Review of glitches - An old, dear section that has been with us for 8 issues now.

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              |#REVIEW OF GLITCHES#|            
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The old, dear section, which is already 8  
numbers has taken root with us. We warm him and feed him
we caress, and he gives us a fresh portion of gluten-
kov, ingoda, of course, in and does not receive a share
kind words, but there are times when you think: 
"aren't we pampering him."Sometimes there are peri
odes of stagnation, when he has nothing to say, but,
Yes, he’s simply bursting with words. That’s it
day he prepared something new (glitches 
new, but the programs are different).            
ART128s is going to be shot.  I hope you understand that this is ART STUDIO 128 
MOA version, especially for SCORP.        
Although, I don’t know if there is a RAM-disk   
this is a scorpio, it’s a pity, frankly speaking - 
rya. Such a tiny RAM-disk, that on the wall  
I want to climb. Well, to hell with it RAM-disk. 
I'm worried about a glitch now, or rather my task
bring it to you. Yes, and it’s not more of a glitch
everything, and a feature of the program.     
This means that when entering the option MAGNIFY (before   
how to enter there, set the attributes,
only border,any, but not white), we   
we see that this border turns white, although in the attributes  
I have a different color, okay, let’s say   
that’s how it should be, but then why doesn’t the editor
changed in the option ATTRIB., or rather, did not install 
frame on white, but left it on mine   
color.....Well, I told you that most likely
This is not a glitch, but maybe a glitch? Then Irule 
I really did what I described.               
Let's continue......MacroEd.                   
Yes, yes, yes, I already told you about this program, 
yes you can say that it is still raw, but  
also the first version. I'm writing about     
glitches so that the author reads and says:     
"Oops, it's clear, we'll have to fix it."   
That’s why I’m writing. And the meaning of the glitch (not just
no glitch, but two), nope, let's start with the first one  
go.Firstly, this is the first time I’ve seen the program,
which loads an empty file, i.e. she neither
what doesn't load, I didn't have in the catalog  
pictures, but he still uploaded something.  
The second glitch is associated with loading the picture  
he is looking for something on the disk, but the picture is not found
dit (it was to check the second glitch that I   
placed a picture on the disk), while appearing
There is a cursor and some pixels. Let's begin   
run the cursor of his (editor's) picture on
begins to be overwritten , and appears in place 
the picture we are editing.          
This is such a glitch, and in general I haveta-
I have a feeling that this program has something like this
number of glitches that I will need a whole
assign a number to it.......             
The next program also falls into doubt -
flatness: glitch or not glitch.                 
This game, quite well known to all of you(
I hope that everyone -BLACK RAVEN.              
Do you want to have45 soldiers,instead of 35 (or 37 I 
I don’t remember exactly).And everything is done very professionally
one hundred: you'll be amazed money for construction  
two huts (huts) at once. So, build houses 
until you see that the house is now,
which you build is the last one (i.e. income-
dit game limit).Choose who you will be  
build, and place the house as only a worker  
rush to build it, you must stop 
the most important thing is to have time so that he doesn’t shoot  
house, otherwise you will have to destroy it, for that -
so that there is an opportunity to build
another house. In short, you stopped him and
now you have the opportunity to build cloud
houses.But, build yourself first unfinished-
new houses,well, the samestop him there 
halfway and that's it. And then finish building the house  
as soon as you have enough unfinished buildings. Calculate
those how many houses do you need to the limit (H5chl)
You, of course, can build a bigger house -
ov, but there will be no sense. The computer will show
that there is food for NN people, but that’s all
you can be 45 people. Funny glitch, but
which turned into a kind of help.  
I offer my apologies, but I'll end with  
thisREVIEW OF GLITCHESI'm just glitches for now    
I haven’t discovered it yet, except for these. In the tenth issue
I'll prepare more, but now I'll bring-
I'll give you a couple of programs that might help you  
needed, or maybe not.                      
Comments and explanations at the end of each    
programs.                                
                                          
