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Tale of the Wolf and Mr. Mouse

Lupe Darksnout

New member
Hello everyone. It's time to share my story.

Browsing one of the last issues of the computer magazines in the 90's, I came upon an advertisement for LOADSTAR. The ad (that was years old already) promised a free sample issue. Were they still around? I called them up.

On the other end of the line was Fender Tucker, although I did not know it at the time. He gave me a brief spiel about LOADSTAR and got my details. I asked about program submissions, do they pay for them, and so on. He was always interested in new stuff and offered to send some program submission guidelines for me to read. I still have them.

My sample eventually arrived, issue #132. I dug in with great interest. This was brand new C64 stuff! Other people were still using this machine! I am not the only one playing with a 15-year old computer in their bedroom!

On side 2, was a little puzzle called "Gordian Challenge". There was a box with all letters a-z in it, but also a word representing how many of that letter appeared inside the box. For example, there may be "one v" and this might be true, but as soon as there are "five" of another letter, now there are at least TWO v's - making the statement incorrect again. Your job was to find a perfect solution, or one as close as you can with as few letters in the "fudge box" (a place to add letters you "need" to make the statement true, at no penalty) as possible.

Hoo hoo! This looks like a task to brute force with machine language! Lucky me, I recently learned this skill, although I was still writing code exclusively with an ML monitor at the time. I wrote code that would randomly take a letter in question, and check its statement. If that statement was currently false, I would make it true. (The "one v" of the last paragraph would change to read "two v") and the program did a quick check to see how well it fared with that change. It was a neat puzzle in that changing one value effectively corrupted multiple others. Perhaps logically, the code was running in little loops in certain areas, waiting for the rare opportunity of alignment where the numbers would fall into place perfectly.

And eventually they did.

My program was able to find one perfect solution to the puzzle, after running at top speed for hours. The program had a nice graphical display of the current letter counts and guesses and since it was all ML, it ran through choices at an impressive speed that resembled WOPR. It did run much faster if the SHIFT LOCK key was down (skipping the visual update) so that was mostly for looks. It wasn't until much later did I realize SHIFT LOCK was effectively holding a key down for hours on end, which meant the interrupt was doing the full keyscan routine every time, wasting a lot of time that could have been better spent crunching numbers for the contest.

Anyways, I printed out my result. I also sent a disk along with the program I wrote to solve it, and perhaps a printout of the source code - or at least the disassembly - with comments in pen? Can't remember. But off it went.

Some time later, maybe it was a couple months, I received a letter in the mail from Fender Tucker. It had a printout of the results from the Gordian Challenge, which was about to appear in the next issue, plus a handwritten note.

"Lee - Your program is fantastic. Let me see some more of your creations. Your subscription will be extended by three months, but send me something I can publish and you may never need to subscribe again."

I raced upstairs to show mom the letter. I got the attention of some disk magazine editor! Wow! That means I could actually write stuff that might actually be seen by someone other than my siblings! But what could I write that they'd want to see? I only just learned machine language! I don't even have an assembler!

A short time later I did acquire an assembler: PAL. It was found one day at a local used computer shop. Turned out to be the best $15 I ever spent. The last time I used PAL? Earlier this week. Best $15 ever, remember?

I began submitting things to LOADSTAR, mostly contest entries at first, but later a "game" or two - if they could be called that. Mondo Wordo II - a tetris-y letter drop game that made use of the dictionary routine from a previous contest, and the Rainbow Challenge, which was a "align the colored tiles" efficiency puzzle. Easy to do, but who could do it the best? It was neat because to enter this contest, you actually needed to submit the save file the program generated, so others could watch the moves you made to finish the puzzle.

Around that time (EVERYTHING happened "around that time") I probably sent in the first version of the toolbox that earned my place in their little history: MR. MOUSE. It was inspired by Jeff Jones' ML toolboxes but with the added bonus of being able to add mouse & joystick support nearly effortlessly into new program creations.

The program improved down the road with MR.MOUSE 2, with at least 3 versions available. Think there was a 3KB, 4KB, and a 7KB version, each having an ideal complement of commands that fit into the space. Why waste memory on a "multi-selectable disk directory menu" if you don't have to? Well, that's in the 7KB version if you need one.

