- 4 bytes "CMAP" (ColorMAP chunk ID)
- 1 long length of chunk [3*n where n is the # colors]
- 3n bytes 3 bytes per RGB color. Each color value is a byte
- and the actual color value is left-justified in the
- byte such that the most significant bit of the value
- is the MSB of the byte. (ie. a color value of 15 ($0F)
- is stored as $F0) The bytes are stored in R,G,B order.
-
- 4 bytes "CRNG" (Color RaNGe chunk ID)
- 1 long length of chunk [8]
- 8 bytes 1 word = reserved [0]
- 1 word = animation speed (16384 = 60 steps per second)
- 1 word = active [1] or inactive [0]
- 1 byte = left/lower color animation limit
- 1 byte = right/upper color animation limit
-
- 4 bytes "CAMG" (Commodore AMiGa viewport mode chunk ID)
- 1 long length of chunk [4]
- 1 long viewport mode bits (bit 11 = HAM, bit 3 = interlaced)
-
- 4 bytes "BODY" (BODY chunk ID)
- 1 long length of chunk [# bytes of image data that follow]
- ? bytes actual image data
-
- NOTES: Some of these chunks may not be present in every IFF file, and may
- not be in this order. You should always look for the ID bytes to find a
- certain chunk. All chunk IDs are followed by a long value that tells the
- size of the chunk (note that "ILBM" is not a chunk ID). This is the number of
- bytes that FOLLOW the 4 ID bytes and size longword. The exception to this is
- the FORM chunk. The size longword that follows the FORM ID is the size of the
- remainder of the file. The FORM chunk must always be the first chunk in an
- IFF file.
-
- The R,G,B ranges of AMIGA and ST are different (AMIGA 0...15, ST 0...7),
- as is the maximum number of bitplanes (AMIGA: 5, ST: 4).
-
- Format of body data
-
- An expanded picture is simply a bitmap. The packing method is PackBits
- (see below), and is identical to MacPaint and DEGAS Elite compressed.
-
- The (decompressed) body data appears in the following order:
-
- line 1 plane 0 ... line 1 plane 1 ... ... line 1 plane m
- [line 1 mask (if appropriate)]
- line 2 plane 0 ... line 2 plane 1 ... ... line 2 plane m
- [line 2 mask (if appropriate)]
- ...
- line x plane 0 ... line x plane 1 ... ... line x plane m
- [line x mask (if appropriate)]
-
- The FORM chunk identifies the type of data:
-
- "ILBM" = interleaved bit map
- "8SVX" = 8-bit sample voice
- "SMUS" = simple music score
- "FTXT" = formatted text (Amiga)
-
-
- <MacPaint> *.MAC
-
- 1 long version number [0=ignore header, 2=header valid]
- 38 * 8 bytes 8x8 brush/fill patterns. Each byte is a pattern row,
- and the bytes map the pattern rows top to bottom. The
- patterns are stored in the order they appear at the bottom
- of the MacPaint screen top to bottom, left to right.
- 204 bytes unused
- -------------
- 512 bytes total for header
-
- < 51200 bytes compressed bitmap data
- -------------
- < 51712 bytes total
-
- NOTE: The version number is actually a flag to MacPaint to indicate if
- the brush/fill patterns are present in the file. If the version is 0,
- the default patterns are used. Therefore you can simply save a MacPaint
- file by writing a blank header (512 $00 bytes), followed by the packed
- image data.
-
- Bitmap compression:
-
- The bitmap data is for a 576 pixel by 720 pixel monochrome image.
- The packing method is PackBits (see below). There are 72 bytes per
- scan line. Each bit represents one pixel; 0 = white, 1 = black.
-
-
- <RGB Intermediate Format> *.RGB (low resolution only)
-
- This format was invented by Lars Michael to facilitate conversions between
- standard ST picture formats and higher resolution formats like GIF and IFF.
- It supports 12 bits of color resolution by keeping the red, green and blue
- components in separate bit planes.
-
- 1 word resolution (ignored)
- 16 word palette (ignored)
- 16000 words red plane (screen memory)
- 1 word resolution (ignored)
- 16 word palette (ignored)
- 16000 words green plane (screen memory)
- 1 word resolution (ignored)
- 16 word palette (ignored)
- 16000 words blue plane (screen memory)
- ------------
- 96102 bytes total
-
- The format was derived by concatenating three DEGAS .PI1 files together --
- one for each color gun. The RGB value for a pixel is constructed by looking
- at the appropriate pixel in the red plane, green plane, and blue plane. The
- bitplanes are in standard ST low resolution screen RAM format, but where pixel
- values in screen RAM refer to palette entries (0 through 15), pixel values
- here correspond to absolute R, G, and B values. The red, green, and blue
- components for each pixel range from 0 to 15 (4 bits), yielding a total of
- 12 bits of color information per pixel. Not coincidentally, this is exactly
- the format of ST palette entries (although on ST's without the extended
- palette only the lower 3 bits of each color component are used).
