Beruflich Dokumente
Kultur Dokumente
___________________________________________________________________________
From: KIM::SUTTLES 9-JAN-1984 11:40
To: @SYS$MAIL:COINOP
Subj: A neat trick with mail
Webster can now handle almost all cases of contractions and possessives.
If it can't find a word in the dictionary it scans the word and
truncates the word at any apostrophe that may be there. For example:
"witch's" will become "witch". The dictionary is consulted again with the
new word. This leave the only problem being a misspelling like
"can'tj". the 'tj is removed and the word "can" is in the dictionary.
So, no mention will be made of the word in the listing. If you don't like
this feature I will set it back to not handling possessives at all.
___________________________________________________________________________
From: KIM::SHEPPERD 27-JAN-1984 15:38
To: @SYS$MAIL:ENGINEER.UAF
Subj: Announcing the new utility MIXIT
At long last, the utility we've all been waiting for: MIXIT. Available the
next time you log in or restart, it allows you to convert image, .ROM, .EXE
or .LDA files into image, .ROM, .EXE, .LDA or .MAC files at the flick of a
keystroke. This program answers the ever increasing demand for "how do I put
my banked switched program into a 27128?" and the old continuing problem of
"how do I get a listing of my .LDA (or .PPS) file for the legal beagles?"
The program reads one or more input files and writes a single output file. You
specify what MIXIT should include from the input file and where to position the
data in the output file. Each input file is processed seperately and inserted
into the output file as it is read in. This results in the data from the input
file being appended to (or overlayed on) the output file, so some amount of
care should be exercised if you plan to be tricky and have sections of data
overlap each other.
There's four basic commands to MIXIT: HELP, EXIT, OUTPUT, INPUT. The OUTPUT
command specifies the filename of the output file and must appear before any
INPUT commands. Each occurance of an OUTPUT command starts a new output
sequence. The INPUT command specifies the filename of an input file and the
data from each is deposited into the previously defined output file.
Type MIXIT and use the HELP command to get further information.
There's only one error message, and its rather self-explanatory.
Happy mixing,
ds
___________________________________________________________________________
From: KIM::MAHAR 27-JAN-1984 15:41
To: @SYS$MAIL:ENGINEER
Subj: Webster, The great debate
I guess I was unclear. Webster will only strip after the apostrophe if
the word is not found in the dictionary. Words like can't and didn't
will be found in the dictionary so they will not be flaged as wrong.
The only inaccuracy is the "can'tj" case mentioned earlier as the
word "can'tj" is not in the dictionary.
I am reviewing contraction and possessive recognition techniques
and all of the suggestions I have received have some flaw in them. Therefore,
I am regrouping and will release a new version over the weekend.
___________________________________________________________________________
From: KIM::MAHAR 29-JAN-1984 15:40
To: @SYS$MAIL:ENGINEER
Subj: Webster, Contractions and possessives the final word.
I now have 3 samples of the Yamaha 2151 FM synthesis sound chip (see my
Jan. 19 '84 mail message for details.) Also 3 samples of their 3012 D/A
converter. Also documentation for each of these chips (46 pages of hand-
written Japanese English, but basically pretty understandable.) The
documentation is in the process of being typed up, but if anyone wants
to check out a copy of the handwritten version, see me. This is available
for coin-op evaluation only; they don't want us competing with their home
computer.
We should have one of the Yamaha PC's within a couple of weeks, hopefully,
and a demo will be given.
Earl
___________________________________________________________________________
From: KIM::THOMPSON 31-JAN-1984 10:07
To: @SYS$MAIL:JUNK
Subj: Another flame
Another Jeff Boscole Memorial letter, in response to FXL's letter on
Jan 30, 1984.
I was unaware of any policies regarding 2600, Home computer, or any other
computer system, nor was I told of any. All I was told about was a bonus
plan if the game I worked on was turned into a cartridge. This DOES tend to
say that the creating team will have no say in the cartridge. I, for one,
would like to have some say in the final version of the game, since I feel
very strongly about my game.
Since I haven't been impressed by the results of VCS's releases, I DON'T
want them to butcher, maim or mutilate my game for whatever reason. I
can fully sympathize with Franz, since he put a lot of time and effort into
his game. By the time my game goes into production (knock on wood), I will
have put at least a year of my life into that game. I don't want someone
to come along, and rip me off. I don't really care about royalties from the
other games, I just don't want to have to apologize to anyone about a
game that has my name in it, on it, or associated with it.
Also, since I haven't heard anything from management about the bonus plan
lately, I can only assume that Franz's research is correct. Since I happen
to have a Team Leader that I feel I can trust, I'm not too worried about
getting screwed on the bonus. That doesn't mean that there shouldn't be
something in writing. Something my mother taught me -
"If you really mean what you what you are saying,
then you won't mind putting it in writing."
While I'm still flaming, I feel that it WOULD be nice to have my name
appear in my game somewhere. It would really be nice to be allowed to
do this, since Star Wars had the names of the people appear on every odd
wave going into the death star. It seems a little inconsistant to me that
the Star Wars project could have their names, and Crystal Castles couldn't.
For some reason, that appears to be favoritism, not policy.
P.S. If anyone can show me a good game for the 2600 that we produced, I
will fully apologize, and then go out and buy it.
___________________________________________________________________________
From: KIM::LOGG 1-FEB-1984 09:54
To: @SYS$MAIL:JUNK
Subj: More on FXL letter (or the second biweekly Jeff Boscole letter)
Since everyone else seems to be on the subject I might as well add my two
bits worth.
First, regarding testing and review of 2600, 5200, 800,... software. In
the past I was given carts to review, and in some cases they ignored my
comments. In particular, for the 800 Centipede I saw a bootleg copy and
send my comments back only get see the shit hit the fan because I managed
to see the cart which should not have been possible. Months later I was
officially given a newer version to test. I noted some problems and asked
that the game play match the Coin-Op version in several aspects. I was
told that it was too late because they couldn't make the changes in time
for the release. More recently I attended a meeting to decide which
Millipede cart for the 2600 should be released. The release date was less
than a week away and I was told that the programmer had just gotten one
version working within the last couple of weeks (and only possible thru
7 day work weeks and considerable lack of sleep). I should also point
out that I sent the complete documentation of Millipede to the team leader
responsible for the VCS cart months prior to this meeting. I also called
and left my name and number with the comment that I was available for
any assistance. I received no response until a week or two prior to the
above mentioned meeting. This leds me to believe that the game was not
ready for help until the time of the meeting (thus verifying the hearsay
that the game had just been developed in the last two weeks).
Now for the good news! ATARI did select the VCS version of Millipede over
the version done by GCC. I was told that GCC was instructed NOT to do this
cart but they went ahead and did it anyway. I guess they felt that if they
got it done first ATARI marketing would use theirs. Judging from the
meeting I attended, I would guess that they were right. In any case I have
worked with the VCS programmer since and hopefully the cart has improved.
I do NOT mean to say that I necessarily helped but that the cart just needed
time. I should point out that the cart was not released due to a bug! Now
why didn't we think of this before? That sounds like a good strategy to
follow. The only reason I was given why the cart was to be released within
a week of the meeting was to have ONE week worth of sales for the first
quarter. WHAT A SHITTY, GOD DAMNED, FUCKING CSDKFHAS FHLAVFHJ EXCUSE!!!!
What ever happened to quality which the name ATARI is supposed to represent?
Where was VCS management?? I would hope that someone would stand up and
say "THE GAME IS NOT READY. WE WILL RELEASE IT WHEN IT IS DONE!!" Who
are they trying to make look good? Why impress Warner with 1 weeks worth
of production, when you can impress the consumer 2 weeks later? It seems
short-sighted to make themselves look good at the expense of ATARI's
reputation.
Well enough of that, I want to get back on the subject of good news. Months
ago I also reviewed a Millipede for the 800 (or 5200 I don't remember). I
sent my comments back and just last week received a letter back for Richard
Frick thanking me and giving me a list of changes they have implemented.
When I talked to him he recalled when the comments came back and how the
programmer grumbled about doing any more changes. However after the
changes were made the programmer has become very excited about the new
program. Now ISN'T that a heart warming story. It sure made my week.
I hope we see more cooperation like that in the future.
Second, as Franz hinted I never received a copy of Centipede to review from
ATARISOFT nor was I even told about any Centipede carts. Ignoring the
fact that is rather insulting, it is not in the best interests of ATARI.
We should demand quality from any product ATARI puts its name on.
Considering there is expertise here in Coin-Op to test and evaluate this
product, they should be very interested in hearing from us. Since there
were no designer credits, I guess it was hard for them to dtermine who
to come to but they could have found out.
Since there seems to be new policies regarding credits for our games and
since there seems to be a lack of trust between certain individuals and
management, couldn't we have some WRITTEN information of these policies.
In particular, can someone reassure us that the current bonus program is
still in effect and will remain so until xxxxx. Can the current policy on
credits be written down and include if possible the current policy on credits
with respect to 2600, 5200, 800, and ATARISOFT conversions. For everyones
information I was not told that my name would appear on the 2600 Millipede
documentation. I had to ask Steve Calfee. In fact it seems logical that
the names of all members of the Coin-Op team responsible for developing
the game should appear. Can someone write down whether the ASTARISOFT
software will bring royalties to Coin-OP?
Now for my pet pieve, can we get a little better accounting on
the bonus program? I was given verbal assurance by John Farrand that this
was possible but maybe he doesn't understand how hard or time consumming
this is. In the past ATARI didn't want to do this because this would
release information that the competition is not supposed to know. In fact
if you want to know the VCS sales of a cart, just call your friends at
Activision or Imagic or Starpath for the info. I was also told that the
other divisions just paid monies to Coin-Op but did not supply the number
of units sold or other info. With the new organization I would hope that
this information would be available. The kind of information I would like
to see with our bonus checks is 1) Coin-Op units sold (at full price) 2) those
sold at a loss (thus no royalties for them) 3) Coin-Op kits sold (as
above) 4) same for 2600, 800, 5200 and ATARISOFT.
Ed Logg
P.S. They (Marketing) released the 2600 Millipede on Monday before they
could test the cart for the required 40 hrs. There was a screen
roll failure after 35 hrs. So by the book they should not have
passed the cart for release.
___________________________________________________________________________
From: KIM::RAY 1-FEB-1984 15:10
To: @SYS$MAIL:ENGINEER.UAF
Subj: Complaints
To: Unhappy People
From: John Ray
Subject: Complaints Date: 1/31/84
I would like to let you all know what the current status is with the
complaints that have recently been voiced. I see the complaints
falling into the following subjects:
1. Consumer conversion of Coin-Op originals without Coin-Op inputs.
2. Designer credits in the Coin-Op product.
3. Bonus issues.
MY VIEWS
1. I agree that we need to have a great deal more involvement in
consumer conversions of our products. I talked to Steve about this
when he gave me the Crystal Castles Cartrige one working day before
it was to be released. He agrees. I'm sure that it will be much
more convenient to interact with the Consumer Programmers when they
are in our building. I'm sure that the Consumer management and
programmers will be happy to hear any input you have on one of your
games. For the long term, I will work with Steve to formalize the
procedure of giving feedback so that we do not repeat past mistakes.
2. When the Consumer designer credits policy was announced, I was
given the task of coming up with a policy for Coin-Op. I did this
over Christmas and submitted my proposal to the Team Managers right
after the holidays. I incorporated some of their suggestions and
submitted the proposal to Dan Van and Steve Calfee on 1/11/84. Dan
has submitted my proposal to Skip Paul and John Farrand, but with all
the recent organizational changes there may be a longer delay than
normal. Please have a little more patience.
3. There are many bonus issues, most of which I have not discussed
with Dan Van. He IS looking into getting rid of the "Golden
Handcuffs" (40/30/30) and getting an "advance" on royalties. I will
discuss with Dan the other issues that have been brought up as well
as going over the mail messages received on this topic.
I think bringing these issues out into the open is healthy, but I
don't want you to feel like you have to have a revolt to get me or
Dan to listen to you. Dan always personally answers any written
messages you send to him. I always answer questions to the best of
my ability, and take questions to Dan that I cannot answer. I was
already addressing the issues that Franz has brought to my attention.
The problem is that these types of things take longer than you would
expect. You may think that it is absurd how long things take, but
remember that designing a game also always takes longer than anyone
expects.
One last comment, courtesy of Chris Downened: "Junk" goes to lots of
people who do not participate in the Product Bonus Plan at all. They
may not appreciate hearing about our concerns regarding this plan. It
might be better to use "@sys$mail:engineer.uaf" or a similar
restricted audience.
Thanks!!
John
___________________________________________________________________________
From: KIM::DOWNEND 1-FEB-1984 17:22
To: @SYS$MAIL:ENGINEER.UAF
to: Franz
from: Chris Downend
Subject: Response to Boscole Memorial Letter
First of all, rest assured the issues you mention ARE being
worked on - they are constant topics at meetings I attend.
Everybody seems to be involved in making decisions these
days. This ensures all viewpoints are heard but with a horrible
speed penalty.
