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THE EXPERT 


SUMMARY OF OPERATION 


1 ) TO PROGRAM I T - 

Switch EXPERT to 'PRO' position. Load the menu and select the operating 
system which has the functions you want. Press » or N, follow on-screan 
instructions. 

2) TO INITIALISE & CONFIGURE THE COMPUTER - 

Type* * N (RETURN) Switch off EXPERT. 

3) TO FREEZE A PROGRAM - 

Switch tne EXPERT on & press RESTORE or the ESM button if the ’*.d led 
is lit. 

<*) TU SAUL A PROGRAM - 

Type* Z"PROCRAMNAME" (RCTURN) 

S) TO RESTART A PROGRAM (before or after saving) 

Types R (RCTURN) 

f) USE OTHER COMMANDS AS DESIRED. 

7) TO SAVE NEXT PROGRAM - REPEAT FROM STEP 2. 


WARN ING. COPYRIGHT SUBSISTS ON ALL TRILOCXC EXPERT HARDWARE & SOFTWARE. 
NU "UNAUTHORISED USE OF ANY WHOLE OH PART CITHER PH IVA1ELY OR 
COMMERCIALLY IS ALLOWED WITHOUT OUR PRIOR PERMISSION IN WRITING. 

THE EXPERT IS INTENDED E OR YOUR OWN PERSONAL ENJOYMENT - PLEASE USC XT’S 
POWER RESPONSIBLY. (C) TRIlOGIC 1 BBC/19B7/1BBQ EltJi 


f. x Pi H T_ UTILI TY_ DISK V3.? - JUST OUT (3-Bfl) - IMPROVED l UPDATEO. 


1) THE MULTI-PART OPERATING SYSTEM HA5 BEEN IMPROVED. 

2) MULTIPART PARAMETERS fOR OVER 25 MULTIPART GAMES. 

3) THERE ARE NOW OVER 50 CHEATS FOR THE POPULAR CAMES. 

4) MORE THAN 25 POKES FOR 'DIFFICULT TO BACK-UP' GAMES. 

5) COMPLETELY NEW V F A5T SUPER COMPACTOR 

Especially written for EXPERT files, this must be the best, 
quickest, most efficient compactor you can buy. It will very quickly 
compress your Eaperted gomes down to well under 20? blocks for faster 
loading & enabling, in many cases, more games to be saved par disk. 

Eg An EXPERT user tried it on Airwolf - it came down from 230 blocks to 123 


- some saving. 

6) FILE COPIER AS ON PREVIOUS DI5K. 


ALL THIS FOR ONLY 15.MS. 


TRILOGIC 

UNIT 1 

253 NEW WORKS ROAD 
LOW MOOR 
BRADFORD BD12 OOP 


V 3.2 



MUCH MORE 
THAN JUST 
A BACK UP 




PROGRAM 

PARALYSER 

few BACK-UP 
” GENERATOR 


UTILITY 




SPRITE 

EXTRACTOR 


> 


SPRITE 

IMMORTALISER 


NEWu 


THE EXPE RT 
UTILITY DISK No 3 | 

• Specific multi part back up 
utilities 

m Additional operating iystems 

• Fast file copier etc. etc 

ONLY 
f 5 96 


> 


HIRES SCREEN 
GRABBER_ 

CHEAT 
MACHINE 


> 


FklC-m ► FREEZES AND SAVES PROGRAMS 70 DISK 
ONE HU k PROGRAMS ARE SAVED IN ONE Fill 
COMPACTS P PROGRAAAS ARE COMPACTED TO REDUa DISK 
SPACE USED 


> 


CODE 

INTERROGATOR 

AND IT S.... 


SAVES MORE ► YOU CAN SAVE 3 OR MORE PROGRAMS PER DISK 
VERY FAST ► RELOADS MOST PROGRAMS IN LESS THAN 30 SECONDS 


NOT NEEDED P THE CARTRIDGE IS NOT NEEDED FOR LOADING BACK 
Uf CHADAAlEk CARTRIDGE USES RAM AND DISK BASED SOFTWARE 
FOR INSTANT LOW COST UPGRADING 
MONITOR ► USf 1HE /MACHINE COOE MONITOR TO CHEAT. 

GAIN EXTRA LIVES OR RESTART THE PROGRAM tIC 



THE ONLY 

PROGRAMMABLE 

CARTRIDGE 

FOR THE 64 & 128 164 MODE 


UNIT 1,253B NEW WORKS ROAD, LOW MOOR BRADFORD 
BDI2 OOP TEL (0274) 691115 


























CONT ENTS 


PACE 


, nxiia ‘ 

2 - > ‘ S». 

3 “rNMTINC Msls 1 » 01 NC 1 HI lURBDLOAOER. 

RELOADING EXPERTED PROGRAM. ms B 0 N 1 T 0 R WITH HARO COPY. 

* s the SPRUE I^ORTAUSER. X-riHITC ^ 

... i" s usr:-:r.;.s- sr 
... r-i st'ss ssH-s- - «* c — 
n iss ;nrr. ! » s;! • ■»» r,$r,;... «... 

;;; s” USE.; 


INTRO DUCTION . 


. r nf an ever increasing band of 
Congratulations - you «• ^“ToRONTO 10 TWBUdTOO. «««•«" 

EXPERT owners throughout the world. c mo( , ol . bt owners who haven t hear 

R 0. BAGDAD TO BRAZ1LIA, “.^l-s. tall us and we'll be sure to 

_ a.w c vor rT - if you come across out? 

- r r«ss »f-"ri i; ir.ssr , !. , *^ - 3“-r 

.» »° ...• 

, hi „ n they have ever bought for tneir 

the 64 to work with the EXPERT. software is V3.2 which has no less 

the A t the tl.. of writing the cj.rr.nt software ^ ^ t x 

than 26 files 4 programs for use with loo k out for future upgrades 4 

.. '» 

utility disks - at £3 - 50 t t lnt0 thee., 

considering the amount of effort pur 

TUf rvoroT UTILITY OISK 20 BULT ipART games, also has °ver SO 

-Essential for transferring owar 2 „ pokes for transfarring 

cheats, for infinite lives 1 “ cop e il, a super 'FILE PRESS' compactor for 

heavily protected games, a FILE cu . c ,„ buy . it saves a lot or 

EXPEfl T mes -bic; -u.t - t- .. ^ icker and aU lhls fot ONLY IS.9S. 
disk space and makes reio s 


NO. T FOR HACKERS - WORLDWIDE 

Tp r i XPER RULES _- _2. S -s 

1 - „ n EXPERT, you must wonder how it comperes to 

Having Just purcha.ad •" th . t in NO WAY is the EXPER 

rival c.rtrld,.ra'l., wond.r' aup.rchlp containing HK 

outperformed by even the latest tested them thoroughly, 

•professional' rival versions - « know think how much you would 

P 'h. EXPERT la C.TE.Ib y t - ; i J: f „ or FF. The EXPERT on 

h.ue spent on upgr.da. to gat the m|i-1bq for the latest software 

the other hand is uniquely upgrad ^ tJ>5Q for ,50K of programs must 

on disk or tap. perhaps twice . yes' 

be good value 7 - 


m 


INSTALLING 4 PROGRAMING YOUR EXPERT 


IMPORTANT 

00 NOT INSERT OR REMOVE THE EXPERT WITHOUT FIRST SWITCHING OFF THE COMPUTER. 

1) Insert the EXPERT with the switch in the 'PRC* position and switch on 
the computer - it should start up in the normal way. 

