(From the Gilsoft archives, Feb 1989. Many thanks to Tim Gilberts for sharing this file.) Silverwolf for the CBM 64 ========================= Phew what a job, you wouldn't believe some of the Bugs! Anyway the enclosed CBM disc contains the following files:- sw?c - Commodore PAW databases sw?g - Converted CBM Illustrator graphics pi - Paw/Illustrator interpreter part1 and part2 are full games you can LOAD "part?",8 and RUN. I have centralised the system messages that needed it, and amended the PRINTAT actions for the Object Removal System. I also had to add Plot statements to the Illustrator file for part 2 to fix the position of the character graphics, you must have used MOVE Relative when drawing them. File Details ------------ The file sizes are as follows; Both text databases load at 3800h 'sw1c' - 21779 bytes long 'sw2c' - 23047 bytes long The graphic databases load at 'sw1g' - A633h 'sw2g' - A729h The last byte of both is BFFFh 'pi' loads at 0801h, and ends at 34ABh. (The space from there to 3800h is mostly used for buffers) Any other space between the databases is free for use by fast loaders etc as is the area from C000h to CBFFh (not D000h note). Fast loaders must leave ROMS and KERNAL vectors undamaged as on RESET, so that SAVES, LOADS of game position work correctly. Loading ------- The interpreter contains a small BASIC program to start it and thus you could save 0801 to BFFF to cassette or disc (as I have done with 'part1' and 'part2') then just LOAD "",8 & RUN or SHIFT/RUNSTOP for cassette. The entry address for m/c is 080Fh. I assume you will put a fastloader on the cassette one though as 47K files tend to take a while to load. Tim Gilberts - February 1989 Important Note -------------- Programmers will always be one bit operators, they only exist in two states: 0 - Total depression because their code doesn't work. 1 - Total elation because they know WHY their code doesn't work. When's your next toggle or full Reset! (anon)