Tuesday, 27 December 2011

One Hundredth Post Milestone for this Blog




It has arrived - the hundredth post for QL heaven. Here at QL Heaven the wonder is that 100 posts were filled so easily and that there are still ideas to try, and  plans to fulfil for this blog. The two hundredth post might just be achievable over the next year or 2 or 3.


For the 100th post a review of the most popular posts on this blog seemed appropriate. Here they are in descending order of hits according to google analytics.

1st - The 21st Century Black Box Sinclair QL Project here
2nd - First Post here
3rd - Ser-Usb Part 4 here
4th - Sinclair QL Shock here
5th - Jan Jones Designer and Writer of Sinclairs QL SuperBasic Language here
6th - Ser-USB Part 3 here
7th - QPC2 on Windows 7 here
8th - Still Off Topic here
9th - SerUSB Update and SuperForth now PD thanks to QL Users here
10th - April/May 2011 Quanta Magazine here

Of the top 10 3 featured the latest QL Hardware - the SerUSB device and one suggested a way to install a picoITX motherboard PC in a QL case. Hence there still is quite a bit of interest in QL hardware.

What were the least popular posts about? Here are some images from the least popular posts.







QL Heaven's thanks to all who have shown interest in this blog, those who have left comments and especially to the blog's one follower.

Have a Good New Year when it comes. 

Monday, 26 December 2011

SBASIC another listing

There are a plethora of interesting listings to be found in QL User, QL World, Quanta magazine, QLToday and other defunct publications. The length of the listing to be typed is often off putting. Interest in listings here at QL Heaven has been revived with the realisation that the new scanner has inbuilt OCR software that is really quite good. So as a starter here is a snipped of code written by Steve Poole, published in Quanta magazine some time ago and scanned, OCRed and touched up in less than an hour. 