-
- You can view a single bit plane on a standard ST by splitting the .RGB file
- into its three DEGAS .PI1 components and setting the palette to successively
- brighter shades of gray.
-
-
- <ComputerEyes Raw Data Format> *.CE1 (low resolution)
- *.CE2 (medium resolution)
-
- 1 long [$45594553 or "EYES"]
- 1 word resolution [0 = low res, 1 = medium res]
- 8 words ?
- If resolution = 0 {
- 64000 bytes red plane, 320 x 200, 1 pixel per byte
- 64000 bytes green plane, 320 x 200, 1 pixel per byte
- 64000 bytes blue plane, 320 x 200, 1 pixel per byte
- ------------
- 192022 bytes total
- }
- else If resolution = 1 {
- 128000 words 640 x 200, 1 pixel per word
- ------------
- 256022 bytes total
- }
-
- This is almost two formats in one:
-
- Low resolution:
-
- The planes are arranged vertically, instead of horizontally.
- The first byte is the red component of pixel (0,0), the second is (0,1),
- and the third (0,2). The 201st corresponds to (1,0), etc. The 64001st
- byte is the green component of (0,0).
- Only the low six bits of each byte are used.
-
- Medium resolution:
-
- The picture is arranged vertically, instead of horizontally.
- The first word is pixel (0,0), the second is (0,1), and the third
- (0,2). The 200th is (1,0) etc.
- Each word is divided up into the RGB values for the corresponding
- pixel, as follows:
-
- Bit: (MSB) 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 (LSB)
- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
- 0 B4 B3 B2 B1 B0 G4 G3 G2 G1 G0 R4 R3 R2 R1 R0
-
- Bit 15 is not used.
-
-
- <PackBits Compression Algorithm>
-
- The following packing algorithm originated on the Mac, was adopted by
- Electronic Arts/Commodore for use in the IFF standard, and then by Tom
- Hudson for use in DEGAS Elite. The algorithm is currently used in
- MacPaint, IFF, and DEGAS Elite compressed file formats. Each scan line
- is packed separately, and packing never extends beyond a scan line.
-
- For a given control byte 'n':
- 0 <= n <= 127 : use the next n + 1 bytes literally (no repetition).
- -127 <= n <= -1 : use the next byte -n + 1 times.
- n = -128 : no operation, not used.
-
- -------------------------------------------------------------------------
-
- * Roland Waldi contributed extensive information on the following formats:
-
- GEM, IMG, Doodle, STAD, Imagic Film/Picture, Art Director, IFF
-
- ** John Brochu, ST picture formats guru, provided sage advice and many
- corrections to the following formats:
-
- NeoChrome, DEGAS Elite Compressed, Spectrum 512 Compressed,
- GEM Bit Image, IFF, MacPaint
-
- Version of Wed Jun 26 22:53:08 EDT 1991
-
- ------------------------------
-
- Date: 26 Jun 91 10:42:55 GMT
- From: mcsun!unido!mcshh!the.fawn@uunet.uu.net (Thomas Quester)
- Subject: lharc woes (AGAIN, was Is musedt.lzh corrupted?)
- To: Info-Atari16@naucse.cse.nau.edu
-
- >My complaint with lharc is that's its's too damn slow. I still mainly use zoo
- >because I just can't be bothered to spend hours waiting for lharc.
-
- >As long as people stop using the brain-dead Arc I really don't mind which one
- >they use... let's hope we can avoid tar and compress, at least until Minix
- >support in MiNT is better. :-)
-
- If you are using the wrong version of LHarc, it IS slow. The slowes of them
- all is John Webbs 0.xx. The LZH 1.13.20 is about 4 times faster than the
- original 1.13, because the whole compression and decompression is entierly
- written in assembler. It should be about twice as fast as LHA 1.21 in
- decoding and about 3 times faster in coding.
-
- ----
-
- Thomas Quester * Lampenland 9 * 2050 Hamburg 80
-
- ------------------------------
-
- Date: 26 Jun 91 10:51:16 GMT
- From: mcsun!unido!mcshh!the.fawn@uunet.uu.net (Thomas Quester)
- Subject: lharc woes (AGAIN, was Is musedt.lzh corrupted?)