************************************************
 NADE SCREEN(STACK) BY ANGEL    
******************************************
        ORG 30000                         
        DI                                
L1      LD А,39                           
        CALL EFFSP                        
        LD А,16                           
        CALL EFFSP                        
        LD А,#7F:IN (#FE):RRA:JR C,L1     
        RET                               
EFFSP   LD (STACK+1),SP                   
        LD SP,23296                       
        LD L,А                            
        LD H,А          RRA                               
        RRA                               
        RRA                               
        AND 7                             
        LD В,48                           
L2      OUT (#FE)                         
        PUSH HL                           
        PUSH HL                           
        PUSH HL                           
        PUSH HL                           
        PUSH HL                           
        PUSH HL                           
        PUSH HL          PUSH HL      
 DJNZ L2      
STACK LD SP,0                           
 EI:HALT:DI    
 RET                             
------------------------------------------
So, what is the point of this program?.But 
what, it clears the screen(attributes only), 
but it cleans so quickly that you can
get away. Why the hell did you think stack, why should I   
I’ll explain, I think you understand. But there is 
and the second meaning of this program. You know, a lot
some people like to blink two colors on the screen,
and they do all this mainly with two screens - 
mi, i.e. 5 and 7. This also happens quickly, and
in addition, it does not affect interrupts, but in my
the program can be setany colorand more than one  
and there are a great many. Yes, I understand that on   
interrupts influence in the form of "running" stack  
on the screen, but what can you do, you can save 
stack in its interrupts, but the stack is still
will be on the screen, except in smaller  
ve, as you can see, there are three RRA,as you  
understands they provide us with BORDERwhen- 
Yes, the whole screen is blinking, and not “their own”
the color, believe me, looks beautiful.    
HALT is needed in order to slow down the 
gu, because its speed does not allowto the end, 
color the screen, because... is already following her
another color, you can remove it and set  
three colors and get running lines on the screen
gloss; the effect is simple, but large (in volume 
memory, you can open the loop, but it will only come out 
512 PUSH HL  and the speed will not be very high 
super awesome).                
                                          
************************************************
 UNIVERSAL COPY NOR SCORP-256 BYNOTSONT 
******************************************
                                          
        ORG 24500,30000                   
        DI                                
        LD SP,24499                       
        LD HL,#4000:LD DE,HL:INC DE       
        LD ВС,6912:LD А,L:OUT (#FE)       
        LD (HL),L:LDIR                    
        LD C,0:CALL DOS                   
        XOR А:LD C,1:CALL DOS             
        XOR А:CALL RAM                    
;-LOADING---------------------------      
BEGIN   LD HL,TABRAM                      
LOAG    LD А,(HL)         AND А:JR Z,EXLOAD                 
        PUSH HL:CALL RAM,LOAD,REMV1       
        РОР HL:INC HL                     
        LD А,(TRKL+1):СР 81               
        JR NC,EXLOAD                      
        JR LOAG                           
EXLOAD  CALL SPACE                        
;-SAVING------------------------------    
SAVING  LD HL,TABRAM                      
SAVAG   LD А,(HL)                         
        AND А:JR Z,EXSAVE                 
        PUSH HL                           
        CALL RAM,REMV2,SAVE               
        РОР HL:INC HL                     
        LD А,(TRKS+1):СР 81               
        JR NC,EXIT                        
        JR SAVAG                          
EXSAVE  CALL SPACE:JR BEGIN               
EXIT    LD А,R:NOP:OUT (#FE):OR #20       
        OUT (#FE):JR EXIT                 
SAVE    LD DE,(TRKS):LD HL,25000          
SAVE1   PUSH DE:XOR А                     
        LD C,14:CALL DOS                  
        LD C,11:LD DE,#5800:LD В,#20      
        CALL DOS                          
        LD DE,HL:INC D                    
        LD C,13:CALL DOS                  
        LD HL,33000                       
        РОР DE:PUSH DE                    
        LD А,1:LD C,14                    
        CALL DOS                          
        LD C,11:LD DE,#5840:LD В,#20      
        CALL DOS                          
        LD DE,HL:INC D                    
        LD C,13:CALL DOS                  
        РОР DE:INC D:LD (TRKS),DE         
        LD HL,22528:LD DE,HL:INC DE       
        LD ВС,32*3:LD (HL),L:LDIR         
        RET                               
TRKS    DB 0,0                            
LOAD    LD DE,(TRKL):LD HL,25000          
LOAD1   PUSH DE:XOR А                     
        LD C,14:CALL DOS                  
        LD C,10                           
        CALL DOS,ERRES             LD DE,HL:INC D                    
        LD C,12:CALL DOS,ERRES            
        LD HL,33000                       
        РОР DE:PUSH DE                    
        LD А,1:LD C,14:CALL DOS           
        LD C,10                           
        CALL DOS,ERRES                    
        LD DE,HL:INC D                    
        LD C,12:CALL DOS,ERRES            
        РОР DE:INC D:LD (TRKL),DE         
        RET                               
TRKL    DB 0,0                            
                                          
DOS     DI:PUSH AF,HL,DE,ВС,IX,IY         
        RST 8:DB #81                  DI:РОР IY,IX,ВС,DE,HL,AF          
        RET                               
                                          