NB hold down the CBM key on the 128/1280 

2) Next insert the EXPERT MASTER disk 4 type*- L0AD"M* h # 8 (RETURN) and then 
RUN when it has loaded. A menu of programs on the disk will be 
displayed - below is a list of the programs and their uses. 

A - THE MENU ITSELF. 

B - EASIFREEZE - THE SIMPLE WAY TO FREEZE 4 BACK-UP TO DISK. 

C - AS OPTION B BUT SAVES ON TAPE 

0 - FREEZER 4 BACK-UP TO 0ISK WITH INFINITE LIVES, JOYSTICK SWAP, MONITOR 
PRINTER, SPRITE KILLER, AND MOST MACHINE-C00E MONITOR COMMANOS. 

E - AS OPTION D BUT SAVES ON TAPE. 

F - FREEZE 4 BACK-UP TO OISK WITH SPRITE VIEWER 4 SAVER. 

G - AS OPTION F BUT SAVES ON TAPE 

H - FREEZE 4 BACK-UP TO DISK WITH HIRES SCREEN SAVER - OISK ONLY 
I - FREEZE 4 BACK-UP TO OISK WITH FULL MACHINE-CODE MONITOR. 

J - AS OPTION I BUT SAVES ON TAPE 
K - NBB LOADER/BOOT PROGRAM 4 FAST OISK FORMATTER. 

L - SPRITE EOITOR - LOAOS/SAVES EDITEO SPRITES ON OISK 
M - SPRITE EOITOR - LOAOS/SAVES ON TAPE 
N - EXPERT EXPRESS - OISK TURBO 4 SCREEN-PRINTER DUMP. 

0 - BOOT 1570/1571 - FOR RELOADING EXPERT FILES WITH THESE DRIVE5 
P - FOR SAVING EXPERT FILES/PROGRAMS 4 BASIC PROGRAMS DIRCT TO TAPE. 

Q TO Y ARE PROGRAMS FOR CONVERTING PICTURE FILES TO VARIOUS FORMATS 
Z - EXPERT INTRODUCTION 

THERE IS NO OPTION TO SAVE HIRES SCREENS ON TAPE. 

WHICH OPTION TO SELECT ? 

The main operating systems are arranged in pairs on the menu - one 
version saves on disk i the other on tape. Only.the hires saver does not have 
a ’save to tape' version. 

p lease read the relevant section to find out which functions are 
ava Table in each. To begin with, use option B and then go on to option 0. 
when you feel more confident. 

3) PROGRAMMING THE EXPERT . 

Having decided which option you want, press the appropriate key to 
select it t then press Y to turbo-load or N to load at normal speed. (Press 

N if using a disk turbo system/rom) After a few seconds. the program will 

have loaded and you should now follow the ON-SCREEN instructions. 

Each time you program the EXPERT, an 'ident' screen win appear showing 

l! !l°n«,T in9 y0U *” USi " 9 and “ hat C0l " man<)s available. This 

appears at this stage and once you press 'space* the EXPERT takes 
over. In all operating systems except B 4 C, two lines of digits will appear 
at the top of the screen - something like thisj- 

C PC SR XR YR SP LI QA NV-BOIZC 

/ E5C0 22 00 00 OA 37 05 CCSCCCSC 

This is the REGISTERS OISPLAY, typical of all machine-code monitors. Its main 
purpose here is to show that the EXPERT is in command and an explanation of 
it is given in the section on the Monitor on page 10 . 
















4) IN ITIALISING THE COMPUTER. 

The next step is to initialise the computer A reset back to Basic ready to 
load in a program to be backed-up. To do this type! N (RETURN) 

5) LOA DING A FREEZ ING A_PROGRAM 

First, switch off the EXPERT to prevent premature triggering of it by 
some programs. 

Next load A run the program to be backed-up from tape or disk in the 
usual way. 

To freeze the program, switch on the EXPERT and tap the RESTORE key 
(once only). If the red led is lit, the RESTORE key will not have any effect 
so press the ESA button instead. 

NB - DO NOT PRESS THE RESET BUTTON TO FREEZE A PROGRAM. 

With some games, the instant you switch the EXPERT on, the game will 
freeze A the registers appear without you having to tap RESTORE or press the 
E5M button. This is okay - the main thing is that whenever the registers 
appear, you know that the EXPERT has frozen the program. 

6) SAVING A PROGRA M 

Once the program has been frozen, you can then save it using the Z 
command. So make sure you have exchanged the EXPERT master disk for a 

formantted one with at least 240 blocks free and typei- 

Z"PROGRAMNAME" (return) 

The border will flash as the EXPERT compacts the program - this can take 

a minute or two. Then the disk drive will start and the program will be 

saved. If you are saving to tape, at this point you will be prompted to press 
PLAY A RECORO. 

When the save is complete a 4 digit number will appear in the top left 

corner of the screen - this is the end address of the file just saved. See 

"SAVE FAILURE" in the HELP section 

At this point you can either restart the game - type! R (RETURN) or use 
any of the other commands that are available in the particular operating 

system you are using. To back-up another program repeat the steps from 

section 5) - "INITIALISING THE COMPUTER." 


MENU OPTIONS B A C - EASIFREEZE 


EASIFREEZE is a new operating system which is ideal for beginners - it 
makes the EXPERT child’s play to use. It has only four commands which are 
assigned to the function keys! - 

FI - SAVE! F3 - RESTART; F5 - CONFIGURE MEMORY! F7 - RESET 

T HERE ARE ONLY 4 SIM P LE STEPS TO MAKE BACKUPS OF MOST PROGRAMS. 

Program the EXPERT by switching to 1 2 3 4 5 PRG' and selecting option B for 
back-up on disk or C for back-up on tape. Press Y or N and then follow the 
on-screen instructions. 

