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             I M P O R T A N T    N O T I C E   (Please Read)

             ------------------------------------------------


   The material in Coder's Scene Magazine has been getting steadily worse
   (We don't mean less, or crappy, but more... well, iffy).

   CSM felt that we had to put a very large DISCLAIMER on the front of CSM
   before you even get into the magazine.

   There is material within this magazine that, if you carried out the
   instructions within the text, would mean you were commiting an illegal
   act; there is also a tad of swearing...

   The material within this magazine is meant for pure informational
   purposes -- which is only right under a democracy like ours (United
   Kingdom), the information should only be used/taken in this way.

   CSM accepts NO RESPONSIBILITY FOR ANY ACTIONS TAKEN that lead to death/
   disability/prosecution as a result of following instructions within
   this magazine.



   By pressing your left mouse, you are agreeing to the above.  If not,
   then reset your amiga now.



CSM Issue #5 @ Jan 15 1991    * MENU *   (Use Mouse To Change Page >         )
                                                                              
                                                                    @ Betrayal
                                                                    Snow--Zero
                                                                    Production
                                                                              
                                                                              
                                                                              
                                                                              
 Hello!  Welcome to Issue 5 of the only disk magazine dedicated to Amiga 68000
 Coders & Hackers & Phreakers & Crackers & Swappers & Dudes....     /83k text\
                                                                              
   Article                     Pages   |     Article                     Pages
 -----------------------------------   |   -----------------------------------
   About Issue Number V.........0      |     Seka vs Devpac ~article~....27-28
   Editorial Comment Page.......1      |   * Home Tattooing!.............29-32
   Co-Ed's Comment Page.........2-3    |   * 22 Self Defence methods.....33-35
 * Australian Scene Report......4-5    |     Household Danger!?..........36   
   Message From Editor..........6      |     Necessity of Utopia.........37-39
 * Confused or NOT?.............7-15   |   * Instruction Cycle Times.....40-45
   Classified Ads..............16-22   |     Very Slow E-Mail!...........46   
 * Home Distilling.............23-26   |     Hall Of Fame................47   
                                                                              
                     Credit Page..................48                          
                     Exit Magazine................49                          
                                                                              
------------------------------------------------------------------------------
Instructions: Select Desired Article, Then Move Mouse To Alter The Page Number
 (Top Right) To The Correct Page.  Now Press LEFT Mouse Button.  Now, Either  
 Press RIGHT Mouse To Progress A Page, Or LEFT Mouse To Go Back A Page.       
 (Both MOUSE Buttons = Return Here (MENU) ).                                  
 To EXIT Select Last Page.  Joy=Col Change: Up=B+, Left=G+, Right=R+, Fire=Def
The Coder's Scene Magazine Issue #4.                           1/1 |           

  Hummm.  We've lost the wordsearch and all the phreaking articles.  There are
no circuit diagrams either.  Why?  Becuase no one has sent me(us) any.  So 
don't write to us moaning that there's none in this issue.  There is also very
little programming compared to some issues, but that's becuase no one but me
and Count Z write anything about coding (and I'm sick of writing articles -- I
have little enought time to compile the mag as it is.)  
  Okay, you've done quit well -- Australia & USA have sent stuff, so why don't
more Euros contribute?  We need more Programming, Hacking & Phreaking articles
-- But don't be afraid to send ANYTHING in at all!  We'll use it!!! 
  Now, bad news.  This issue took over two months to complete, and it still
needs an entire re-code.  The reason?  University... It's eating my time, so 
issues will now be less frequent, maybe one every couple of months and more in
the summertime (possibly).  But keep sending, as we'll select the best for 
publication. 
  Next, don't write to me if I've got your disks and haven't replied -- I'm
damned busy, and probably wont -- send your articles to COUNT ZERO, NOT ME! If
you do need to contact me, then write to Count Z and he'll forward mail to me.
  Next, note the large disclaimer on the front of the CSM this time.. the only
reason for that is I'm worried about being visited by the boys in blue concer-
ning certain articles, and where I got the info (don't worry -- I won't tell!)
But don't want to be held responsible for some idiot that blew up his bedroom!
So, please, keep this mag in responsable circles, and don't lets have any lame
idiots getting hold of it, eh?  I don't want to see this on PD!
  Lastly, teams.  I'm in (let me check my filofax..) Betrayal (if that's how
you spell it..) and have now left both the Culprits, and Prohpecy..  It's good
to travel aint it?  I don't know how long I'll be here, as my name seems to 
just be moved from team to team while I'm away at Uni -- But I don't mind... 
 Utra-lastly, those of you who got this down from a BBS, why not download some
good philes and send em' to Count Z?  He, unlike myself, ALWAYS resturns disks
promptly......       See you soon, hang famicom-cool guys -- The Snowman.

The Editor's Comment Page.                                     1/1 |           
  Why do I have this page?  I've already gone on enough in the previous page,
but here I have got some important things to say. 
1. Hello the guy who wrote me about going to Lancaster Uni: Sorry, I DID write
 you a letter on your disk, but never will post it I suppose -- YES, GO THERE!
 It's a social dream, and the gals are easy....  See you there!
2. Cereal Killer: Hello!  Sorry, I lost the letter with your address on, and 
 it's not on the disk (nice green!).  Either give a mesage on a BBS to The 
 Teknichian/Mayhem (if you know him) or write me again if you want a return.
3. Guy from Timecode: I have your disk..I have no time/money to re-send at 
 present, so be patient.  Your ad is in the classified.
4. The guy from Ipec who wants to send me E-Mail: Hello! Our Comp Sci dept are
 hiding the facilities from me at present, but I may be in touch soon-Call me!
5. Meathead (I mean Ball), Dan: Hello mate, why not call me? 
6. Mercenary from OzLand: Humm, that sine is in the future, I've done it, but
 never get round to sending etc..  I'm sure We'll sort sommat out.
7. Everyone who is waiting to hear from me: Hello!  Contact me, I'm Alive!!! 
  Phew!  Right, this summer I'm off back-packing round either USA or Europe
(mostly Germany/Austria if Europe) so if you want me to call in on my trip, 
send me a message with your address and directions from a major town, and I'll
pop in! -- You'll also get a free page or two in a CSM....Woooo! 
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  If, for some obscure reason you'd like to contact me, then look at the date.
If it's a major holiday (Christmas, Easter, Summer) I'll be home, if not, I'll
be at University.  (unless you read this after after summer 1993 & U R Lame)
- Home Address: 18 Palm Grove, Whitby, E/Port, L66 2PU. Tel. 051-3553564. 
- University Address:
  R.Capper. Furness College. Lancaster University. Lancaster. LA1 4YG. 
* Ensure you Write R.Capper, as mail is sorted by Surname only! * 
  Phone our communal kitchen on: 0524-65201, ext. 2970. (ask 4 Ralph)
  (If you want to call, it's drive SE1, Aldingham block, A-Floor.) 

The Co-Ed's Comments                                           1/2 |           
Yo Dudez!,just when you thought CSM had dissapeared forever,were back with 
another amazing issue for all you cool guys in the scene!.
 I am no longer in The Culprits,since the last Issue I have joined another 
group Prophecy,but they died a few weeks ago,so I am now in Betrayal!,with 
some ex-prophecy and Legend members.Look out for cool cracks and productions
soon!.
 Thanks to everyone who has sent articles and adverts,however I cannot start
to swap with everyone who writes to me,as I have to many contacts as it is,
so if you have any coding problems or questions in general,then I will answer
them through the mag,in the next issue.
 I must apologise for the delay in this issue being released,this was due to
two reasons,The Snowman went of to University,and myself starting to re-code
CSM,and finding a bug that could not be de-bugged!,so things grinded to a halt
because of this.
 I am currently working on my A-Level computer studies project,I have decided 
to do a 3-D vector graphic object editor!,so I will be spending a lot of hours
on Devpac for the next 3 months.After this I've decided to write a scrolling, 
platform type game!,perhaps with a view to getting it released commercially.
 The release date for CSM 6 is not certain,so don't hold your breath!,but you 
can still send adverts and articles,adverts should ideally be on disk,with 
return postage if you want it back.
 Now for a few messy's to people - Wolf (Pussy,Sweden) How's it going dude!,
thanks for the chrimbo card,from snowy lapland!,I hope the explanation on 
sprite collision detect was okay.  Skaga (Triplex,Germany),Hi there,have you
started to learn to code yet?,don't be a swapper all your life!,and don't use 
seka as an assembler!.  Beyonder (Cytax,Germany) I liked the disk mag,I'll see
if I can write some article for ICE issue 2,and cool stickers too!.
Vector (Pussy,UK) Sorry for my extreme lazyness in sending back over the last
18 (?) months,but I always get around to returning your jiffy eventually,hope
to see you sometime. Kreator (Anarchy,UK) Hi mike,I assume your absence from


