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Flip your phone request

Notes on the apple II (batch 1) files 

On this page you will find my humble first batch/collection of Apple II disks archived. Available in IMG, 2MG and DO file type. 

  • 2MG and DO files work with BMOW FloppyEMU
  • 2MG and DO will work with Apple II Windows emulator
  • DO will work with Apple II MacOS emulator 
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My apple collection
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Check out my Apple collection over at RetroMels.com

Explainer video's Emulators

MACOS Virtual []
Windows Applewin 
Floppyemu BMOW 

Apple usergroup Amsterdam 

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Apple II usergroup of Amsterdam disk 6 

Click here to download IMG file 

​Click here to download 2MG file
Click here to download do file 
​
Apple II usergroup of Amsterdam disk 6 extra

Click here to download IMG file 

​Click here to download 2MG file
​Click here to download do file
​
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Disk 6 translated articles:

Editorial 
The Diskschrift Celebrates, our magazine is now (almost) a year old and, moreover, it's nearly Queen's Day (as you might have heard when you started the first disk). Enough reason to celebrate and offer 2 disks for the price of 1. And not just any two disks! Lisp, written by Gosse Por, can be found on the back of disk 6; a complete language for ridiculously little money! But there's even more!

Every Speedloader user has been waiting for the utility written by Peter Blokland from the Diskschrift editorial team: the Speedloader Recovery Set. It retrieves all Speedloader files back to DOS 3.3. Given his skills in machine language, we asked him to write an assembly course. The first part of that course is also on this disk.

For AppleWorks users who encountered problems with their printer, we have a program that might help them. As you may know, AppleWorks, although beautiful, is far from perfect. Hopefully, we can be of service to you with this. You will find the utility under ProDOS on the back of Diskschrift 6 Extra. See the instructions for further loading details.

Furthermore, a new section by an early hacker: The Redhead. This gentleman has already made a name for himself in the Dutch Apple community and knows many fun tricks. We reluctantly asked him because he is not very friendly. But then, few people have as much knowledge as he does. Hence, he has become a regular contributor to The Diskschrift.

Perhaps this issue, with all its software and articles, is a good reason to subscribe. For 70 guilders, you get 6 issues delivered, which will include more stunts like this one (and even bigger!). Moreover, you enable us to continue with The Diskschrift. It would be a shame if it had to disappear just because it was only copied. We don't mind if you copy The Diskschrift and let it sit in the box. But if you find it useful, use our articles or programs, please be fair and buy the next issue or subscribe. It's not expensive, and you won't have to type in any programs!

LOCAL APPLE USERS GROUP
In Amsterdam, a local Apple Users Group has been established under the HCC flag. The group meets every two weeks at:
Het Kraaienest Polderweg 94 Amsterdam
Everyone is welcome, and the activities are diverse! Planned are courses in DOS, graphics, hacking, and anything else that interests you. For more information, you can contact:
Kees Huyser
Tugelaweg 79
Amsterdam
Tel. 020-923552

The Apple ][ series is still very much alive. Despite gloomy reports from the United States where software production for the Apple ][ line is really drying up. We will continue for several more years! And we are not standing still, as preparations for our MacDisk are already underway. The Apple Users Group Amsterdam is already working on this magazine on a 3.5-inch disk for the Macintosh. More news on this in a few months.
New ROMs for the Apple //e
The Diskschrift continues to focus on the 'old faithful' ][ line. There's still plenty to talk about!! For example, Apple will soon be supplying the ROMs from the Apple //c for the Apple //e. Notably, some improvements have been made in Applesoft that can be very handy, such as lowercase commands and the like. The price is still unknown. It will probably be expensive. For further hardware news, you can read the file "HARDWARE NEWS."
Hardware news
Hardware News by: Paul Molenaar

RAMWORKS
New products for the Apple continue to emerge, both in the regular market and the 'grey market.' Compudress currently offers a set of RAMWORKS 80-column and memory cards that can expand the memory of the Apple //e to over 1 Megabyte. A special pre-boot disk for AppleWorks expands this program's desktop from the standard 55k to 800k. Personally, I think the 128k version of RAMWORKS is a good choice. This gives you a 101k desktop, large enough for most applications. 800k is nice, but its contents only fit on a hard disk. If you're looking to buy a memory expansion for the //e, I would definitely consider a RAMWORKS. The price of the 128k version is 1320 guilders, including VAT.

CLOCK CARD
Data-Processing Systems is currently advertising their own Clock Card, which is also ProDOS compatible. With a price of 245 guilders, it is a reasonable alternative to the expensive Thunderclock (also known as ProClock). I haven't been able to test the card's actual performance yet.

