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- "What Time Is It?"
- ReadMe for Commodore 64 Version (C)
- Copyright 2008 Bill Buckels All Rights
- Reserved.
-
- CONTINUED FROM PART 1
-
-
- The Aztec C Compiler for the C64 is
- not as sophisticated as its Apple IIe
- counterpart, and provided no Graphics
- Library or Sound Routines at all. All
- this was written "from scratch" for
- ue C64. Despite all that, which after
- all these years is a given more than a
- surprise, Aztec C was still equal to
- the task and was close-enough to the
- Apple IIe version, that the re-use of
- many routines from the Apple version
- was possible with fix-ups for the
- differences between the two machines.
- Because he had already designed the
- architecture to run in a low memory
- environment, in many ways the C64
- version is a "port" & an optimization
- of the Apple IIe version, which in turn
- was an optimized but original rewrite
- of the IBM-PC version that he never saw
- the source code for.
-
- System Requirements - C64 Version
- "What Time Is It?" requires a
- C64 with 64K of memory & a floppy disk.
- It runs under the BASIC 2 Operating
- System.
-
- It can also be run from a disk image
- file in an C64 emulator. It has been
- tested in Windows XP using WinVICE, &
- probably works in others using the d64
- disk image format.
-
- Starting: Put the "What Time Is It?"
- disk in the drive & start the computer.
- Type LOAD "*",8" & press [Return].
- After the program loads, type "RUN" &
- press [Return] and wait until the Main
- Menu Screen appears.
-
- If you are running "What Time Is It?"
- in an emulator, follow the same basic
- steps. In WinVICE just click-on the
- disk image if you have file
- associations set, or select it from
- within WinVICE and auto start, or from
- within your cmd window if you have
- file associations set, type time.d64
- press enter & it will auto start.
-
- Keys and Navigation
- The Arrow Keys are used to navigate
- the menus and to select choices during
- activities (Game Play).
-
- The [RETURN] Key or the SPACEBAR can be
- interchangeably used to enter
- selections.
-
- The X Key is used to return to the
- Main Menu and to Exit the program.
- The Sound Toggle Key - S toggles the
- sound on or off at the Main Menu or
- during any of the activities.
-
- The 3 Key - Pressing the number 3 at
- the Main Menu will use 3 digital
- clocks for the first 10 screens of
- multiple choice answers during
- activities
-
- (Game Play). This is "level 1". After
- the first 10 screens, 5 digital clocks
- will be used. This is "level 2".
-
- The 5 Key - Pressing the number 5 at
- the Main Menu will use 5 digital
- clocks for 20 screens of multiple
- choice answers during activities
-
- (Game Play). This effectively skips
- "level 1" & goes directly to "level 2".
-
- Note: Each time the Main Menu is
- displayed the default of 3 digital
- clocks is reset. There should be no
- need to press the 3 key unless the 5
- key has been pressed and needs to be
- reset back to 3 digital clocks before
- starting a new activity (Game).
-
- The AlphaNumeric Keyboard keys are
- used when required to enter info during
- activities (Game Play) in all programs
- in the "Collection Les Petites
- espadrilles" including "What Time Is
- It?". A mouse is not supported.
-
- Title Screen
- When the program loads the Title
- Screen will display during loading,
- then the Main Menu will appear when
- the program starts after it is loaded.
-
- Main Menu Screen
- "What Time Is It?" has 3 Learning
- Activities (Games) which can be
- selected from the Main Menu by moving
- the Snail Cursor with the Arrow Keys
- to the desired activity then started
- by pressing the [RETURN] Key.
-
- Each Learning activity is a Game based
- on a different type of analog clock
- formatted as a series of 20 screens
- presenting the time on the analog
- clock as a question and 3 or 5
- multiple choice answers in digital
- clock format.
-
- For the first 10 screens 3 digital
- clocks are displayed. This is "level 1"
- For the following 10 screens 5 digital
- clocks are displayed. This is "level 2"
-
- The student selects the answer for
- each screen, and when 10 screens are
- complete, the Student is presented
- with a musical reward. After the reward
- for completing 20 screens, the student
- is returned to the Main Menu.
-
- Activities followed by musical rewards
- is the basic format of all the programs
- in the "Collection Les Petites
- espadrilles".
-
- The 4th Main Menu choice exits the Main
- Menu, ends the program & returns to
- BASIC. It is the equivalent of pressing
- the X Key.