The Co-Ed's Comments                                           2/2 |           
the scene is due to your last year in Uni (?),hope to hear from ya soon.
Rodent (Technix) Keep up the cool sendings,ECS machines can run at 60 frames
per second,and can access 1MB of chip ram.  Coaxial (Technix) Are you two in
the same group or what?  Tango (Cryptic) Hey!,why don't you send anymore?,was
it something I said!. Parasite (LSD) Sorry for my slow sendings (I'm very lazy
you know),thanks for the interesting and diverse articles!. 
 A few Messy's to people who I think are in Betrayal! - 
MeatBall - Hey,how's about another sending so I can wrap my earlugs round 
these amazin' sounds I keep hearin' about!.How's Shocker these days?.
Xag - Your code just keeps on getting better and better!,the tone dialer was
really cool,I just loved making bleep bleep noises!
Zigor - Hi mate,How's the phone bill these days?.....that bad huh?
The Snowman - Hows about some Betrayal Logo's ???
Alter-Ego - Hey man,where is your sending as promised?,I'll have to ring you! 
Executioner - Rang you the other day but you were out!.
Mr Turnip (Prophecy?) Hey man who are you? never got your address.
And to everyone else in Betrayal,you may here from me soon!.
 Well,That's about all I have to say this time,untill the next Issue,most
probably around easter,but who knows? (I certainly don't!).If your in need of
some brain stimulation before then check out Betrayal's News+Shit disk mag,
for all the latest info on the computer industry,published at almost,ever so 
slightly regular intervals!
  I know this hasn't been the best CSM ever, but Issue VI WILL be! So be sure,
to order CSM Issue 6,From me,Count Zero ( as Snowman is busy at University )  
All I want is a blank disk,and Return Postage,if you are writing from abroad  
then send a paper note of the nearest equivalent to 1 pound Sterling to cover 
postage!!
 Count Zero, 40 Vine Road, Ellesmere Port, South Wirral, L66 2XX, ENGLAND.
 
 Thats all for know,See Ya -- Count Zero Of Betrayal


Australian Scene Report.                                       1/2 |          
 Well here it is...  The first bit for ~C.S.M~ from that great land downunder
~Oztralia~! (You know..... that place with heaps of flies and kangaroo's??)
O.k  first let me introduce myself.. I am The Mercenary of a group down here
known as the ~Shadow Hunters~. We basically do what all crew's like us do so
I don't think that that needs any explaination.

 The reason for this little text-file is to try to give a little insight
into what goes on down here as I am sure (especially recently) that the rest
of the ~circuit~ know's little.

 At the moment the importing of new Amiga warez to Australia is basically
up that well known creek. As far as I know, one of the main import/crack
crews down here, A.C.U (Australian Crackers United.) have been busted. This
rumour was backed up by a fairly lengthy news item on the Australian news.
This item showed mountainous piles of disks and hardware being squashed by a
large diesel roller (you know.. the sort used for flattening roads.) which
to tell the truth, nearly bought a tear to my eye! The report went on to say
that authorities had been chasing this crew for quite some time and were
very pleased with results. From what I can determine, this major bust has
put the wind up a fair few Australian crews who were starting to make their
presence felt. This means that ~all is quiet~ and all being quiet means no
newstuff!. Another disapointing fact is the lack of major copy-parties we
have here. All too often I read in scrollers (especially ones from European
countries) about mega-huge copy parties organised by the biggest, well known
crews in the world. As yet there has been none of these here. At the moment
there is a crew here known as ~Mystix~ (hi guyz!!) along with another crew
(who up until a few weeks ago I did not know existed.) ~Infinity~ who are
working very hard at organising an ~Oz Summer Conference~. I honestly hope
that this ends up being HUGE as right now we really need something like this
to try to get the few groups that do still struggle onwards to meet.         >

Australian Scene Report.                                       2/2 |          
 One thing that I hope to see a bit more is the spreading of demo's from
here to the rest of the world. the reason I say this is to be honest, that I
have seen some bloody good demo's from various crews down here. One that
springs to mind is the ~Hinch~ demo by a crew called ~Decay~. now I know
that right now you lot from oversea's are thinking ~who the or what the hell
is Hinch??~, well to fill you all in he is a pig-headed, arrogant turd of a
current affair/newsreader that we have to put up with! as a result of his
pig-headedness he cop's a lot of flack. this is demonstrated in a very
amusing manner in the demo by Decay. this particular demo requires 1meg
minimum and features loads of samples from Hinch. As stated before, I found
this a very amusing and well implemented demo which deserves to be shown
off. Basically what it boils down to is the fact that since the passing of
A.C.U (pleeeze contact me if you are able to guyz!) the software scene in Oz
has died. This coupled with the paranoia that swept the nation after this
news item was screened has been a major killer of all activity on the Amiga
scene. Myself... well I am an avid demo collector (contact me to swap any
demos!) and also interested in soundtracking! Now obviously this does not
take up all of my time spent thrashing these little keys but the rest of
what goes on is fairly obvious.

 Well thats about it from me for now.... If you are at all interested in
swapping anything for the Amiga then write to me. My address is hopefully in
the classified ad section.

           Catch ya'!
                     signed...

        -=> T H E   M E R C E N A R Y <=-


Message From The Editor To His ~Friends~.                      1/1 |          
   A very weary editor taps the keys with a pounding head.  It's damned cold
and I can't find any matches.  Hello. The Snowman seriously has considered
letting blow all this Amiga stuff and buying myself a nice Word-Processor...
But!  Besides thousands of letters and disks to send back/reply too; the
nasty phone-calls asking for disks sent two months ago; and the utter pain
of putting together this CSM issue 5... I can't do it... I can't leave the
scene I love.  Although, I don't even really know the scene too well these
days (first hand I mean) because I spend every 2 and a half out of three odd
months in freezing Lancaster studying for my degree... and I don't have a
single minute to spare to hit the keys or write to contacts or.. oh well, do
ANYTHING to do with Ameeging.  Pretty sad, but I'm catching up occasionally.
Who was it that said I could carry on as normal when I get to University?
Huh?  What bullshit!  Sleep all morning, lunch, lectures all afternoon, get
home and eat again, go the local bar, get smashed, come home, do some work,
get out the bottles of whisky and get really smashed and then sleep until
the next day.. Weekends bring no respite because we all have to spend it
catching up on missed lectures and writing essays... then we have to go out
on the evening to the local night club each weekend night...  When is it
that I can continue to perfect my sine-scroller or work out 3d filled 
vectors?  Eh?  And then I get packages of disks/letters forwarded to me from
home from people who 'want to swap'... you want to what??!?  Oh sure, I've
got loooads of time for that!
   But, grumbling aside... it's fun.  I've actually forgotten the point of
writing this damn article now..was it to convince you to go to University at
Lancaster? or to tell you that I don't want letters asking to swap? or was
it to tell all the people who's disks I'm holding, and who's articles I've
published and never even sent them the CSM with it on, not to worry, but
I'll try and get them to them before I collect my bus pass?  Well, I suppose
it was all of them really, and maybe a few more things -- What do you think?

Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     1/9 |        
  ~~~~~~~~~~~~~~~~~
 Logic functions can often be used in a piece code,but they are only usefull
if you understand how they work and what they can be used for.It is not 
enough just know the truth table for a particular function,unless you know 
what practical application it can be used for.
 The most common logic functions used are - OR,NOT,AND,EOR . I will explain
how each of these works and how you can use them in your code.

The AND Function
~~~~~~~~~~~~~~~~
 This is probably the most common of all the logic functions,and you should
have a good understanding of this. The truth table for AND requires 2 inputs
and looks like this - 

                Input 1 | Input 2 | Output 
                   0    |    0    |   0
                   0    |    1    |   0
                   1    |    0    |   0
                   1    |    1    |   1

From the table we can see that only when both Inputs are 1 is the Output also
1,remember the table by thinking 1 AND 1 = 1 ,anything else = 0.