At some point I ended up dealing with Jeff Jones a lot. He was LOADSTAR's ML wizard. He had ideas and I had ideas and it was neat to have two nerds on the phone discussing things. I saw him as a mentor of sorts. A lot of the little "tricks of the LOADSTAR trade" I learned from him. From the programming articles he wrote for the magazine, to analyzing bits of code from his actual toolboxes.

One of the biggest successes in dealing with Jeff was that together, we solved one of the biggest flaws with the STAR LINKER program. That program takes all the little files that a LOADSTAR program might want to load in separately, such as the character set, sprite data, and perhaps text files or ML segments, and (tries to) put them into memory where they are supposed to go while it unpacks itself, and then RUNs the BASIC program. One LOAD instead of five. Except some combinations refused to link properly. It was hit and miss.

Well, we figured it out. Arrange all the files in the order they are in memory, and attach them to the BASIC file. Then, when the program begins to unpack itself, ALL the little files get shoved snugly against the true end of memory ($FFFF) and one by one, lowest to highest, the modules are copied to where they are supposed to go. Corruption-free, every time.

So, I ended up re-writing STAR LINKER. At nearly the same time, I also wrote my own compression program, STAR PACKER. It was nothing a demo coder would want to use now (or then) but the compression was decent and the unpack time was faster than anything else going. I found packers that showed garbage all over the screen (or flickered the borders while the unpacking was going on) to be distracting and unprofessional. My program unpacked silently and quickly. When done well, you might not even realize it was packed at all.

So, although MR. MOUSE was probably the program I am best known for, TRIO 2000 is my favorite. Trio? Oh yeah, forgot to mention STAR DISSOLVER. You see, if you took a program, linked it with all its little modules, then STAR PACKED it, now you got a linked, packed, single-file dealie that in all likelihood is up and running in seconds after you hit RUN. The perfect single file to submit to LOADSTAR.

Well, that kinda sucks for users who WANT to see what the BASIC program looked like, or grab the font for their own purpose, or whatever. Just use STAR DISSOLVER and LOAD that suspect program! If it was linked or packed using my tools, it will undo those things and present to you the raw files the programmer used, and give you the ability to write them all back to disk! Steal, change, re-link, whatever. No secrets on LOADSTAR.

My most profitable program however, was probably QUICKSMITH: a reworking of the already-published SONGSMITH program. I changed the editor completely, added mouse support and more, as well as changing the format to something more compact, where every tune is now 1 file instead of 2. SONGSMITH needed a separate music AND instrument file for each tune.

But no one really used it... and there went 1997.

I probably went back to the well one last time to come up with MR. MOUSE 3, where the goal was to pack as much usefulness as possible into a single 4KB toolbox. I know it had my most-recent mouse driver code, which increased sensitivity without looking jittery. I was rather proud of it - although the true core of every iteration of mouse driver code was an idea taken from elsewhere, starting from the Programmer's Reference Manual, to sources I never bothered to document and therefore can never credit either. But the simplicity of the last version's mouse driver was elegant beauty: the best of all worlds.

Dave Moorman was working on DOTBASIC around that time. It was an extension that added a lot of functionality to BASIC, at the same time integrating a lot of the features MR. MOUSE allowed. A "super toolbox" of sorts. He was using Version 2.1 of MR. MOUSE because the screen stash/restore commands in MM3 actually became "full screen cut/paste" instead. Shared code saved space, but turned the "stash" buffer into a nightmare of screen code, color code, screen code, color code - and so on.

So, I quickly edited the original source for MR. MOUSE 2.1 and added the more sensitive mouse driver code. It was so smooth that NOT using it would be doing every program made with DOTBASIC a disservice. Dave has the only copy of MR. MOUSE 2.2 because of it. I never completely learned all the things DOTBASIC could do, and I never made a single program using it.

I feel awful about that. He worked so hard on it.