The solution is to keep plugging away and enlist support as
you have! By the way Franz, you are certinly a valued
employee with clout - one thing Atari undeniably
values is people that can produce successful products and
you have certainly done that with Crystal Castles.
I have unique perspective on the situation since I
have programmed games at the "bottom" and at the
same time I have seen the decision-making process
at the "top" - I can empathize with both sides.
One word of caution though, I note that you suggest dialogue
thru VAX and the "Junk" heading which routes the text to
everybody on the VAX including employees who do not
share in the Product Bonus (royalty) and they just
might not appreciate hearing about our lofty concerns
about credits and amounts of bonus since they
get neither. May I suggest the @sys$mail:engineer.uaf heading or a
similar restricted audience. Management must be sensitive to
the feelings and desires of many diverse groups inside
Engineering and this complicates and lengthens the decision-making
process. A snap decision to address the issue bothering
one party may upset another party - management has to
consider the whole picture sometimes.
On Royalities: Yep, Atari can screw us anytime they want.
I do not think they would for fear of a lot of people
leaving. The Company has to protect itself. Please realize
that thru much of 1983, Atari paid bonuses
even though Coin-op was not making money - we
were operating in the RED and still paying bonuses ! Now thats
commitment. Of course that cannot go on for too long or else the
whole Company goes down. That's the reason Atari has escape
valves built in to Bonus plans - it's not really too
screw the employee, but instead to protect the well-being
of the Company.
That's the price you pay for the luxury of a steady salary
and a ready-made work environment including PEOPLE and
technical support. Personally, I have not been screwed,
and in fact I have found that Atari has handsomely rewarded hard work
and a willingness to support the Company. Maybe my expectations are
lower than those who feel screwed - or maybe they valued themselves
more than they were really worth.
Management does care and Changes are in the
works, they just take a long time especially when the players
keep changing( J. Ray becomes Director, then Calfee leaves, then
Farrand leaves etc. - you have to keep re-educating the new players).
Changes ARE underway (no promsies, but people want to fix
these things if possible):
-get rid of golden handcuffs
-generate an advance close to initial production
As for the "millions" Atari made on Crystal Castles, well
lets see:
sales as of 1/13/84: 4363 uprts; 450 cocktails
sales revenue (approx): $2095*4363 + 1695*500 = $9.98M
[price was reduced in DEC(?) to $1000(?)]
cost of goods sold(fully burdened):$971*4363+971*500=$4.73M
Engineering Expense for Crystal Castles: about $1M
Engineering Expense for games that don't make it: unknown
Sales/Marketing Expense: unknown
Engineering Bonus expense:(.015*9.98M)=.15M
Pre-tax Income: 9.98-(4.73+1+.15)= $4.1M
After taxes (50%): $2.05M
So the Company retains earnings of a couple of million to get thru
the many dry spells this industry faces or to buy new equipment etc.
Also note that Atari had to build about a 1000 games to break even
on the Engineering costs. Thus, profit doesn't really appear until
1000 games are built, but Atari pays bonus anyway. I agree 7 months
is a bit long to wait, but Atari has not made all that much and the
product was not profitable until long after the intial production
started. Product Bonus was paid quarterly at one time; we should go
back to that scheme.
As for the 1% or 2%, I don't see a problem there - after all, Atari
doesn't start making any significant money on a product till a few
thousand are sold so it makes sense to reduce bonus funding till
a thresold is crossed. I would however like to see another
threshold at about $50M when the percentage increases to 5%. A game
that can generate that much sales is a spectacular achievement
for the creators and they deserve the reward at that point.
The Quality of 2600 carts is the pits - no doubt about it. The
system was introduced in 1977 so it is SEVEN years old. I think
Breakout and Space Invaders are decent renditions of the
coin-op originals and those are 1976 and 1979 games respectively.
But with 14 million 2600's out there, financial issues outweigh
asthetic issues.
I don't think the public would even buy Crystal Castles on a 2600
so everybody loses - you and Atari. Again, we've got new
management and they have to learn from their own mistakes. By the
way, Calfee knew the 2600 Crystal Castles was lousy and tried
to stop it, but he was overuled. When Marketing wanted to do the
same thing with Millipede (release the cart with a bug), Steve
had to go all the way to J.J. Morgan. Fortunately, Morgan
agreed with Steve and the release was postponed. One thing to
remember though, Coin-op profits are small potatoes compared with
Comsumer profits so every decision is heavily weighted toward
maximizing profit in the Consumer arena. So, anticipate feeling
screwed with respect to the quality of carts - it won't change - too
much money is a stake. The virtue of Coin-op is extensive
creative freedom (in game design and hardware base)
since original work is the lifeblood of the
Industry. Coin-op also gives you bearable schedules allowing you to do a
satisfying job. And to my knowledge, Coin-op has yet to sacrifice
quality to get an on-time delivery. Firefox was supposed to start
production 1/23/84; millions in parts are all staged ready for
production, but it has not started (1/31/84) because the software
is not ready.
Now for Credits: Coin-op credits are more complex than Consumer
credits since more people are involved and people get their
feelings hurt if they are left out and they feel they contributed
just as much as so-and-so and so-and-so got their name on the game...
see my point? John Ray has been working on this as well as
trying to learn about being a Director and managing the
Project Office. Maybe its could have happened faster, but John
manages by concensus which takes even more time.
John has apparently sent his recommendation to Van Elderen/Paul/Farrand
for appproval prior to publishing the rules for
credits on the audio-visual portion of the product.
How does seven names in video for the
audio-visual portion strike you?? We do not want 8kbytes of
EPROM used up putting 500 credits in the game.
By the way, Star Wars got their names in the game because they did it
and did not tell anybody about it. If your ethics were equally
low, Franz, you could have done it in Crystal Castles too.
What's all this mean? I don't know. I hope it helps though.
- Chris Downend
___________________________________________________________________________
From: KIM::WHITEBOOK 2-FEB-1984 12:30
To: @SYS$MAIL:ENGINEER.UAF
Subj: BOSCOLE II
I have been watching these soaps with some interest. I find a wry
humor in them which might just be unique, and would like to share this with
you.
Some background context:
At all the places where I worked before (in a "production" shop,
either as an applications programmer or as a systems programmer), there was
no bonus program. I was considered to be a very low level of management,
and thusly was paid a salary. Consistent with that, if the job required
extra effort, I was expected to put out that extra effort, cuz it was my
job. That was part of the commitment. When things went well for the
company, I enjoyed better job security. When things didn't go as well
for the company, I did my best to correct that where I could. It was part
of my job. It wasn't till I came to Atari that I was involved in any
bonus plan at all.
Since I do not contribute directly to the end product, I am not
eligible for bonuses of the type that is currently under fire. To keep
me from grumbling about it, and to prevent me "defecting" to games
programming, I am under a "management discretionary" bonus program. This
translates to: If I do a good job, I get a good bonus. If I don't, I don't.
My first bonus at Atari really blew my socks off. I had no idea
what to expect; I was anticipating a $25 or $50 Christmas gift. (On the
other hand, you guys that are handing out the bucks, now I know, and now
I would take it poorly.) It is still nothing close to the product bonuses
that you guys are so upset about. No, I am not going to give any more hints
than that.
Now for the things that amuse me:
My overwhelming reaction is simple. A bonus is a bonus. I get
paid to do my job. I am not entitled to a bonus, by definition, unless
I do my job better than is expected (and no such thing as a sliding curve).
If I happen to be better than the average joe, and stay that way consistently,
I wouldn't want managements expectations to rise to my superior level,
IN MY CASE ONLY. After all, if I was worse than the average joe, their
expectations might sink ("Don't give it to Suttles, he'll screw it up")
but their standards wouldn't--I would just be a little less likely to
survive any layoffs. A "bonus" is like a tip in a restaraunt--the
waitress cannot rely on it, it isn't automatic, and she can destroy any
chance of getting one by just not trying hard enough...which can be a
direct result of believing that the tip is a fixed amount and guaranteed.
You guys are unbelievably lucky. I can't speak for the rest of the
Bay Area, but in the places I worked before (in the MidWest), such a feud
as this could not happen. People who have the gall (guts if it worked) to
stand up in a crowd and shout "management is screwing us" usually find that
from that instant onward, management is SCRUPULOUSLY honest and consistent.
They ensure they make no mistakes, and fire the sucker by the book.
Our management here is constrained by circumstance not to point out
what I think is obvious (a bonus is a bonus). But they are NOT constrained
to agree with the outspoken few (even tho there were a lot of letters, there
are lots more who haven't spoken up). They are not required to support either
the point of view of the people. They have a company to run. They have to
make the company profitable, which takes a LOT of justification to "give away"
bonus money of any quantity. They could quite legitimately tell you guys
"TOUGH &^$%@" (sorry, Ed), and be quite within their legal, AND MORAL rights.
The point is that I can't fully put myself behind the revolution,
although I would DEFINITELY like to see everyone come out happy. (If you
think I'm going to say bonuses are revolting, think again!) It is only
here at Atari that such a discussion could come out well, and there ain't
that many places where such a discussion could exist at all.
Two final points: NOBODY wants to put out a shoddy product, or
even a product that is less than it could be. And did anyone consider that
since the merge, a lot of the people against whom the shoddy products are
blamed, are on the mailing lists?
Personal note to DanVan: When do I get the other half of my money?
Steve Suttles
___________________________________________________________________________
From: KIM::RICE 2-FEB-1984 15:17
To: @SYS$MAIL:ENGINEER.UAF
Subj: RE: BOSCOLE MCMLXXXIV
I like the idea of them .vs. us. How about the US from Atari,
and the THEM from those other corporations that are taking away our
sales, thus income, thus profits, from whence all bonus comes?
Why do we have to do ourselves in when we could be doing them
in instead?
sas
___________________________________________________________________________
From: KIM::FXL 3-FEB-1984 00:58
To: @SYS$MAIL:JUNK
Subj: ?
Hello again.
I am overwhelmed. What a can of worms!! Jeff Boscole would be proud.
Unfortunately, I don't have time to respond to everything that has been
broadcast in MAIL recently. Nor should I, after all, I am supposed to be an
ex-trouble maker. Still, I am glad that so many of you took the trouble to
write down what is on your mind, and then broadcasting it. Scary, but
worthwhile.
This message is going to the JUNK mailing list, as did the Jeff Boscole
memorial letter. I was unaware that JUNK included via DECNET a number of other
VAXes. If I had known, I would have sent the JBML to JUNK anyway. I feel no
need for secrecy. Better to be in the open than to create inaccurate rumors.
If you JUNK readers out there are not interested, just type del<RETURN> after
the first page of a message and the message disappears.
Someone pointed out to me that it is my responsibility to inform the
JUNK subscribers of the prompt responses by John Ray, Chris Downend, and Lyle
Rains to the concerns voiced by the earlier MAIL. These responses were mailed
to ENGINEERING.UAF, a mailing list which includes only Kim Newvax users. A
printout of some of these responses is posted in the home-computer section of
1501.
Please don't blame me if you feel left out of the discussion. Fight for
royalties if you feel that you deserve them. Fight for getting credit for
your work. I am all for personalizing all of industry, everyone should put
their name to their work, good or bad. Above all fight for quality. Quality
sells, or are we in it just to make a quick buck? If you feel envious that we
in engineering receive royalties, consider that we (in coin-op) don't make
millions, only thousands, if we are lucky. We earn these royalties by working
day and night, sometimes it seems putting our whole lives into it. Even for a
successfull game designer, half the time the things don't even see production.
Usually that means a year or two down the drain. If you are unsuccessful you
get no royalties, only the nagging question: why didn't it work? If the game
sells, you don't know why either. Either way, you don't feel secure about the
whole thing. And nobody knows where the industry will be three years from now.
Can you blame us then for fighting for our second in the spotlight while the
power is still on? Without game designers Atari would not exist, just like
without a screenplay you'd have a pretty dull movie.
"A video game is not a toaster"
Sincerely,
Franz X Lanzinger
___________________________________________________________________________
From: KIM::FXL 3-FEB-1984 02:54
To: @SYS$MAIL:ENGINEER.UAF
Subj: you guessed it
Hello UAF (whatever that means)
Again, I'll say that I don't have time to answer everybody in
writing, but I can't resist another contribution to the maelstrom of verbiage.
I appreciate the rather quick response from the management end of
things. But I've heard enough of 'we are working on it'. We game designers
work under tough deadlines all the time, we have to show continuous progress,
but you guys just say 'we are working on it'. I've been patient long
enough. It's time to be impatient.
Is Atari really in the 50% tax bracket? Or do you think I'm stupid,
Chris? Either way, I second Ed's motion for better accounting of royalties, if
and when we receive them. And I don't want to hear some bull about secrecy.
Why should our competition know more about sales figures than we do? Maybe the
real reason is that there just might be a few dollars missing here or there?
Not that I am accusing anyone of foul play, but the potential is there, and
foul play has occurred at this company (as in any large company) in the past.