100 :
110 CLEAR : REMark Text-Tumbler. Perspective Animation by S. Poole v30
120 rs=50 : slp = 0 : qz=rs*TAN(RAD(slp)):scy = .5 : Nb = 13 : DIM t(Nb,5): zz =  -5
130 Xaxis = 1 : Yaxis = 2 : Zaxis = 3
140 r90 = RAD(90) : r180 = PI : r270 = RAD(270) : r360=PI*2 : ac = 512 : dn = 256
150 WINDOW ac,dn,0,0 :PAPER 0 : INK 7 : CLS : WINDOW #2,512,206,0,0 : INK#0,7
160 SCX = .75*scy*(ac/dn) : SCALE scy,-SCX/2,-scy/2
170 cx = 0 : cy = scy : cz = qz : tz = qz : REMark cy=scy
180 tx = (rs*SIN(RAD(ng-180)))+cx : ty=(rs*COS(RAD(ng-180)))+cy : Fx=cx-tx: fy=cy-ty
190 fh=((Fx^2)+(fy^2))^.5 : fz=cz-tz : c=ATAN_(fy,Fx) : b=ATAN_(fz,fh)
200 RESTORE
210 FOR f=1 TO Nb : READ t(f,Xaxis),t(f,Yaxis),t(f,Zaxis):END FOR f
215 REPeat loop
220   FOR axis = 3 TO 1 STEP -1
230     FOR thru=0 TO r360 STEP PI/10
240       CLS
250       FOR f = 1 TO Nb
255         CIRCLE 0,0,1E-2
260         rotate axis,thru,t(f,Xaxis),t(f,Yaxis),t(f,Zaxis)
270         ok=VIEW_(Rx,Ry,Rz) : t(f,4)=m : t(f,5)=n
280       END FOR f
290     LINE t(1,4),t(1,5) TO t(2,4),t(2,5) TO t(3,4),t(3,5) TO t(4,4),t(4,5)
300     LINE TO t(5,4),t(5,5) TO t(6,4),t(6,5) TO t(7,4),t(7,5) TO t(8,4),t(8,5)
310     LINE TO t(1,4),t(1,5), t(9,4),t(9,5) TO t(10,4),t(10,5)
320     LINE t(11,4),t(11,5) TO t(12,4),t(12,5) TO t(13,4),t(13,5)
325     PAUSE 10: IF KEYROW(1): EXIT loop
330    END FOR thru
340  END FOR axis
345 END REPeat loop
350 WINDOW 512,206,0,0: CLS
360 :
370 DEFine PROCedure rotate(axe,agl,xx,yy,zz)
380 Rx=xx: Ry=yy: Rz=zz : IF Rx=0: IF Ry=0 : IF Rz=0: RETurn
390 op=Rz : aj=Rx: IF axe=Xaxis: aj=Ry: END IF : IF axe=Zaxis: op=Ry
400 Sop=(op>0)-(op<0): Saj=(aj>0)-(aj<0): hp=((op^2)+(aj^2))^.5
410 IF Sop=0 AND Saj=0: GO TO 590
420 IF Sop=0 AND Saj>0: ang=0
430 IF Sop>0 AND Saj>0: ang=ASIN(ABS(op/hp))
440 IF Sop>0 AND Saj=0: ang=r90
450 IF Sop>0 AND Saj<0: ang=r180-ASIN(ABS(op/hp))
460 IF Sop=0 AND Saj<0: ang=r180
470 IF Sop480 IF Sop<0 AND Saj=0: ang=r270
490 IF Sop<0 AND Saj>0: ang=r360-ASIN(ABS(op/hp))
500 ang=ang+agl: IF ang<0 : ang=ang+r360: END IF
505 IF ang>=r360:ang=ang-r360: END IF
510 IF ang=0 : Sop=0: Saj=1 : op=0 :aj=hp
520 IF ang>0: IF ang530 IF ang=r90: Sop=1: Saj=0 : op=hp: aj=0
540 IF ang>r90 : IF ang550 IF ang=r180 : Sop=0 : Saj=-1:op=0: aj=hp
560 IF ang>r180 : IF ang570 IF ang=r270: Sop=-1: Saj=0:op=hp: aj=0
580 IF ang>r270 :Sop=-1:Saj=l:ng=r360-ang:op=hp*SIN(ng):aj=hp*COS(ng)
590 IF axe=Xaxis: Ry=aj*Saj: Rz=op*Sop: Rx=xx
600 IF axe=Yaxis: Rx=aj*Saj: Rz=op*Sop: Ry=yy
610 IF axe=Zaxis : Rx=aj*Saj: Ry=op-Sop : Rz=zz
620 END DEFine rotate
630 :
640 DEFine FuNction VIEW_(vx,vy,vz)
650 lx=vx-tx: ly=vy-ty: lh=((lx^2)+(ly^2))^.5
660 lz=vz-tz: e=ATAN_(lz,lh)-b: h=ATAN_(ly,lx)-c
670 IF h > PI: h=h-PI*2: END IF : IF h<-PI: h=h+PI*2: END IF
680 IF e > PI: e=e-PI*2: END IF : IF e<-PI: e=e+PI*2: END IF
690 m=TAN(h)*1 : n=-1*TAN(e)*((m^2)+1)^.5: RETurn 1
700 END DEFine  VIEW_
710 :
720 DEFine FuNction ATAN_(oo,aa)
730 so=(oo>0)-(oo<0): sa=(aa>0)-(aa<0)
740 IF (so=0 OR so='1') AND sa=0: RETurn 0: END IF
750 IF so=0 AND sa='1': RETurn r90: END IF
760 IF so=-1 AND sa=0: RETurn r180 : END IF
770 IF so=0 AND sa=-1: RETurn r270: END IF
780 oa=ATAN(aa/oo)
790 IF so='1'AND sa='1': RETurn oa: END IF
800 IF so=-1 AND (sa='1'OR sa=-1): RETurn r180+oa: END IF
810 IF so='1'AND sa=-1: RETurn r360+oa: END IF
820 END DEFine ATAN_
830 :
840 DATA -7,-6,zz,-9,-6,zz,-11,-4,zz,-11,4,zz,-9,6,zz,-5,6,zz,-3,4,zz
850 DATA -3,-2,zz,-3,-6,zz,-7,-2,zz,3,6,zz,3,-6,zz,11,-6,zz

Saturday, 24 December 2011

Vanilla 3D Noughts and Crosses Enjoy

Updated 31st January 2012

3D Noughts and Crosses the listing in vanilla. Here it is. Mainly bug free in the sense that limited testing has revealed no more obvious bugs. It is still possible that some remain hidden. Or some were introduced when this listing was copied from QD via the scrap to Windows clipboard and pasted in to blogger. Who knows. The only way to find out is to copy the listing back into a QL emulator on your PC.