- To: Info-Atari16@naucse.cse.nau.edu
-
- >this is not the point. the fact that i can (eventually) FIND a version
- >of lharc to unpack any particulary archive may sound like there is no
- >problem at all. there is. the SEARCH for the lharc version to do it IS
- >the problem. until all the various lharc developers (many of whose work
- >by itself is excellent, BTW) get together and standardize an extensible
- >file format, this is basically still russian roulette.
- If you have any problem with any archive and the version 1.13.20 or newer,
- why not send it to me. If the archive is not damaged or if it is'nt coded
- with LHA 2.xx on a PC, I will adapt my version of LHarc to read this kind
- of archives.
-
- If you get an error-message "Unknown method", your archive is packed with
- LHA 2.xx on a PC. This is impossible to adapt to the atari st until there
- are sources available,
-
- If you get CRC-Errors on many files, you probably have a damaged archive.
- You could then try to download it again.
-
- ---
- Thomas Quester * Lampenland 9 * 2050 Hamburg 80
-
- ------------------------------
-
- Date: 27 Jun 91 00:08:15 GMT
- From: kawakami%ocf.berkeley.edu@ucbvax.berkeley.edu (John Kawakami)
- Subject: Possible GCR sale... What is the real value
- To: Info-Atari16@naucse.cse.nau.edu
-
- I recently posted a short message asking if $300 is too much for a GCR.
- It seems that it is actually not much to charge. However, I have to
- apologize to everyone who offered to buy it, as I am still just thinking
- about selling it. If I decide to sell it, I will hold an auction later
- in the summer.
-
- *************************************************************************
-
- Things to think about re the Spectre GCR.
-
- * Mac ROMS are very expensive now. $250+ now. This means fewer sales
- for the Spectre which means that GBS must focus on other products to
- produce revenue.
-
- * System 7.0 does not work on Spectre now. It probably will eventually,
- knowing the way Dave Small works his magic. But the new System will
- probably not be as compatible as 6.0.3 is for a while.
-
- * On the plus side, a Spectre on a TT or SST030 is a cheap alternative
- to a Mac II.
-
- * If you have a full blown mono ST system with a memory upgrade and a
- hard drive with free space, this is a cheap way to become a Mac. If
- you need to get a hard drive or a ram upgrade kit, the price of "going
- mac" gets expensive fast (GCR needs 1 meg and a floppy, but 2 megs and
- ten megs of hard disk are closer to a usable minimum configuration.)
- The Mac Classic under the educational discount is under $1000 (I'm not
- sure how much) and it has full compatiblilty as well as giving you
- another CPU to hack on (sometimes it's very handy to have two machines).
-
- * There is no SuperDrive for the GCR. On the other hand, all disk accesses
- are faster than most macs' disk accesses.
-
- # The GCR is usually very good to me. It rarely ever crashes (under System
- 6.0.5) and has let me run Microsoft Word 4.0, which seems to be a popular
- standard around campus. I also did some programming work on it. It
- is a useful tool. However, it is not as disk compatible as Dave Small
- would have you believe: it failed on the two drives I was using. One was
- a late model TEAC, the other was an NEC (which is popular with 3rd party
- disk makers for some reason). The TEAC never worked right, the NEC was
- hacked/fixed with instructions by Small. It is supposed to do Mac disks
- correctly with other 3rd party disk drives.
-
- ************************************************************************
-
- John Kawakami kawakami@ocf.berkeley.edu
- ucbvax!ocf.berkeley.edu!kawakami
-
- ------------------------------
-
- Date: Thu, 27 Jun 91 00:01:25 CET
- From: Ulf Rimkus <RIMKUS_U%DMRHRZ11.BITNET@CUNYVM.CUNY.EDU>
- Subject: Problems using MNP5
- To: info-atari16@naucse.cse.nau.edu
-
- Dear Netter!
- I'm quite new to computer-communications and therefore have some problems
- using the MNP5-Protocoll of my new 2400 bps modem. I have found these 3
- commands, which should switch the modem to auto-mnp5. They are \n3, %c1, and
- \v1. But that seems not to be enough, because a few minutes after the
- successfull connect my modem decides to cut the line to the remote modem off.
- Working without MNP5 is fine, but sometimes disturbed by strange chracters
- appearing on my Terminal (I'm using UniTerm V2.0e).