1) PRESS F7 TO INITIALISE THE COMPUTER. 

2) LOAD THE PROGRAM - GAME OR WHATEVER FROM DISK OR TAPE. 

3) PRESS RESTORE TO FREEZE IT AT THE APPROPRIATE MOMENT. 

4) PRESS FI TO COMPACT A SAVE IT 

5) PRESS F7 AND LOAD THE NEXT GAME. That'S all there is to it. 

HELP If a program will not load, turn on the EXPERT A press RESET. Now 
press F5 to configure the memory in a different way and continue from step 

2). F3 will restart a pronram before or after saving it, but note - it does 
not work with all programs. If the computer crashes when you press F3 press 
RESET and reload the game. If the game does not save A the drive error light 

flashes because there is no disk or it is full, press RUN/STOP, inert a new 

formatted disk A press FT again. 


FORMATTING DISKS A PREPARING A DISK FOR YOUR BACK-UPS 


F ORMATTING A DISK - 

1) If the EXPERT is active, type N (RETURN) and load the main menu. 

2) Select option K and press Y or N. 

3) IMPORTANT Now replace the Master disk with a blank one. 

4) Now follow the on-screen instructions. 

5) When the disk is formatted, pr.ess RESTORE to call-up the EXPERT which 
should be programmed with one of the options D to J. 

6) Now type! §V (RETURN) (with the newly formatted disk still in the drive) 
This validates the disk so that you can save more than 5 files on it. 

NOTE Fast disk formatters such as the ones supplied here are not always 
reliable. It is often necessary to use the slow Basic format ('new') 
command!- 0PEN15,B,15,"NiDISKNAME,10" (RETURN) where DISKNAME is a unique 
name given to the disk A ID is a unique two digit number. See "SAVE FAILURE" 
in the HELP section. 

IN STALLING T HE FAST FILE LOADER A MENU GENERATOR. 

1) Select option K, press Y or N. Press F3 to install the fast loader. 

2) Follow the on-screen instructions. 

3) 1570, 1571 A Enhancer drive users - please see HELP section. 

NOJE Expert files are reloaded from your back-ups disk using the NO BLOCKS 
BOOT LOAOER - this resides on the directory track of each disk you use for 
back-ups and generates a list of the files on the disk and lets you select A 
turbo-load one by using the cursor down key. By pressing F3, the NBB LOAOER 
is installed on the directory track of your disk and because it takes up NO 
apparent disk space,.can be put on at any time. 

TIP - The NBB LOADER can also be used to turbo-load non-Expert files provided 
they would normally be started by typing RUN. 


RELOADING A PROGRAM 


Assuming you have installed the NBB loader on your disk of back-ups, 
type!- L0AD"B*",B (RETURN) and then RUN it. 

This will list the files on the disk. Select one with the cursor down 
key A press RETURN. The selected file will reload A restart well within 30 
seconds. 

You can also load any file of less 202 blocks by typing! 
LOAD"FILENAME",6 (RETURN) and then RUN. Or you can load the file directly 
from the disk directory using a disk turbo such as the PHANTOM etc. The NBB 
loader must be used for files over 202 blocks. 

IJIB When the program has reloaded there will be a slight delay as the 
'garbage' on the screen reforms prior to the game restarting. 























MLNU OPTIONS D A E 


BACK-UP & UTILITY FUNCTIONS 


F UNCTIONS AVAILABLE *- 

7) ^SPRITE COLLISION KILLER 2) INFINITE LIVES COMMAND 

3) JOYSTICK AUTOFIRE MODE A) JOYSTICK PORT SWAP 

5) PRINTER ON/OFF TOGGLE FOR MONITOR HARDCOPY OUTPUT. 

6) RESTART A SAVE etc 

7) ALL OTHER MONITOR COMMANDS EXCEPT K, B, J, E, I, Y. 


C OMMAND SUMMARY. - (NB. PRESS RETURN AFTER EACH COMMAND) 

l - FIND & DISABLE SPRITE TO BACKGROUND COLLISIONS 

EB - - - - FIND & DISABLE SPRITE TO SPRITE COLLISIONS 

I - - - - SEARCH FOR & DISABLE LIVES COUNTER FOR INFINITE LIVES 

J - - - - SWAP THE CURRENT JOYSTICK PORT USED BY GAME 

K - - - - ADD AUTOFIRE TO JOYSTICK PORT 1 OR 2 

R -- RESTART THE GAME 

Y -- PRINTER ON / OFF TOGGLE. 

Z"FILENAME" - COMPACT A SAVE GAME 

SEE MAIN MONITOR SECTION FOR REMAINING COMMANDS. 


I NITIAL PROGRAMMING. 

"Before using any of these commands, please reprogram your EXPERT by 
switching it to *PRG' and selecting option D for back-up on disk or E for 
back-up on tape from the program menu. See page 2 for programming guide. 

1 ) T HE SPRITE COLLISION KILLER. 

FREEZE GAME & TYPE* EB TO FIND A DISABLE THE SPRITE TO SPRITE COLLISIONS 
and TYPE: E TO FIND & DISABLE THE SPRITE TO BACKGROUND COLLISIONS 

The border will flash whilst a search for the sprite collision routines 
is made. If any are found -and please note, many games do not use them - the 
addresses are listed and the collision detection disabled. 

2) INFIN ITE LIVES. NB It will not work with all games. 

FREEZE"THE GAME WHEN YOU HAVE TWO LIVES LEFT. 

TYPE* 1 

Restart the game to check out whether the command has worked. 

3) J OYSTICK AUTOFIRE MODE. (Autofire mode doesn't work with all games.) 

FREEZE A GAME A TYPE* K 1 IF USING PORT 1 OF K 2 IF USING PORT 2. 

NOW SAVE OR RESTART THE GAME. 

A) JO YSTICK PORT SWAPPER. 

FREEZE A GAME & TYPE* J 

Now a search will be made for the routines which read the joystick port 
used, these will then be changed so that the other port will be read when the 
game is restarted. NB This feature will not work on all games. 

NOW SAVE OR RESTART"ThE GAME. 

TYPE* J AGAIN TO SWAP BACK TO THE ORIGINAL PORT. 

5 ) THE MONITOR PRINTER. 

FREEZE A CAME A TYPE* Y 

This will turn on the printer (CBM Serial type only) and then type the 
command eg D 1000 2000 will produce a printout of the disassembly of memory 
from 1000 to 2000 

TYPE Y again to turn off the printer. 

Any monitor command available which prints on the screen can be redirected to 
the printer with this command. 

