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- "THE MISSING LINK" EXTENSION REVIEW
-
- Probably one of the most exciting things that can happen to an avid
- STOS user is the release of a new extension, and the Missing Link is no
- exception. I first heard about it from Goodman International P.D. and I
- made an order straight away!
-
- When booting up the disk, I was taken to the desktop with several
- programs and five folders. I loaded up the first program called BALLS.
- I was then presented with a rather impressive 'asteroid' game, with
- your spaceship flying around, a large 32x32 ball, and a relatively
- smooth full-screen multi-directional scrolling background! Sampled
- sound is included (not noticeably slowing the game down) and the ship
- could fire up to about six bullets.
-
- "OK...quite impressive" I thought to myself as I completed the first
- few levels. By the time I got to a later level, there were five or six
- 32x32 balls flying around, a full-screen multi-directional scrolling
- background, your ship, up to 6 bullets AND sampled sound at the same
- time, and running at the same speed as level 1 !!!
-
- I quitted that program and loaded the next one up. This was an overhead
- game where you control a little man who can shoot bullets and some
- attacking bees or something. Again, the screen scrolls smoothly, and a
- large amount of bees and bullets seemed to do little to slow down the
- gameplay.
-
- The next game was a side-on vertically-scrolling platform game. You
- control a large car sprite in a quest to collect the coloured dots on
- the level. Yet again, the scrolling was smooth and very fast (I think
- either 1 or 2 VBL's to draw out the car and the tiled background!)
-
- Then there was a typical shoot-'em-up, with you as a spaceship trying
- to shoot down the flying saucers with your rockets. This had sampled
- sound, and yet again, about eight 32x16 aliens, the ship, and lots of
- bullets were easily catered-for.
-
- Next was a vertically-scrolling shoot-'em-up. You start off very slow,
- and you can only shoot two bullets at a time. Smooth scrolling.
- Samples. Lots of aliens. Every now and then, a destroyed alien would
- release a power-up which either made your ship go faster, or increased
- your firepower.
-
- The penultimate game was a side-on horizontally and vertically-
- scrolling shoot-'em-up, with plenty of aliens and a large ship sprite.
-
- Lastly, there was an overhead game, with you controlling a ship flying
- over a multidirectional background shooting the little metal spheres.
-
- After playing these small demonstration games, I had to admit, I was
- very very impressed with what I had seen. The games seemed to run many
- times faster than what I had thought they would if someone was to
- describe them to me. Little did I know...
-
- I opened a folder and loaded yet another demonstration game. This was
- called FRANK AND THE LOST AUBERGIENE. It was a side-on multidirectional
- (again!) platform game with you as a little man who must collect the
- dots and the key to the exit door. The sampled sound was good, the
- graphics not-so-good...but the graphics aren't on review here! You
- could lay sticks of dynamite to destroy the daleks and little men that
- got in the way. This game would not have been recognisable as written
- in STOS. But, there is still better to come...
-
- The next game was called THE RACE and in my opinion was the best game
- of the disk. The graphics, music, gameplay were are of a very superior
- quality. The game itself was just like something out of SUPERCARS,
- without the violence. The screen was split horizontally down the
- middle, and involved three cars racing around a VERY smooth and fast
- track in a race to see who can make three laps. One car is always
- computer-controlled, but there is a two-player option where a friend
- can plug in another joystick and race as well! There are 20 tracks, and
- you can get your hands on the track construction kit for a small
- registration fee.
-
- The last game was called VIOLENT DEATH. This is a one or two player
- horizontally-scrolling shoot-'em-up, where you fly through some caves
- and generally blast everything you can see!
-
- Once I has tried out all of the games, I concluded that they all had
- some things in common. They were all VERY fast, they were all VERY
- smooth, they all could handle tens of sprites easily, most of them had
- sampled sound or impressive 'decent' chip-music, and they all generally
- were outside the limits of STOS. The reason? Because they all used
- commands from the new MISSING LINK extension!
-
- One of the programs writes the documents, example basic files, world
- construction kit, and of course, the extensions themselves to a blank
- disk. Rather excitedly, I read through the document...(which was rather
- large!)