 The AND function is used for Masking,an assembly example makes things clear.

        MOVE.W    #%1111111111111111,D0                (Input 1)
        AND.W     #%0000000000001111,D0                (Input 2) 

        D0      = #%0000000000001111                   (Output!)         More>

Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     2/9 |          
~~~~~~~~~~~~~~~~~
or 
        MOVE.B    #%10101010,D0                        (Input 1)
        AND.B     #%11110000,D0                        (Input 2)

        D0      = #%10100000,D0                        (Output!)

The number we AND with D0 acts as the Mask,only when there is a 1 in the
mask does the data from D0 get passed through,otherwise a 0 is output.

Make Sense ? If your still confused then I have a good analogy,imagine
that the mask is a grid,when ever there us a 1,this represents a hole in the
grid through which the input falls through,whenever a 0 is present this 
stops the input from falling through.

The NOT Function
~~~~~~~~~~~~~~~~
 The NOT function is not very commonly used,it only requires 1 Input,the
truth Table looks like this -

                Input | Output
                  0   |   1
                  1   |   0
An assembly example

                D0 =  #$FFFFFFFF                (Input)

                NOT.L D0

                D0 =  #$00000000                (Output)                 More>

Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     3/9 |          
~~~~~~~~~~~~~~~~~
 Not too difficult huh?,the NOT function just acts as an invertor.There 
is not much practical use for this function,except in the use of two's
complement arithmetic,which I am not going to explain here!.

The OR Funtion
~~~~~~~~~~~~~~
 This is a very handy function,the truth table looks like this -

                Input 1 | Input 2 | Output
                   0    |    0    |   0
                   0    |    1    |   1
                   1    |    0    |   1
                   1    |    1    |   1

 This Function produces a 1 in the output whenever there is a 1 in either
of the inputs.An example -
                MOVE.L   #$90009000,D0             (Input 1)
                OR.L     #$07CA0000,D0             (Input 2)

                D0 =     #$97CA9000                (Output)
or                
                MOVE.L   #$97CA9000,D0                
                OR.L     #$07CA0000,D0

                D0 =     #$97CA9000,D0

 This function is used to make sure certain bits are set,without effecting
any other bits.The value (which bits are set) that you OR with with will
always be present in the output.If the bits are already set in the input     >

Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     4/9 |          
~~~~~~~~~~~~~~~~~
then ORing will have no effect,as in the second example above.

The EOR Function
~~~~~~~~~~~~~~~~
 This is a intresting function!,it is similiar to OR except it is EXCLUSIVE-
OR which means that the output is 1 only when ONE (not either,as in the case
for OR) of the inputs is 1.The truth table -

                Input 1 | Input 2 | Output
                   0    |    0    |   0
                   0    |    1    |   1 
                   1    |    0    |   1
                   1    |    1    |   0

 The output is only 1 when ONE of the Inputs contains a 1,an example -
        MOVE.L  #$70000,D0                (Input 1)
        EOR.L   #$04000,D0                (Input 2)

        D0 =    #$74000                   (Output)

or      MOVE.L  #$74000,D0                (Input 1)
        EOR.L   #$04000,D0                (Input 2)

        D0 =    #$70000,D0                (Output)

 A bit difficult to grasp this one,but remeber it like this - If the bits
set in Input 2 are not set in Input 1,then in the output these bits will
be set ,however if the bits set in Input 2 are also set in Input 1 then,in
the Output these bits will be clear.                                     More>

Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     5/9 |          
~~~~~~~~~~~~~~~~~
The Practical Applications For Logic Functions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Once you have understood logic functions,then you can begin to think of
how you an use them in your code.There are lots of instances when it is
easier and faster to use logic functions than other techniques,and in some
types of routine,it is the only practical method.

Table Management Routines
~~~~~~~~~~~~~~~~~~~~~~~~~
 If there is one thing that you have to do a lot of in coding demos,then it
is read tables.Tables have to be used for Sine Scrollers to 3-D Vectors,and
most other stuff as well!,so it is essential to know the fastest way to read
tables.
 For tables which are to the power of 2 (^2) long (eg 2,4,8,16,32,64,128...)
then the best way to read these,in instances where you need to detect the
end of the table,is to use the AND function.An example routine can look like
this (I'll explain it in a moment!).

Vel        =  3*2

ReadTable
        MOVE.W     SinPos,D0        Get Pointer to Position In Table
        ADD.W      #Vel,D0          Add Speed Through Table
        AND.W      #511,D0          Limit Velocity To Size of Table 
        MOVE.W     D0,SinPos        Store New Value For Next Time

        LEA        Sin,A0           Get Pointer To Sine Table
        ADD.W      D0,A0            Add New Pointer To Table Address

        MOVEQ.L    #0,D1            Clear D1                             More>
Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     6/9 |          
~~~~~~~~~~~~~~~~~
        MOVE.W     (A0),D1          Move Contents Of Table To D1
        
        --------------->   routine to use table contents goes here !
        RTS                         That's It 

SinPos  DC.W       0
Sin     DC.W       0,0,1,1,1,2,2,2,2,3 ...... 

        --------------> your 256 Word long sine table goes here

        DC.W       3,2,2,2,1,1,1,0,0

 Okay,for those that didn't understand a line of the above code,lets go 
through it.

        MOVE.W     SinPos,D0
        ADD.W      #Vel,D0          Add Speed Through Table

 SinPos is the label which when added to the start address of the table 
gives you your pointer.Next add a variable which determines how fast you 
move through the table.

        AND.W      #511,D0          Limit Velocity To Size of Table 

 This is where our logic functions comes in,because we will add the 
variable SinPos to the start address of the table,we must make sure that 
this label is never so big that it will point beyond the end of the table.
In other words SinPos must never be bigger than the table itself,to do
this we AND it with 511,why this number? because this lets values of 0 to
511 through (what ever number you AND with,this will be the max value)       >
Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     7/9 |          
~~~~~~~~~~~~~~~~~
 Note that it is not 512,ie no bytes in table (remember the table is 256 
words long,or 512 bytes),this is because we do not want any odd numbers to 
be added to the table start address,as this will probably cause a crash,coz
you cannot access odd numbered address's!.To do this we mask out bit 0,so
take 1 from your table size.Also because of this problem,the Vel variable
must also be multiplied by 2!.

        MOVE.W     D0,SinPos        Store New Value For Next Time

        LEA        Sin,A0           Get Pointer To Sine Table
        ADD.W      D0,A0            Add New Pointer To Table Address

 This is the obvious part,add the SinPos variable in D0 to A0,this gives
you the address of the element in the table.

So in general,to get the number you AND -

For Word Tables -        Table Size in Bytes-1
For Byte Tables -        Table Size in Bytes
 
 This technique of using AND to manage tables is used by all good coders,
it would be very difficult,for instance,to implement dual-sine calculations
without using this method (this is where you have 2 pointers into the table,
each one having a different velocity,adding the two values of the two 
elements pointed to each time,gives you a dual-sine output,easy huh!)

Finding Screen Positions For Blitter Use Given A Co-ordinate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 This is used in Bobs Routines,amd any time you need to use the blitter
barrel shifter,it is intersting trying to find the fastest way to get        >
Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     8/9 |          
~~~~~~~~~~~~~~~~~
an address on screen given a pixel co-ordinate.The way I use involves
AND and OR,and is a reasonably good method.

; Pointer to table element in A6 
        MOVEQ.L     #0,D0
        MOVE.W      (A6),D0               Get Co-ord
        ROR.L       #4,D0                 Shift 0-16 value in high word
        ADD.W       D0,D0                 Multiply by 2
        MOVE.W      D0,D7                 Word Offset in D7
        AND.L       #$F0000000,D0         Clear Everything Except 0-16 Value
        MOVE.L      D0,D1                 Copy to D1
        SWAP        D1                    Move to low word for Channel B Shift
        ADD.L       D1,D0                 Combine both shift values
        OR.L        #$0FCA0000,D0         OR Blitter MiniTerm with Shifts

        ---------

        MOVE.L      D0,$DFF040             MiniTerm + Mask and Image Shift 
        LEA         Picture,A0
        ADD.W       D7,A0                  Word Offset
        MOVE.L      A0,$DFF054             Destination

 Note that the above source also calculates the mask shift,as this piece
of code was from a bob routine (a slow bob routine at that!).

Double Buffering Using Absolute Address's
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 I would not possibly have thought of this application,Kreator of Anarchy
(Hi mate!,are you still alive?) uses it in his double-buffer routine as he 
uses absolute memory locations for the screen.                           More>
Confused OR NOT ?      Article - Count Zero 9/12/90 CSM #5     9/9 |          
~~~~~~~~~~~~~~~~~
 If we have set up 2 screens,one at $70000 and one at $73000,the a neat
peice of code using EOR goes like this - 

        MOVE.L      Screen,D0
        MOVE.W      D0,Planes+2
        SWAP        D0
        MOVE.W      D0,Planes+6
        EOR.L       #$3000,Screen

Screen  DC.L        $70000
Planes  DC.L        $00E00000,$00E20000       In the Copperlist

 A very neat piece of code,I like it!.