RESTAR T FA ILUR E 

If a game CRASHES when you attempt to RESTART it, save it first using the Z 
command A then type* R (RETURN). Or if you've already saved it, just type*- 
Z M " (omit the filename - this will compact it without saving it) and then 
type* R when it has finished compacting. 


P1ENU OPTIONS F » C - THE SPRITE EXTRACTOR 1 EDITOR 


This version of the operating system enables you to freeze a program, 
display the sprites (If any), view the sprite animation, and save them on 
disk for later editing or customising. You can then insert them Into other 
games In place of the existing ones. Clany of the other monitor commands are 
available too, so you can restart or save or 'look' through the memory as 
well as view the sprites. 

But .hat are sprites ? Almost all games have moving objects - space 
s lps, missiles etc and changing their shape and moving them about on the 
screen would be a slow, tedious process if it was not for a special feature 
of the Commodore video chip. This feature allows objects (ie sprites) which 
“ ant t0 movm about b « Predefined in the computers memory, and then 
moved as a whole by simply instructing the video chip where to move them, tie 
can also have the video chip detect sprite to sprite collisions and sprite to 
character collisions for us. H 

Sprite animation is an illusion produced by defining several sprites 
each slightly changed. For example, to give the effect of rotating a space 
ship,many sprites would be defined in the memory, each based on a different 
view of the space ship as it would appear if rotated In steps. Displaying 
them in turn therefore gives the illusion of rotation - the faster the rate 
of displaying the sprites, the faster the rotation. 

enulrt Th !” , C \" *!* UPt ° 8 sprltes on th * screen at any one time, but there 

could actually be dozen, of sprite, defined in the memory ready to be 
displayed as the game progresses. There are 4 blocks of 16K where sprite, can 
be found - all are accessible with this utility, although not all blocks may 
actually be used in any one game. 

C OMMAND SUMMA RY 
Y Displays sprites. 

FI Scans fojward through the sprite memory - this has the effect of 
showing the stages in the animation of sprites. 

F2 AS FI but scans in reverse - back through the memory. 

B Change video bank, (press B return, on the 5th press you will be 
back to the first bank again) 

KL"SPRITE NAME" Loads a sprite from disk A inserts it in position 1. 

ii Turns sprites off A restores 5T0P key function - DISK VERSION ONLY 
KS SPRITE NAME Saves sprite No.1 (the leftmost one) 

♦nm Changes the sprite colours. 

n i sO to 7 to change the first colour of sprites 1 to 0. 
n is 8 to change the second colour of the last 4 sprites, 
n is 9 to change the third colour of the lest 4 sprites, 
m defines the colour - in the range 0 to F. 

— 1,st four 1" multicolour mode i h.ve three colour options. 

NB The sprites will be restored to their original colour when you restart tha 
game • 

R - RESTARTS 

Z"PR0GRAMNAME** - Compacts A saves the game to disk. 

THE FOLLOWING MONITOR COMMANDS ARE NOT AVAILABLE* A,D,B,Y,t 

NB If you use the M command, the STOP key will NOT halt the scrollino so 

tap RESTORE to do this. y 


















I NITIAL PROGRAMMING. 

Before using any of these commands, please reprogram your EXPERT by 
switching it to 'PRG' and selecting menu option F for back-up on disk or G 
for back-up on tape from the program menu. 

VIEW ING SPRITES. 

SWITCH OFF THE EXPERT & LOAD IN THE GAME OF YOUR CHOICE. 

FREEZE THE GAME WHEN THE SPRITES YOU WISH TO SAVE ARE ON THE SCREEN. 

TYPE t Y TO DISPLAY THE SPRITES. 

You will see up to B sprites on the screens the leftmost one is sprite 
No.1 from the video bank which was in use when you stopped the game. The 
first A (left to right) are in two colour HIRES mode and the remaining 4 are 
in multicolour mode. Sprites can be in one or more video banks, of which 
there are four, so FI together with the B command enables you to view all the 
sprites in a game. NB Not all sprite positions are used so some sprites will 
appear to be made up of random characters. 

SAVING_A SPRITE 

INSERT A DISK WITH ENOUGH SPACE ON IT INTO THE DRIVE OR A BLANK TAPE INTO THE 
DATASETTE. 

USE FI OR F7 TO HOVE THE SPRITE INTO POSITION 1 (ie the leftmost position on 
the screen). 

TYPE* KS"SPRITE NAME" 

DO NOT TOUCH THE KEYBOARD UNTIL THE CURSOR REAPPEARS. 

L OADING IN A SPRITE . 

PROGRAM THE EXPERT AS IN STEP 1 ABOVE. 

LOAD & RUN THE GAME WHOSE SPRITES YOU WISH TO REPLACE. 

FREEZE THE GAME WHEN THE SPRITE TO BE REPLACED APPEARS. 

TYPEi Y TO DISPLAY THE SPRITE. 

USE F1/F7 TO LOCATE THE SPRITE IN POSITION 1. 

INSERT YOUR SPRITE DISK OR TAPE 
TYPEi KL"SPRITENAME" 

You can omit the sprite name when loading from tape - JUST TYPE* L 
This will load in the sprite and insert it into position one. You can use 
sprites from another game, or ones that you have edited of designed from 
scratch using the SPRITE EDITOR. 

NOW RESTART OR SAVE THE GAME (R OR Z COMMANDS). 


THE SPRITE EDITOR. 


LOADING THE SPRITE EDITOR. - EXPERT NOT REQUIRED. 

Save the sprites you wish to edit on disk or tape using the sprite 
extractor described above. 

TYPE* N TO EXIT FROM THE EXPERT. 

TYPEi LOAD"SPRITE*",0 OR select H from the menu. 

TYPEi RUN 

The screen will show a box in which the sprite to be edited is loaded. 
You can of course design a sprite from scratch if you wish. 


SPECIAL EDITING COMMANDS . 

C OMMAND FUNCTION 

followed by the sprite name will load in the sprite, 
followed by the sprite name will save the sprite on disk, 
lists the directory. 

CURSOR KEYS move the editing cursor within the box. 


M 

I 

R 

L 

U 

D 


toggles between HIRES 4 MULTICOLOUR mode. 

inverse video. 

scroll right (wraps around) 

scroll left (wraps around) 

scroll up 

scroll down 


horizontal mirror image, 
vertical mirror image. 