10 REMark 3d noughts and crosses
20 :
30 :
40 CLEAR
50 :
60 initialise : REMark all game data and variables
70 display_board true% : REMark display empty board  - once only
80 REPeat until_no_more_games
90     init_for_new_game
100       REPeat until_end_of_game
110          IF whos_go% = you% THEN
120                move% = get_your_move
130          ELSE
140                move% = generate_my_move
150          END IF
160          update_board(move%): result%=update_game_tables (move%)
170          IF result% <> game_not_over% THEN EXIT until_end_of_game
180          whos_go% = whos_go%*-1
190       END REPeat until_end_of_game
200       new_game% = game_over (result%)
210       IF NOT new_game% THEN EXIT until_no_more_games
220       display_board false%
230 END REPeat until_no_more_games
240 CLOSE#4 : CLOSE#5 : STOP
250 :
260 :
270 DEFine FuNction generate_my_move
280 LOCal i,j,p%,sq%,my2_count%,your2_count%,val,maxval,pathv
290 CLS #5 : PRINT#5," MY MOVE":PRINT#5,"    ...THINKING"
300 IF moves%<2 THEN
310    PAUSE 75
320    IF board%(1) = 0 THEN RETurn 1
330    IF board%(4) = 0 THEN RETurn 4
340 END IF
350 IF moves% > 4 THEN
360    p%=0
370    FOR i = 1 TO 76
380      IF path_value(i) = me% * 3 THEN RETurn find_square (i)
390      IF path_value(i) = you% * 3 THEN p% = i
400    END FOR i
410    IF p% > 0 THEN RETurn find_square (p%)
420 END IF
430 maxval = -1 : sq% = 0
440 FOR i = 1 TO 64
450    IF board%(i) = 0 THEN
460       val=0 :my2_count%=0 : your2_count%=0
470       FOR j= 1 TO sq_to_path%(i,0)
480          pathv = path_value(sq_to_path%(i,j))
490          IF pathv <> dead% THEN
495             IF pathv = 2 * me% THEN my2_count% = my2_count% + 1
500             IF pathv = 2*you% THEN your2_count%= your2_count% + 1
510             val = val +ABS(pathv) + .2 + 5E-2 * (pathv >0)
520          END IF
530       NEXT j
540         IF my2_count% > 1 THEN RETurn i
550         IF your2_count% > 1 THEN sq% = i * -1
560         IF   val >maxval AND sq% >= 0 THEN
570             maxval = val : sq% =i
580          END IF
590        END FOR j
600    END IF
610 END FOR i
620 RETurn ABS(sq%)
630 END DEFine
640 :
650 DEFine FuNction find_square(path%)
660   LOCal i
670   FOR i = 1 TO 4
680     IF board%(winning_paths%(path%,i)) = 0 THEN RETurn winning_paths%(path%,i)
690    END FOR i
700 STOP : REMark software error
710 END DEFine
720 :
730 DEFine PROCedure update_board(m%)
740   board%(m%) = whos_go% : moves% = moves% + 1
750   fill_previous_square
760   print_square m%,(whos_go%+3),1,true%
770 END DEFine
780 :
790 DEFine FuNction update_game_tables (sq%)
800 LOCal i,p%
810   FOR i = 1 TO sq_to_path%(sq%,0)
820       p% = sq_to_path%(sq%,i)
830       IF path_value(p%) <> dead% THEN
840         IF path_value(p%)*whos_go% < 0 THEN
850            path_value(p%) = dead%
860            dead_paths% = dead_paths% + 1
870            IF dead_paths% = 76 THEN RETurn stalemate%
880         ELSE
890            path_value(p%) = path_value(p%) + whos_go%
900            IF path_value(p%) = 4 * whos_go% THEN
910               highlight_winning_path(p%)
920               RETurn whos_go%
930            END IF
940          END IF
950       END IF
960    END FOR i
970 RETurn game_not_over%
980 END DEFine
990 :
1000 DEFine FuNction get_your_move
1010   LOCal x%,x,k%
1020   CLS#5 : PRINT#5,"    YOUR MOVE"
1026   FOR x = 1 TO 64 : IF board%(x) = 0 THEN x%=x : EXIT x
1040   REPeat until_enter
1050       print_square x%,7,0,false% : x = x%
1060       REPeat get_cursor
1070          k%=CODE(INKEY$(-1))
1080          IF k%= 10  THEN EXIT get_cursor
1090          IF k%= 32  THEN x% = find_next_sq (x%,16) : EXIT get_cursor