 Well that just about covers Logic Functions,I couldn't think of a use
for the NOT function coz it's just so boring!.I hope that I have managed
to clear up any confusion you may have had,and that now you should be able 
to go and write dual-sine sinescrollers,dual-sine copper,double buffer your 
sine scroll routines,and lot's more things!. If you can't then I suppose
I'll just have to write an article explaining how to........

Gotta Go!,   Count Zero Of Betrayal - The Coolest Crew On Earth !  
                                      (Modesty! -- Ed)


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Write or send disk's (all disk's returned if postage supplied and all
letters answered.) to-=>

             ADAM OF AKHIRA
               The Mercenary.
                 SPRINGTON ROAD MOUNT CRAWFORD
                   SOUTH AUSTRALIA
                     5351
                       AUSTRALIA.

And a final note from The Mercenary.... Why not boot up ~Cygnused~ or
Workbench's CLI and write up an article for this mag?????. Make the next ish
MEGA-HUGE!!.                                                                 >
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demos,intro's etc.(Must be able to draw logo's better than this one!)
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                              HOME DISTILLING                  1/4 |          
                        OR HOW TO MAKE ROCKET FUEL

     By PARASITE of LSD. I am currently on E.T, doing RSA Typing,
     Wordprocessing, and Computer programming, this is simple stuff, all
     the others on the course seem to be vegetables. This afternoon was
     definatly lacking mental stimulation, so armed with Protext I grabbed
     an Olympia PC, and started to type to relieve the boredom.....

     DISCLAMER
     Firstly I would like to point out  that  this is illegal, and the end-
     result may be dangerous, I also  wish  to stress that this article  is
     not condoned by LSD. I also appologise for my spelling.

     INTRODUCTION
     One evening Monty and myself  were  sitting  about wishing we had some
     cash to get drunk, but due to  the  monetry situation, this was not to
     be. All we had was 10  gallons  of  wine,  the remenants of a spree of
     home-brewing that got forgotten, and eventually went off.
     So, this stuff was undrinkable, it did occur to us that if the alcohol
     was removed, it still  would  taste  bloody  awful  (and a warning, IT
     DOES), but it would be  up  to  double-strength  Whisky. So with  some
     pieces of junk, we entered the kitchen to make our own still....

     WHAT YOU NEED
     A polythene bucket, or similar one gallon container.
     A pressure cooker, Small Jubilee clip,
     Some putty, silicon sealant, or similar.
     Some petrol tubing or similar (The longer, the better)
     About 1 meter of 6 Millimetre Copper (or Steel) piping.             More>

                              HOME DISTILLING                  2/4 |          
     A small length of hosepipe.
     A bottle.
     And some wine.

     THE ASSEMBLY
     Take the pressure cooker lid,  and  connect  to where the valve weight
     normally goes a length of plastic tubing  (To reach from the cooker to
     the sink). Fasten it on with a jubilee clip.

     Take the Steel piping, this must  be  coiled  to go inside the bucket.
     The easiest way to do this if you  don`t have the correct tools, is to
     fill it with sand, this will stop it collapsing. Now gently coil it so
     it fits  inside  the  bucket,  leaving  10  Centimeters  at  each  end
     straight.
     Now you must make a hole  in  the  bucket  (dear liza). This should be
     almost at the bottom, be careful,  as  the polythene splits easily (it
     is a good idea to use a soldering iron to burn it through), make it as
     tight a fit as possible.
     On the other end  fit  the  plastic  tubing  leading from the pressure
     cooker, with a bit of luck it won`t  fit,  so boil it, and force it on
     while its still hot, it will then make a perfect fit.

     Place the coil in the bucket,  seal  the pipe passing through the hole
     with putty (this will be almost waterproof,  don`t worry if it leaks a
     bit, your standing it on the draining  board by the sink aren`t you!).
     Fill the bucket with water.
     Fit a small length of plastic  tubing  to the pipe passing through the
     bucket, this is where the  alcohol  will  appear  from, so you must be
     able to angle it into a bottle.                                         >
                              HOME DISTILLING                  3/4 |          
     Fit the hosepipe over the cold water  tap, and place it in the bucket,
     turn on, so water is just dripping  through, you will notice it is now
     starting to overflow, this is to  keep  the  water cold, and make sure
     during the process this water is always cold. If it starts to warm up,
     turn the water flow up.

     ALCOHOL CONTENT
     Now you need to know the approximate alcohol content of the wine, as a
     guideline; (all are approximate)
     bought cheap wine is 4% - 6%
     Homemade from kits is 6% - 8%
     Homemade from fruit is 8% - 12%
     (I made some Pear and  Elderberry  to  22% alcohol, over half strength
     Whisky, but I didn`t need to distil this!)

     DISTILLING
     Before we start, open the  kitchen  window,  and NEVER leave the still
     unattended. Keep checking the wine, to make sure it is not boiling too
     much.

     Put about half a gallon of wine  in the pressure cooker, and don`t fit
     the lid. Bring it to the boil, and reduce the heat so it is simmering.
     Fit the lid, after a short while  you will see some vapor appearing in
     the plastic tubing, this is the alcohol.  put a bottle under the pipe,
     and it will slowly start to  fill.  Our  experiance has shown that you
     will get some white resedue at  the  start  of this (I`m told its dirt
     out the pipe), so when you have a  small amount of this in the bottle,
     throw it away, rinse the bottle, and now you will get the real thing.

     When you have turned the percentage of volume you wanted from the wine  >
                              HOME DISTILLING                  4/4 |          
     to alcohol, throw  the  remains  of  the  wine  away,  and  repeat the
     process.

     AFTERWARDS
     Monty Python and myself made half a  gallon of the stuff in about four
     hours, then Cthulhu drank a small  glass  to test it, and was promptly
     sick. This worried us, but a few days later Monty, Shagratt and myself
     got enough courage up, and drank  the  whole  half gallon in about two
     hours. All were PISSED. It is good stuff! (and Cthulhu is a girl!)

     Unfortunately it appears you  cannot  mask  the taste without diluting
     the alcohol too much, believe me  we  have tried, its good at parties,
     and soon sorts out the men from the boys.

     Contact me for swapping hot stuff. Now a few hello's... Count Zero,
     Lightfoot (TMD), Index (RELAY), Elf (QUARTEX), & all LSD members.

                                                        PARASITE, LSD

SEKA vs DEVPAC - THE HOLY WAR                                  1/2 |          
  WHICH ASSEMBLER IS THE BEST ? MANY PEOPLE WROTE AND THOUGHT ABOUT THIS
QUESTION AND MOST OF THEM FOUND AN ANSWER. AS AN INTELLECTUAL WEEKEND-
CODER I THOUGHT ABOUT THIS TOPIC, TOO, AND I WROTE AN ARTICLE IN ORDER
TO LEAD SOME CODERS BACK TO THE RIGHT ASSEMBLER.
IF YOU COMPARE THE CODER SCENE ON THE CONTINENT AND IN ENGLAND IT'S
OBVIOUS THAT MOST OF THE ENGLISH CODERS USE THE DEVPAC AND MOST OF THE
EUROPEAN CODERS USE SEKA ASSEMBLER. 
  HERE IS A SHORT SURVEY OF THE CHARACTERISTICS OF THE TWO ASSEMBLERS FOR
NON-CODERS (BY THE WAY:WHY DO YOU READ THIS MAG?) : 

SEKA:
  VERY FAST SCROLLING IN THE EDITOR, VERY FAST ASSEMBLER, SHORT PROGRAMM
(SHORT LOADING TIME), TOLERANT ASSEMBLER, COOL KIND OF SHELL, EASY TO
USE, NO MOUSE IS NEEDED....
DEVPAC:
  FUCKIN' SLOW SCROLLING IN THE EDITOR, LAME ASSEMBLER, MANY GURUS, BAZOOKA
LARGE PROGRAMM (TAKES AGES TO LOAD!), INTOLLERANT ASSEMBLER, LAME AND
VERY SLOW PULL-DOWN MENUS (THAT'S SOMETHING FOR WORKBENCH KIDZ!)....
  CLEVER READERS OF THIS ARTICLE WILL HAVE NOTICED THAT THE SEKA IS THE
BETTER ASSEMBLER, SO WHY DO ENGLISH CODERS USE DEVPAC ?
  - DO THEY HAVE NO SEKA ?
  - IS SEKA TO FAST FOR THEIR MINDS ?
  - ARE THEY NOT ABLE TO USE THE SEKA ?
  I THINK ENGLISH CODERS ARE ONE OF THE BEST CODERS IN THE SCENE AND THEY
DO COOL THINGS EVEN WITH SUCH A SHIT ASSEMBLER LIKE DEVPAC.BUT I ALSO 
THINK THEY COULD KNOCK DOWN THE REST OF THE SCENE, IF THEY USE A REALLY
COOL, NICE, VANILLA AND FAST ASSEMBLER LIKE SEKA!