Regarding bonus vs. royalties: Are we engineers, or entertainers? Are
we grammarians, or writers of best sellers? Are we animators or in-betweeners?
A bonus is icing on the cake for a job well done. Royalties are well deserved
rewards for directly causing huge profits (or at least a huge positive
difference in losses) for a company that is part of the entertainment industry.
Royalties are guaranteed by contracts, or at least in some legally binding
fashion. I move that guaranteed royalties be paid to us, the in-house people
responsible for the development of our games. This would be in line with
standard practice in the entertainment industry. I don't really care about the
specifics. 1% of that, 3% of the other, whatever. As long as there is some
kind of consensus of fairness, and knowing that the rug won't be pulled from
under you. And a large payoff for a really big hit would be a great incentive.
We all dream of making another Centipede. Too bad that all the big hits (30K
units or more) happened under the old bonus plan.
This is a hit business. The similarities with the movie industry can't
be ignored. Why, we are even owned by Warner. We are entertainers. I program
because I have to do that to make the game do what I want it to do. If I could
do that in English with voice input, the job would be more pleasant, but it
would be essentially the same. If the game is fun to play, its because I made
literally thousands of decisions along the way, listening to hundreds of
suggestions. If those decisions balance out into a game that people who play
coin-ops like to play, if it is tuned so that it earns well, and for a long
time, then we sell bunches of them. If the game isn't fun, if it is tuned
poorly, if it "cheats", then forget it, you can have an outstanding cabinet,
and excellent manual, not a single hardware problem, but people won't put very
much money into it.
I shouldn't forget the tremendous importance of quality animation and
sounds. Our truly amazing animators and equally astounding sound effects and
music people deserve much more credit (this includes royalties) than they are
presently getting (note Barry's message). Without Barbara Singh, Bentley Bear
would still be a robot. And the gem-eaters would still be dropping their
pants.
Oops, it's almost 3 a. m., time to get to work.
FXL
___________________________________________________________________________
From: ERNIE::CAMERON 3-FEB-1984 09:32
To: @SYS$MAIL:JUNK
Subj: Aview from the Gruntz
Here's another view on royalties and bonuses. But first I should tell you
that I'm a them. I've done VCS carts for several other companies and just
completed a computer game for Atari.
I'll give you my definition of royalty and bonus for what it's worth (so to
speak).
BONUS: Something of value given to someone for a job well done.
Keyword - given.
ROYALTY: A method of payment for a service performed.
Companies don't give money away, they earn it or should. If a company
could get away with paying employees 10 cent a day they would and should
because that's the U.S. way. The reason a company pays royalties is to
retain and keep key personnel. Royalties are not only given to entertainers
and artist, but to anyone who is a short commodity. Salesmen recieve
commissions in addition to other compensations in order to attrack and
keep the best. Top level executives recieve stock options to attrack and
keep those few who have the talent to turn a little into a lot.
My point is that royalties are earned. And I get very upset when people
refer to royalties as a gift. It's like the gifts I give my Doctor,
Lawyer and IRS. People who see royalties as a gift either don't warrant
a royalty or are very naive about their worth. I also resent opinons that
someone who recieves a royalty would think they are more important or even
more vital to the company.
I believe Atari's management (present history) is fair and concerned. But, I
also know that chaos is Atari's only communication system and therefore
policies take forever to be drafted. So I think we should keep after what
we want, but I don't think it's time to burn the place to the ground.
Dan
___________________________________________________________________________
From: KIM::RUBIN 3-FEB-1984 11:07
To: @SYS$MAIL:JUNK
Subj: a different view......
This has gotten out of hand! I am NOT mad at Atari about the
Bonus program or credits. Personally if I added my name it would be
hidden away where you would be lucky to find it. I was mad at the
marketing management for their lack of quality control but there was
some good news!
My goal was to get the issues out in the open and to get
people thinking, NOT make them mad at management. Now this is my last
message on the subject because I have work to do. If you have comments
please see me and we can discuss them.
___________________________________________________________________________
From: KIM::MAHAR 6-FEB-1984 10:12
To: @SYS$MAIL:ENGINEER
Subj: Webstr, New words
The file [MAHAR]NUWORDS.DOC lists the new words that have been added
to Websters dictionary.
___________________________________________________________________________
From: KIM::FXL 6-FEB-1984 16:19
To: @SYS$MAIL:JUNK
Subj: apology and fate
I'm very sorry that I offended some of you. I am relatively new here. I lead a
sheltered life over here, I bet a lot of you out there do too. The many many
people who work here all contribute in various ways to our successes and
failures. Team-work is essential.
Regarding game credits, there are many advantages to having no credits at
all (except of course the Atari name, not to mention whoever the game was
licensed from). The biggest advantage seems to be that noone will be
upset that they aren't included.
Still, credits are inevitable. They will come, sooner or later. The process
has already begun. Many other video-game and even computer software companies
have credit policies. Atari home cartridges even have credits on the boxes, or
in the manuals. And the day will come when live actors will appear in video
disc games. It would be difficult to hide the names of those actors, not to
mention that they probably would be members of the screen actors guild.
Regarding royalties, or bonus, may the better company win. Imagine
a company that gives credit and royalties where credits and royalties are due,
namely to everybody, on a project to project basis. Such a company would
attract the best people, then produce the best entertainment products, and
then stomp the competition into the ground. I hope that company will turn
out to be Atari.
Sincerely, (until next year)
Franz
___________________________________________________________________________
From: KIM::FXL 6-FEB-1984 23:17
To: @SYS$MAIL:ENGINEER
Subj: PPS data crunching
For those of you who knew Jeff Boscole, you knew what a nut that guy
could be in his letter writting. For those of you on his "mailing list",
you need no more proof than to read his 6 letters a week (of some 6 pages
each).
For those of you who did not know Jeff, most of his writtings should
be taken lightly, with an open mind and a good sense of humor. In most cases
his letters simply run on and on and usually say very little!
However, I just received a letter (ANOTHER!!!!) from Jeff written to
the Washington State Lottery Commision regarding computer gambling! If you
received your own copy, you may stop reading now. If you did not... I thought
a number of you might just like to see this one. Not bad and all on one piece
of paper:
Dear Commisioners:
I worked for several years as a professional video-game designer
at Atari, Inc., and I'd like to register sentiment regarding the
"newly operational" computer gambling system, curiously concidental
with WPPSS #2 fire up.
The video-game industry is not without ethical standards; in fact,
by some, it is regarded as within the domain of "medical electronics."
As game designers, we were carefully instructed to conform to rather
severe standards of discipline. One of these stiff regulations
concerned this area of "computer gambling" as our video-games could
not be sold in many states across the nation if the game in any way
could be construed as a gambling device. You will notice, for
example, that no game offers "bonus games" as a reward for playing
proficiency; we could merely offer "bonus lives" or "bonus time".
There is another reason for these stringent gambling prohibitions.
Within the programming profession there is an unwritten code of ethics
derived in part from our attitudes about electronics and computer
science. We feel that the nature of the computer itself is antithetical
to the concept of gambling, and to promote this confustion within
the public mind may become contra-indicative to the interests of
justice and education. Philosophically, that arrangement destroys
some fundamental cybernetic relationships by mixing up the sacred
with the profane. Of course computers can produce pseudo-random
numbers, however, there are many of us who, very frankly, do not
want to see machines used for any gambling purposes, or to receive
any such approval and authorization from the state. Also, we feel
that any centralized processing arrangement incorrectly pprtrays the
essence of computer science, somewhat analogous to the fundamental
statements of economics which also disallow and centralization of
economic theory. I am acquainted with the accounts of numerous cases
within the courts in various scattered locations currently disputing
the issue of gambling at remote terminals within literary discussions
pertinent to our contemporary industry. As we believe computer
gambling is a perversion of the design architecture, we do not support
it, and those court cases may very likely find computer gambling
inappropriate.
Many other more suitable methods are available for exposing
public consciousness to the awesome power of a computer. Also,
we feel that some of the fun is subtracted from gambling by
having a machine automate the gambling process. Along these
lines, I an aware, for example, that some brokerage houses tried
computer-regression forecasting on Wall Street and utilized some
artificial-intelligence automated trabsaction routines. Since
then, I understand that many of these former computer-linkups
have been pulled off-line, as the stock brokers found their own
trading processes more adequate and perhaps more reliable.
Also, there is a danger that computer gambling might instill a
psychic disestablishmentarianism which could very easily lead to
social disestablishmentarianism and the annihilation of our legal
system.
Sincerly,
Jeff Boscole
(this was cc to a large list, including 2 TV stations)
Personally, I think Jeff did a great job here. There may indeed
be hope for him in the everyday world after all!!
-Owen-
___________________________________________________________________________
From: KIM::MENCONI 12-MAR-1984 14:43
To: @SYS$MAIL:JUNK
Subj: Boscole & gambling--I don't get it
I would like to know what percentage of the Coin-op designers agree with
Jeff Boscole's views about computerized gambling. I have only recently come
into Coin-op so I am hardly an expert. Nevertheless, it seems to me that
an electronic gambling machine that is designed to be marketed only in
areas that gambling is legal should be vastly more fun than current slot
machines (and head & shoulders above the electronic poker and black jack
games). I would think that this would translate into vast sums of money.
Perhaps this opinion shows that my moral fiber is loose weave or perhaps
gambling isn't really that profitable. Either way, I hope that someone more
experienced in Coin-op games will reply and set me straight.
Dave
___________________________________________________________________________
From: KIM::ALBAUGH 12-MAR-1984 16:06
To: @SYS$MAIL:JUNK
Subj: Video Gaming
Franusic has some valid points. However, what Atari does not need right
now are quitters. I've seen Atari make many mistakes and I am sure that
I will see many more, but, Atari is a large corporation and it is good
to remember that Large corportations may stumble, but they seldom fall.
There will be plenty of time to decide to quit if Atari really shows signs
of colapsing. It is true that things are not what they used to be. Games
are not as popular as before. The markets are glutted, both Consumer and
Coin-op. That glutting cannot go on forever, however. There is a product
lifetime which, once past, even the best products (for their time) cannot
be sold. When the video game companies (Atari included) can no longer dump
their excess inventories of old games (hopefully this will not take more that
a year,) then new games can begin to go back on the market in a controlled
fassion. When that time comes, we must be prepared with some VERY GOOD,
VERY ORIGINAL products.
Entertainment is not a fad, but repetition does not make for good entertainment.
The game industry must stop cloning the old games. We must come up with
original concepts. It does not necessarily mean creating bold advances in
technology. It means taking bold advances in our imagination. If we can
achieve that, then a games sucess is assured.
John Seghers
Consumer Software
___________________________________________________________________________
From: KIM::ALBAUGH 23-FEB-1984 17:21
To: KIM::MARGOLIN
Subj: RE: Math Boxes
1. Not to my knowledge.
2. not to my knowledge.
3. Not bloody likely. (considering the magnificent rewards I got
for supporting it on Tempest, I am a bit reluctant to do so
for any other project. Also I could almost certainly do a
better job today with the TMS 320, and not get any shit about
"old hardware" (not eligible for bonus).
Yours confusedly,
Mike
___________________________________________________________________________
From: KIM::MOORE 23-FEB-1984 17:27
To: KIM::MARGOLIN
Subj: RE: Math Boxes
At this time our team has no plans of using the Math Box.
Rich Moore, Team 4
___________________________________________________________________________
From: KIM::ALBAUGH 23-FEB-1984 17:39
To: KIM::MARGOLIN
Subj: RE: Math Boxes
BORBORYGMUS
___________________________________________________________________________
From: KIM::VICKERS 29-FEB-1984 14:09
To: @SYS$MAIL:ENGINEER
Subj: Long-awaited Yamaha demo
The following is a memo from George Wang (ASG) and Sam Nicolino (R&D)
regarding AMY 1 chip pricing.
Excellent ASG chip plan and layout design activities have resulted in a
significant reduction in AMY 1 chip size. This results in an average sales
price (ASP) drop of $3.00 per part! Therefore, the current ASP for the
AMY 1 chip is revised to $8.82.
If you have any question about the specifications, please contact Sam
Nicolino at 745-2734 or George Wang at 745-2119.
- brad -
___________________________________________________________________________
From: KIM::SHEPPERD 8-MAR-1984 14:48
To: @sys$mail:junk
Subj: What the #@%^ is SYS$MAIL?
In case you've been wondering how the SYS$MAIL lists work because you never
knew or you just plain forgot, here is an updated description.
A mail distribution list is simply a file that contains a list of VAX usernames
to whom you want your message distributed. Each VAX contains in its directory
SYS$MAIL a select group of distribution lists that automatically get updated
each time a person is added to a system. The usernames are collected in groups
(some aribtrary, some based on job function) and two lists for each group are
created. One list, the .DIS file, contains the list of all users on all systems
in the network that fall into the group and the other list, the .UAF file,
contians the list of users only on the host system. You are free to use the
distribution lists located on any system in the network.
The following is a list of group types that have been established on all
systems in the network. The "real people" refers to regular users. Non "real
people" are those like DECNET, SYSTEM, FIELD, etc.