SHIFTEO 1 
SHIFTED 2 
SHIFTED 3 
SHIFTED A 
SHIFTEO 5 


changes 

changes 

changes 

changes 

changes 


The current colours 
corner of the box - 
^ selects 

2 selects 

3 selects 

• inserts 


sprite colour 1 - hold down the keys to show them 
sprite colour 2 " " " 

sprite colour 3 " " »• 

the border/text colour, 
the background colour. 

are shown by 'indicators' below the bottom right 
an arrow shows which is in use at any instant, 
pixel colour 1 
pixel colour 2 

pixel colour 3 (only operates in multicolour mode) 
a pixel at current cursor position. 


EDITING A SPRITE 

Load in a sprite already saved - it will be shown in the box. Now move 
the editing cursor (a pixel sized 'window'). Press ♦ when you want to insert 
a new pixel, or space if you want to delete one. The pixel will appear in the 
one of the current colours; the arrow pointing at one of three 'indicators' 
below the bottom right corner of the box shows which colour is in use. 
SHIFTED 1, 2 or 3 will change each of the colours (hold down the shift & 
number key until your choice of colour is shown). Pressing 1,2 or 3 will move 
the arrow and select the actual pixel colour. NB These colours are for 
editing ONLY - when you insert a sprite into a game, the colours will be 
reset to those used in the game - this is unavoidable since the sprite 
colours are defined as the game progresses. NB In multicolour mode the 
resoloution is half that of HIRES mode. When you are satisfied with the 
alterations, press F3, enter the sprite name and the sprite will be saved. 















MENU OPT I ION H - THE HIRES CRABBER 4 PICTURE SAVER - ONLY FOR DISK USERS 


This EXPERT program enables you to save a hires picture on disk. You can 
then edit/customise it using Kaola Pad or similar utilities. Please note, it 
is NOT possible to put a hires picture back into a program. Reserve a disk 
only for pictures - preferably don't use a disk which has program files on 
it. 

COMMAND SUMMARY 


1) B ----- SAVES A HIRES PICTURE TO DISK. 

2) R -RESTART 


3) Z"F1LENAME" - COMPACT & SAVE. 

A) Most other monitor commands except A are available. 

INITIAL PROGRAMMING. 

Before using any of these commands, please reprogram your EXPERT by 
switching it to 'PRG' and selecting option H for back-up on disk only. 

CAPTURING A HIRES SCREEN. 

Switch off the EXPERT & load in the game from disk or tape. 

When the hires screen appears quickly switch on the EXPERT & tap RESTORE to 
freeze the picture. Often the loading screen of a game is in hires mode - the 
subsequent screens are most likely not. 

SAVING A HIRES SCREEN. 

Insert a blank formatted disk into the drive and typet- 
B"PICTURENAME" (RETURN) 

CONVER TING THE EXPER T PICT UR E FILE INTO OTHER FORMATS. 

Simply select the converter you want from the menu and follow the on-screen 
instructions. The purpose of these converters is to enable you to 

edit/customise a hires picture with one of the graphics utilities whose 
formats are listed. 

DI SPLAYING A HIRES PICTURE F RO M BASIC. 

First you must convert the picture file into KOALA format using the 
appropriate converter. For example, if it was an EXPERT file you would use 
option L. 

Next select option M and follow the on-screen instructions. The file 
produced by this utility can be loaded and run just like any BASIC program - 
so you could incorporate a hires picture into your own BASIC programs. 
For example, typing: LOAD"PICTURENAME",8 (RETURN) & then RUN will display the 
saved picture directly on the screen. 


MENU OPTIONS I 4 3 - THE 64K MACHINE CODE MONITOR 


The Monitor software, which is part of the EXPERT CARTRIDGE TAPE TO DISK 
SYSTEM is a very powerful tool with several unique features. The Monitor is 
completely invisible to the user and can be used over the whole of the 64K 
ram. It can be used to access both Basic 1 Kernal roms and the $0000 input 
output block registers and ram under the roms and under this block. 

Typical uses are: interrogating/inspecting a program, ( M and D 
commands), altering a program (M command), list any Basic parts of a program 
( B command), write a machine code program (A command), convert numbers from 
decimal to hex and vice versa (U 4 ? commands), search for addresses, data or 
text (H 4 K commands), compare blocks of memory (C command) etc etc. 

Whenever you tap the RESTORE key (or press the ESM button where 
necessary), the screen will clear and the EXPERT'S machine code monitor will 
be activated. It is from within this monitor that all the functions of the 
EXPERT are controlled. The screen will display the registers 4 will look 
typically like thisi- 

C PC SR AC XR YR SP LI QA NV-BDIZC 

/ 2677 C3 22 44 56 FB 37 05 CCSCCSCC 

The top line lists the various important registers and below are the 
actual values held in the registers at the instant the game was stopped. 

C - THIS TELLS YOU WHICH MENU OPTION WAS CHOSEN TO PROGRAM THE EXPERT 

PC » PROGRAM COUNTER SR • STATUS REGISTER 

AC • ACCUMULATOR XR - X REGISTER 

YR • Y REGISTER SP - STACK POINTER 

LI - LOCATION 0001 

QA « THIS IS THE CURRENT Q VALUE. 

NV-BDIZC THIS SHOWS THE STATUS OF THE FLAGS. S - SET, C » CLEARED 

You can change the contents of all the registers by directly overtyping 
the current value with a new one. You can change any of the flags by 
altering the SR value. 

INITIAL PROGRAMMING 

All of the commands below are accessible when your EXPERT is programmed 
with menu options I or J. With the menu options - B/C, D/E, F/G and H, some 
may be omitted or the functions changed for specialised uses. The initial 
start-up screen lists those available each time you program the EXPERT, and 
the ones that are changed are listed in each section. 

THE MONITOR COMMANDS 

Type the command followed one or more parameters. A 7 will appear if you 
omit a obligatory parameter or if a command is not implemented in the current 
operating system you happen to be using. Each command is followed by an 
example. Hexadecimal notation is used. 

COMMAND P ARAMETER( S )_ FUNCTION _ 

A 1000 LDX $00 ASSEMBLE 

Starts assembly at $1000. in this example the X register is loaded with 
the value in location $00. You will then be prompted for the next instruction 
address. Press RETURN to terminate the assembly. 

HE* When using the A command to write a short machine code program use 
the $C000 area where possible. This will avoid affecting any Basic programs 


m 


















in memory. Also, to execute the program, type U (return) to exit the monitor 
and then do a SYS to the start of the program. Eg A C000 LDA £$60 (return) 
and^ so on assembles at COOO. Then SYS 491S2 (COOO in decimal) to execute it. 
Don t use the G command unless you know what you are doing ° 

8 BASIC LIST 

This produces a listing of the BASIC part of any program similar to 
typing LIST in Basic. All anti-listing techniques are bypassed. 