-
- So...what new commands are there, then? Well, I will start off by
- telling you that there are 59 of them! These are split into the
- following categories: SPRITES, MAPS, TEXT, GRAPHICS, PALETTES, FILES,
- SOUND, JOYSTICK, and MISCELLANEOUS.
-
- There are two new and different kinds of sprites, oddly-named BOBS and
- JOEYS. According to the document, the BOBS command can handle over 25
- 16x16 sprites in 1 vbl! And, by the look of some of the example basic
- files, I wouldn't doubt it! Things that are run directly from STOS look
- as if they have been compiled. There are a total of six sprite
- commands.
-
- The next section consists of MAP commands. These are used to quickly
- and simply draw up a map of a level at a certain position. The twelve
- map commands allow for: setting window size, drawing maps regardless of
- 16-word boundary, drawing maps locked onto 16-word boundary
- (landscapes), limit testing, toggling between maps and landscapes,
- placing, erasing and checking blocs. There are two different types of
- map. WORLDS are used for multidirectionally-scrolling games, because
- you can draw from ANY point on the screen (-2,-3). LANDSCAPES are
- identical to WORLDS except for they are locked onto the last 16th pixel
- (as usual). This is marginally faster than WORLDS, and is ideal for
- vertically-scrolling games, or to just draw out a section of a level.
-
- There are two TEXT commands. One simply places some text on the screen
- at X,Y in a certain font. The other is a faster version of STR$.
-
- The GRAPHICS commands are the most powerful of the Missing Link
- commands. WIPE clears a whole screen (or any 32K area of memory). TILE
- fills the whole screen with a 16x16 graphic, at any X co-ord. MOZAIC is
- the same as tile, but within a predefined window. SPOT is a faster
- version than PLOT. REFLECT produces an impressive 'river' effect at any
- point on the screen - reflecting any graphics above it. WASH clears
- part of a screen. BLIT is a faster version of SCREENCOPY. M BLIT is
- identical to BLIT, but merges over graphics - like SCREEN$=SCREEN$. And
- finally, DISPLAY PC1 unpacks a DEGAS .PC1 picture to any screen (within
- half a second!)
-
- The PALETTE commands are also impressive, and one or two are VERY
- useful. The first is =PALT. This automatically grabs the palette from
- ANY bob, joey, tile, world, landscape, or sprite bank. PALSPLIT sets up
- a palette split down the screen, allowing well over 16 colours at a
- time, and, used in conjunction with REFLECT, can give a great
- impression of a river at the bottom of the screen. FLOODPAL is a very
- handy command. It floods the palette with a colour stated after the
- command, so, FLOODPAL 0 sets all 16 colours to 0. Puts to rest those
- PALETTE 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 nightmares! =BRIGHTEST returns
- the brightest colour at a certain address. This prevents any barely
- visible displays during a game with colours constantly changing.
-
- The next set of commands are the FILE commands. First, there is DLOAD
- and DSAVE. These are like binary loading/saving, except you can load
- from or save to any part of a file on the disk. Other commands include
- the returning of the depacked lengths of files, and bank copying
- commands.
-
- Next come the SOUND commands. DIGIPLAY replays a sample of a specified
- length, at a specified frequency, and either looped or singular.
- SAMSIGN is a handy command which 'inverses' a sample. For example, you
- have to press CONTROL-S within some samplers to convert it so STOS can
- use them proporly. This simple command does it for you if you forget.
- =MUSAUTO automatically plays some 'decent' music. When I say decent, I
- mean MAD MAX, COUNT ZERO, BIG ALEC sort of music, not that crappy STOS
- MUSIC ACCESSORY music. It understands 19 different formats. MUSPLAY
- allows you to play music manually, and can also handle special sound
- effects.
-
- The JOYSTICK commands allow you to read BOTH joystick ports!
-
- Finally, there are six commands in the MISCELLANEOUS section. The first
- one, which is rather impressive, unpacks files that were packed with
- ATOMIK 3.5 - ICE 2.4 - FIRE 2.2 - AUTOMATION 5.1 - SPEED 2 - SPEED 3
- packers. Just one command does that! One command returns whether the
- program is compiled or not. One relocates program files, so they can be
- run from anywhere in memory. One quickly rounds a number down to the
- nearest 16. One detects a collision between two defined boxes. And
- finally, one forces a HARD RESET!