ACCELERATOR ][
In the 'grey market,' the Accelerator is currently available as a kit. This card gives your Apple ][(+) a speed that is 3.5 times faster than the original. This is particularly suitable for programs with many calculations. The Accelerator has the ability to disable slots for the faster processor, so your timing-critical equipment like the disk drive and printer can continue to operate undisturbed. The material costs, including the kit, for the Accelerator ][ are about 500 guilders (compared to 1600 guilders for the original). According to our sources, an Apple //e version is in the works.

MODEM
At the moment, a hobby club in Amsterdam is working on designing a low-budget multi-baud modem. The modem should support 300, 600, 1200/75, 75/1200, and 1200 baud. The price is expected to be well below that of the well-known WS-2000.
​
REPAIR PRICES
Due to a 'mistake' by the Apple Dealer Service Network, we have had access to Apple's repair rates via modem. They are such that we advise you, if your machine's warranty has expired, to take the device to a private company and request a cost estimate there. Just disassembling an Apple 2 or a disk drive costs 204.60 guilders excluding VAT. And that's before any actual work is done! A simple repair to the keyboard costs at least 217.62 guilders, excluding VAT. For that price, you could get an excellent keyboard with function keys! Apple hardly does any repairs themselves. Instead, no matter how small the defect, they immediately replace a complete component. And that is expensive.
Copy [] plus reference 
You will find the manual for Copy ][ plus 4.1-3 on the back of Diskschrift 6 Extra. This disk cannot be booted because there is also a ProDOS program written on it.

You can read the text files by starting the front side of Diskschrift 6 and choosing the STOP option when the reading menu appears. Then, swap the disk for the back side of 6 Extra and type:

CALL 2051

The text reading menu will then reappear. If that doesn't work, type:

BRUN MENU
​
and the text reading menu on 6 Extra will start.
lisp. intro
A-LISP.1 by G.J.A. Por.

On the back of this DISKSCHRIFT issue, you will find a complete LISP interpreter and most of the accompanying manual. The missing Chapter 3 will be included in Diskschrift 7, which will also cover applications for LISP. In this piece of text, I will describe what you need to do to use the interpreter. But first, a bit about the LISP language itself.

LISP stands for LISt Processing. LISP is a language that, along with FORTRAN, originated in the 1950s. While FORTRAN and its ALGOL-like successors were specifically intended for computational algorithms, LISP is designed for symbolic manipulation. Symbolic manipulation encompasses a range of topics from symbolic formula manipulation (analytical differentiation, integration, and reduction of mathematical formulas) to natural language manipulation (Dutch-language interfaces for databases, translations), expert systems (self-deducing relational databases), and robot control and planning.

These are all particularly interesting matters that are currently gaining considerable attention. This led me to take a closer look at the LISP language. That was the birth of A-LISP. In this issue, the lofty applications of LISP mentioned above will not be addressed; that must wait until the next issue of DISKSCHRIFT.

This issue contains from the A-LISP.1 manual Chapter I (What is LISP, a simple short introduction to the LISP language), Chapter II (Detailed description of all functions implemented in A-LISP.1, divided into six sub-chapters), and three appendices. The manual is found in the files:
  • TXT.LISP.1
  • TXT.LISP.2
  • TXT.LISP.3
  • TXT.LISP.4
  • TXT.LISP.5

and is written using the APPLE WRITER II word processor. It also contains directives for this word processor. It is recommended to print the manual using this word processor, as reading a manual without being able to immediately try what it offers can quickly become tedious. After printing the manual, you can delete the aforementioned files (from a copy of the entire back side, of course).

The manual refers to the A-LISP.1 floppy disk. If you remove the manual from the copy, the following files remain:
  • STARTUP
  • A-LISP.1.1 (this version requires no special cards)
  • A-LISP.1.2 (this version requires a 16k RAM card)
  • A-LISP.1.3 (this version requires an 80-column and 16k RAM card)

Remove the versions you do not need (if you have an 80-column card and a 16k RAM card, keep the K80R version). Deletion is necessary to free up disk space. The LISP side is now almost full.

Once again, this issue does not yet include LISP example programs; that will come in the next issue. I wish you much enjoyment in discovering A-LISP.1.

With kind regards, G.J.A. Por
Amsterdam,
020-448149
​March 1985.
P.S. Reactions are very welcome. Please send them to the DISKSCHRIFT editorial office, which will forward them to me.
archon
By:  Anne Westfall, Jon Freeman, Paul Reiche III
Manual by: Hans van Dam

Introduction:
There is a playing field. There are places with different powers, squares to move to, and an opponent to defeat. But the squares keep changing. And at the moment you decide to attack a certain place, the playing field explodes into a battlefield. Your army includes Phoenixes, Golems, and Wizards. They use all their peculiar powers when facing Banshees, Goblins, and Sorcerers. They cast curses and projectiles. They punch, kick, and spit fire, move each other, take on the forms of the opponent, and shout at each other. If you are fast, smart, and skillful, you have a chance to win. If not, find another game!!

