Aliquid Simplex - David Aspinall (Your Computer-November 84-Page 85)

MADNESS IN THE LAB WITH DAVID ASPINALL'S SPECTRUM.

Everything is going wrong for Professor Hilfe today. First, he leaves
his la- boratory after a bad day's work to get a bite to eat. When he
returns, it is only to find that he left the power on, connected to
his experiment. The cir- cuitry has overheated, and caused his
generators to fail, sending massive po- wer surges thorughout the
laboratory. This has caused a fire to break out, and if that wasn't
enough, it has somehow caused all his chemical apparatus to come alive!

But, all is not lost for Hilfe. For the main pieces of his pride and
joy, Frankie his robot, are still intact, although scattered around.
If he could just manage to carry each piece, one a time to Frankie's
bed then his life's work might be saved. But will it all end there?
You have to guide Professor Hilfe around his laboratory avoiding Barmy
Bunsens, Crazy Conicals, Terrible Test-tubes and the like, taking one
part of Frankie at a time to his bed.

I have written a special loader for typing in the hex codes, which are
exten- sively checksummed. Another problem created in the writing of
this program, is that the code isn't all in one place. In fact roughly
two-thirds of it is above RAMtop, and the rest below: 3K in a Rem line
and a further 118 bytes crammed into the printer buffer. For this
reason, we will have to modify the hex loader twice to put the code in place.

So, first things first. It is best to have at least one totally blank
short tape on which to put the finished product, and another on which
to store the hexloaders and half-finished efforts. I shall now detail
the procedure step by step:
 1. Type in the loader program for the finished game, but don't run it. Save
    this at the beginning of your blank tape, using
        SAVE "ALIQUID" LINE 1
 2. New the computer, type
        CLEAR 26969
    and enter the first version of the hexloader. Save this on another tape.
 3. Now start typing in the main bulk of the machine code, from Dump 1. If at
    any time you wish to stop and start again later, type 5 and then save the
    program on the other, non-finalised tape. Enter the hex digits one row at
    a time with no spaces, checksum included. The listing format will be the
    sameas it is here. If at any time a checksum doesn't correspond to the to-
    tal modulus 256 of the eight other bytes entered, a Beep will sound, and
    you will get the same prompt address to enter that row again.
 4. Once you have finished this, the loader will end, and you can save the re-
    sultant code after the loader program on the finalised tape:
        SAVE "MC"CODE 26970,5798
 5. Now edit the following lines of the hexloader and change them to:
         10 FOR N=23363 TO 23481 STEP 8
        100 SAVE "SO FAR" LINE 120: SAVE "XDAT"CODE 23363,118
        120 RANDOMISE N: LOAD ""CODE: GOTO 12
 6. Run the hexloader again, and enter the data from Dump 2, the printer buf-
    fer data. When this is all correct, type:
        SAVE "XDAT"CODE 23363,118
    and record on to the finalised tape.
 7. Next, edit the hexloader again:
         10 FOR N=29800 TO 32755
        100 SAVE "AS SO FAR"CODE 29800,N-29799
        120 RANDOMISE N: CLEAR 29799: LOAD ""CODE: LET N=PEEK 23670+256*PEEK
            23671: CLS: GOTO 12
 8. Now type as a direct command
        CLEAR 29799: RUN
    and enter the codes from Dump 3, once again use S to save a partly finis- 
    hed version.
 9. After you have finished this, do not save it on the finalised tape but the
    other one. and with:
        SAVE "REMLINE"CODE 29800,2955
 10.Now pull out the plug or otherwise clear the computer, and type in the Rem
    creator program; take care with the machine code in the Data at line 1000
    as it isn't checksummed. Run this, the delete 100 and then 10. You should
    now be shown the long Rem at line 1 the machine has created - just to save
    you some typing! Try to avoid pressing Enter now or after reports as 
    you'll have to sit through the listing again. Type:
        LOAD "REMLINE"CODE 23760
    and reload the data you save earlier from Dump 3. The Rem will now not 
    list properly, and should have 1 Rem Dacode at the top. Type line 10 in,
    as below:
        10 RANDOMISE USR 32762
    and now save the completed program on the finalised tape after 'Xdat', using
        SAVE "ALL.MAIN" LINE 10
 11.Now clear the computer, rewind the tape and test it all.

TYPE: Arcade (Mazegame)


This info file was typed by Michael Bruhn


Correction from YC Jan'85, page 40 (not included)
----------------------------------
[...]
  Having said the listing was correct, there was a small bug in the
machine code itself, the high score routine. It effectively meant that
even if you did beat 1000, you wouldn't beat the top score. If you
want to correct this, load the program itself, without letting it auto-
start, and do:
	POKE 24289,17: POKE 24290,132: POKE 24291,105
then re-save the Rem line program on the final tape as before.
[...]


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