In the end, Dave Moorman ended up in control of the Tower. I am pretty sure I continued to receive LOADSTAR for free, despite not releasing much at all after the takeover. It was not for a lack of trying or desire. PREVIEW GALLERY 2002 showed a few screenshot mockups of programs that were on the back burner for years at that point, each waiting on one or more programs that I had yet to write. A font editor, a sound effects editor, and so on. I actually had most of the work done on a program to incorporate QUICKSMITH tunes with simultaneous sound effects. Never got done.

I soon moved into my own place. And while I finally had the setup I always wanted - a big computer desk and space to spread it out - I also gained new distractions. Things like a "big screen" 27-inch TV, a PlayStation 2, and internet access (!) made it harder and harder to get back to work on the little breadbox that could.

The time between each new LOADSTAR issue was getting longer and longer. At least it felt that way. Some of the joy of digging into it was gone too. I did not know why. Perhaps I felt what most of us probably felt. The end was coming near.

My excitement with finally having an outlet for my C64 creations was beat down by the sheer amount of work and time it took to get a worthwhile program done, not to mention that back-of-the-mind "masterpiece" that required several tools be written before it can even be attempted.

Eventually, the doors of the LOADSTAR Tower were locked, and everyone went home. One of my biggest regrets in life is that this is partly my fault. I never made the programs I hinted at, SHOWED even! I always believed they were GOING to happen. But when?

Around that time, a distraction worse than the internet arose: a female. Practically nothing happened for over a decade. Well, not much computer stuff at least. Eventually, she wandered off, and now the computer occupies my time once again. That little flame inside still burns. I'm the same guy I was before, but also not. It is a very strange feeling.

Today, that same yearning, that same excitement of the potential of "What can I make with this?" is no longer focused on the Commodore 64, but the Commander X16. Similar processor, more powerful hardware. Still got ideas.

I still believe I can.
 
Ah, Lee Novak, if I have the name right? Jeff Jones is still kicking and on Facebook! You should drop him a line some time!

I've thought about compiling a book about Loadstar. My current book, on the Mystery Dungeon console roguelikes, is coming out from Limited Run Press next month. Maybe I could convince them to take a look at it, and if they accept I could get your, and everyone else's, stories into it?
 
Cool to hear from you Lee! I still use TRIO 2000 (Star Linker, Star Packer and Star Dissolver) on a regular basis to link and pack my C64 coding projects.

Also of interest, that you didn't mention, is your "Who Wants to Waste an Afternoon?" - Who Wants to Be a Millionaire clone.

 
Hello! Lemme reply to you both without quoting and stuff.

First, sure! The name is correct, and I'm cool with whatever you learn here making it into a LOADSTAR book down the road. Of course, you gotta get Fender and Jeff and as many of the old guard that are still around. I'm sure Dave Moorman has lots of interesting tales to tell, be it about his programs or whatever!

Jeff Jones? If you see him, tell him he still owes me $10! Ha! In 1998, Jeff wrote a little program that would create the standard LOADSTAR font at whatever location you chose. I think his code was relocatable, meaning it would run fine no matter where you loaded it. We were talking about it, and I bet him I could do the same thing in fewer bytes. I can't remember HOW much smaller my code needed to be, but "relocatable" was not a requirement. The wager: $10.

Although I don't know which issue this appeared on, I found the backup disk that I submitted around April 1998. I not only beat the target but absolutely demolished it. I wrote a program that makes a little ML module that allows you to generate the LOADSTAR font at whatever location. Just SYS to the module, and it makes the font. The code module? 2 blocks! Less than 512 bytes to create the 2048-byte LOADSTAR font wherever you want.

He later said he should have made relocatable code a requirement. Too late!

I didn't really list all my submissions over the years. Not that there were so many of them, but most of them just weren't that big of a deal. My post was getting too long as it was, just as this one is now! But let me tell you about a couple of them anyway...

Offhand, I remember there was an Othello game I wrote - the first game that was actually "fun" in a way. I liked that the interface could show you all the legal moves (if you wanted) and that you could even make the computer play itself! The difficulty levels ranged from "randomly select any legal move" to a more thorough look-through. At its most challenging, for every legal position allowed, it would simulate a number of random games assuming "if I go here..." as quickly as possible, and keep track of the spot that led to the most victories. Then it just picked that. I think also though, if a corner square was available, it always took it immediately. I just figured that was always a great strategy.