Your choices for names of lists are:
COINOP All real people who have accounts.
JUNK All real people who don't mind junk mail.
WPUSERS MUSE people (Publications and secretaries)
SCUSER Sci-Cards people
ENGINEER All COINOP people who arent WPUSERS or SCUSERs.
(before you ask, ENGINEER includes programmers too)
CAD IC design people
UNIX People who have expressed an interest in the UNIX O/S.
??????? More to come, watch this space
You have to ask to have your name included in UNIX or excluded from JUNK.
For example: if your host system is KIM and you want to send mail to JUNK,
(basically everyone in the network) then to MAIL's prompt "To:" respond:
@SYS$MAIL:JUNK
(MAIL uses a default distribution list file type of .DIS)
If you only wanted your mail to go only to the JUNK collectors on KIM, then
type:
@SYS$MAIL:JUNK.UAF
It gets confusing beyond this, but you could also send mail to users on a
specific system by including the node name. For example if your host system
is KIM and you want to send JUNK mail only to the user's on GRUMPY, then type:
@GRUMPY::SYS$MAIL:JUNK.UAF
You should be aware that the JUNK.DIS (as well as all other .DIS files) in
SYS$MAIL on all systems are equivalent. That is, putting a node name on any
.DIS file only results in making the mailing take longer (the system has to
go to the remote node first to get the master list instead of looking on the
host system for the same list).
Confused? You won't be after the next episode....
Happy mailing, ('cept to the one called KIM::RICE)
ds
___________________________________________________________________________
From: KIM::MCCARTHY 8-MAR-1984 18:22
To: @SYS$MAIL:ENGINEER
Subj: Programs and coins.
I notice that Dr. Bizzarro has just released a 'new improved' version
of COIN65. I would like to add my two bits to help avoid some future
problems.
The U.S. monetary system is rather simple and can adequately be
covered by even a subset of the coin options available in COIN65 or
NUCN65. However, on the international scene, virtiually every one of
these options is required by some country or another. So PLEASE do not
put anything in your programs to restrict these options.
Case in point is Firefox. This game has a two credit minimum that can
not be defeated by option switch. This restriction effectively halves
the number of options available. The guy that wants
left mech = one game
right mech = five games
is s.o.l.
So again I say, even if people would gladly pay a dollar to play your
game, please don't restrict the options.
pat.
___________________________________________________________________________
From: KIM::ALBAUGH 8-MAR-1984 22:34
To: @SYS$MAIL:ENGINEER
Subj: Remote ATari Peripheral Interchange Program (RATPIP)
Apparently the price estimate that Yamaha quoted for their chip set
didn't quite cover their costs. I was first told that they were going to
stick to the $15.70 they had quoted me, but the new word is that the very
embarassed Yamaha manager is in hot water with his bosses, and the new price
is $19.30, FOB Japan. I personally think the chip is well worth the extra
$3.60, but if this is going to change anyone's mind about using it, please
let me know so we can make intelligent guesses about quantities.
Sincelely,
Earl
___________________________________________________________________________
From: KIM::VICKERS 21-MAR-1984 14:24
To: @SYS$MAIL:ENGINEER
Subj: TI speech option, Yamaha&Pokey clock rates
Does your game have trouble reproducing the speech patterns of
females and (other) alien life forms? If so, you may wish to avail yourself
of the 10 kHz sample rate option. The current sample rate is 8 kHz, which is
optimal for male voice and requires less memory storage. To use the 10 kHz
option, you must:
1) Change the clock for the TI 5220 from 640 kHz to 800 kHz.
2) You may need to adjust any lowpass filter for the speech output,
as the new bandwidth will be 5 kHz instead of 4 kHz. The cutoff frequency
can have a big effect on how the speech sounds - see me for details.
3) Tell us to analyze your speech at the 10 kHz rate, and to have
RPM call the speech routine a little more often. (The new frame period is
20 ms instead of 25 ms.)
4) Allow for 25% more rom storage (I would let this be a deciding
factor only if there is little difference between the sound quality at the
8 and 10 kHz rates.)
If you're unsure which rate to use, or if you have sound effects or
a mix of male and female voices you wish to try, we can try it both ways and
see which sounds best.
While we're on the subject of clock speeds, Brad mentions that since
the Yamaha chip needs a 3.579545451 mHz (colorburst crystal) clock speed,
it will be easy to derive the 1.7etcetc mHz clock to run the pokeys at the
speed at which they run on the 800, so that the sounds we develop on the
800 development system won't sound different in the games.
Earl
___________________________________________________________________________
From: BEEZ::SHEPPERD 24-MAR-1984 16:14
To: @sys$mail:everybody
Subj: New users
There are 2 new users on the systems. Now if you have a beef, wanna stand on
a soap box, feel like sending congrats for a job well done or whatever, you
will be heard by someone who can make a difference. Don't feel intimidated.
These guys are intrested in hearing your input. They wanna know what's
happening; that sort of stuff.
John Farrand can be addressed as KIM::FARRAND and Skip Paul can be addressed
as KIM::PAUL. They get JUNK mail too.
ds
___________________________________________________________________________
From: KIM::ZIEGLER 26-MAR-1984 12:24
To: @SYS$MAIL:JUNK
Subj: Editing before you send mail.
Just got a piece of mail with ' [O ' in it. This normaly happens when you
are sending mail and make an error, and then try to correct it with the Editing
keys. The mail editor just doesn't understand those little arrow keys or the
keypad ones either. But there are a couple of ways to beat them little guys
and have full editing capabilities while writing them long 'Boscole-ish' works
of art.
1. You want to keep a copy for later use and/or modification:
step a) Create the file and "EDIT" it with your favorite editor.
step b) Enter "MAIL" and type S or SEND leave a space and then
type the name of your file. Ex: SEND FROBOSH.MAC
This will send the file to all those you select on the 'TO:' line.
2. You just want to use the 'EDT' editor and don't care about keeping a copy:
step a) Enter "MAIL" and type S or SEND followed immediately by /edit.
Ex: SEND/EDIT
step b) Mail will place you in the EDT editor and allow you to edit
to your hearts content. When you finish, simply do a normal
exit from EDT.
3. You want to use the 'EDT' editor and don't care about keeping a copy, but
you would like to send something you have already created (some code or
a copy of some file) and add a message to it or even modify it before you
mail it.
step a) Enter "MAIL" and type S or SEND followed immediately by /edit
and then a space and the name of the file you want to include.
Ex: SEND/EDIT FROBAHS.LST
step b) Mail will place you in the EDT editor and allow you to edit
to your hearts content. When you finish, simply do a normal
exit from EDT.
Good luck and have fun.
REZ/rez
___________________________________________________________________________
From: KIM::RUSTY 2-APR-1984 11:26
To: @BEEZ::SYS$MAIL:JUNK
Subj: Who's on first (or BEEZ or DOC or BASHFL,...)
With the addition of many new VAXes (VAXi?), there are also many more users
spread throughout the system. Many people have wondered how to find out
where someone else might be in the network in order to send them mail or
call them up via the PHONE utility. Well, there is a way, sort of...
The PHONE utility has a DIR command that will tell you who is currently
logged in, their terminal, and whether or not they are available for
phoning. Normally, this command only tells you the users on your home
system (node). However, by appending the nodename after the DIR command,
you can also see who is on the other systems. What are the names of the
other VAXes, you ask? The command SHO NET will tell you which ones are
currently reachable from your system. For example:
SHO NET This will list the other VAXes you can reach
PHONE Enter the phone utility
DIR HAPPY:: This will give you a list of all the users
currently logged into HAPPY (note that the
double colon is usually not required,
except for the node DOC.
The only drawbacks are:
1) You can only see the users on one system at a time
2) You can only see those currently logged in (however, this might
be what you are after, if you want to phone that person)
Happy phoning,
Rusty
P.S. The phone utility contains its own HELP function for those who are not
familiar with it.
___________________________________________________________________________
From: KIM::CALFEE 3-APR-1984 09:15
To: @SYS$MAIL:COINOP
Subj: software piracy revisited again and again
It has been brought to my attention that some stolen Atari computer
software may now be residing on one or more of our VAXes.
This is intolerable.
We are a company whose existance depends on software sales, and every
ATARI game that was in a cartridge and has been put on disc and then
on the VAX is a potential leak to the outside world that can impact
sales. Any competitors' games that might be on the system could
substantially weaken Atari's cases against piracy in court. People
who participate in stealing software are risking their jobs and the
company's future.
Please delete all questionable files immediately!!!
Once again, people in this building are reported to be in possession of
stolen ATARI property, taken from computer bulletin boards. The titles
are BALLBLAZER and FINAL LEGACY. People must not have this stolen
property in this building or elsewhere!! This is a crime and, if caught,
your employment will be terminated.
As Jed would say, Thank you or else.
Steve Calfee
___________________________________________________________________________
From: KIM::OLIVER 3-APR-1984 14:10
To: @SYS$MAIL:JUNK
Subj: The biggest joke.
I've written a version of MAKE for VAX/VMS. Documentation, the source, the
executable code, and a sample makefile are available in:
BASHFL::SYS$USERDISK:[DYER.C.MAKE]*.*
to wit: MAKE.MAN manual
MAKE.COM DCL front end
MAKE.EXE executable
MAKEFILE. makefile for MAKE
MAKE.H source
*.C more source
If you want to use it, copy the first four files (you can use MAKEFILE as a
template for your own needs.) Unix and Eunice people will discover that this
version of MAKE is not exactly like the "official" one; don't expect it to
work with makefiles you already have.
To install it, put these two lines into your LOGIN.COM:
$ DEFINE MAKE$MAKEDIR <directory that MAKE.EXE and MAKE.COM are in>
$ MAKE :==@MAKE$MAKEDIR:MAKE
then type 'MAKE', and you are on your way.
Bugs, suggestions and letter bombs to BASHFL::DYER (assuming BASHFL's network
interface is in a good mood.) Happy hacking!
-Landon-
___________________________________________________________________________
From: KIM::MARGOLIN 17-APR-1984 14:05
To: @SYS$MAIL:ENGINEER
Subj: TMS-320 Meeting
There will be a meeting on Tuesday, April 24, at Two PM, with Texas
Instruments to talk about the TMS-320. Iraj will be there along with the
TMS-320 Product Manager. If you are interested in attending the meeting
please reply via VAX Mail.
Jed
___________________________________________________________________________
From: KIM::MORRIS 17-APR-1984 14:09
To: KIM::MARGOLIN
Subj: RE: TMS-320 Meeting
Hi Jed,
Mike Albaugh, Jack Ritter & myself would like to attend please.
Thanks
Jim.
___________________________________________________________________________
From: KIM::RUBIN 17-APR-1984 14:13
To: KIM::MARGOLIN
Subj: RE: TMS-320 Meeting
Interested!
-Owen-
___________________________________________________________________________
From: KIM::MCCARTHY 17-APR-1984 14:22
To: KIM::MARGOLIN
Subj: RE: TMS-320 Meeting
Could you bother to tell us a little more about the TMS-320. Your
message was quite ignorant of any reference.
edb
___________________________________________________________________________
From: BEEZ::TUNG 18-APR-1984 09:59
To: KIM::MARGOLIN
Subj: RE: TMS-320 Meeting
Jed: thanks for the invite. I'll attend. Please forward time and place
when the meeting firms up... Thanks , Barry
___________________________________________________________________________
From: BEEZ::DRESSER 23-APR-1984 10:24
To: KIM::MARGOLIN
Subj: RE: TMS-320 Meeting
What is a TMS-320?
jtgd
___________________________________________________________________________
From: KIM::MAHAR 23-APR-1984 21:14
To: @SYS$MAIL:JUNK
Subj: webster
Webster is no longer in the disk area DOC:. It is now in the area
DOK:. You should change your login.com file to reflect this change.
___________________________________________________________________________
From: MCCARTHY 24-APR-1984 10:46
To: MARGOLIN
Subj: TI MEETING
Here we go again...
Although I have many "real" concerns in my life (ie: World peace,
Nuclear diarmement, Governmental sanity) I find myself from time
to time getting really tense about something trivial.
In Junes' Antic (page 79) there is an add. for a new book..
$14.95... "THE ART OF COMPUTER GAME DESIGN:
REFLECTION OF A MASTER GAME DESIGNER"
written by
none other than... CHRIS CRAWFORD
(ex Atari programmer).
" ... Chris Crawford, Atari programmer PAR EXCELLENCE,
teaches this and other noteworthy lessons... "
peee-ewww.
I have never met this man.. (ie.. I hold him no grudge)
I have seen him on " Bits Bytes and Buzzwords" (2 weeks ago)
He has been billed as THE Atari game Wizard
(some say he isn't even a wizard.. let alone the ONLY one.)
WHY ???
jfs.
Anyhow (finally), these are some of the ideas that have been floating
around. Send yours, don't delay. And even if you are temporarily struck
idea-less, let me know if you want to be on the list to get further rounds
of this dialog forwarded to you.