GRAM    PUSH ВС                           
        PUSH AF                           
        PUSH AF                           
        DI                                
        LD (BANKA),А                      
        LD ВС,32765                       
        AND 7                             
        OR 16                             
        OUT (C),А                         
        РОР AF                            
        LD ВС,8189                        
        AND 8                             
        SLA А                             
        OUT (C),А                         
        РОР AF                            
        РОР ВС                            
        RET                               
BANKA   DB 0                              
                                          
SPACE   LD А,R:OUT (#FE)                  
        LD А,#7F:IN (#FE):RRA             
        JR C,SPACE                        
        XOR А:OUT (#FE)                   
        RET                               
ERRES   LD E,#FF:LD D,0:LD C,15:CALL DOS  
        LD E,#FD:LD D,0:LD C,15:CALL DOS  
        PUSH HL:LD В,0                    
ERRR    LD А,(HL)                         
        СР #F9                            
        JR NC,NOERR                       
        СР #F4                            
        JR C,NOERR                        
        SUB 100:LD (HL),А                 
NOERR   INC HL:DJNZ ERRR                  
        РОР HL:RET                        
                                          
REMV1   LD HL,25000:LD DE,#C000           
        LD ВС,#4000:LDIR                  
        RET                               
REMV2   LD HL,#C000:LD DE,25000           
        LD ВС,#4000:LDIR                  
        RET                               
TABRAM DB 1,3,4,6,7,10,11,12             
 DB 13,14,15,0         
------------------------------------------
And the second program, as I probably understood,
genus works only for SCROP',others 
have to......why have to, but they themselves 
they know what to expect. The second program-uni- 
a universal copier that can copy 
mount almost any floppy disk, one in   
one.IS-DOS, O.P.R, LEMMINGS-2, CHV-1 , for not 
it's not a problem, the program will come later  
work well.As you understand, it is used
all Scorpov memory, reading speed is not 
high (it all depends on which sectors it works with)
it hurts, i.e. on the length of the sector). On the screen you can
It is important to see the copying process, i.e. which one 
sector length. Unfortunately, the program is protected
I know as UFO-2 , the copier does not copy  
maybe (I would look at the person who  
will copy one to one UFO-2,to SPECCY).   
ALSO will not be able to copy MIRROR,because.  
they are protected even thoughstandard, but they have   
there is also a special feature of protection. They check 
describes the information contained in the in- 
dex arrays, but from them they copy 
box does not work, but how IS-DOS  copy- 
box, I think it will do. It was written, 
a very long time ago, just for the needsIS-DOS.  
And now I decided to show people the work that
This one was made by NOTSOFT, maybe it will be appreciated  
who will use(daydreaming!!!). 
And I also hope this information will be useful
to her. It concerns people who do not have old
versions of Pro-Tracker:PTv2.1;PTv2.4     
I think you’ve wanted to roll some mousse more than once, but 
you didn’t have these editors, you only had
to new versions:PTv3.x , but how to roll it up   
music written in the same editor
but an older version. And everything is very simple 
You just need simple math-
tika. So, load the music (editor only 
old versions - 2.1 and 2.4), then you will find out everything,  
where is the player (he ALWAYS is located 
in HL, i.e. the very first address: HL, nnnnn, yes
better go JR).The most important thing is youshould     
KnowFULL length of ALL music is a must  
but. Further from the beginning of  player you subtract by
the beginning of the music. And then subtract from the length of the music
eat the length you got when you  
took away the beginning of the player from the beginning of the music.
And we record music from the beginning of the player, and  
length equal to the second difference, i.e.         
                                    
length2-length1=length of music without player   
                                          
I show with an example.                     
Let's say the length of our music is 4675 bytes.    
Compiled to address 49152.          
Editor 1PTv2.1.                  
Player is located at 51759.        
How I found out, look.                       
In music we go like this               
                   LD HL,51759-address play-
                   JR....... ega.    
                   J.R.......             
                   J.R.......             
                                          
Subtract 51759-49152=2607 - this is the length
                          player        
And then we subtract the length of the music fromlength   
player'a, i.e. 4675-2607=2068 is the length  
 music without a player.    
                                          
And write from address 51759, length 2068  
                                   
Well, I hope someday you will need this -
yes, but it is not suitable for PTv2.4(rough)  
T.k. the player has been changed there, but it also fits 
forPTv2.4;PTv3.01(у Frunze).            
There is an easier way. But only for one  
editor-PTv2.1. At the address where it is located 
there is music, i.e. HL,nnnnn(by nnnnn location
Music without a player is canceled). In first  
two cells contain the length of the music without
player. But in PTv3.01 and 1PTv2.4 , there   
contains the length, but it is incorrect, and  
in general it seems to me that this is not the length at all
and the data needed by the music, so in this case
tea (two other versions) will have to use
call the first method.

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