And "Who Wants to Waste an Afternoon?" Aah... I watched the intro to that video at 0.25 speed. I made the original bitmap file with some BASIC routines. In game, it was "animated" by coloring specific bit-pairs to animate the outer edge, and carefully follow the internal pattern until the last part exposes everything. Simple trick, but nice effect.

I really wanted sound effects for it (and imagined music too) but I took the easy way out and left the game silent. I ended up sending in quite a few files over several months. The editor to make the questions (and lifelines) was rather beautiful and easy to use too. By the way, that was a very good playthrough on the YouTube video - it showed the lifelines very well. I am sure that file was one of mine. Some Loadstarites sent in their own WWTWAA game files too.

The tools of the past (linker, packer) aren't as useful today as cross-development and stuff (eww) seems to be the norm, and even bare-metal coding is faster thanks to the SD2IEC and stuff. I have actually linked a program (well, TWO) since 2020 so yes, my tool still comes in handy for me as well, but this all goes back to that innocent time that I never thought the LOADSTAR days would end. I felt like the young outsider then, but little did I realize, I was probably in the majority. Most retro fans now are 45-55 years old it seems (and almost exclusively male) according to my YouTube statistics.

Speaking of YouTube, Robin Harbron is another LOADSTAR coder around my age. He seems to be doing the YouTube thing rather well. I remember watching a video about the "Frogs and Flies" game he made, but surely there was more? About five years back the YouTube algorithm caught my attention hard when he made a video featuring Toolbox 181 - which I wrote!

This "Lupe Darksnout" thing is the name I used on a mobile game years back, and I liked it. I decided to keep using it for my new YouTube channel, meant to showcase what I was up to with the Commodore 64. I've recently added "X16" to my banner as the Commander X16 is soon to be where my attention will probably be focused.

Don't mean to spam here, but you might get a kick out of this. Around 2020 or so, I bought a BackBit cartridge. It uses an SD card and does some $DF00 trickery to be able to read files and put them into memory rather quickly. Almost an instant load. Folks buy these and fill them full of games, which they can hop in and out of and quickly try different games out.

But the creator of the BackBit also made available the means to use this read-from-$DF00 stuff in one's own programs, enabling data to be brought into the C64's memory almost as fast as the CPU can read it.

Anyways, I've been enamored with this feature and I have used it twice so far, in an attempt to reproduce a video clip of a cartoon featuring wolves... naturally. The first goal: 6 frames/sec using bitmaps. More recently, 24 frames/sec using character sets. A teaser clip of the final result can be seen 90 seconds into the first episode below. That talking wolf (me!) gets confined to the intro/closing segments by episode 3, while clips of the actual "coding adventure" make up the bulk of each video.

 
Cool trick!

Does the BackBit basically use bank switching? I'm surprised that's not been utilized more in Commodore-land, it's a technique that was used frequently on the NES and Atari 2600, and I think at least a couple of C64 ROM carts used it. Why couldn't you just have a standard C64 cartridge that, instead of presenting the contents of ROM chips into a 8K or 16K window of the 6510's address space, offer a selectable view into a large amount of RAM? Does the C64 cartridge spec not have a write line? Is this essentially what the BackBit does? Can this memory also be offered to the VIC-II chip? If it could, then couldn't you display video by changing what's visible to the VIC-II's bitmap mode every frame?
 
I don't believe the BackBit does any banking stuff. It's more or less a way to have a more-powerful CPU do the hassle of SD card reading behind the scenes, and making available a small sliver of data to deal with. Perhaps it DOES do something banking related, as it does redirect many of the standard vectors to point to itself - this is how it commandeers the LOAD commands to ensure the BackBit gets first dibs as its routines are all different. I have the BackBit as device 8, and my SD2IEC as device 11.

I don't know all the nitty-gritty details of what a Commodore cartridge is capable of, like how they can change the memory map, but imagine if a single POKE could swap out the BASIC ROM for another, but instead is actually the bitmap data for a video frame? How easy would THAT be, eh? Point the VIC at that and there's your video! Dunno if that is possible, but it was not considered I guess.