  O.K.     DIE HARD AND BE COOL! -- SEKA...EHHR!..SKAGA OF TRIPLEX
  (Reply Overpage)....                                                       >
SEKA vs DEVPAC - THE HOLY WAR                                  2/2 |          
Snowman Replies:  I HAD to reply to you and clear you up on a few points.
First, scrolling is NOT slow in the editor of Devpac, you can jump a screen
at a time or even jump to a line etc..  It's just as matter of how used you
are to Devpac -- I can find any line I want in Devpac as quick as you can
in seka.  Second, it's NOT a lame assembler -- In which way do you mean?
It's easy just to say 'it's a lame assembler', why don't you clarify this?
Third, it's the way you program, not Devpac that causes gurus. Fourth, 
large programs takes ages to load?  Bull-Shit!  I don't suppose that Seka
speeds up the disk drive too does it?  Fifth, intollerant assember?  We're
back to name calling aren't we?  Lastly, pull-down menus -- at least Devpac
has the option of having menus -- it's only trying to be friendly, and we
do have keyboard shortcuts which makes things fast once you learn em'.. As
I said, it's a matter of what you are used too -- If you'd learnt in Devpac,
then this article might have been slagging seka off.  My opinion is.. Live
and let live -- I don't give a shit what assembler people use, if people
want to use Devpac becuase they work best in it, then fine... if people want
to use seka for the same reason, then fine.  Haven't you got anything better
to do than write petty, pathetic, childish and argumentative letters to this
mag? (And do you find it too difficult to use capital and lower case letters?
What?  Haven't you got any?  Are they too fast for your mind?)
(And no, I don't want any petty arguements in this mag, so NO letters please)


     HOW TO MAKE A TATTOO GUN AND HOME TATTOOING               1/4 |          
     By PARASITE of LSD. Typed during a dull moment on ET, on an Olympia PC.

     DISCLAMER
     I wish to point out  that  home  tattooing  is illegal, the results of
     this could be dangerous, and if  done  wrongly could leave you scarred
     for life. This is not condoned by  LSD. I appologise for the spelling.
     contact me for swapping.

     INTRODUCTION
     I had been wanting  a  tattoo  for  ages,  but  could never afford the
     expense, so one evening Monty and myself decided to make one, and as a
     result, I now have a tattoo, and intend to have more.

     WHAT YOU NEED
     A 9 - 12 volt motor (from a cassette recorder)
     2 metres of 2 core cable
     A piece of metal, 15 Centimetres by 3 Centimetres (approx.)
     Some strong wire
     A soldering iron
     A small shirt button with four holes
     Super glue
     PVC Tape
     Pliers
     A transformer or similar power supply
     A biro
     Some biro refils
     Some small needles
     Some cotton
                                                                         More>
     HOW TO MAKE A TATTOO GUN AND HOME TATTOOING               2/4 |          
     AND FOR TATTOOING
     Black felt tip pen
     Indian or acrylic ink
     Disinfectant
     Tracing paper

     ASSEMBLY
     Bend the Metal strip at 5  Centimetres  in  to a 90 Degree angle. Take
     the Motor and fasten it to the  short  end with the PVC tape. Take the
     outer-case of the biro, throw away the  screw on top. Fasten this with
     PVC tape to the long end of the metal.

     Take the shirt button,  and  carefully  superglue  the  spindle of the
     motor through one of the holes.

     Remove the points from the  biro  refils,  boil  some water, and place
     them in this to melt the ink.  Blow  down  them and clean to remove as
     many traces of ink as possible.
     Take the stiff wire, fit one end inside the biro refil.
     Take a needle, put this partly inside  the other end of the biro refil
     and with the cotton bind it on tightly. This is used for lining.
     Take three needles, and repeat  the  procedure  as above. This is used
     for filling in. Make a  few  of  each.  For  simplicity, these are now
     referred to as the needle.

     Now put the needle in the biro  tube,  so the needle tip pokes through
     about 1 Centimeter. Cut the wire end so it is 1 Centimeter higher than
     the button. Bend this at a 90 degree  angle, and put it through a hole
     in the button. You will notice  that  turning  the motor will make the
     needle go up and down.                                                  >
     HOW TO MAKE A TATTOO GUN AND HOME TATTOOING               3/4 |          
     Solder the cable to the motor,  connect  to the power supply, and test
     it.

     TATTOOING
     Draw the design you want  on  a  piece  of  paper,  then trace it with
     pencil onto tracing paper. Turn it over, and draw over it with a black
     felt tip pen. Wet your arm with disinfectant, and put the paper on it,
     so the black ink is  transferred  to  the  arm.  You should now have a
     positive image in black ink on  your  arm.  If  it is a negative image
     this means you are a DICKHEAD, so do it again.

     Now you need a volunteer with  a steady hand, artistic temprement, and
     not at all sadisatic. So why did I let Monty do mine?
     Use disinfectant as often as possible,  and after a couple of tattoos,
     the needles may be  blunt,  and  start  to  hurt  more than normal, so
     change them regulary.
     For those of you who have  never  had  a  tattoo, some notes... At the
     start this will be painful,  but  after  a  couple of minutes, it gets
     less painful. I  had  an  acid  smiley  with  PARASITE over it and LSD
     under it done on my arm,  this  took  30 minutes, which wasn`t bad for
     Monty`s first attempt (cheers mate!)

     First turn the gun on, dip it  in  the  black ink (do not use ink with
     shelac in it) and  then  go  over  the  outline  with  the one pointed
     needle, then when this is done,  clean  the arm, change the needle and
     using the three pointed needle fill in the block areas.

     When it is finished cover it  up  for  a few hours, or overnight, then
     leave it exposed to the air to heal.  DO NOT, I repeat DO NOT pick any
     scabs that form off, or you  will  effect  the  way it heals, you have  >

     HOW TO MAKE A TATTOO GUN AND HOME TATTOOING               4/4 |          
     been warned. You will notice bruising around  it, do not worry this is
     normal, and because of this, some  light colours may look odd until it
     has healed properly.

     SIMPLE TATTOO REMOVAL

     YOU NEED
     Orbital sander, Vice, Sandpaper

     HOW TO DO IT
     Put your arm (or other body part) in the vice to hold it still, and
     turn on the orbital sander, rub this over the arm until the tattoo has
     dissapeared (careful not to get blood  on  the curtains!). Its as simple
     as that!
                                PARASITE, LSD

 (Hmmm, I don't think I'll try it... but what happens if LSD changes
  it's name?  Going to try the orbital sander?)

22 Self defence techniques?                                    1/3 |          
                   22 WAYS TO KILL A MAN WITH YOUR BARE HANDS
                                   Typed by
                               Big Bad BARBARIAN
                                     -=*=-

        ~Free my hands and I'll varnish this floor with your brains!~
               (from ~The Scarlet Citadel~ by Robert E. Howard.)

     Sometimes when you are threatened with physical violence, a weapon to
defend yourself with is not always available.  Your hands, however, are 
always with you, and can be as lethal as any weapon.  Below are a list of
attacks that police are instructed not employ, as they may prove deadly.