Earl
___________________________________________________________________________
From: KIM::FXL 1-MAY-1984 14:03
To: @SYS$MAIL:JUNK
Subj: AAG
I've released new versions of the DIO programs. Details of what's different
can be found in DIO$SYSTEM:NEWDIO.TXT and DIO$SYSTEM:PALMSG.TXT.
ds
___________________________________________________________________________
From: DOC::ZDYBEL 25-JUN-1984 11:32
To: @SYS$MAIL:JUNK
Subj: The "New" ATARI
" We trained hard, but it seemed that every time we were beginning
to form up into teams, we would be reorganised. I was to learn later in
life that we tend to meet any new situation by by reorganising, and
a wonderful method it can be for creating the illusion of progress
while producing confusion, inefficiency, and demoralisation."
Caius Petronius (AD 66)
___________________________________________________________________________
From: KIM::MORRIS 30-MAY-1984 09:45
To: @SYS$MAIL:ENGINEER
Subj: Intermetrics new release (again)
To all who use 68000/10. and specifically those using Intermetrics s/w.
The new release is now up. There are a few points worth noting about it.
CLNK Is the linker.
CLOC Is the locator.
CFOR Is the formatter.
CLBR Is the librarian.
XREF Is the cross reference utility.
SYMLIST Is the symbol lister.
CMAP Is the Mapper. or
GSMAP " "
Are you tired of walking ALL the way down to the other side
of the building to get your listing? Tired of cleaning up the printer
for someone elses HUGE listing? Want to be lazy like me?
Well, now your in luck.
Just opened, the new "south" printer room. The new printer is
located in the same room as the Richo copy machine. I know, your saying
I've seen that piece of junk torn apart in that room. Well, not any more.
Now we have a brand new, never been used Printronix 300 line printer.
How do you use it, you ask?. Its simple.
If you are on KIM, then:
Add the following line to your login.com file:
$ASS 'F$LOG("SOUTH$PRINT") SYS$PRINT
^^^^^^^^^^^^^
|||||||||||||--this MUST be uppercase
Or you may type that at any time.
This will the automatically cause all print jobs of yours to
go to this printer. You must DEASS SYS$PRINT to return to printing at
the other printers.
OR you could add the line:
$sou*thprint :== "ass ''f$log("SOUTH$PRINT")' sys$print"
so that typing SOUTH will cause listings to be qued in the south printer.
Caution: Make sure the line is types EXACTLY as shown. SOUTH$PRINT must be
upper case and don't leave any ' or " out!On
------------------------------------------------
If you are on ERNIE or BEEZ:
Simply type: $PRSOUTH filename.
(PRS filename is all you really need, the rest is for people who like to type)
NOTE: Remote printing will ONLY print a file. It will NOT act like
a normal print que for other programs such as MAIL or MUSE. However, there is
still a way to get your listing in these cases.
This means that your job or jobs should NOT que a listing for printing,
but simply keep it in a file. Then use the PRS command to print it.
(After you get your listing, you may wish to delete the print file to save
on disk space)
MUSE users, simply give a name to MUSE when it asks for what printer. If
MUSE cant find a printer with that name, it simply creates a file which
has that name, and adds the extension .LIS. When you exit MUSE, type PRS
followed by the name of you gave MUSE.
MAIL users should simply FILE the desired messages for printing to a mail file
then PRS the mail file. Note, however, that you MUST change the protection
on the newely created mail file to world read or KIM won't be able to copy
the file. See me for more details if interested in doing this!
------------------------------------------------
As with the other printers, your are still responsible for keeping
this room neat and clean, stacking listings, and refilling the printer if
empty. If you don't know how to refill the printer, Dave Shepperd, Steve
Suttles or I will be gald to show you how. At this time, no paper is being
stored at this location, but that should be changed in the near future.
For the time being, you must go to the old printer room and snag a box
for yourself. Since there will only be a few of us using this printer,
and I'm only telling the people at this end of the building, the job
should be a simple one and I doubt if the printer will need to be fed
paper very often.
Thanks
-Owen-
___________________________________________________________________________
From: FARRAND 26-JUN-1984 23:28
To: MARGOLIN
Subj: CHANGE IN BENIFITS
DEAR JED
I AM SORRY THAT THE CHANGES WERE PUT OUT THIS WAY.I WAS UNAWARE
OF ZUFALLS WRITE UP .------THE CHANGES ARE FOR THE WORSE YOU ARE CORRECT AND
THIS SHOULD HAVE BEEN MADE CLEAR TO EVERYONE. WE ATAIRI TRIED VERY HARD TO
KEEP
___________________________________________________________________________
From: KIM::OLIVER 6-JUL-1984 12:55
To: @SYS$MAIL:JUNK
Subj: Hello?
If you have been having problems with the DTB, DTF, or DT function
on the Applied Microsystems Development system, I may have a cure for
you. Apparently, the Devsys has quite a few bugs still, one of which
is that the DTx function will lock up the system if there are too many
symbols. A temporary cure for this is to selectively delete symbols
from the file that you download. I have changed Jim Morris' gensym
program to allow an optional third file. To use the new gensym program:
In you login.com:
csym :== $sys$userdisk:[packrat.68000]gensym
In your link68.com:
$ csym file.ab file.sym [file.exc or file.inc]
What this .EXC or .INC file will do, is look for symbols that match
the strings in the file. If there is a match, then the symbol is
either left in the .SYM file if the extension is .INC, or left out of
the .SYM file if the extension is .EXC. Some examples:
ab*
M_FOO
M_G*
will match any string starting with ab, a string called M_FOO, and
any string starting with M_G. Any letters after the * will be ignored.
So, a recap, if you want to exclude a set of symbols, use a file called
file.EXC, and fill the file with strings to match the symbols you don't
want. If you want to keep a specific set of symbols, then use a file
called FILE.INC, and fill the file with strings to match the symbols you
want to keep.
Any complaints, comments, praise, MONEY, will be gladly accepted.
Abuse gladly returned to owner.
Peter Thompson.
___________________________________________________________________________
From: KIM::FXL 12-JUL-1984 14:21
To: @SYS$MAIL:ENGINEER
Subj: Auf Wiedersehn
Hello coinop
With regrets, and after much soul-searching, I have decided to resign.
While there are many factors that went into this decision, by far the most
important is the following:
On Monday I took the following position: put the present product bonus
plan in writing, or I will quit. More specifically I would need to be assured,
IN WRITING, and in a LEGALLY BINDING CONTRACT, that such events as the sale of
Atari Corp., or getting laid off (or fired) by new or existing management, do
not affect the payment of past due royalties.
I was informed that this would not happen in the near future, if ever,
but I was assured that the present bonus plan is still in effect until further
notice and that the August payment would "probably" be paid on time.
This put me into a difficult dilemma. Do I stick to my word, and
possibly lose a large (>$5000) bonus in August, and possibly even larger sums
of money next February for consumer cartridge sales. Or do I go back on my
word and stick around a while longer. I admit, I had to think about it.
From a purely greed standpoint it would be stupid to turn down the chance
at that much money for one or two more months of work.
But then I read one the robot stories by Asimov, called "the
Bicentennial Man". In it a robot buys his freedom for $600,000. The robot had
earned the money by producing wood sculptures. He argued that money is no
object when it comes to freedom. I agree. I can no longer work for any
organization that treats the creators of its products like pawns in the
corporate game of chess.
My plans for the immediate future are to relax, and take a break. Then
I will seek out new corporations, and go where no game designer has gone
before.
I have enjoyed working with all of you, its been fun. You can
reach me at (xxx) xxx-xxxx. The answering machine message is strange
sometimes, but then what else would you expect.
Good luck to all of you,
Franz X Lanzinger
( the X stands for ex Atari employee)
___________________________________________________________________________
From: KIM::SHEPPERD 30-JUL-1984 16:42
To: @sys$mail:junk
Subj: More VAX classes.
ds
___________________________________________________________________________
From: KIM::COX 1-AUG-1984 14:40
To: @SYS$MAIL:ENGINEER
Subj: USERS OF 16K X 4 DRAM BEWARE!!
I'm sad to say that I will be leaving ATARI after 7 very enjoyable
years. I doubt that I will ever again be able to work with as many
exceptionally talented and fun people.
I wish each of you all the best wherever life takes you. To those
of you who are staying with ATARI, I wish you the best of luck in
turning this see-saw industry around.
I hope that I someday have the opportunity to work with you again.
It's been REAL!!
Sincerely,
John Ray
___________________________________________________________________________
From: KIM::VICKERS 3-AUG-1984 11:00
To: @SYS$MAIL:JUNK
Subj: The "Newer" ATARI
I MAY BE CONTACTED AT HOME FOR THOSE WHO MAY WANT TO CHAT ABOUT
ANYTHING.MY HOME ADDRESS AND PHONE NUMBER IS:
xxxxxxxxxxxxxxxxxx
(xxx) xxx-xxxx
SO LONG, SAM DEUS
___________________________________________________________________________
From: KIM::RUBIN 3-AUG-1984 12:15
To: @SYS$MAIL:ENGINEER.UAF
Subj: Garfield is in good company
Goodbye to all those whose lifes intersected with mine. I've enjoyed
working with you all these past few years. Good luck to all those
who must now carry on the tradition of Atari, "the serious funtakers."
May we meet again in future incarnations, and may you never take any
wooden garfields.
Eddie Dean Babcock, Jr.
P.S. I'm listed in the Albaugh white pages.
___________________________________________________________________________
From: KIM::SINGH 3-AUG-1984 13:47
To: @SYS$MAIL:JUNK
Subj: GOODBYE TO ALL
*****GOOD FORTUNE****
TO EVERYONE
___________________________________________________________________________
From: KIM::RUBIN 3-AUG-1984 14:18
To: @SYS$MAIL:ENGINEER
Subj: Owen doesn't work here any more...
I just wanted to say good bye to all the great people I have
worked with these past 8 years.
"good bye to all the great people I have worked with these
past 8 years"
I've really enjoyed the Atari experience. I hope those staying
can pull the company out of this deep hole. Who know, maybe the company
will grow big enough again that I can someday come back and disrupt
everything again. And if not, and if it gets smaller and smaller...
who knows, maybe one day I can come back and buy it!!!!!!!!
Ill be about one more week, so get your abuse while you still
can!!!!!
It feels like graduation from school again...so now I got to go
out into the real world and find a job!!!!!!
Im in the Albaugh white pages, feel free to call anytime, either for
a chat, or for the Rubin answering message of the month!
-O-
___________________________________________________________________________
From: KIM::ANDERSON 3-AUG-1984 14:38
To: @SYS$MAIL:JUNK
Subj: Last Farwell
Does "all employees" mean all people who got the message or
does it mean all the people who are still employees at 2 p.m.
tomorrow?
___________________________________________________________________________
From: KIM::MANAGEMENT 2-AUG-1984 17:31
To: @SYS$MAIL:JUNK
Subj: Response to public query
John,
I realize that you are probably busy right now, but I have discovered
something that I think you should know about. This information came from
Sophie. She and her husband are the couple who actually run the cafeteria.
I have no way of verifying the following information, but if it is true,
then it is a serious matter.
----------------------------------------------------
Tony Dietz worked out a real sweetheart deal for providing us
with a cafeteria.
It seems that Atari pays Have-A-Snack money so we can have a
cafeteria. However, Have-A-Snack does not itself provide this service.
A company called Super-Snack does and PAYS HAVE-A-SNACK FOR THE PRIVILEGE.
The couple who run it (Super-Snack) paid Have-A-Snack $60K
(not refundable) plus pay a percentage of the gross. In return Super-Snack
receives nothing from Have-A-Snack.
Sophie (of the above couple) described to me how Have-A-Snack
got her to sign the contract. They insisted that she sign it right then
and there or else forget about it. She was not given the opportunity
to have an attorney read and explain it to her and since English is
not her native language she could not understand it by herself.
She is afraid to complain because Have-A-Snack has threatened
to kick her out without notice (keeping the $60K) if she says anything.
---------------------------------------------------------
If this stuff is true, I believe it may come under the Federal
Anti-Racketeering Laws, especially if, as I suspect, Tony Dietz has
some kind of "special relationship" with Have-A-Snack.
Is there some way that you can quietly check it out? I don't
want to get Sophie in trouble.
Thanks.
___________________________________________________________________________
From: KIM::MARGOLIN 9-AUG-1984 16:44
To: @SYS$MAIL:JUNK
Skip,
I know I speak for myself when I say how sorry I am that you will no
longer be working with Coin-Op. You brought good, positive attitudes to
Coin op.. something I fear we are in BAD need of now. It was nice to see upper
management really get excited about what we do and who we are. I know that you
hate Bally as much as I do and that they hate you too. (that's good.) You showed
how much you believe in Coin-Op's future and you seemed willing to do glorious
battle for it. I hope that the "new" Coin Op can keep your attitudes.
thank you sir..
John F. Salwitz.