However, I know the details on (from a coding perspective) how the BackBit gets data into the C64. In the cases that I am using it for, there is a special (obviously very large) file on the SD card that I am accessing. I use some $DE00 registers to tell the BackBit which 64K chunk of that file to queue up. It goes offline for several thousand cycles (varies widely) to read and fill its internal 64K memory where I told it to.

Once it is back with my data, I now have instant access to the 64K of data it prepared for me. I can only see one page at a time, shown in the $DF00 page. Which of the 256 pages it shows there depends on the LOCATION written to inside that page. Like, if I write to $DF76 (any value at all) the BackBit will instantly show the data it has for $7600-76FF in the $DF00-$DFFF area. What I do with that data, it does not care.

This more or less gets explained in the first several minutes of the first episode (with lots of AI wolf pics, lol) as getting a feel for how the BackBit works is a vital building block in the "story" of how this video was made to play in the end. This project was a LOT more work than initially planned! Here are just SOME of the things that went down since the series began:

- Windows bitmaps (made with a video editor on PC) were reduced to 5-bit color in preparation to convert to Commodore format

- The ideal color RAM choice for every cell was considered as these bitmaps were all converted to Commodore bitmaps, keeping the multicolor character set color limitations intact. A few billion closest-color calculations took place - at 1 MHz.

- A method of converting those bitmaps to the ideal (but-lossy) character sets does work, but it is AGONIZINGLY slow

- Months were spent trying variations of character maker programs to provide good results in a reasonable timeframe

- After finding the ideal character maker program, the bitmaps were finally converted to character sets and written to SD card

- More time was wasted learning to deal with the incompatible nature of the BackBit / SuperCPU, which was corrupting chunks of data in the video frames

- Instead of bringing in data to copy to the C64's memory, the idea that spawned this project was finally tested: Why not EXECUTE CODE from the BackBit itself? Streams of LDA #xx STA $xxxx STA $xxxx was about the only thing the $DF00 page showed after reworking my video frame data as a massive, wasteful series of direct write-to-buffer instructions.

- A major bug involving the color unpacking was discovered. A four-episode "story arc" resulted. Understanding was gained.

- Instead of the bitmap being represented as one character set, why not two? A raster split in the middle of the screen now switched between two custom character sets for each video frame. Video quality improved. But can my player keep up?

- Sound finally makes its way into the works. Relatively easy, as it is the same Mahoney Digi method I used in my previous project. 7,860 Hz mono now plays.

- An efficiency wall is hit. I cannot support everything I want without having the player stuggle to keep buffers full. An idea to only write to the buffers whatever bytes that changed since last time is implemented. However, the haphazard nature of how the bitmaps get converted to character sets means far fewer bytes in the upcoming buffer actually match what is already in the buffer.

- With careful analysis and reshuffling of data, the video frames can be "optimized" to maximize the number of matches in this regard, further reducing necessary data overhead.

- And that's where we are now: Episode 46. Almost done.
 
Incredible what the C64 can do when pushed by master coders!

You seem to be using real C64 hardware in the videos. Is this your real hardware setup from back in the day, or a replacement?
 
There's no emulation for the BackBit (as far as I know) but I prefer working on bare metal anyways. It's fun - even though some things take AGES to do. 6502 is all I know anyway. Don't wanna learn anything else, and I don't have to. Heh.

My hardware is a combination of old and new-ish. The BackBit is of course 2020. The SD2IEC was from about 2015. I specifically chose the model that lets me daisy chain my very old 1571 drive or MPS 1200 printer to it. The C64 itself was acquired around 2010. It soon became my daily driver because it's a flat model, and someone added a reset button to the user port. I ended up selling the breadbox (and 1702 monitor) used in the 90's a few years ago. Wish I kept the monitor.

The most valuable bits of my collection I've also had since the late 90's - an FD-2000 drive, and a SuperCPU... both of which I actually got from Fender Tucker! It's crazy how valuable those two devices have become now... yet would only pay 2 months' rent. With my C64 Ultimate (Starlight model) soon to arrive in 2026, the temptation to sell these items is becoming hard to resist.
 
While I'm all happy here getting praise and stuff for being a "master coder" I certainly don't feel like one. Think I saw an "explained by ducks" video that put this phenomenon into words, where the person (or duck, wolf) themselves doesn't believe the hype attributed to them.