1100          IF k%= 192 THEN x% = find_next_sq (x%,-1) : EXIT get_cursor
1110          IF k%= 200 THEN x% = find_next_sq (x%,1)  : EXIT get_cursor
1120          IF k%= 216 THEN x% = find_next_sq (x%,4)  : EXIT get_cursor
1130          IF k%= 208 THEN x% = find_next_sq (x%,-4) : EXIT get_cursor
1140       END REPeat get_cursor
1150       print_square x,0,0,false%
1160    IF k% = 10 THEN RETurn x%
1170   END REPeat until_enter
1180 END DEFine
1190 :
1200 DEFine FuNction find_next_sq(start%,offset%)
1210 LOCal x%
1220 x%=start% : REMark x% = (start% + offset% + 63) mod 64 +1
1230 REMark if offset% > 0 then offset% = 1 : else offset = -1
1240 IF offset% = 16 THEN x%=(x%+15) DIV 16*16 : offset% = 1
1250    REPeat find_empty_sq
1260      x%=(x%+offset%+63) MOD 64 + 1 : REMark if board%(x%)=0 then return X%
1270      IF board%(x%) = 0 THEN RETurn x%
1280      REMark x% = x% + offset% : if x%= 0 OR x% = 65 then x% = (x% + 63) mod 64 + 1
1290    END REPeat find_empty_sq
1300 END DEFine
1310 :
1320 DEFine PROCedure fill_previous_square
1330   IF prev_ink <> 0 THEN INK#4,prev_ink : print_x% = save_x% : print_y% = save_y% : fill_square 1, false%
1340 END DEFine
1350 :
1360 DEFine PROCedure print_square (sq%,ik%,fill%,half_sq%)
1370 LOCal plane%,col%,row%,locink%
1380 plane% = invert ((sq%-1) DIV 16)
1390 row%   = invert (((sq%-1) MOD 16) DIV 4)
1400 col%   =        (sq%-1) MOD 4
1410 print_x% = x0% + (col%*xsq%)+(row%*(x01%-x0%) DIV 4) : REMark + 5
1420 print_y% = y0% + (plane%*y_diff%) + (row%*ysq%) : REMark + 1
1430 INK#4,ik%
1440 IF half_sq% THEN
1450    save_x% = print_x% : save_y% = print_y% : prev_ink = ik%
1460 END IF
1470   fill_square fill%,half_sq%
1480   INK#4,0
1490 END DEFine
1500 :
1510 DEFine FuNction invert(n%)
1520 IF n%=0 THEN RETurn 3
1530 IF n%=1 THEN RETurn 2
1540 IF n%=2 THEN RETurn 1
1550 RETurn 0
1560 END DEFine
1570 :
1580 DEFine PROCedure fill_square (fill%,half%)
1590   FILL#4,fill%
1600   IF NOT half% THEN
1610       LINE#4,print_x%+3,print_y%+1 TO print_x%+xsq%-1,print_y%+1 TO print_x%+xsq%-3+(x01%-x0%) DIV 4,print_y%+ysq%-1 TO print_x%+1+(x01%-x0%) DIV 4, print_¼y%+ysq%-1 TO print_x%+3,print_y%+1
1620   ELSE
1630       LINE#4,print_x%+3,print_y%+1 TO print_x%+xsq%-1,print_y%+1 TO print_x%+1+(x01%-x0%) DIV 4,print_y%+ysq%-1 TO print_x%+3, print_y%+1
1640   END IF
1650 FILL#4,0
1660 END DEFine
1670 :
1680 DEFine PROCedure highlight_winning_path (path%)
1690 LOCal i%,sq%
1700   FOR i = 1 TO 4
1710     sq%= winning_paths%(path%,i)
1720     print_square winning_paths%(path%,i),7,1,true%
1730   END FOR i
1740 END DEFine
1750 :
1760 DEFine PROCedure init_board_variables
1770 x0%=10 : y0%=4 : x1%=50 : y1%=24 : x01%=30 : x11%=70 : y_diff%=24
1780 xsq%=(x1%-x0%) DIV 4 : ysq% = (y1%-y0%) DIV 4
1790 END DEFine
1800 :
1810 DEFine PROCedure display_board (init%)
1820 prev_ink=0
1830 IF init% THEN
1840   PAPER #4,0 : INK #4,7 : CLS#4
1850     FOR i = 0 TO 3
1860       FOR j = 0 TO 4
1870         fromx% = x0% +(j*(x01%-x0%)DIV 4 ) : fromy% = y0% + (i*y_diff%) + (ysq%*j)
1880         IF j = 0 THEN
1890           FILL #4,1
1900           LINE #4,fromx%,fromy% TO fromx%+x1%-x0%,fromy% TO fromx%+x1%-x0%,fromy%-2 TO fromx%,fromy%-2 TO fromx%,fromy%
1910           FILL #4,0
1920         END IF
1930         LINE #4,fromx%,fromy% TO fromx% + x1%-x0%,fromy%
1940         fromx% = x0% +j * xsq% : fromy% = y0% + i * y_diff%
1950         LINE #4,fromx%,fromy% TO fromx% + x01%-x0%,fromy% + y1%-y0%
1960         IF j = 4 THEN
1970           FILL #4,1
1980           LINE #4,fromx%,fromy% TO fromx%+x01%-x0%,fromy% + y1%-y0% TO fromx%+x01%-x0%,fromy%+y1%-y0%-2 TO fromx%,fromy%-2 TO fromx%,fromy%