- Now what AT-commands are neccesary to switch to MNP5 and how is the Terminal
- (UniTerm) to configurate?
- By the way Waht is the key to switch UniTerm in INSERT-MODE?
- Thanks for any answer and help in advance,
- Ulf
- RIMKUS_U@DMRHRZ11.BITNET
-
- ------------------------------
-
- Date: 26 Jun 91 21:47:29 GMT
- From:
- noao!asuvax!ukma!widener!netnews.upenn.edu!eniac.seas.upenn.edu!hindi@arizona.e
- du (Faeiz Hindi )
- Subject: Repost: The Mother of All Computer Sales
- To: Info-Atari16@naucse.cse.nau.edu
-
- Just to let those interested know, I've sold the 520ST, NX-10 printer,
- and the Supra 2400 modem. Thanks to all those who responded.
-
- But...
-
- I STILL have the following for sale:
-
- Atari 1040STfm and SC1224 Color monitor. It is 1 1/2 years old and in
- PERFECT condition. This includes a mouse, 1 meg ram, internal DS 3.5"
- drive, and an RF modulator. I've decided to throw in the following
- software: Dungeon Master, Falcon, Tanglewood, Shuttle, ST-Talk,
- Grid-Iron, FAS-ST, Haba-Check checking program, all with original
- boxes and doc's. I will also include a box of 10 blank disks.
- Finally, I'm including 2 joysticks, (Epyx and Winner brands).
-
- I paid over $1100 for all this stuff, but I'm asking only $500.
- ("Wow, what a great deal!").
-
-
- ---> Please respond to hindi@eniac.seas.upenn.edu <---
-
-
- Thanks for your time.
-
- --Faeiz Hindi
-
- ------------------------------
-
- Date: 26 Jun 91 10:33:55 GMT
- From: mcsun!unido!mcshh!the.fawn@uunet.uu.net (Thomas Quester)
- Subject: Review of LHARC Test Archive Function
- To: Info-Atari16@naucse.cse.nau.edu
-
- >|> I hope that these results might be of use to all.
-
- >Oh yes, it is. They clearly show at least two facts:
-
- >1. You have to fiddle around to get a proper LHarc version.
- If you have the wrong version of LHarc, you indeed need several versions.
- Before releasing LZH1.13.20 I tested it with every version of LHarc I could
- get. This includes John Webbs LHarc 0.6, several Unix versions, LHA 1.21
- and Strunk. In some archives LZH 1.13.20 could not read the crc, but it
- is still able to decode the archive.
-
- >2. If you pack something with (your version of) LHarc you can't be sure
- > the fellow at the receiving end will be able to unpack it, because he
- > might not have an edequate LHarc.
-
- >Your test still leaves open the question if the tested LHarcs are
- >compatible to one or more Unix LHarcs.
-
- I WOULD like to send my newest version to the net. But it dosen't work.
- Perhaps someone can send me a instruction how to send a binary from
- germany?
-
-
- ------------------------------
-
- Date: 26 Jun 91 16:12:36 GMT
- From: sae!malay@uunet.uu.net (Bob Malay)
- Subject: Slime World - Lynx
- To: Info-Atari16@naucse.cse.nau.edu
-
- I got a hold of the transcript of an old Genie roundtable discussion about
- the Lynx. There was some talk of an "easter egg" in Slime World - some sort
- of zit-popping contest. Is there any truth to this? If so how does one
- get to the "easter egg"??
-
- Bob Malay
-
- ------------------------------
-
- Date: 27 Jun 91 02:15:06 GMT
- From:
- noao!ncar!elroy.jpl.nasa.gov!usc!chaph.usc.edu!aludra.usc.edu!jjung@arizona.edu
- (Robert Jung)
- Subject: Slime World - Lynx
- To: Info-Atari16@naucse.cse.nau.edu
-
- In article <1991Jun26.161236.27494@sae.com> malay@sae.com (Bob Malay) writes:
- >I got a hold of the transcript of an old Genie roundtable discussion about
- >the Lynx. There was some talk of an "easter egg" in Slime World - some sort
- >of zit-popping contest. Is there any truth to this? If so how does one
- >get to the "easter egg"??
-
- Go to the on-line instructions screen. Advance to the page where Todd
- turns green. Press OPTION 1. The object of the game isto jab the A button
- as fast as possible, to inflate the "zit" faster than the computer can
- deflate it.
-
- This is nothing -- check out the fully-implemented version of Conway's
- The Game of Life in ZARLOR MERCENARY (with cut-and-paste and a library of
- lifeforms, no less).