P.S. ( the control works great.. but there are still plenty of priority bugs..
maybe you and D.T. can find work together. )
___________________________________________________________________________
From: MARGOLIN 10-AUG-1984 14:18
To: SKIP, MARGOLIN
Skip, I sent this to John several days ago and have not received a reply.
Perhaps you can help.
****************************************************************
John,
I realize that you are probably busy right now, but I have discovered
something that I think you should know about. This information came from
Sophie. She and her husband are the couple who actually run the cafeteria.
I have no way of verifying the following information, but if it is true,
then it is a serious matter.
--------------------------------------------------------------
Tony Dietz worked out a real sweetheart deal for providing us
with a cafeteria.
It seems that Atari pays Have-A-Snack money so we can have a
cafeteria. However, Have-A-Snack does not itself provide this service.
A company called Super-Snack does and PAYS HAVE-A-SNACK FOR THE PRIVILEGE.
The couple who run it (Super-Snack) paid Have-A-Snack $60K
(not refundable) plus pay a percentage of the gross. In return Super-Snack
receives nothing from Have-A-Snack.
Sophie (of the above couple) described to me how Have-A-Snack
got her to sign the contract. They insisted that she sign it right then
and there or else forget about it. She was not given the opportunity
to have an attorney read and explain it to her and since English is
not her native language she could not understand it by herself.
She is afraid to complain because Have-A-Snack has threatened
to kick her out without notice (keeping the $60K) if she says anything.
-----------------------------------------------------------
If this stuff is true, I believe it may come under the Federal
Anti-Racketeering Laws, especially if, as I suspect, Tony Dietz has
some kind of "special relationship" with Have-A-Snack.
Is there some way that you can quietly check it out? I don't
want to get Sophie in trouble.
Thanks.
___________________________________________________________________________
From: KIM::MORRIS 10-AUG-1984 16:10
To: @SYS$MAIL:ENGINEER
Subj: new boot eprom for applied microsystems emulator
Dear Abby:
Now that some of the smoke has cleared from the last reorganization,
I have a few thoughts about it that I would like to get some feedback on.
To start off, I must confess that business and economics was not one
of my strong points in college so I may be totally off base here, but I'm
wondering if it would have been possible to come right out and tell everyone
that there were going to be some layoffs of XX% and the reason for them was
blah blah blah, and give out the information that was presented on tuesday
to the remaining Atarians to everyone before the layoffs happened. The
way rumors were floating around all week, everyone knew it was going to happen
so why couldn't we be told why it had to happen before the ax fell? Was some
of the information company confidential so that soon to be x-Atarians couldn't
know them? If that was the case then that sensitive information could have
been left out, but is knowing how much it costs Atari to stay in business
and how much the company profits are projected to be and the fact that our
expenses are higher that our revenues, is knowing any of these things
detrimental to the company?
I was told there was a meeting for all the people that were laid off
on friday morning. If there was, I obviously didn't hear what was said, but
couldn't everyone been given that information on monday or when ever it was
decided that the layoff had to happen instead of letting the rumors start?
I was also told that on the day before the layoffs there were some
security problems (I assume that means that some equipment had grown legs and
was walking out of the building). Could some of this been avoided if people
knew why the layoff had to happen? It seems real easy to take being laid off
very personally, i.e. the company doesn't like me, the company doesn't
appreciate me, the company doesn't think I'm competent, and what follows is
people getting angry and wanting revenge, i.e. well I don't deserve being
treated this way so I'm gonna do something just to get even because if they
can screw me then I can screw them. But after seeing the way the numbers add
up, or should I say don't add up, it's obvious that it was a business move and
not a personal attack.
I hope this doesn't sound like I think I could have handled it better
and come next election vote for me because I'll put a terminal in every office,
legalize marijuana and build a swimming pool & softball field in the back forty
because I wouldn't take the job if they paid me. I just want to know if stuff
like this only happens when the planets line up and the tooth fairy gets a
fortune cookie that reads "you will meet someone as gay as you are" or can it
happen in the real world or why it wouldn't work in fairy land or here or the
real world or what thoughts you have about anything that would help me
understand this crazy business of paying people to make stuff and then trying
to sell the same stuff to someone else for more than what it cost to make.
Naive Natconian
___________________________________________________________________________
From: ERNIE::CAMERON 18-SEP-1984 16:02
To: @SYS$MAIL:JUNK
Subj: ANNOUNCEMENT
WATCH THE NEWS FOR THE TIME AND PLACE OF THE BIG CLOSING
CEREMONY AND PARTY FOR MARINE WORLD!
It is now, and always has been , the policy of this Company to assure its
employees that they are well trained. Through our SPECIAL HIGH INTENSITY
TRAINING program (SHIT), we have given our employees more SHIT than any
other company in the area.
If any employee feels that he or she does not oeceive enough SHIT on their
job,or that he or she could advance to another position by taking more SHIT
see your supervisor.
Our management people are specially trained to assure you that you will get all
the SHIT you can handle.
an
Any individual who feels he or she has not received sufficient SPECIAL HIGH
INTENSITY TRAINING , should see your supervisor so they can put you at the top
of their SHIT list.
___________________________________________________________________________
From: KIM::MORRIS 23-AUG-1984 14:04
To: @SYS$MAIL:ENGINEER
Subj: applied microsystems 68010 emulators.
1. There are still three 68010 emulators out there that have not had one of
the proms updated. This new prom fixes the system lock up due to the
symbol table being over 320. If you have one of these emulators come and
get your free? prom from Jim Morris' office.
2. I would like to keep a record of where our emulators are so that any other
updates to the firmware can be implemented quickly, so please reply with
the location of your one, (and its serial number) thanks.
Jim x7118.
___________________________________________________________________________
From: KIM::SUTTLES 29-AUG-1984 20:32
To: @SYS$MAIL:ENGINEER.UAF
Subj: It's HERE! Almost what you might have wanted!
Greetings, hackers!
A new utility has been created, called DISASM.
It is a general-purpose disassembler for 8 bit micros
(up to 16 bit address space). It supports several
processors currently, and more are expected shortly.
It also DOESN't support several processors; as I said,
it deals with micros with byte opcodes. It does not
do the 68000, and probably never will...that will probably
be a different program.
To use it, do a $RESTART (to get the symbol) and
then $DISASM gets you in. There is documentation in DOK:
which is also online with the HELP command. There are a
number of improvements that could be made to the disassembler,
and I need some feedback to let me know which ones are of
value to you guys. When (if {ha ha}) you find bugs, let me
know & I will fix them as fast as I can. Enhancements will
be essentially by popular demand. Enjoy!
sas
___________________________________________________________________________
From: KIM::VANELDREN 30-AUG-1984 13:12
To: @SYS$MAIL:ENGINEER.UAF
Subj: SYSTEM USAGE ON KIM....F.Y.I.
OUR GAMES
1. The type of games that should not be done are those that try to
duplicate any of the existing games, i.e., a video pool game.
2. The game should provide activities that can't be done with the
existing games, i.e., Anti-gravity. The game could be similar, but must
be different.
3. There should be an element of chance to the game. This would allow
less skilled players to compete in a reasonable fashion.
4. The type of controls that the game uses should be simple and
straight-forward to operate. The use of joysticks should be eliminated
from consideration as they seem to represent the arcade style of games
and that would put-off the players we are trying to reach. The controls
should be limited to buttons, whirly-gig, trackball, and/or a
spring-loaded lever type.
5. Video games could easily be done with an 800 chip set.
High-resolution graphics and sophisticated sounds are not necessary nor
are they desired by the players. Lower resolution CRTs could be used
helping to keep cost down.
6. Kinetic games should not be too large or noisy. They should make
use of lights for attraction and for game play.
7. Light type games, ala wall-games, might be made smaller and use LEDs
as opposed to incandescent lamps. Back-lit graphics should be kept
simple and minimal.
8. Video and kinetic type games would probably have to be in
stand-alone type cabinets providing areas in or on the cabinet for
placing drinks and have a place for ashtrays.
9. Behind-the-bar type games would have to be light type (a form of
wall-games) that are fairly small and simple with probably no audio or
very little.
GAME IDEAS
1. Arithma-cubes - a dice game
This could easily be a wall-game or a video game.
There are four (4) dice used. The players decide whether the highest or
the lowest score wins. There are foUr math functions that must be used
add, subtract, multiply, and divide. Each "throw" of the dice the
player must use one of the die numbers and one of the math functions of
their choice. Each of the math functions may only be used once. The
game is over after each player has had five (5) "throws" of the dice.
The player must pick a starting number out of their first throw.
Thereafter the picked number must be used in conjunction with a selected
math function that operates on the first or the previous result for that
player. After the last player has used their last math function, the
game is over and the winner declared.
During the game each players score might be graphically as well as
numerically displayed. This would give the players visual feedback as
to the relative standings of each player during the game.
The game should be able to handle a minimum of four (4) players.
New Features:
DISASM now understands the 65C02 (CMOS 6502, ala MAC65C).
The HELP file has been enhanced a great deal (and also the
DOC file since it comes from the same place, cuz I'm lazy).
The HELP file is now looked for in the place where it belongs
and is, so it won't throw up on you or call you nasty names when
you talk nice to DISASM.
There is a SHOW VALID CPUs command, which tells you which
opcode processors have been linked in to that image. That way
when it starts getting too big and we have to split it into parts,
it won't take long. Also, new CPUs can be added quicker this way.
It will also help you find the one you want (and know what to call
it).
There are 2 new modes, CONSTANTS and GLOBALS, created to
suppress (if you want) the part in front of the generated source code
which defines all the byte and word CONSTANTS with equates, and
GLOBALizes all the referenced labels. NB: It is possible to refer
to a label and not have a definition for it (if it falls in the
middle of a multi-byte opcode).
NEW BUGS:
Let me know!
sas
___________________________________________________________________________
From: KIM::HOGG 6-SEP-1984 09:03
To: @ALL
Subj: Two more Bar Games for your comments
Mechanical Game
This is a fish landing game that uses a feed-back joystick, but has no
video. Instead the game uses back-lit fish pictures or images and a
string of LEDs for feed-back to the player and audience.
The feed-back joystick is the rod which has a thumb controlled release
button for the cast. The cast is really a start the rotating selection
of the type of fish being caught. The amount of forward speed the
player puts on the control determines the rate of cycling the selection
arrow goes through before coming to rest on the selection. The player
does not really make the selection, but affects the selection process.
The selection of fish might be Marlin, Shark, Salmon, Trout, Bass,
Bluegill, Minnow, and definitely a CARP (catching the CARP might cost
the player points or some penalty). Each will have a different point
value, length of fight, and force of fight.
There will be a string of LEDs that will reflect the force of the cast,
and the force of the fish's tug on the pole.
The player will get 3-5 fish per game. The play is started by a player
gripping the control and depressing the button with the thumb. Forward
movement of the control and the release of the button will start the
selection cycling of the lights behind the selection arrows to the left
of the set of fish pictures or images. The selection cycling will slow
down of its own accord and rest on the selected fish. The selected fish
is worth a number of points scaled to reflect the size of the fish being
represented. A Marlin might be worth 1000 points and a minnow 100. The
selected fish will be hooked and begin fighting the pole. The player
must try to keep the pole as centered as possible so as not to let it
contact the ring switch. If the front or sides of the ring switch makes
contact with the pole the fish gets away and it is the next players
turn. If the back of the ring switch (i.e., the stick is pulled all the
way back) makes contact with the pole, there will be a delay before the
fish gets away. This will allow the player to pull all the way back,
momentarily, on the control without losing the fish, but if held back
too long the fish is lost.
Each fish will fight for a predetermined amount of time. The time will
vary depending upon the size of the fish. The fish will be considered
landed if the player maintains control for this time duration. The
points awarded for the fish will be determined by the length of time
that the player plays the fish. The player receives points up to the
maximum for the size fish selected and possibly bonus points for landing
it. If the player loses the fish (the pole makes contact with the ring
switch) before the fish is done fighting, the player is awarded the
points earned up to that time. The length of time, points earned and
bonus at landing are determined by the size of the fish that was
selected on the cast. Then the next player gets a turn.
While the fish is being played by the player the string of LEDs should
light in a series to reflect the amount of pull the player is fighting
to provide the player and onlookers with control feed-back. The harder
the pull by the fish causes more LEDs to be turned on. This will
provide for the player and the audience a visual indication as to what
is happening with the control.
This game should be a 1-4 player game. This will require 4 sets of 8
segment displays for scores. The rest of the needed indications for the
players will be done in back-lit graphics, such as, who's turn, fish
lost, and any other needed messages.
___________________________________________________________________________
From: KIM::SUTTLES 11-SEP-1984 10:02
To: @SYS$MAIL:ENGINEER.UAF
Subj: More about DISASM...
New Features:
The HELP and DOC files have been enhanced to show the other improvements.
Unless future changes affect the HELP or DOC files directly, this can be
assumed in the future.
The 6809 processor is supported. It uses MAC69 syntax. The addressing
modes are not all explicit, so there may be ambiguities in the resultant
source code. As far as I know, this is the last 8 bit (as measured by opcode
fetch) processor that will be added to DISASM.