  1. TEMPLE - A very susceptibile vital spot.  If struck with sufficient
     force, may cause unconsciousness or death.
  2. NASION - This is the summit of the nose.  If struck with sufficient
     force may cause death.
  3. PHILTRUM - This is the area between the upper lip and the bottom of
     the nose.  Attack to this area may also cause unconsciousness or
     death.
  4. HOOK TO JAW - A powerful hook punch to the front side of jaw may
     snap an enemy's neck.  Fatal.
  5. ADAM'S APPLE - A sharp blow here may cause enemy to asphyxiate.
  6. SOLAR PLEXUS - The small of back.  May cause death.
  7. TESTICLES - The strong, focused pain of a vicious low blow may
     cause shock, resulting in death.
  8. BASE OF CEREBELLUM - A powerful blow to the nape of the neck,
     causing mortal damage.
  9. COCCYX - A powerful blow to the tail bone.  Fatal.                  More>
22 Self defence techniques?                                    2/3 |          
 10. FULL NELSON - Stand behind the enemy, put your arms under his, and
     lock your hands behind his head.  Bending the neck forward may either
     break neck, asphyxiate enemy, or cut of supply of spinal fluid to
     brain, causing brain damage or death.
 11. HALF NELSON - Again, standing behind enemy, but one arm is used to
     pin one of enemy's arms.
 12. BRAIN BUSTER - Bend enemy over towards you, placing him in a
     headlock.  Grab the back of his belt, and haul him into the air,
     vertical, upside-down.  Allow yourself to fall backward, landing on
     your enemy's head, which will absorb your combined weight.  Most
     effective on concrete or gravel.
 13. RUSSIAN OMELET - Cross enemy's legs.  Fold enemy by pinning his
     shoulders to ground upside-down and placing his legs above him.  Sit
     on his legs, folding the bass of the spine.  Fatal.
 14. HEART PUNCH - A strongman's attack, it is simply a powerful blow
     to the heart.  (Many years ago, the wrestler Ox killed an opposing
     wrestler with this attack.)
 15. UPPERCUT - An upward strike to the bottom of the jaw with the heel
     of the hand, causing the enemy's head to snap backward.  May shatter
     vertabrae. Fatal.
 16. ABDOMEN - A substantial blow to this area may rupture a vital
     organ, causing death.
 17. RIB CAGE - A vicious shattering of the rib cage may cause grave
     internal bleeding.
 18. HEAD-TO-WALL PUNCH - A swift, hard, cold-cock punch to an enemy's
     face while he is standing near a wall may drive his head into it,
     causing the back of the skull to shatter fatally.                   More>

22 Self defence techniques?                                    3/3 |          
 19. PINNED DROP KICK - Standing behind enemy, holding his arms
     straight back.  A drop kick to the back without releasing arms may
     severe spine, causing death.
 20. HEAD WRENCH - Grabbing an enemy's head by the mouth and the back
     of the skull, then twisting with a sudden, violent jerk to rend
     vertabrae, may easily cause death.
 21. CHOKE HOLD - Once a favorite of law enforcement officials, has
     often proved deadly.  The right arm goes over the enemy's right
     shoulder, and grips the back of the head.  The left arm comes over his
     left shoulder, reaches across neck, and grabs own right forearm.  With
     enough pressure applied, causes brain damage or death.
 22. HEAD YANK - Bend enemy forward, grab head, and pull back with
     convincing force.  May seperate delicate vertebrae, causing death.

(Errm, thanks to Cereal Killer for sending me that interesting article..
 I'll just remind you that if you kill an attacker like this, then you
 are liable to be charged with manslaughter... -- Ed)

Home-Made Danger.                                              1/1 |          
E X P L O S I V E S   M A D E   W I T H   S T U F F   A R O U N D   T H E
                              H O U S E ! !
  A.NAPALM:     MATERIALS NEEDED                  
     A. JOY SOAP                        B. COKE CAN WITH SAWED-OFF LID
     C. AMMONIA PELLETS                 D. A DRILL
     E. A NAIL                          F. STRING
     G. GASOLINE

     READ TO DO:
  MIX THE JOY AND GASOLINE TOGETHER 1/2 AND 1/2. TAKE THE COKE CAN AND FILL
IT HALFWAY WITH THE MIXTURE. DRILL A HOLE BIG ENOUGH FOR THE NAIL
TO FIT THROUGH IN THE AMMONIA PELLET. PUT THE NAIL THROUGH THE PELLET AND
PLACE IT OVER THE LID OF THE CAN. ATTACH THE STRING TO THE NAIL  GET VERY
FAR AWAY AND PULL THE STRING.         BE CAREFUL!!!!!

  A.PIPE BOMB:     MATERIALS NEEDED       
     A.1 FOOT OF STEEL PIPE, ENDS THREADED, CAPS FOR THE END.
     B.BABYFOOD JAR FILLED WITH VINEGAR
     C.BAKING SODA (1 BOX) 
     D.SMALL, SHARP ROCKS

     READ TO DO:
  CAP ONE END OF THE JAR AND POUR THE BAKING SODA DOWN INTO THE END OF IT.
PUT SOME SHARP ROCKS ON TOP OF THE BAKING SODA AND PLACE THE BABYFOOD JAR ON
TOP OF THE ROCKS. NOW CAP THE OTHER END, (YOU MIGHT WAIT TO FILL THEN PLACE
(OR A CAR OR SOMETHING) AND SIT BACK (WAY BACK) AND WATCH THE FIREWORKS!

(Thanks for sending me that Ceral Killer/Northstar... I recommend that any-
 one thinking of, doesn't try this...  This article is just to prove how
 easy it is for anyone to produce illegal explosives...)

The Necessity Of A Utopia.                                     1/3 |          
  In the first issue of CSM (The pilot) I published an article by Jack 
Stevenson on ~The necessity of deviance~, now this got me thinking, and
while deviance is all very well in itself (or not depending on your opinion)
I have to disagree with his feelings about a Utopia, and what it brings
about.  I say that a Utopia is inevitable, and we NEED a utopia before the
human race dies out.  How do I reach such a strong conclusion?  Well, when
I was reading a book called ~The Stars In Their Courses~ by Isaac Asimov,
which deals with many issues, I read a piece on the power of geometric pro-
gression.  This got me thinking.
  The population of the world in 1969 was 3500 million people.  Due to
the power geometric progression (how fast the world population doubles),
the population of the Earth will have doubled from the population in
1969 (sorry, but 1969 is the only figure I have for world population...)
in 47 years!  This is a great many people within a short very time! As the
population size increases, the TIME it takes for the population to 
double decreases in proportion.  If we then look at the maximum capacity
of the Earth for supporting life, it comes to a population of 50 billion
people.  After this many people, the world starts to become a little
uncomfortable.  This figure will be reached (at the present rate of growth)
around the year A.D. 2151!  That's only 182 years until we reach the ultimate
yield of the planet.  Let's go a step further, if we imagined the entire
earth to be covered over (over the oceans and the mountains as well) with
100,000 people to each square mile (a manhattan rush hour), then the world
poplulation would have to be 20 trillion people.  How long to reach this
mass population?  585 years at the present rate of growth.  By the year
A.D. 2554, the world could be as crowded as rush-hour, all the time (and
this is presuming that we'd learn how to cover over all the oceans,
inhabit the arctic, kill every other animal in the world and easily
                                                                     (Cont'd)

The Necessity Of A Utopia.                                     2/3 |          
manufacture our own food by harnessing the sun's power on our roof-tops!)
Okay, so we may be inhabiting other planets by the year A.D. 2554, so lets
find out how long until the entire universe (if every star had 10 planets
that were inhabitable) is like a rush hour.  The population of the human
race would be 2.7 trillion, trillion, trillion people, and this would take
only 4200 years, the year A.D. 6170.  But what if we couldn't inhabit other
planets?  That there were no other planets with an inhabitable atmoshphere?
In that case we are destined to live to A.D. 2151.  If that happened, then
we'd be doomed to our own planet forever!  All of our resources would be 
used up quickly, and we wouldn't be able to support ourselves.  We would all
die.
  What then is the solution?  It's birth control and conservation of our
resources.  Now, in order for any kind of plan to work, all the countries of
the world must work together (or at least the mass of them).  Imagine if
the USA and Europe controlled their birth rate, levelled out their poplula-
tion, and worked to cut down pollution and started to conserve our resources.
What would be the point if other Nations like the Soviet Union, China, India,
Africa and S.America continued to use up the Earth's resources, breeded like
rabbits, and burnt all the rain-forests?  Us, the good guys would still loose
out, and we'd all still be doomed.  For a start, in order for any plan to 
work, we must stop spending billions on weapons and defence, but until every
country in the world stops making their weapons, we can't! Only when every
country agrees to go along with the plan, and the United  Nations starts 
acting like a world government, and weapon production stops, can we get on 
with saving the world, together.  Only when we have this world government,
can we reach the stars with a combined effort, learn how to save our precious
resources and survive together.  No country alone, no nation or Alliance can
do it by themselves.  We need each other, we need a Utopia.
                                                                     (Cont'd)


The Necessity Of A Utopia.                                     3/3 |          
  I hear some people cry, ~But Utopias are dreams, you can't really have a
Utopia..~  Yes you can!  I will show one Utopia.  The United States Of America
were once all individual states with no connection to each other.  They
fought between themselves all the time (not millitarily though, but nearly).
You can liken this situation to the world's population at present, lots of
individual nations, all fighting amongst one another.  But, the consitution
bound all the states together into one United States of America,  there were
wars, there were disagreements, but in the end all the states combined in
the USA we know today.... this IS a Utopia, and we can achieve a WORLD UTOPIA
IF we work together.  But time is running out.  All we can do is hope, and
to open our minds......