1990           FILL #4,0
2000         END IF
2010      END FOR j
2020    END FOR i
2030  ELSE
2040     FOR i = 1 TO 64
2050       IF board%(i) <> 0 THEN print_square i,0,1,false%
2060     END FOR i
2070  END IF
2080 END DEFine
2090 :
2100 DEFine FuNction game_over (res%)
2110  LOCal r% : r% = true%
2120  CLS#5
2130  IF res% = you% THEN PRINT #5,"     YOU WIN"
2140  IF res% = me%  THEN PRINT #5,"      I WIN"
2150  IF res% = stalemate% THEN PRINT #5,"  STALEMATE"
2160  PRINT # 5,"ANOTHER GAME? Y/N";
2170  REPeat another_game
2180    q$ = INKEY$(#5,-1)
2190    IF q$ = "y" THEN EXIT another_game
2195    IF q$ = "Y" THEN EXIT another_game
2200    IF q$ = "n" THEN r%= false% : EXIT another_game
2205    IF q$ = "N" THEN r%= false% : EXIT another_game
2210  END REPeat another_game
2220  CLS#5 : RETurn r%
2230 END DEFine
2240 :
2250 DEFine PROCedure init_for_new_game
2260 moves%=0 : dead_paths% = 0
2270 FOR i = 1 TO 76 : path_value(i) = 0 : END FOR i
2280 FOR i = 1 TO 64 : board%(i) = 0 : END FOR i
2290 IF RND < .5 THEN whos_go% = you% : ELSE whos_go% = me%
2300 END DEFine
2310 :
2320 DEFine PROCedure initialise
2330 DIM board%(64),winning_paths%(76,4),sq_to_path%(64,8)
2340 DIM path_value(76)
2350 REMark MODE 4
2360 BORDER#1,0:PAPER#1,0:BORDER#2,0:PAPER#2,0:CLS#1:CLS#2
2370 OPEN#4,scr_226x206a43x0 : BORDER#4,2,4 : PAPER#4,7
2380 OPEN#5,con_226x44a43x211 : BORDER#5,2,4 : PAPER#5,0 : INK#5,7 : CLS#5 : CSIZE#5,2,1
2390 instructions
2400 init_winning_paths
2410 init_board_variables
2420 true% = (1=1) : false% = (1=2)
2430 first%=true% : you% = -1 : me% = 1
2440 game_not_over% = 0
2450 stalemate% = 99
2460 dead% = 99
2470 PRINT#4:PRINT#4:PRINT#4,"   PRESS ANY KEY WHEN READY":PAUSE
2480 END DEFine
2490 :
2500 DEFine PROCedure init_winning_paths
2510 LOCal x%,no_of_datasets%,first%,sq_inc%,path_inc%,no_of_paths%,val%
2520 x%=1
2530 READ no_of_datasets%
2540 FOR i = 1 TO no_of_datasets%
2550    READ first%,sq_inc%,path_inc%,no_of_paths%
2560    val% = first%
2570    FOR j = 1 TO no_of_paths%
2580        FOR k = 1 TO 4
2590            winning_paths%(x%,k) = val%
2600            sq_to_path%(val%,0) = sq_to_path%(val%,0)+1
2610            sq_to_path%(val%,sq_to_path%(val%,0))=x%
2620            val% = val% + sq_inc%
2630        END FOR k
2640        val% = val% - 4 * sq_inc% +path_inc%
2650        x% = x% + 1
2660    END FOR j
2670 END FOR i
2680 END DEFine
2690 :
2700 DATA 16
2710 DATA 1,1,4,16
2720 DATA 1,4,1,4
2730 DATA 17,4,1,4
2740 DATA 33,4,1,4
2750 DATA 49,4,1,4
2760 DATA 1,15,1,16
2770 DATA 1,5,16,4
2780 DATA 4,3,16,4
2790 DATA 1,17,4,4
2800 DATA 1,20,1,4
2810 DATA 13,12,1,4
2820 DATA 4,15,4,4
2830 DATA 1,21,0,1
2840 DATA 4,19,0,1
2850 DATA 13,13,0,1
2860 DATA 16,11,0,1
2865 :
2870 DEFine PROCedure instructions
2880 CLS#4 : INK#4,0
2890 PRINT#4,"       3D NOUGHTS AND CROSSES"
2900 PRINT#4,"       ======================"
2910 PRINT#4," This is noughts and crosses played"
2920 PRINT#4,"         on a 4x4x4x4 grid."
2930 PRINT#4," The object of the game is to get 4"
2940 PRINT#4,"    in a line through the grid."
2950 PRINT#4," When it is your turn to move,  use"
2960 PRINT#4," the cursor keys to move the cursor"
2970 PRINT#4," in the indicated direction, or the"
2980 PRINT#4," SPACE bar to move it into the next"
2990 PRINT#4,"             plane."
3000 PRINT#4," when you  have located the desired"
3010 PRINT#4," square,press the ENTER key to make"
3020 PRINT#4," your move.  ALL WILL BECOME CLEAR."
3030 PRINT#4
3040 PRINT#4," PLEASE WAIT WHILE I INITIALISE THE"
3050 PRINT#4," COMPUTER VARIABLES  AND THE BOARD."
3060 END DEFine