C 1000 2000 3000 COMPARES 

Compares the block from $1000 to $2000 with the block at $3000 to $4000. 
The address of any location which differs is displayed. 

0 100 °* DISASSEMBLE S 

Disassembles one line of code starting from location $1000. If you omit 
the final . the disassembly will continue until you press the STOP key or 
pause it with the SPACE BAR. This command has been changed in that you can 
now directly alter the disassembled code by using the cursor keys to locate 
the characters to be overwritten. Instructions, addresses and data can be 
altered as necessary. Press return to enter the changes. 

0 1000 2000 DISASSEMBLES 

As above but disassembles between the two addresses specified. 

E 2000 2FFF 45 EXCLUSIVE OR 

This command EXCLUSIVELY ORs the memory between the start and end 
adresses given with the byte specified in this case. $45. 

F 1000 2000 XY F1LL5 

Fills memory from $1000 to $2000 _ with a value, where XY can be any 
number from $00 to $FF. 

G 1000 GOES TO 

Starts executing a program from location $1000 using the current register 
values. (Equivalent to SYS in Basic but with address in HEX) 

H 1000 2000 A9 00 FD HUNTS 

Hunts through the memory between $1000 & $2000 for the sequence of bytes 
- in this case A9 00 FO and displays the addresses if any, where they were 
found. • 


H 1000 2000 'HELLO 

Hunts between $1000 & $2000 for 
displays the addresses if found. 

H 1000 2000 "TEST" 

Hunts between $1000 & $2000 

TEST” (the ASCII sequence found with 
53 54 whereas the screen sequence giv< 


HUNTS 

text string "HELLO" (in ASCII) and 
HUNTS 

for the screen value of the text string 
the previous H command would be 54 45 

n by this command would be 14 05 13 14 


I 4000 50B7 CO INCREMENTS 

Increments the area from 4000 to 5087 by CO. 


K 4000 4FFF 0277 SEARCHE S 

Searches between the specified adresses for any references to the 
location $0277 including branches. 


K 4000 4FFF 0277 0350 S EARCHE S 

Searches between the specified adresses for any references to the memory 
block between $0277 and $0350. 

K 4000 4FFF 3000 3FFF 70000 SE ARCHE S 

Searches between the specified adresses for any references to the memory 
block between $3000 4 $3FFF and change them to point to the area from $7000 
onwards. 

L "PROGRAM NAME" LOADS 

Loads a program from device B (disk) to the address from where it was 


MM 


saved 


L "PROGRAM NAME" 2000 LOAD S (relocated - disk only) 

Loads a program from device 8 to memory commencing from location $2000. 

A 1000. MODIFIES 

Displays the contents of one line of memory (B consequetive locations) 
starting at address $1000, with the ASCII form on the right of the screen. 
You can alter the contents of any location with this command. Use the cursor 
keys to locate the byte you wish to overtype. Enter the new value and press 
return. The new value will appear in place of the old one unless you are 
trying to "poke" into a rom location, when the old value will reappear. If 
you omit the final . the listing will continue until you press the STOP key 
or pause it with the SPACE BAR. 

M 1000 2000 MOD IFIE S 

As above but displays all memory between the specified addresses. 

N NEW 

Fills the 64k ram with the current fill byte & Resets back to Basic. 

N XY new 

Fills the 64k ram with the byte XY (XY lies within the range 00 to FF) 

0 REGISTERS 

Redisplays the current registers. 

P SPECIAL NEW 

Fills the memory with occasional random bytes and RESETS back to Basic. 
p XY S PECI AL NEW 

Fills the memory with XY (XY can range from 00 to FF) plus occasional 
random bytes followed by a RESET back to Basic. 

0 WORK BLOCK 

This command will try to find a block of memory suitable for use as 
explained in section 5 paragraph 2. This command is executed automatically 
when you enter the EXPERT by tapping RESTORE. 

Q 02 WORK BLOCK 

This sets the Q value to 02 ie the block used starts at 0200 to 
approximately 02E1. 

R RESTARTS 

Restarts the program you halted by tapping the restore key. Can also be 
used after compacting and saving the program with the Z command. 

S "PROGRAM NAME" 1000 2000 3000 SAVES (disk only) 

Saves memory from $1000 to $1FFF to device 8 (disk) so that it loads 
back at $3000. 

S "PROGRAM NAME" 1000 2000 SAVES 

Saves memory from $1000 to $1FFFF inclusive to device 8 (disk). 

T 1000 2000 3000 TRANSFERS 

Transfers the contents of the memory between $1000 4 $2000 to $3000 4 

$4000. This is an impoved T command. It will transfer between blocks which 
overlap. eg T 2000 4000 3000 

U UNHE X 

Converts a number from HEX to decimal, (opposite of 7 command) 

V "PROGRAM NAME" VERIFIES (disk only) 

Verifies a program on disk with that in the ram and lists the addresses 
where there is a difference. 

V "PROGRAM NAME" 4000 VERIFIES (disk only) 

Verifies a program on disk with that in the ram at 4000 and lists the 
addresses where there is a difference. 

W WARM START 

Causes a warm start similar to pressing RUN/STOP RESTORE. 

X EXCHANGES 


M8t 



























'*• cuTn l tZp h !: ^ ;™“°* 19 -"«»■ »«• 

th ' normal CBD64 default memory map. '* *" B4k "" or FF “ hlch 19 

7 PR ° GRa " """ E " SPECIA L save 

Saves the program in a crunched or compacted form on disk or tape 
/ 1000 COOvert5 8 nuB, ber from decimal to HEX. P6 * 

fllf -r. th * A SE T RESTART ADDRESS 

# Alters the restart address, in this case to $1000. 

Reads the disk error channel. 

* .. PERFORMS DISK COMMAwn x 

. m’™ “!? l " >■* 

dim.,, th. ...... . 

DIRECTOR Y 

, bbt <»lf«etory to th, screen elthout corrupting memory. 

Th , . S EJS SCREEN_ C0L0URS 

from .i 0Ut y ° U t0 Ch,n9 * the 9ct9en COW*. The digits (in HEX 

from 0 to F) sets th. colours in the order, border background text. 

TU_m SETS 5EARCH COMMAND PARAMETERS. 