Incidentally, for those of you who are interested, there
exists a PDP-11 disassembler which was obtained from DECUS.
See Dave Shepperd or me for details. There currently is no
other 16 bit CPUs set up, nor 32 bit.
There is a RESET command to restore the operating modes to the startup
or default conditions. This includes radix and verify, but does not include
current CPU setting or user memory contents (a READ file stays READ).
There is a SHOW MODES command to find out what the current (or default)
mode settings are. It also shows what CPU you are set up with.
It now understands .HEX files and .DLD, in addition to the .LDA, .ROM, and
image files that it used to.
NEW BUGS:
There was a documentation error concerning DUMP mode. As this applies
only to debugging the expression evaluator, I hereby express doubts that
the error expressed any significance. In any case, it was fixed.
If you find any, let me know!
Used bugs:
CPU'S should still require the name be fully spelled out.
ASCII, ASCIZ, ASCIN, AI, AZ, AN commands, BYTE, WORD too.
It should remember how you last showed a location (once ASCII & co
are working) and use that mode when it writes the source file.
sas
___________________________________________________________________________
From: KIM::HOGG 13-SEP-1984 17:02
To: @SYS$MAIL:JUNK
Subj: C Cross-reference Utility
This has been added to the AVL under Atari part number 137308-002 (just like
we thought!). The description now reads: IC, LPC Voice Synthesis Processor.
I'll send you your official copy of the CER right away. See ya! Chris
From: ERNIE::GIVENS 26-SEP-1984 15:14
To: KIM::MARGOLIN
Subj: Empire part numbers
Jed, here are your part numbers...I've listed them at software revision 0 for th
e
time being. They will be rev. 1 (or higher) at release.
136031-XXX IC,Programmed Devices,Empire (450XX)
136031-001 { IC,Programmed EPROM,Empire,137328-002,1F
136031-002 { IC,Programmed EPROM,Empire,137276-300,1J/K
136031-003 { IC,Programmed EPROM,Empire,137276-300,1K/L
136031-004 { IC,Programmed EPROM,Empire,137276-300,1M
136031-005 { IC,Programmed EPROM,Empire,137328-002,U3
136031-006 { IC,Programmed EPROM,Empire,137328-002,U2
136031-007 IC,Programmed PROM,Empire,37-82S137,7L
136031-008 IC,Programmed PROM,Empire,37-82S137,7K
136031-009 IC,Programmed PROM,Empire,37-82S137,7J
136031-010 IC,Programmed PROM,Empire,37-82S137,7H
136031-011 { IC,Programmed EPROM,Empire,137212-001,1L
136031-012 { IC,Programmed EPROM,Empire,137276-300,1H
136031-013 { IC,Programmed EPROM,Empire,137328-002,1J/K
Please let me know if there are any problems. See ya! Chris
___________________________________________________________________________
From: KIM::MARGOLIN 5-OCT-1984 18:53
To: @SYS$MAIL:ENGINEER
Subj: The Proposed Regulator/Audio III
Jed,
The JBL speakers come in 8ohms only!
Yes, we plan on using them. I've got most everyone convinced that they can't
live without them, (or if they do I will be very upset and won't help them
with their music!!!)
- brad -
ps Is there any way to decrease the amount of noise in future design
of the audio amps? We have so much noise in our systems it's irritating!
- brad-
___________________________________________________________________________
From: KIM::BRAD 12-OCT-1984 16:19
To: @SYS$MAIL:ENGINEER
Subj: An Audio Commentary
Most people don't realize how loud arcade environments really are. The
ear is a very forgiving organ. On a Saturday night typical arcade 'ambient'
noise levels can reach 80 -> 90 dB-A. Ambient noise in this case refers to
people talking (and screaming to be heard over the other noise), all the sound
competing games, and the usual noise in any large room (air conditioning,
fluorescent lamps, street noise etc... none of which you can hear anyway
because of all the other noise!). Sounds produced from specific game cabinets,
at the players head, can reach 106 dB-A. Add all this 'noise' and you have a
very serious problem of noise pollution.
The Department of Industrial Relations of the State of California
enacted in 1962 a Noise Control Safety Order for shops, which reads as follows:
"If an employee is exposed to noise for five or more hours per normal
workday, the level shown in [the following table] are the levels at and above
which the wearing of hearing protectors is mandatory. For employees whose
exposure to occupational noise is less than five hours per day (this would be
an arcade... unless you are a devout arcadian!), the noise level may be 3 dB
higher for each halving of the exposure time, e.g., for an exposure of 2.5
hours, the noise level encountered may be 3 dB higher in all frequency ranges
than the values shown in [the table]."
Hi hackers!
For those of you who use the MAKE utility written by Landon Dyer,
there is a new "utility" named PREMAKE. It takes one argument, which
it will prompt for, which is the name of an included file. PREMAKE's
function is to search *.MAC files for ".INCLU" (minimum for a .INCLUDE
directive) or ".COPY" and the name of a file which has just been changed
(the included file). For all .MAC files containing these strings, the
current date is changed to "now" by copying the file on top of itself.
MAKE will sense this as a change, and the next time you MAKE your program,
the files so tagged by PREMAKE will automatically be assembled.
PREMAKE has limitations. Because it must physically examine the file
(twice) to check for inclusion, it is not reasonable (in terms of CPU time
and hence operator wait time) to give PREMAKE the name of a file and have
it un-nest all those files in which it is included (every time it found
a match, it would have to start all over again, looking for INCLUDEs or
COPYs for the file it just tagged). To get around this, PREMAKE spits
out the name of all the files referring to the file recently modifed
(the included file). It is up to you to realize that some of these files
are NOT highest level files and to do a premake with them, yourself.
PREMAKE only checks *.MAC; files in the current directory. This is
cuz your interdependencies are not expected to go outside any specific
directory, and it is annoying to have to type "[]*.MAC;" every time
you wanna use it. If anyone can justify a reason to make the searched
filespec different, or variable, send mail to this address.
sas
___________________________________________________________________________
From: KIM::PPS 14-OCT-1984 14:40
To: @SYS$MAIL:ENGINEER
Subj: PBREDUCE update
We're in the process of getting a spreadsheet for the VAX. There's two in
contention for our hard earned dollars, so the writers have allowed us a
trial run of their product for about 30 days. The first of the two, FLOW_CALC
has arrived and is now installed on Kim. The documentation that accompanied
this product sucks. There is barely a paragraph on each command and no examples
at all in it. I guess that they assume you'll use the online help stuff which
there is an awful lot of to get you out of trouble. There are two demo programs
with it, FCINTRO and FCTUTOR which you can run on a VT100 or CIT-101. FCTUTOR
is very good, I think you'll get a kick out of it. Please send comments to this
address. The next time you login or RESTART you can type:
$ FCTUTOR !to run the tutorial
$ FCINTRO !to run the introduction
$ FCALC your_file !to make your own sheet
Have fun.
ds
___________________________________________________________________________
From: KIM::SUTTLES 15-OCT-1984 17:06
To: @SYS$MAIL:ENGINEER.UAF
Subj: The hell of hacking ... or, the subcellar of Hacker's Heaven
This missive is dedicated to (and
done in) the style of Jeff Boscole, who,
dedicated or not, was done in, in
inimicable style.
There has been a fair amount of debate about the PREMAKE utility.
I am seriously considering a veterinarian to eliminate the planarians.
MAKE was originally a UNIX utility, used to conditionally build
programs from their component parts, if (and only if) any one or more
of the parts was newer (more recently changed) than the "target".
Definitionwise, the TARGET is the unit currently being built, and it
DEPENDS on those units (files) which are inputs to the program doing
the build (compiler, assembler or linker). The target of one step is
quite possibly depended upon in subsequent steps in the build of a
particular program. This is indeed the case with current workings of
68000 "C" development. The executable binary is dependent on one or
more object modules, each of which is dependent on one or more assembly
language sources, each of which is dependent on one or more compiler
sources.
As you can see from the not-quite-nonsense spouted so far, MAKE as
originally conceived is not intuitively obvious in function, when the
details are known. It is intended to be fed an input file, called a
makefile, which is a list of the dependencies to be resolved, and the
command text neccesary to resolve each.
There is an infinite number of applications for the Unix version of
MAKE. It was designed for a system with several potential sources for
a given module, and several layers of dependencies for a specific utility.
I am not prepared to describe nor debate the use or usefullness of MAKE;
I do feel compelled to point out that it is a convenience tool; a simple
command file (in fact, simpler than the corresponding makefile in every case)
can rebuild the desired end module unconditionally. The primary advantage
of MAKE is in the elimination of CPU time that can be pinpointed as non
essential, and hence user time in waiting for the processes that are not
entirely neccesary. In our own case, this would reduce the load on the
VAX a tiny bit.
Landon Dyer's incarnation of MAKE assumed MACxx development, and I
cannot say for certain, but I expect it was MAC65 only.
There is also a version written in C by Eddie Babcock. I don't know
a whole lot about it either, but since Landon's was written in DCL, Eddie's
will have the advantage of speed at least, and probably quite a bit of utility
as well.
The whole purpose of PREMAKE was to allow users of MAKE to cheat. There
are header files for virtually every sizable project, containing such
information as copyright notices, authorship, identity, and documentation,
which matter not a whit to the execution of the program in which they are
included. Yet for all the same reasons as these, they must be included in
each and every module at the source level. Global options, such as debugging
flags, are also included here, to make the unit easier to develop. Here is
the problem with mixing these non-code items (which are subject to change
due to many sources, legal, managerial, and financial, not to mention
whimsical) and developmental stuff you put there BECAUSE you intend to
change it: unless the changes will directly affect the function of a
module in which they are included, you don't really want to reassemble (or
whatever) the source unless and until you are ready to release. There is
no way that the computer can know and/or correlate all of these things.
Look how much fun you had, and you KNOW how the system works!
So, in order to reduce the time between iterative versions (hackings)
{RE-CURSE: 1) See recurse. 2) What happens when you rehurt yourself.}
you can cheat. Avoid non-essential compiles / assemblies with MAKE.
Avoid redundant assemblies by eliminating non-code header file dependencies.
When such a header file will cause an effect in the generated code, use
PREMAKE to search for the inclusion directives and renew the date on the
source module, forcing MAKE to recognise the change.
To reduce the clamor for change in PREMAKE, it has been changed.
PREMAKE is implemented as a DCL command file, and is now used with three
parameters: the file type of the sources, the required text of the
inclusion directive, and the filespec that has changed, and requires
recompilation. For the MACXX assemblers, which is assumed to be the
majority case, PREMAKE is defined at login time as:
PREMAKE :== @SYS$SYSDEVICE:[UTILITIES.COM]PREMAKE .MAC .INCLU
... and you use it as $ PREMAKE HEADER or $PREMAKE HEADER.MAC
if HEADER.MAC is the file with the changes. For C programmers, you
can either redefine PREMAKE or invent you own word as in:
PREMAKE :== @SYS$SYSDEVICE:[UTILITIES.COM]PREMAKE .C #INCLUDE
... and the default extension will be .C; PREMAKE will search
"*.C;" for #INCLUDE and your filename on the same line. If your filename
is a .C file, the extension needn't be specified to be recognised.
Of course, anything costs. Because of making it general for languages,
the second search was eliminated. It used to search for .COPY as well as
.INCLU (.INCLU is all you need for .INCLUDE to be recognised), but now it
does only the .INCLU directive. If you want to search for .COPY, you will
have to define your own word, and do it as well as PREMAKE. It still does
not nest. PREMAKE still only checks *.MAC; files in the current directory.
As usual, if you or any of your operatives should get burned, I will
disavow any responsibility for my actions. Bug reports should be sent to
this address.
sas
___________________________________________________________________________
From: ERNIE::GIVENS 17-OCT-1984 19:23
To: KIM::MARGOLIN
Subj: resistor part number
Jed, I've just assigned a part number per your CER. It is:
116007-001 Resistor,WW,0.1 Ohm,5W,5%,Flame-proof Vendor: Dale Electronics
Vendor P/N: CP-5 0.1 5%
I'm checking on approving TRW as a second source. I'll let you know.
And I'll forward your copy of the CER (#3560) via inter-office mail...
Have a nice evening,
Chris
___________________________________________________________________________
From: KIM::SHEPPERD 1-NOV-1984 19:11
To: @sys$mail:junk.uaf
Subj: The other spreadsheet
The other spreadsheet that I mentioned the other day has been installed. Its
called Graphic Outlook and can be started with:
$ GRO your_filename
There's a couple of demo packages that you can run to see how it works:
$ GRO/COM=GRLOOKDIR:GRAPHMW !graphics on a VT125
$ GRO/COM=GRLOOKDIR:LOWRESGR !graphics on a VT100 (or CIT101)
$ GRO/COM=GRLOOKDIR:ITRATE !iteration to a goal demo
In order to display graphics, they recommend that your terminal be set:
$ SET TERM/NOWRAP/FORM/NOBROAD
There's also some tutorials:
$ GRO/COM=GRLOOKDIR:BRIEF !short lesson
$ GRO/COM=GRLOOKDIR:TUTOR1 !more extensive
$ GRO/COM=GRLOOKDIR:TUTOR2 !"Building a worksheet"
There is a manual with this one that is quite reasonable, certainly much better
than FlowCalc's manual.