Friday, 23 December 2011

3D Noughts and Crosses Debugged!

Here it is game in progress. The bug that took QL Heaven 3 weeks to track down was in the location in the code that it was thought to be. It escaped examination of the code while running the program. It escaped notice while cross checking a printout of the listing against the original listing in the magazine. What identified it was manually checking the calculations that these few lines did. Then the penny dropped. Of the three calculations two called the invert function. One did not, but in the listing QL Heaven had typed in all 3 did.  Hence the unexpected outputs of the program but not an obvious crash. It goes to show that you see what you expect to see and that's is the sole reason why it took so long to track this particular bug down. The program seems to play a reasonably mean game. But it is early days and as its strategies become known it may eventually prove to become a pushover. This thought makes QL Heaven think of some AI listing that had been published in QL World at some time. Could they be incorporated to give the program an opportunity to learn the style of its opponent as well?

The immediate plans for the program are to refurbish it with a movable window, perhaps re scalable, GD2 driver colours some icons instead of the filled in squares.
We will see what can be done.

Saturday, 17 December 2011

Debugging Listings and the Future is Black

Two ideas in  one post. QL Heaven has been unable to post for a while thanks to BT (British Telecom for non UK readers). QL Heaven recently moved to BT's Infinity Broadband service. Up to 41 MB downloads and an uncapped connection. Cable connection not required. It was great until the outage, only a few weeks after the connection had been set up. 5 days no service despite 4 conversations with the "help line service" which is based outside the UK. Eventually an engineer was promised and arrived. It took the engineer half a day to fix the problem which was something to do with the frequencies in the fiber optic cables, ie nothing to do with QL Heaven at all.

Debugging

Problems aside QL Heaven has been trying to debug the 3D noughts and crosses listing on the basis of run the program and see where it fails and try to pick out the bug from the code running. This is proving somewhat inconclusive. QL Heaven has identified a number of typos that have made problems but many remain. Is there a structure or scientific way to debug programs. QL Heaven has decided the logical way to proceed now is to print out the typed in listing and compare it line by line with the QL World listing. Is there any6 simpler way to sort this out?

The Future is Black

On the QL user listing Peter Graf has been describing his progress with installing a SD card reader in one of the MDV slots of a basic QL. This has generated much interest. Memory Lane computing is also progressing with a ROM slot SD card reader project for black box QLs. The future is black.

A SuperGold card replacement is now definitely needed.

Additionally the Aurora replacement motherboard has a ROM slot. This slot was backwards compatible when the Aurora was launched baut could need an adapter for ROM modules that was available from QUBBESoft PD at the time Aurora was launched. QUBBESoft has stopped trading some time ago. Non the less the details should be obtainable. Imagine an Aurora board with SD card hard drive in the ROM slot installed in an original QL case and able to display on modern TFT monitors as the Aurora display sizes are compatible with these unlike most bits of QL hardware.

A SuperGold card replacement is now definitely definitely needed.

Sunday, 4 December 2011

Debugging 3D Noughts and Crosses

The debugging is taking longer than I had hoped. Found one typo type bug but there are more. Some may be structural as SBASIC is slightly dufferent from QDOS.