(K » is co-"">*nb sets the parameters used by the search and“hunt commands - 
( A H). For example, typing: • 1000 0000 (return) and then K* ?n It f \ * 

want”:: ‘Isirc^hl; 1000 T k 2 ° f (return >- “ 19 • -eful time siv.r If’y^ 
_rch the same block for particular bytes or sequences of bytes. 


m 


MENU OPTION N - EXPERT EXPRESS DISK TURBO A PRINTER DUMP 


Program the EXPERT with menu option N and follow the on-screen 
instructions. When you press RESET as instructed, the computer will go back 
to Basic. The function keys are used as follows:- FI - EXIT F3 - HARDCOPY OF 
SCREEN: F5 - DISK TURBO: F7 - INSTRUCTIONS. 

TO ACTIVATE THE DISK TURB O 

Tap RESTORE and press F5 to use the turboloader and then FI to go back 
to Basic. $ will display the directory and to load a file just type: 
LOAD"FILENAME (RETURN) 

TO PRI NT OUT THE SCREEN (CBM SERIAL PRINTERS ONLY) 

Press FI to go back to Basic if you've been using the disk turbo. Load 
the program so that the screen you wish to printout (hi or lo res) is 
displayed. Now tap RESTORE and press F3 to make a hardcopy. 


MENU OPTION P - DIRECT TO TAPE SAV E 

This operating system enables you to save any EXPERT operating system or 
file and any Basic program resident in the computer onto tape so that it will 
turbo-reload. 

Program the EXPERT with option P, type N to go back to Basic A then load 
BUT DO NOT RUN the program you wish to transfer to tape. For example if you 
wished to put EASIFREEZE on tape for a friend, then load it in like this:- 
L0AD* , EASIFREEZE",8 make sure you enter the name exactly as shown in the 
directory and do not use the menu to load it since this will Run it after it 
has loaded. 

Next, tap RESTORE and type: Y W EASIFREEZE" (RETURN) press play A record 
on tape as instructed. 

To reload the program from tape just press SHIFT A RUN/STOP 

If you find the tape does not load, your datasette may not be in 
alignment in which case you can still transfer the files to tape using the 
slow Basic command: SAUE ,, PR0CRAMNAME" (RETURN). 























CHE ft T 5 4 POKES 


Program the EXPERT with C OR X operating systems. 

ENTERING EXPERT CHEATS. 

The principle is usually to 'list* a line of the games machine code with 

most aUer the C ° de by overt yP ln 9 with the cheat data. In 

es 5 ins erted in place of whatever was there - this is 

interested as a NOP instruction. NOP stands for No Operation and has no 

or dlL' “ 5 ” “ ‘ S8f8 “ 8y ° f deletin 9 the original instruction 

th.. I hB 1 comnBna CBn *l*o »e used to fill one or .or. locations uith E» - 
this has the same effect as using D as above. Similarly, n can be used - just 
overtype the specified locations with EA and press return. J 

back-!r e uin eS nor UitB Ch8n ?! S t0 ^ b6f0re th * 98 " e 15 BBVBd or the 

back up will not run - these changes are detailed on the cheat sheet and 

there are also several on the UTILITY disk. (Available for £5.95) 

CONUERTING_B ASjC CHEATS INTO MACHT NF-rnnr mure 

Many cheats have been published in the Commodore magazines uhich are 
***" , in Basic using the POKE command. The actual 'pokes' are entered in 
TA statements. Following the example belou, you can easily enter these 
cheats using the EXPERT/'s machine code monitor, 
eg. A Basic cheat might look something like this.... 

POKE 12758,32 
POKE 57982,248 
POKE 23,200 

What happens is that the number after the comma is put into the memory 
Ire in" d^ HV* "“"h" preceadln 9 the c0 "»" a - Both groups of digit! 

th! EXPERT?! !? ! ‘° be COn ' ,erted int0 He " b ®fore being entered u!ing 

T s machine-code monitor. Fortunately. the EXPERT 1 * ? m m 

converts decimal into HE* (The U command does the revise) 

* i Un the 9tme ,nd the " it. Next, convert the groups of 

digits using the 7 command thus.., y M 

712758 should result in 3106 

? 57982 ! h 027E IeSUU ^ ” “ i9 "° re ,ny le>di " 9 Ieros * 

7248 . 48 

723 . 17 

7200 • C8 

f tyP<M " 31D6> Thls 9 lves • Hoe of 8 tut. digit HEX numbers. The 

b‘ r * Pre , Sen ‘* the data ln nem ory location 3106 which you have to 

027E .n^ h OVe “ Uh the Valoe * 20 ln thia casa - Nb“ type, n 

and ch *"® e tha f “*t pair of digits to 48 (return) Lastly, tyie, n 
0023. and change the first pair to C8 (RETURN). Don't forget to !?ess RETUfi! 
after altering each or it won't record the change. That's all thri ll to <t 
Now you can restart the game or to be on the safe side, 2 it first - th! 

' r k ulth 8119ames - Dbui ° usiy * • ^ ™ 

enteri^ thi c!e!t ’ y ° U 8,,e t0 l08d the 9 '"* ln ‘ « before 


zm 


For more complex cheat such as the one shown below, the principle is the 
same except that here you are 'poking* 10 different numbers (on line 50) into 
10 consecutive memory locations starting from 32768 inclusively* 


10 FOR J- 0 TO 10 10 * 0A 

20 REA0 N 

30 POKE 32768 ♦ 3,N 32768 . 8000 

40 NEXT 

50 0ATA 23,56,34,128,200,2,48,196,255,112 - 17,38,22,80,C8,02,30,C4,FF,70 

N ote - numbers from 0 to 15 should have a zero added to them to make them a 
two digit HEX number eg 10 - 0A NOT just A alone. 

Next type* H8000 800A this will list the 10 memory location commencing from 
8000. Now go along each pair in turn and overtype with the new value - 17 
into the first pair, 38 into the next pair and so on. Don't forget to press 
RETURN at the end of each line. Now you can save the game and then restart it 
to try out the cheat. 


THE EXPERT CHEAT SHEET. 

We are indebted to the EXPERT USER CLUB for allowing us to include 
some cheats from past issues of 'EXPERTISE' - their monthly newsletter. 

1) KRAKOUT - infinite lives. 

Turn off the EXPERT until the ESW light glows, then switch on. it will 
jump into the monitor when loaded. Now type*- D A064. (ret) and change it to 
read ,. A064 EA EA EA (ret) Now save it in the normal way. Keep the Expert 
Off when reloading. The Restart function will not work with this game - it 
keeps jumping back into the monitor. 

2) WUTANTS - infinite lives. 

Switch on the EXPERT when loaded and tap Restore, then type*- D 2439. 
(ret) and change the line to read* ,. 2439 EA EA EA (ret) Alter the restart 
address to $1000 (type: /1000 (ret)). Now save/restart as per usual. 

3) SANXION - infinite lives. 