-
- Sound can be toggled ON or OFF at the
- Main Menu or during any of the
- activities by pressing S.
-
- Activity 1: 12 Hour Analog Clock -
- Hours Only
- Background:
- The 12-hour clock is a convention of
- time keeping in which the day runs
- from midnight to noon, then from noon
- to midnight, and is divided into 2
- periods of 12 hours, numbered from 0
- to 12.
-
- The 12-hour clock is only dominant in
- a handful of countries, particularly
- the U S & Canada (except Quebec). The
- 24-hour clock is the most commonly used
- time notation in the world today.
-
- Game Play
- This activity teaches hours in the
- 12-hour clock time format. For each
- screen, a random time is displayed on
- the 12-hour analog clock.
-
- To the right of the analog clock is a
- multiple choice menu of different
- times in digital clock format, with
- only one that matches the time that is
- displayed on the analog clock.
-
- For each screen, when the Snail Cursor
- is to moved to the digital clock that
- matches the analog clock, & [RETURN]
- is pressed, a section of the Drain Pipe
- on the left of the screen will fill
- with water. For every 10 screens the
- water will empty from the drain pipe, &
- give the Snail a "bath".
-
- Activity 2: 24 Hour Analog Clock -
- Hours Only
- Background:
-
- The 24-hour clock is a convention of
- time keeping in which the day runs
- from midnight to midnight and is
- divided into 24 hours, numbered from 0
- to 23. This system is the most commonly
- used time notation in the world today.
- The 12-hour clock is only dominant in
- a handful of countries, particularly
- the US & Canada (except Quebec).
-
- 24-hour notation is in the US & Canada
- also referred to as military time or
- astronomical time, & in Australia as
- army time. In some parts of the world,
- it is called railway time. It is also
- the international standard notation of
- time (ISO 8601).
-
- Game Play:
- This activity teaches hours only in the
- 24-hour clock time format. For each
- screen, a random time is displayed on
- the 24-hour analog clock. The analog
- clock is in the form of a "cuckoo
- clock". To the right of the analog
- clock is a multiple choice menu of
- different times in digital clock
- format, with only one that matches the
- time that is displayed on the analog
- clock.
-
- For each screen, when the Snail Cursor
- is to moved to the digital clock that
- matches the analog clock, & [RETURN]
- is pressed, a section of the Hour Glass
- on the left of the screen will fill
- with sand.
-
- After the first 10 screens ("level 1")
- the hourglass will be half-filled with
- sand & the cuckoo will come out of the
- clock & "sing".
-
- After the next 10 screens ("level 2")
- the hourglass will be completely
- filled with sand and the cuckoo will
- come out of the clock & "sing", then
- the student will be returned to the
- Main Menu.
-
- To make the activity more challenging
- in "level 2", the higher-order numbers
- on the clock face will disappear every
- time the time changes. If the wrong
- answer is pressed however, they re-
- appear until the time changes again.
-
- Activity 3: 12 Hour Analog Clock -
- Hours and Minutes
- Background:
-
- The other 2 activities in "What Time Is
- It?" present time in an "Hours Only"
- format. Adding a second objective of
- minutes introduces an additional base
- of 60 to the base 12 & base 24
- arithmetic that the student must
- perform in order to tell time in hours.
-
- The approach that "What Time Is It?"
- uses is to break the minutes into
- 5 minute intervals which allows the
- student to count by 5's and 10's to
- gain a relative framework for the base
- 60 arithmetic that minutes & seconds
- require.
-
- Game Play
-
- This activity teaches hours & minutes
- in 5 minute intervals. For each screen,
- a random time is displayed on the
- analog clock.
-
- To the right of the analog clock is a
- multiple choice menu of different
- times in digital clock format, with
- only one that matches the time that is
- displayed on the analog clock.
-
- For each screen, when the Snail Cursor
- is to moved to the digital clock that
- matches the analog clock, & [RETURN]
- is pressed, a light bulb on the left of
- the screen will be "turned-off". There
- are 10 light bulbs.
-
- After the first 10 screens ("level 1")
- all the light bulbs will be turned-off
- and the Snail will take a "bite" out
- of the apple on the lower left of the
- screen, an angry worm will appear from
- the apple, music will play, & all the
- light bulbs will re-appear.
-
- After the next 10 screens ("level 2")
- all the light bulbs will be turned-off
- again and the Snail will take another
- "bite" out of the apple on the lower
- left of the screen, then the student
- will be returned to the Main Menu.
-
-