Necessary hardware:
Apple 48Kb
1 disk drive
1 or two joysticks (for 1 or 2 players without using the keyboard)

Keys used:
<Esc> for pause
Ctrl-R for end game and return to game options

Movement via the keyboard:
Movement is controlled from the keyboard with 9 keys. A tenth key is used to select the piece to be moved. The computer presents you with a standard set of keys. If you move the joystick icon to the key option, you automatically enter a selection menu.

THE GAME
Archon represents the eternal struggle between Light and Dark, good and evil. The Light and Dark sides are equally strong, and it is up to the player to fight it out to determine who wins.

ICONS
The various fantastic creatures at your disposal are represented by specific images, icons, of Knights, Goblins, Manticores, and the like. There are 18 icons, 8 different on each side. None of yours are identical to those of the opponent.

THE TWO SCREENS

Archon is played on two screens. On one - the strategy field - you and your opponent take turns moving the chosen icon. If you place an icon on a square already occupied by an opponent, the screen temporarily switches to the battle arena.

HOSTILITIES
In old-fashioned and, admittedly, somewhat old-fashioned board games (chess, backgammon, and the like), the defender quietly leaves the board, and the attacker wins the 'battle' - and the square - without any struggle. In Archon, we do not allow such meekness; defeatism is not permitted. If you want the square, you will have to fight for it! If you try to occupy a square already held by the enemy, the contested square blows up to cover the entire screen. And then it's "let's get ready to rumble."

THE LIGHT CYCLE
The strategy screen of Archon changes. While some squares are always white or black, other light-sensitive squares vary in a simple pattern: black - dark - barely dark - barely light - light - white .... and vice versa. This continues throughout the game. Your fortune in the game is closely tied to the cycle. White icons are harder to defeat in lighter fields and vice versa, black icons are harder to defeat in darker fields and weakest in light fields.

POWER POINTS
The five power points are marked on the field with flashing red symbols. Icons on power points heal faster than normal and are protected from the influence of curses. If your icons occupy all five power points, you win the game.

MOVEMENT
When the open rectangle is on your side, it's your turn. Use the joystick to move the rectangle to an icon. Once you press the joystick button, you MUST move that icon somewhere. (if an icon cannot move anywhere, the computer prevents the choice of that icon). After moving the icon with the joystick to the target area, press the button to place it there.
Movements come in three flavors:
  • GROUND
  • FLY
  • TELEPORT
Icons with ground movement cannot pass through enemy territory, flyers are only limited by the landing area and can (unlike grounders) also fly diagonally. Only the wizard and the sorcerer can perform a teleport, either over themselves or over an icon of their own side. In practice, it is the same as flying, with the difference that the step is unlimited.
To go back with a ground movement, you must follow exactly the same steps back, as the computer otherwise suspects that you are trying to take more steps than allowed.

THE BATTLE
Every action in the battle arena is immediate and simultaneous; the fighting is not turn-based. The joystick indicates the direction of the icon. Pressing the button starts an attack (a sword strike, a shot of an arrow, or the throwing of a fireball) in the direction of the joystick position. You can attack in eight directions: left, right, up, down, and the four diagonals. Important: your icon cannot move while the button is pressed.
The battle has three general types. Knights and Goblins are sword and club fighters and must be close to the opponent to inflict damage. The Banshee and the Phoenix are harmful in a circular area around them. The longer the opponent is in this area, the more damage is done. All other icons must throw projectiles and can thus cause damage from a greater distance.

THE ATTACK TIME
Despite the fast and furious battle, you cannot press the button at will to fire continuously. It takes a moment for a sword to be raised, a bit longer for a fireball to be ready to throw, and over two seconds are needed to pick up a rock and lift it high enough to throw it. Pressing the button before preparations are complete only results in hindering movements. When you can attack again, the computer will sound a signal; high for the light side, low for the dark side.

OBSTACLES
The obstacles in the battle arena have their own light cycle. Beware: they can be as treacherous as an enemy! Normally an obstacle is solid and cannot be crossed. But the light cycle changes the obstacles. They can become lighter and even disappear completely! When they become lighter, you can walk and shoot through them. However, the speed of the projectiles and your movements slow down when passing through an obstacle.

LIFE, DEATH, AND INJURIES
The 'life lines' on either side of the arena indicate the health and strength of both players. If an icon is wounded, a piece of the life line is removed, proportional to the severity of the injury. If nothing is left, it means the icon is 'no longer with us' and the game is over. A seriously injured icon is easier to destroy in the next battle. Even the strongest icon can be easily defeated by continually sending new opponents against it. On the strategy screen, the wounded icons slowly heal over time, faster on a power point and fully healed by a 'Heal spell.'