” Turn on the EXPERT when ESW light glows. When loaded, press ESP! button 
and then type*- 0 373E. (ret) and change the line to read* ,. 373E EA EA EA 
(ret). Save/restart as per usual. 

4) SPIKY HAROLD - sprite collision disabled. 

Leave the EXPERT on, it will jump into monitor when loaded. Now 
type*- 0 9500. and change it to read ,. 9500 A9 00 EA (return). Now type*- C 
FCE2 (return) to reset the computer, switch off the EXPERT and enter SYS 
28672 (return) to restart the game. 

5) K0R0NIS RIFT - immortality. 

Stop the game and type*- F 0B3E 0840 EA (return) 

6 ) EI OOION - infinite energy 

Stop the game 4 type*- F 5CEE 5CEE AD (return) 

7 ) EL I DON - unlimited sets of wings. 

5top the game and type*- D 0B0F. and alter the line to read:- 
0B0F EA EA EA 0EC $ 0421 
B) B0UL0ER0ASH 3 - infinite lives. 

Stop the game 4 type*- 0 B76E and change the line to read* D 876E EA EA 
Alter the Restart address to 8067. (/8067) 

9 ) PSYCASTRIA - infinite lives. 

type* 0 4F52. and change the line to read* D 45F2 EA EA 
Restart address is 4000 

10) 1942 - infinite lives. 

Stop the game and type* D 16AE. now change the line to readt- 
0 16AE EA EA EA 0EC $6F 

It 





















HELP 


The EXPERT h ” PLEASE REA0 THIS " ** 
so if you are experiencing^llf! c !lties r tryinq b t^ ttIed ‘ te3ted extensiwely 
re-read this instruction hooL o ch ec k "that U ” y ° Ut EXPERT ’ 
correctly. Next read this section and if you ere still d0i " 9 ^"Tthing 

os - u, will be only too pleased to hel£ if " can! 9 C ° nt,Ct 

') i-.HSIi_E.Sg. ENHANC ER disk DRT 1 /F ikthc 

ExpcR T °««; E y R n d l t , k bB 1 : b i%j“ fl ;;; c^ie^^Boo 0 ?- 0 "^:^!: t driwe * on the 

there are two points to remember.- hi h has the sai "* function but 

w This version of "BOOT" mh<;t 

To copy ItiPJZZ,' r“ - — 

LOAD-BOOT ".0 (return) Now'insert^ou^ £ack-up^ ^isl * ASTER d J #k * type *- 

r ur oacK up disk & type*- SAVE"BOOT",0 

2 ) Ojl!L_ DRlVE 1*115ALIGfttWFwT 

If the computer hangs-up durino tho 
possible that your disk-drive is sliqhtlv P 9ramn,in 9 procedure, it is 

disk-drive error light flashes duriL ° f ali9nme ^. If the red 

certainly the case. To get around till tMs is almost 

disk using (preferably), a slow disk cooler 6 UP of ‘he EXPERT PIASTER 
by Commodore with the drive. Program such as the one supplied 

3 ) EiM I_OISKS t FORMA rTTwr. 

......... 

format failure glue similar symtomsi the d< l 1Sk * " * 9 ' bad ' 3actots ( 
sawing a program, the driwe error light mav ,t * "* y kaep on ®Pinning after 

symtoms too. Try using the BASIC command - OP^Is'bII’s.Sn’Sis'knA^IiO " 1 ‘h* 5 " 

A) PR OGRAM LULL NOT RUN. 

will load ^ormallyT^tf^this ^.opens' 1 * S COnnacted although they 

-dy to save thl program “V Green” Beret!* ° ff ^ dtiUe U " tE1 ^ a rl 

5) EXPERT ACT IVATED UNEXPrrrrm v 

By leasing Cartrid 9e unexpectedly. 

RESTORE key to stop the program, this cr D b? JUSE Pri ° r tP p ' e 3sing the 
£9 Spiky Harold i Iridis Alpha. P Can bB ““er' 0 "® 1" most cases. 

6 ) PROGRAM WILL NOT I flAn 

connected ewen'Ihoug"!^.^^!^^^^'^"!^The 160 ""? the EXPERT is 

that the memory has been altered from whit ft faCt Simpl T detecting 
computer just been powered up. U “ ould ha “e been had the 

Type p (return) instead of N return If thi. k 
the machine in a slightly different way Also tJ u ThU “ Ul res ®t 

perform a 'warm 1 start, and finally as^ I I (return) - this will 

Basie with N (return), switch off the EXPERT Ind re9 ° rt ' after going back to 

me tXPERT and press the RESET button. 


m 


’»“»Vh 7 ?S....... ■-» 

a a uith the EXPERT programmed 4 swi assoc i a ted circuitry 

r;:::*r. , ur4. , :?r E 

rsB’s.^’SSJK. » 

dl«played on the top line. . EXPERT is indicated. 

IhU tl.t is passed, then a fault „ computer can make it impossible to 

faulty EXPERT software. cartridge ° P poue r up eue n with the EXPERT 

program the EXPERT. If a >>l a ck.cr..h^.».iP p unit . (Commodore power 

ssrs. 2.JS. =ssjri“s •- u ..... ■ — »• 

cartridge can make them fall unpredictably). 

8) 5A\/E_r»ILURLt. yepROGRAMNAME" and waited until the program has been 

If. hawing typed I PROGRAMNA U ght is flashing, and that 

sawed on disk, you diacower that the dri 9 So aie common causes 

program has not actually been sawed incorrect type of 

of this ere*- insufficient d s *P® C ®» forn , a tted in 64 mode on the 128. The 4 

format - 1870/1571 «iw.a .hould b.^for.att.^ # ^ ^ . d()rBS9 th . 

digit number which comes up a using the S command as follows. 

E'.xS^ dlsk i9 .ccounts for 

most save failures. 

9) rRfl NSFFRR1NG WULTT p AR T PROCR ^ g ^_ multipart games (this applies 

t0 he -PERT UTILITT disk you can 

transfer many multipart games to disk. 

10) IMF EXPERT UTILITY glS* n , ra „. eter » for specified games, there are also 
As well as many multipart p minor alterations before 

.cm. pokes for heawily f “InfiTit. llwes A the like and 

sawing. U.'ue also included ower 50 c conpactor which can drastically 

r:. i ; h : :s ^^fir-: - bloeks to 

1*3 . more files per disk 1 faster reloading. 

11) A wnif FOR 1561 DR 1 VE_USERS with this driwe. 

ThTTxPERT softwTre is a “ ailabla ‘*",„t loader supplied with 

«. al.o prowide instructions on how to modify 

the drive for use with long EXPERT files.