-
- (Try rec.games.video; you'll like it! B-)
-
- --R.J.
- B-)
-
- //////////////////////////////////////|\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Send whatevers to jjung@nunki.usc.edu | If it has pixels, I'm for it.
- --------------------------------------+----------------------------Lynx me up!
- "If it moves, shoot it. If it doesn't move, shoot it anyway."
-
- ------------------------------
-
- Date: 26 Jun 91 07:36:38 GMT
- From:
- noao!ncar!elroy.jpl.nasa.gov!swrinde!zaphod.mps.ohio-state.edu!think.com!mintak
- a!ogicse!clark!pro-haven.cts.com!bandersnatch@arizona.edu (Kevin Raley)
- Subject: ST Software from British distributors
- To: Info-Atari16@naucse.cse.nau.edu
-
- In-Reply-To: message from dddean@bluemoon.uucp
-
- I too have recently purchased a couple of recent issues of ST Action and
- have been quite impressed with the enclosed demos- Pity we have to wait six
- months for half of the things advertised therein.
- ----
- ProLine: bandersnatch@pro-haven Kevin Raley
- Internet: bandersnatch@pro-haven.cts.com
- UUCP: crash!pro-haven!bandersnatch
- ARPA: crash!pro-haven!bandersnatch@nosc.mil
-
- ------------------------------
-
- Date: 26 Jun 91 21:55:19 GMT
- From: unhd.unh.edu!oz!pyr579@uunet.uu.net (Technoid)
- Subject: Unwanted Amiga Input
- To: Info-Atari16@naucse.cse.nau.edu
-
- You know, I'm really shocked! I've been an Atarian for over 6 years
- I've had 8-bits and ST's. I've seen the Atari vs Commodore wars come and go.
- I've enjoyed reading the news in comp.sys.atari.st but lately I can't enjoy
- any of it without some posting about Amiga's "superiority" from some life-long
- commodore die-hards. Great! This is comp.sys.atari.st not comp.sys.amiga.*
- and these little battles and irritating posts do NOT belong here. Who is in
- charge of this news group anyway? Usually I read down through every article
- every day, but I'm not going to if I have to sift out Amiga propaganda all
- the time. If these Amiga types want to toot their own horn in there news
- group fine, but they shouldn't be cluttering up ours. It seems to me that
- unless you are posting something significant about the Atari ST in this
- group then your message shouldn't be here. It is too bad people can get
- away with this harassment in our newsgroups. Try to E-mail to these
- people and you get wise comments and manure back. Get them off our news group.
-
- Stephan
- Technoid
- Atarian
-
- --
- \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
- pyr579@oz.plymouth.edu Stephan R. Cleaves Salamanders Are Cool...
- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
-
- ------------------------------
-
- Date: 27 Jun 91 01:50:36 GMT
- From: earthquake.Berkeley.EDU!kawakami@ucbvax.berkeley.edu (John Kawakami)
- Subject: Unwanted Amiga Input
- To: Info-Atari16@naucse.cse.nau.edu
-
- WELLLLLL
-
- I've used Atari computers for something like nine (9) years and I'm
- REALLY tired of the Atari-Amiga wars (or is that Amiga-Atari wars:-/).
- Let's be realistic here: for the time being, both machines are stagnant.
- The only thing happening is the Video Toaster on the Amiga. As far as
- competing as a general use computer, both machines are beat out by
- PCs and Macs. Why can this be so, you ask. After all, they both have
- fine, overpowered and underpriced software and do whizbang things that
- cost some serious bucks on PCs and Macs. After all, both are really
- COOL, Macs and PCs are for poseurs and rich-stupid people. Why can
- this be so? The answer is compatibility. Compatibility with the outside
- world requires PC or Mac compatibility. The strengths of these machines
- lie in the amount of data you can access and the amount of work you can
- exchange and disseminate.
-
- OK, I've simplified. The upper end Amigas are PC compatible. You can
- buy Mac and PC compatibility for both machines. But to get this compat-
- ibility, you must pay money. Why bother; why not get the real thing and
- be done with it.
-
- If you don't hack, if you are not a hobbyist, you don't need an Amiga
- or Atari.
-
-
- *****
-
- BTW, I will probably be using my Atari for some years to come. It does
- everything I expect of a computer, and I'm happy with that. Once I start
- expecting more that I get, I will move up to something more powerful.
-
-
-
- John Kawakami kawakami@ocf.berkeley.edu
- ucbvax!ocf.berkeley.edu!kawakami
-
- ------------------------------
-
-