___________________________________________________________________________
From: ERNIE::CAMERON 6-NOV-1984 09:10
To: @SYS$MAIL:JUNK
Subj: ANOTHER PLOT UNCOVERED
I received a copy of your mail message entitled " non-eng terminals ".
I would like very much to understand it (since I am mentioned in it) but
unfortunately, I cannot.
My copy came with very little punctuation and with words missing.
I don't know what you mean by " comm " or " para's " or what it is that
I apparently think.
I am not trying to be funny or even disrespectful. I honestly don't understand
the mail message.
Jed
___________________________________________________________________________
From: SHEPPERD 12-OCT-1984 09:55
To: ALBAUGH,MARGOLIN,RITTER,HAYES,CHARM::MARBLE, CC::RAINS
Subj: 1272
From: FARRAND 12-OCT-1984 09:48
To: SHEPPERD
Subj: RE: Non-eng terminals
I ALREADY HAVE MY TERMINAL THE ONLY OTHER ON EE I WOULD SUJEST ASK YOU TO
PROVIDE WOULD BE TO MARY FUJIHARA SO SHE AND HER GROUP CAN SHARE ONE.
JOHN
I WILL ENSURE 1272 IS COMM TO ALL FOR YOUR INFO THE LEASE FOR 1272
IS HELD BY CITY BANK IN A BLIND TRUST MANAGED BY THEM.TO SHOW YOU HOW MUCH
WE CARE ABOUT THE PARA'S CITY BANK TOLD US WHO THE INVESTORS WERE THEY ARE
IN THE PROPERTY WORLD IN SINGAPORE AND ARE NOT RELATED TO OUR INDUSTRY OR
EVEN TO ELECTRONICS.THE LEASE EXPIRES JUNE 1985 WE HAVE FIRST RIGHTS TO
CONTINUE AT CURRENT MARKET RATES.WE WILL DO THIS DESPITE WHAT JED THINKS ALL
OUR CALCULATIONS HAVE BEEN BASED ON HAVING TO PAY HIGH MARKET EVEN WITH THESE
UNLIKELY NUMBERS IT MAKES VERY SOUND FINANCIAL SENSE TO MOVE SAVINGS UNTIL
JUNE JUST TO COIN OP $1MILL WHEN RENT INCREASE COMES IN JUNE 650K PER YEAR AT
TOP RATE AT EXPECTED RATE 9(TODAYS MARKET RATE) $1MILL. 1501 RENT ALSO
INCREASED IN AUGUST1985.
J.F.
___________________________________________________________________________
From: ERNIE::CAMERON 6-NOV-1984 09:10
To: @SYS$MAIL:JUNK
Subj: ANOTHER PLOT UNCOVERED
People not involved with audio for System I need not read on:
Brad, with the aid of Sam, Don, Minh and others too numerous to name
have completed the relative balancing of the Pokey, Yamaha and TI Sound
chips and this "balance" has been incorporated into the production
released parts list. If you have serious concerns about the appropriateness
of this balance after reading the rest of the message, please contact me
or Brad Fuller.
QUESTION: What do you have to do to make the audio on your board be
like production?
ANSWER: Nothing.
REASON: All voice cartridges of any REV and
TTL Main Boards REV(A) and REV(2) modified to REV(A)
(these will have "REV(A)" marked on the edge connector)
have the correct component values. In case you question
your board the "balance" and proper filter/noise supression
values are listed at the end of this message.
METHOD OF BALANCING:
If you are interested in how Brad arrived at this
standard, here is what he did.
Adjustment of audio levels for YAMAHA, POKEY and TIVOX for SYSTEM I
"To calculate the initial gain of the YAMAHA chip set and POKEY, we first
produced a full volume sine wave from YAMAHA and a full volume square wave from
POKEY and 'course' adjusted the level for POKEY. Since it's best to use a real
live situation we used PACKRAT music and sound effects to 'fine' set the POKEY
level. We had to compromise on the setting since all music and sound effects
are never at the same level. After the final adjustment we measured the average
output of both chips. The POKEY was at about half the peak amplitude as the
YAMAHA.
"To adjust the TIVOX chip level we installed a pot to adjust the TIVOX chip
gain. This enabled us to set the TIVOX chip for the level desired, then measure
the resistance at the pot. Since POKEY sounds are usually intermittent sounds
it was best to use the sound source that the TIVOX chip would have to
continually compete against, i.e. YAMAHA music. We used different types and
volumes of music to adjust the TIVOX chip gain. After adjustment of the TIVOX
chip, we realized that it was very close to the original setting calculated by
Don Paauw."
PROPER CONPONENTS FOR AUDIO BALANCE AS IN REV(A) PRODUCITON RELEASE.
MAIN BOARD--------------------------------------------
(the problem which is corrected)-
Pokey noise-
add C195 1000pf from IC 19E pin 6 to gnd
Pokey balance-
R112 1k
R114 10K
R70, R74 27k
Yamaha Balance- none
Yamaha noise/filtering
C166,167 .0027 microfarads
C99, 100 1000pf
Aux Audio Balancing and Noise-
Add R138 1k from AUXSNDR to gnd
Add R139 1k from AUXSNDL to gnd
Final audio filtering-
C175, 176 1000pf
CART BOARD----------------------------
no changes
___________________________________________________________________________
From: HOFF 15-NOV-1984 13:56
To: MARGOLIN
Subj: RE: System I Audio Level
Jed,
Do you recommend that any action be taken?
Morgan
From: HOFF 15-NOV-1984 15:50
To: MARGOLIN
From: MARGOLIN 15-NOV-1984 13:28
To: HOFF
Subj: System I Audio Level
As of last week, the maximum audio output level produced by Marble Madness
during game play was 4 Vp-p. The Regulator/Audio III requires 5 Vp-p for
full output (worst case).
Jed
___________________________________________________________________________
From: HOFF 15-NOV-1984 16:00
To: MARGOLIN
Subj: RE: System I Audio Level
Here are your revised part numbers. They aren't on the AVL at this point,
so if you need to make additional changes it won't be a problem. (The
136031-XXX category is reserved for these parts.) I'll add these to the
AVL (at rev. 1) after rev. 1 samples have been verified by Ed.
136031-XXX IC,Programmed Devices,Empire (450XX)
136031-001 { IC,Programmed EPROM,Empire,137328-002,1F
136031-002 { IC,Programmed EPROM,Empire,137328-002,1J/K
136031-003 { IC,Programmed EPROM,Empire,137328-002,1K/L
136031-004 { IC,Programmed EPROM,Empire,137328-002,1M
136031-005 { IC,Programmed EPROM,Empire,137328-002,U3
136031-006 { IC,Programmed EPROM,Empire,137328-002,U2
136031-007 IC,Programmed PROM,Empire,37-82S137,7L
136031-008 IC,Programmed PROM,Empire,37-82S137,7K
136031-009 IC,Programmed PROM,Empire,37-82S137,7J
136031-010 IC,Programmed PROM,Empire,37-82S137,7H
136031-011 { IC,Programmed EPROM,Empire,137212-001,1L
136031-012 { IC,Programmed EPROM,Empire,137328-002,1H
136031-013 { IC,Programmed EPROM,Empire,137328-002,1J/K
Bye, have a nice weekend and Thanksgiving too! (I get next week off!!!)
Chris
___________________________________________________________________________
From: KIM::TAKIYAMA 16-NOV-1984 15:47
To: @SYS$MAIL:JUNK
Subj: Company Name
6.1 VAC @ 0.5 Amps From Power Base (For Coin Door Lamps)
120 VAC @ 0.9 Amps Isolated, from Power Base (For Color Raster Monitor)
10.3 VDC From Power Base, use for Reset Circuit Only.
Dropout is at 8 VDC, Holdtime is not guaranteed.
(or specified). Beware the Jabberwock (EAROM).
P.S. - The REGULATOR/AUDIO III is intended for use in the Not-Budget System
as well as providing a backup for Road Runner and Paper Boy.
Please direct all comments to [MARGOLIN]
___________________________________________________________________________
From: VANELDREN 15-OCT-1984 08:50
To: MARGOLIN
Subj: AUDIO/REG III
Your spec looks good to me. Thanks again for helping us out on this. I
just hope we can now manage to pull this off in the time frame we have to,
and with the parts and leadtimes we have available.
___________________________________________________________________________
From: RAINS 15-OCT-1984 09:37
To: MARGOLIN
Subj: New and Improved Power Supply
I assume that your specs aren't meant to include the supply current required
by the audio power amps, otherwise the +15v @ 400mA wouldn't cut it.
___________________________________________________________________________
From: KIM::MARGOLIN 15-OCT-1984 13:04
To: @SYS$MAIL:ENGINEER
Subj: Regulator/Audio III Prototype
Jed
___________________________________________________________________________
From: MORRIS 17-DEC-1984 18:32
To: MARGOLIN
Subj: 68000 docs
For those of you who like to screw up more than one file at a time,
here's a way to have a real orgy. NO WARRANTIES EXPRESSED OR IMPLIED,
NOT RESPONSIBLE FOR CONSEQUENCES ARISING FROM USE OF THIS PRODUCT. THIS
TOOL IS GUARANTEED NOT (repeat NOT) TO WORK AS ANTICIPATED, AND WILL
(GUARANTEED) SCREW UP AS MANY FILES AS POSSIBLE. This is a product of
Murphy's Awfullest Designs, guaranteed (only) to drive you M.A.D.
Now that the disclaimers are out of the way, let's proceed.
There are occasions to do batch processing (even on DEC computers) of
a number of files. I have written a command file to parse a wildcarded
file specification, and iteratively process each file matching the spec
for those commands where wildcards are not appropriate.
An application example:
Recently it was rediscovered (by several people) that DECNET does not
support STREAM-LF files (the only kind C likes). (The bad news is that
it will continue to not support them, even in version 4, coming to a vax
near you sometime in 1985.) DECNET requires major revisions for this, and
Dave & I are not able to supply these changes as patches, so until DEC fixes
the source code, C and DECNET won't like each other.
The good news is that there is a workaround. When you EDT a stream-lf
file, a variable-length/cr file is created for output. DECNET LIKES these
files (I can't speak for C programs from practical experience). So, a
mass conversion was needed.
The example:
First, a file was created (say EXIT.EDT) containing the line "EXIT" only.
Then the symbol PROCESS was defined to be "EDIT/EDT/COMMAND=EXIT.EDT". At
this point, we can say in dcl, "$PROCESS file" to change said file from
stream-lf to variable. Now "$@SYS$SYSDEVICE:[UTILITIES.COM]DOFILE *.OL"
is executed, which will PROCESS each .OL file (the latest version only).
I have a symbol defined for this, but you may not want to do that because
of how dangerous this could be. You can be assured that the command file
(DOFILE, that is) checks to make sure that PROCESS is defined. However, once
you define it, it stays defined until you log out or do a $RESTART. So if you
convert *.OL, for example, and then (accidentally) $DOFILE *.*, you will have
a real mess. Avoiding the symbol definition for DOFILE is one way to make this
possibility even more remote.
DOFILE is not limited to "doit toit" commands. For example, a mass
rename or copy might be done by a command file, and PROCESS be equated to
"@commandfile" in order to provide the linkage. The command file might
then contain "$COPY 'P1' LQ0:". Incidentally, don't experiment with this
particular example.
There are some other potentially destructive command files that I might
release if this one doesn't come back to haunt me. It is potentially very
useful as well as disastrous, and I leave the protection against yourself
entirely up to you.
As always, should any of your files be caught, or killed, the backups will
disavow any knowlege of your data. Good luck, user!
sas
___________________________________________________________________________
From: CHARM::AVL 21-DEC-1984 14:42
To: @SYS$MAIL:JUNK
Subj: The Approved Vendors List
The Approved Vendors List will be moved from ERNIE to CHARM sometime
between now and Monday.
If you have defined a word in your LOGIN.COM file to access the
AVL, you may have to make a modification to it..
Users with accounts on remote nodes (ERNIE, KIM, or SANDY)
Type "SET HOST CHARM" and login to CHARM as "READAVL" (no password
required). When you exit READAVL, you will be returned to your
default node and directory.
You may copy CHARM::SYS$USERDISK:[AVL]READAVL.COM to your directory and define
a word in your LOGIN.COM file to execute it.
Example: $AVL :==@READAVL.COM
Users with accounts on CHARM:
Type "@ATARI$AVL:LOGIN" at the VAX system prompt ($), or just add the line
below to your LOGIN.COM file and then type "AVL" after your next login.
$ AVL :==@ATARI$AVL:LOGIN
Both of these methods will execute a menu driven program that will allow you
to search the AVL and either save the results in a file in your own directory
(if it's on CHARM) or forward the results to your mailbox.
___________________________________________________________________________