Instruction Clock Cycle Times                                  1/6 |          
 In the quest for the ultimate optimisation of your code,it is essential to
 know how long each instruction takes to execute.Knowing this,processor 
 intensive instructions can be eliminated and faster alternatives found.
 The list that follows contains all (or most) of the 68000 instructions,how
 many bus cycles they take to execute,and how much memory they use.
 
 * - In Bcc instructions the larger number of cycles applies if the branch
 occurs.In DBRA the larger number of cycles applies if no branch occurs.

   INSTRUCTION              CLOCK CYCLES            NUMBER 
  ( ASSEMBLER )      (NUMBER READ/WRITE CYCLES)    OF BYTES
 ---------------    ----------------------------  ----------
 ABCD    -(A0),-(A1)        20   (4 / 1)              2
 ABCD    D0,D1              10   (2 / 0)              2
 ADD.B   ADDR16,D0          12   (3 / 0)              4
 ADD.B   (A0),D0             8   (2 / 0)              2
 ADD.B   (A0,D1.W),D0       14   (3 / 0)              4 
 ADD.B   #DATA8,D0           8   (2 / 0)              4
 ADD.B   D1,D0               4   (1 / 0)              2
 ADD.W   #DATA16,D0          8   (2 / 0)              4
 ADD.W   D1,A0               8   (1 / 0)              2
 ADD.W   D1,D0               4   (1 / 0)              2
 ADDQ.B  #1,(A0,D1.W)       19   (3 / 1)              4
 ADDQ.B  #1,ADDR16          16   (3 / 1)              4
 ADDQ.B  #1,D0               4   (1 / 0)              2
 ADDQ.W  #1,D0               4   (1 / 0)              2
 ADDQ.L  #1,A0               8   (1 / 0)              2
 ADDX.B  -(A0),-(A1)        18   (3 / 1)              2
 AND.B   ADDR16,D0          12   (3 / 0)              4                  More>

Instruction Clock Cycle Times                                  2/6 |          
 AND.B   #DATA8,ADDR16      20   (4 / 1)              6
 AND.B   #DATA8,ADDR32      25   (5 / 1)              8
 AND.B   #DATA8,D0           8   (2 / 1)              4
 AND.B   #DATA8,SR          20   (3 / 0)              4
 AND.B   DISP16(A0),D0      12   (3 / 0)              4
 AND.B   D0,ADDR32          20   (4 / 1)              6
 AND.W   #DATA16,SR         20   (3 / 0)              4
 ASR.B   #1,D0               8   (1 / 0)              2
 BCLR    #NO.,ADDR32        25   (5 / 1)              8
 BCC.S                      10   (2 / 0)              2
                             8   (1 / 0)              2 *
 BCS.S                      10   (2 / 0)              2
                             8   (1 / 0)              2 *
 BEQ.S                      10   (2 / 0)              2
                             8   (1 / 0)              2 *
 BHI.S                      10   (2 / 0)              2
                             8   (1 / 0)              2 *
 BLS.S                      10   (2 / 0)              2
                             8   (1 / 0)              2 *
 BMI.S                      10   (2 / 0)              2
                             8   (1 / 0)              2 *
 BNE.S                      10   (2 / 0)              2
                             8   (1 / 0)              2 *
 BPL.S                      10   (2 / 0)              2
                             8   (1 / 0)              2 *
 BRA.S                      10   (2 / 0)              2
 BSET    #NO.,ADDR32        25   (5 / 1)              8
 BSR.S                      18   (2 / 2)              2
 BTST    #NO.,ADDR32        20   (7 / 0)              8                  More>
Instruction Clock Cycle Times                                  3/6 |          
 CLR.B   ADDR16             17   (3 / 1)              4
 CLR.B   ADDR32             21   (4 / 1)              6
 CLR.B   (A0,D1.W)          19   (3 / 1)              4
 CLR.B   D0                  4   (1 / 0)              2
 CLR.W   ADDR16             17   (3 / 1)              4
 CLR.W   D0                  4   (1 / 0)              2
 CLR.L   ADDR16             17   (3 / 1)              4
 CMP.B   ADDR16             12   (3 / 0)              4
 CMP.B   (A0,D1.W),D0       14   (3 / 0)              4
 CMP.B   #DATA8,ADDR16      16   (4 / 0)              6
 CMP.B   #DATA8,ADDR32      20   (5 / 0)              8
 CMP.B   #DATA8,D0           8   (2 / 0)              4
 CMP.W   #DATA16,D0          8   (2 / 0)              4
 DBRA    D1,DISP16          10   (2 / 0)              4
                            14   (3 / 0)              4 *
 EOR.B   #DATA8,ADDR16      21   (4 / 1)              6
 EOR.B   #DATA8,ADDR32      25   (5 / 1)              8
 EOR.B   D0,D3               4   (1 / 0)              2
 JMP     (A0)                8   (2 / 0)              2
 JSR     ADDR16             18   (2 / 2)              4
 LEA     ADDR16,A0           8   (2 / 0)              4
 LEA     ADDR32,A0          12   (3 / 0)              6
 LSL.B   #1,D0               8   (1 / 0)              2
 LSL.B   #2,D0              10   (1 / 0)              2
 LSL.B   #4,D0              14   (1 / 0)              2
 LSL.W   #1,D0               8   (1 / 0)              2
 LSL.W   #2,D0               8   (1 / 0)              2
 LSR.B   #1,D0               8   (1 / 0)              2
 LSR.B   #2,D0              10   (1 / 0)              2                  More>
Instruction Clock Cycle Times                                  4/6 |          
 LSR.B   #4,D0              14   (1 / 0)              2
 MOVE.B  (A0)+,ADDR32       20   (4 / 1)              6
 MOVE.B  (A0),D0             8   (2 / 0)              2
 MOVE.B  (A0,D1.W),D0       14   (3 / 0)              4
 MOVE.B  (A0)+,(A1)+        12   (2 / 1)              2
 MOVE.B  (A0)+,D1            8   (2 / 0)              2
 MOVE.B  (A0),D1             8   (2 / 0)              2
 MOVE.B  ADDR16,D0          12   (3 / 0)              4
 MOVE.B  ADDR32,(A0)+       20   (4 / 1)              6
 MOVE.B  ADDR32,ADDR16      24   (5 / 1)              8
 MOVE.B  ADDR32,ADDR32      28   (6 / 1)             10 
 MOVE.B  ADDR32,D0          16   (4 / 0)              6
 MOVE.B  #DATA8,ADDR32      20   (4 / 1)              8
 MOVE.B  #DATA8,D0           8   (2 / 0)              4
 MOVE.B  D0,ADDR16          12   (2 / 1)              4
 MOVE.B  D0,ADDR32          16   (3 / 1)              6
 MOVE.B  D0,(A0)             8   (1 / 1)              2
 MOVE.B  D0,(A0,D1.W)       15   (2 / 1)              4
 MOVE.B  D0,DISP16(A0)      12   (2 / 1)              4
 MOVE.B  D0,D2               4   (1 / 0)              2
 MOVE.B  D0,ADDR16          12   (2 / 1)              4
 MOVE.B  D0,ADDR32          16   (3 / 1)              6
 MOVE.W  (A0),D0             8   (2 / 0)              2
 MOVE.W  ADDR16,D0          12   (3 / 0)              4
 MOVE.W  #DATA16,(A0)+      12   (2 / 1)              4
 MOVE.W  #DATA16,D1          8   (2 / 0)              4
 MOVE.W  D0,(A0)             8   (1 / 1)              2
 MOVE.W  D0,-(A7)            8   (1 / 1)              2
 MOVE.W  D0,ADDR16          12   (2 / 1)              4                  More>