I haven't seen your own stories on this site. I mean, curating this site and doing the work trying to gather the issues and the "stories of" is a lot of work in itself, but you fellows also were LOADSTAR writers back in the day, were you not? If I am correct (I'd have to hook up that FD-2000 and do some digging with the LS Catalog) there are a lot of titles under your belts - with qualities that resembled what actual "games" should have, like joystick support, colorful graphics, sound, and music even. YouTube shows just a few. From the issue numbers alone, it appears at least one of you was writing full-blown games for LOADSTAR before I even knew the disk magazine existed.

So, I ask: Where are you guys' stories in all this? Don't you each get a thread?
 
The most valuable bits of my collection I've also had since the late 90's - an FD-2000 drive, and a SuperCPU... both of which I actually got from Fender Tucker! It's crazy how valuable those two devices have become now... yet would only pay 2 months' rent. With my C64 Ultimate (Starlight model) soon to arrive in 2026, the temptation to sell these items is becoming hard to resist.
I really wanted the CMD products back in the day (FD-2000, HD, and SuperCPU) but my family couldn't afford them. By the tine that I did have enough money, Maurice Randall had taken over the CMD rights and was notoriously not filing orders (though taking people's money). So I ended up buying my first Windows PC - a Gateway Desktop. Of course nowadays, emulation is more powerful (you can emulate the SuperCPU) and get instant load times on Loadstar and others. Yeah, the CMD devices have become expensive, as they are a rare commidty made in limitied numbers and sold to die hard power users back in the day. (Rent is crazy expensive in my area as well, but I think that is sadly the case in most areas / countries now. Rent has more than doubled here in the past six years or so - though wages haven't)

Probably the best coder IMHO to ever grace the issues of Loadstar was Jon Mattson. IThere have been efforts by several to contact him, but none that I know of have been succesful, (If he is even still alive at this point... Sadly we have to start thinking of such things! It's crazy to think that the last issue of Loadstar shipped back in 2007 which is almost 20 years ago now!)
 
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LEE!!! So good to hear from you! I don't think I ever thanked you for Mr.Mouse as profusely as you deserve. I always intended to rebuild the guts of DotBASIC, but two things stopped me. The code of Mr.Mouse was too complete, and you had perfected Mr.Mouse beyond improvement. So - now I must thank you for being the heart of that Enhanced BASIC.

The last days of Loadstar, as it lapped up against the shore, were difficult. Unlike Fender and Jeff, I was just getting the issues out in between real work. So to all who hung on during those last dozen issues - thanks for your patience. Everything was dwindling - new programs and old subscribers.

I have written a book - The Most Marvelous Machine - that chronicles the rise and fall of Loadstar (available on Amazon Books). But I would love to include your story as well in the next edition. Other stories would also be great.

Good to hear from you, Lee!
 
Back in the 90's I kept a notebook with game ideas. Some of them came from dreams even. Around the early 2000's I stopped adding to it. I had enough in there to last a very long time, and the realization that those games would likely never be seen was disheartening. Some of them still bubble up in my brain time to time, plus some new ones. Of course, these games are always more spectacular in my imagination than I could probably ever code, but it keeps me hopeful for the future.

MR. MOUSE would not have been much at all if it was not for one simple bit of code learned from LOADSTAR: The "get parameter" routine. A series of three JSR's into BASIC ROM will grab one parameter for you, which can be easily added into a command like "SYS 49152,X,Y,Z". This tiny bit of code made all the difference and opened the doors to everything!

Now I own a Commander X16. The community is practically starving for software. Kinda feels writing for LOADSTAR all over again, back where my "plan" was to write the tools, that will help me write the tools, to finally create those games that keep bubbling up in my brain. Can I do it this time?

Dave, it was totally brave of you to take on LOADSTAR after Fender. I can't imagine how difficult it was to fill those issues. There was always the usual "puzzle page" and variations of Solitaire games, but the more unique submissions were becoming few and far between. I apologize for being part of that problem too.