-
- Whew! There we are! The MISSING LINK extension. This is just the
- unregistered version of the extension. Unfortunately for TOP NOTCH
- SOFTWARE, not many people registered for the MISTY extension, and so
- they decided to put 'one or two' limits on the extension. Firstly, an
- annoying message appears every now and then telling you to register!
- Secondly, none of the compiled versions of the commands work! Once you
- register, you get the correct extensions.
-
- So, the conclusion. The MISSING LINK extension has helped to boost STOS
- even further into the world of high-quality games. Virtually every
- command is 'useful' and can be used to extend the programmer's
- abilities. Each command is either faster, smoother, simpler, or just a
- damn sight better than their STOS counterparts, and the extension is so
- big, it has to come in two parts!
-
- Unfortunately, there are a few black linings to the silver cloud (??
- hang on!) The annoying thing is, that when entering any text, like
- filenames, you cannot enter them directly (eg. BLOAD "STOS.DAT").
- Instead, you have to set up a string containing the text or filename or
- whatever, add a terminator (!) at the end, namely CHR$(0), and then
- find the address of the text using the VARPTR command! So, here are two
- versions to compare:
-
- Normal: BLOAD "STOS.DAT"
- Link: F$="STOS.DAT"+chr$(0)
- DLOAD varptr(F$) etc etc...
-
- Oh well...I suppose there IS a price to pay for such excellent
- commands. Another problem that existed in the MISTY extension, is that
- whenever you copy graphics either DOWN or RIGHT, instead of getting
- just the one copy, the whole screen fills with them!!! Never mind...
-
- On top of all that though, the MISSING LINK extension is superb, and
- the attention that was paid to the example programs and games gave a
- good idea of what can be achieved with the package. I am sure that
- there will be some great games springing up soon!
-
- ADDENDUM:
-
- I have just recently received the complete version of the extension.
- You get one disk packed with archived source, programs, music, and
- whatever - and takes up four disks when unarchived! The stuff you get
- on these disks is amazing - not to mention the 20 extra commands!
-
- Several of these extra commands are similar to the world commands,
- except they can be used inside a window and not just the whole screen.
- One very useful command is called 'BULLET' and places a small 2x2 pixel
- on the screen at a defined co-ordinate in any colour. There are some
- more complicated commands, such as the 'MANY' commands. MANY ADD, MANY
- SUB, MANY INC, and MANY DEC are used to increase or decrease a whole
- list of numbers at the same time, a lot faster than:
-
- for T=1 to 20 : A(T)=A(T)+3 : next T
-
- Here is the MISSING LINK version:
-
- MANY ADD varptr(A(0)),varptr(V(0)),20,0,200
-
- The array V() holds the numbers to add, 20 is the number of elements, 0
- is the lowest number, and 200 is the heighest number. If MANY ADD
- increases a number over 200, it returns to 0 (or whatever you specify!)
-
- MANY BOB and MANY JOEY are similar to BOB and JOEY except they are
- used, as above, to draw out lots of sprites in one go. Just to show the
- complexity and flexibility of the MANY JOEY command, here is the
- syntax:
-
- MANY JOEY scr,gadr,imgadr,xadr,yadr,statadr,coladr,xoff,yoff,num,0
-
- MANY BULLET is a cross between MANY JOEY and BULLET. So is MANY SPOT.
- This next command has to be the longest of them all. It is called MANY
- OVERLAP and has 13 parameters!
-
- r=MANY OVERLAP(x1,y1,xadr,yadr,wid1,hig1,wid2,hig2,statadr,imgadr,
- stval,imgval,num)
-
- It is used to check lots of coordinates to see if some overlap. =HERTZ
- and SET HERTZ are used to read or set the frequency. RASTER is similar
- to PALSPLIT, except it only splits one colour, making it simpler and
- faster than PALSPLIT. Finally, a command called MOSTLY HARMLESS rids
- STOS of the registration message!
-
- To conclude yet again, it is well worth the 10 pounds to register and
- receive an update!
-
- Article: BLACK EAGLE 31/5/93
-