Instruction Clock Cycle Times                                  5/6 |          
 MOVE.W  SR,-(A7)           15   (2 / 1)              2
 MOVE.L  ADDR16,A0          16   (4 / 0)              4
 MOVE.L  A0,-(A7)           12   (1 / 2)              2
 MOVE.L  A0,ADDR16          16   (4 / 0)              4 
 MOVE.L  (A0,D0.W),A0       18   (4 / 0)              4 
 MOVE.L  (A0),D0            12   (3 / 0)              2 
 MOVE.L  A1,A2               4   (1 / 0)              2 
 MOVE.L  A6,D0               4   (1 / 0)              2
 MOVE.L  (A7)+,A0           12   (3 / 0)              2
 MOVE.L  A7,ADDR16          12   (2 / 1)              4
 MOVE.L  (A7)+,D6           12   (3 / 0)              2
 MOVE.L  #DATA32,ADDR16     28   (5 / 2)              8 
 MOVE.L  #DATA32,D6         12   (3 / 0)              6
 MOVE.L  D6,-(A7)           13   (1 / 2)              2
 MOVEM.L (A7)+,D0/A0        28   (7 / 0)              4 
 MOVEM.L (A7)+,D0-D1        28   (7 / 0)              4 
 MOVEM.L (A7)+,D0/D6        28   (7 / 0)              4 
 MOVEM.L (A7)+,D5-D6        28   (7 / 0)              4 
 MOVEM.L D0/A0,-(A7)        24   (2 / 4)              4
 MOVEM.L D0-D1,-(A7)        24   (2 / 4)              4
 MOVEM.L D0/D6,-(A7)        24   (2 / 4)              4
 MOVEM.L D5-D6,-(A7)        24   (2 / 4)              4
 MOVEQ   #DATA8,D0           4   (1 / 0)              2
 NOP                         4   (1 / 0)              2 
 NOT.B   ADDR16             16   (3 / 1)              4
 NOT.B   ADDR32             20   (4 / 1)              4
 NOT.B   D0                  4   (1 / 0)              2
 OR.B    ADDR16,D0          12   (3 / 0)              4
 OR.B    #DATA8,ADDR16      21   (4 / 1)              6                  More>
Instruction Clock Cycle Times                                  6/6 |          
 OR.B    #DATA8,ADDR32      25   (5 / 1)              8 
 OR.B    #DATA8,SR          20   (3 / 0)              4
 OR.W    #DATA16,SR         20   (3 / 0)              4
 ROXL.B  #1,D0               8   (1 / 0)              2
 RTE                        20   (5 / 0)              2
 RTR                        20   (5 / 0)              2 
 RTS                        16   (4 / 0)              2 
 SBCD    -(A0),-(A1)        18   (3 / 1)              2
 SBCD    D0,D1               6   (1 / 0)              2
 SUB.B   ADDR16,D0          12   (3 / 0)              4
 SUB.B   #DATA8,D0           8   (2 / 0)              4
 SUB.L   A5,A6               8   (1 / 0)              2 
 SUBQ.B  #1,ADDR16          16   (3 / 1)              4 
 SUBQ.B  #1,D2               4   (1 / 0)              2 
 SUBQ.W  #1,D2               4   (1 / 0)              2 
 SUBQ.L  #1,D5               8   (1 / 0)              2 
 TRAP    #14                62   (8 / 6)              2 
 TST.B   ADDR16             12   (3 / 0)              4 
 TST.B   ADDR32             16   (4 / 0)              6 
 TST.B   D1                  4   (1 / 0)              2 


Typed By Count Zero.


Very Slow E-Mail, By Disk-Mag.                                 1/1 |           
  A new feature to the mag, send and recieve messages to whomever you like,
over a period of months, possibly years! 
 
------------------------------------------------------------------------------
From: Snowman, To: Phil/Acme. 
Message: Hi Phil, when we finish this bugger of a mag, we're coming to see
you!  Good eh?
------------------------------------------------------------------------------
From: Count Zero, To: Kreator/Anarchy 
Message: If you stay out of the scene much longer,then I'll almost be as good 
as you at coding!,I've started vectors,but there a real pain!.Send Soon(ish)! 
------------------------------------------------------------------------------
From: Count Zero, To:Xag and Zigor/Betrayal 
Message: Hi guys,sorry I missed you at the CES show!,perhaps see you at some 
copy party sometime (if anyone is having a party,let CSM know!).
------------------------------------------------------------------------------
From: Meow/Acme, To:Zero The Hero 
Message: Meeeeoooooooowwwwwwwww!!!!!   (What a sense of humour? Co-Ed)    
------------------------------------------------------------------------------
From: Snowman, To: The Teknichian/Mayhem 
Message: Hi Lee, sorry you didn't get this mag first this time, but you know 
how it is with team loyalty!  Why don't you phone more you cheap bastard, and
when are you coming to visit sunny Lancaster to see me, eh???? 
------------------------------------------------------------------------------
From: Snowman, To: Photon 
Message: Hi Paul, what R U up 2 these days?  I only saw you a little during 
xmas, so hope you'll come and visit or phone too.  Mines a number 45 please!
------------------------------------------------------------------------------ 
That's it.  Send your E-Mail for Issue VI now! 

The Coder's Scene Hall Of Fame!                                1/1 |           
                       The Snowman & Count Zero's
 
               | | å-° |   |     å-° å--   å-- å-° å-±-° å--
               ±-± | | |   |     | | |     |   | | | | | ±--
               | | ±-± |   |     | | ±--   ±-- ±-± | | | |
               | | | | æ-ß ±-ß   æ-ß |     |   | | | | | æ--

                The Famous, The Infamous .. The Hall Of Fame


               ANARCHY (KREATOR,MOLE) -*- ANTHROX (RETALIATOR)
      BETRAYAL (ALTER-EGO,MEATBALL,EXECUTIONER,XAG,ZIGOR & THE REST)
                 CRYPTIC (TANGO) -*- CYTAX (BEYONDER)
           DIGITAL AMIGA TECH (X TO C) -*- INNER CITY (LEXICON)
          INTUITION (BRICK & TOAST) -*- IPEC ELITE (LORD FLIGHT)
             LSD (PARASITE) -*- MAYHEM (TEKKY) -*- MERCENARY
              NORTHSTAR (CEREAL KILLER) -*- PAUL THE IDIOT
               PAUL.V -*- PHOTON -*- PUSSY (VECTOR,WOLF)
                 ROTOR -*- SMURF -*- TECHNIX (RODENT)
                  TIMECODE (GUY) -*- TRIPLEX (SKAGA)


    You'll only see your name here if you are a contributer, or a regular 
                         contact of ours.


The Coder's Scene Magazine Issue #5 -- Credits.                1/1 |           
Credits for this issue: 
 
 
   Credit                                  Creditor
------------------------------------------------------------------------------
   Coded by............................... The Snowman
   Graphics/Font by.......................  ~     ~
   Editor.................................  ~     ~
   Co-Editor.............................. Count Zero
   Idea/compilation....................... The Snowman / Count Zero
   Spelling............................... The Illiterate ABC Handbook
 
 
   Article                    Page         Contributer
------------------------------------------------------------------------------
   About Issue Number IV.........0 ....... Editor
   Editorial Comment Page........1 ....... Editor
   Co-Ed's Comment Page..........2 ....... Co-Editor
   Australian Scene Report.......3 ....... The Mercenary
   Confused or NOT?..............6 ....... Co-Editor
   Classified Ads................15....... Various
   Home Distilling...............21....... PARASITE of LSD
   Seka vs Devpac ~article~......25....... Skaga of Triplex
   Home Tattooing!...............27....... PARASITE of LSD
   22 Self Defence methods.......31....... Sent by Cereal Killer/N-Star
   Household Danger!?............34.......   ~   ~   ~      ~      ~
   Necessity of Utopia...........35....... Editor
   Instruction Cycle Times.......38....... Co-Editor