I don't have many good "stories" about LOADSTAR at the moment. Most of them I've already spilled perhaps. I do remember shortly after Fender retired, I decided to send him monies for the CMD devices and stuff he sent for future programs, which of course he never got. So I let him down too. All in all, it was a good run. Lessons were learned.

I DO have that embarrassingly awful LOADSTAR T-shirt though! I remember the supermarket I was wearing it in when I suddenly decided "nope!" and took it off when I got home and thankfully, gained some weight so it never fit again. It's a great souvenir of the times though. Anyone want it?

Anyways, I am curious Dave, do you still have your C64? Still hooked up? Still USE it? Feels kinda strange now, doesn't it? Like "why am I bothering with this"? I dunno. It's fun.

It was great to hear from you! Might have to check out that book of yours, too!
 
So when I got the last two issues (249 and (not published) 250 completed, Alan Reed and I got the DotBASIC Plus manual finished (He did the work. I just watched.). Then I got a call from those who tell United Methodist Clergy where to go. That November, we went to Sundance, WY, and I pretty much set aside the C64. I found MuseScore online - and it is about 15 lightyears ahead of anything we attempted. I also had an opportunity to put a hundred two-and-a-half minute "Thoughts for the Day" on the radio five days a week. And I haven't been back to the C64 since - except for writing a START program I can put on issues that have a game I want to play (Shisen-Sho and my Free Cell).

I retired twice - from my denomination in 2015 and again from the local church in 2016. I also wrote a book (insert plug here) and have composed a boat-load of orchestral music.

But I LOVE this forum, and I want to share lots of stuff here. Loadstar was such a wonderful expression of the power of our open economy. For a while, Softdisk and Fender and Judy and Jeff created a great thing that a fair number of people wanted to see every month. Then "the while" was over. My job (which I realized from the day I became the editor) was to ride the wave to the shore. I kind of "wiped out" about five issues short of my goal. I hope I didn't owe anyone unshipped issues (our records were ruined in a tornado). Anyway - it was good!
 
>> I don't know all the nitty-gritty details of what a Commodore cartridge is capable of, like how they can change the memory map, but imagine if a single POKE could swap out the BASIC ROM for another, but instead is actually the bitmap data for a video frame?

The C64 has built-in bank switching support, it's one of the differences between its 6510 and the standard 6502 CPU, but technically a cartridge can, in hardware, present anything it likes as part of its memory space. Bank switching was the key to last years of the Atari 2600's life, even though the machine doesn't have a write line that goes out to the cartridge; hardware engineers would instead use one of the address lines as a makeshift write signal. Such a POKE could possibly be used for just such a purpose, I think, although practically by that point it's more likely to be a STA/STX/STY than a BASIC POKE statement.

I love the talk about old Loadstar here! I should try to get Fender and Jeff to come in and say hello. I really need to make sure the Wayback Machine archives this thread.
 
So when I got the last two issues (249 and (not published) 250 completed, Alan Reed and I got the DotBASIC Plus manual finished (He did the work. I just watched.).
I may have mentioned it in an earlier comment, but I'll say again that collaborating with you on the DotBASIC Plus manual was one of the most rewarding experiences I've ever had with this hobby. Thanks again to you and Lee for making it possible. Those were great times for me.
 
I understand. Can't have you mixing up your identities! I was just about totally burned out with the C64 at that time. You jumped in and made it exciting again. Come to think of it, the greatest gift Loadstar gave me was a reason to FINISH programs. In the days of Fender, et. al., the incentive was getting a few dollars (or a great library of all of Loadstar!) that made me beta test, polish up, and send in the disk.

Robert Heinlein said that the way to get published is to
1. Write something. (You'd be surprised how many people never quite understand this!)
2. Finish what you write.
3. Do not over-edit it. The editor will treat it like a dog treats a bush. Makes it smell better.
4. Put it in the mail. This is incredibly hard!
5. Keep it in the mail until it sells.

Now the last was difficult with C64 creations in the early '90s. But persistence is important. And with every try (in my case), the work became more polished, better conceived and executed.

Loadstar was a fun place to "hang out." Most consumer publications were mostly concerned with BUYING software. Loadstar was a community around trying new things - as users and as creators. So - It's good to hear from you guys again.
 
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