MAGIC
Magic is undoubtedly the most striking strategic element in Archon. Only two mages - the 'Wizard' and the 'Sorcerer' - can cast spells, and each spell can only be cast once. The spells are very powerful, but with an important drawback: each spell weakens the mage who casts it. A spell can be cast instead of a regular movement on the strategy screen. Move the frame to your mage and press the button. The usual message appears, but then you must press the button again. The new message is: "SELECT YOUR SPELL." Move the joystick up and down to see which spells are available and press the button over the one you want to cast. Move the frame to the icon over which you want to cast the spell. Below are the spells with their explanations:

TELEPORT
Effect: can move an icon from any position to another, arbitrary position, regardless of the distance.
Limitations: You cannot move an enemy icon, nor move to an already occupied position or teleport on or off a power point. Trapped icons cannot be moved by this spell either.

HEAL
Effect: instantly heals an icon, regardless of the wounds it has suffered.
Limitations: You cannot heal an icon on a power point.

SHIFT TIME
Effect: Two effects are possible. In most cases, this spell reverses the flow of time. That is, the light cycle of the delta fields. Places that were slowly getting darker now become lighter. If the spell is cast when the cycle is at its peak, 'Shift Time' causes the cycle to abruptly shift to the opposite extreme (from black to white or vice versa).
Limitations: none.

EXCHANGE
Effect: swaps the location of two icons on the playing field.
Limitations: does not work on a trapped icon or an icon on a power point.

SUMMON ELEMENTAL
Effect: allows you to attack any enemy with a new, temporary icon. This icon can embody the four elements: Earth, Air, Fire, and Water. The battle is the same, but the elemental disappears after the battle, regardless of whether it has won or lost.
Limitations: You cannot attack an icon on a power point and cannot move the elemental to an empty square or to a square occupied by your icon. You also cannot choose which icon you get.

REVIVE
Effect: spell with Jesus-aspirations; restores a previously killed icon.
Limitations: You cannot resurrect an icon that is not completely dead. One of the five squares around your mage must be empty, and the resurrected icon must be placed in one of those five squares.

IMPRISON
Effect: traps an enemy icon in its square. The icon can still fight but cannot leave its square. Important: a trapped mage cannot cast spells! Imprisonment is temporary. A dark-side icon remains trapped until the delta fields become black, and a light-side icon remains trapped until the delta fields become white.
Limitations: you cannot trap an icon on a power point. You also cannot trap an icon when the light cycle would immediately free it.

CEASE CONJURING
Is not a spell but a way to undo the casting of a spell if you made a wrong decision. It allows you to move icons normally again.
hackers corner
New Column in Het Diskschrift: Hacker's Corner
We are expanding our (diskette) section! Due to the lack of content for real 'hackers' in other Apple magazines, I've decided to start our own 'Hacker's Corner'. Each article will be a standalone piece with various tips. The information ranges from changing hi-res startup pages to 'borrowing' good routines from well-known software. While I try to keep it simple, some prior knowledge is assumed, such as familiarity with a disk editor.
Suggestions, questions, and feedback are always welcome! Let me know if I'm on the right track and don't hesitate to contact the editorial team.

Hi-res Tips and Tricks (or how to become a famous pirate in one lesson)
You surely know them, those fancy startup screens where pirates proudly sign their 'work'. Known cracking names like Mr. Krac-Man, The 1200-Club, and others are well-recognized thanks to their elaborately crafted (and recently animated) startup images in cracked software. Creating a hi-res image is possible using software like Fontrix, but how do you embed these images onto the disk, especially when the image isn't saved as a typical .PIC file?
I've become proficient at modifying software that comes my way, inserting messages like "Distributed by...". It often takes some detective work and a trick or two to get the desired image to display. I'll use Mychess ][ as an example since it's widely available.
Step-by-Step Guide:
  1. Initial Reset:
    • When the hi-res page is displayed, press <reset>.
    • If the drive starts booting, replace the disk with one containing DOS 3.3. The hi-res page usually stays in memory.
    • If the screen changes to a pattern after reset, it means a clear routine has wiped the memory. Using a modified F8-ROM or an interrupt card can help avoid this.
  2. Displaying the Hi-Res Page:
    • With Mychess ][, replace the disk with DOS 3.3 after reset, wait for the Applesoft cursor, then press <reset> again.
    • Enter the monitor with CALL -151, and display the hi-res page using:objectivec
      Code kopiëren
      CALL -151 C057 C050
    • If the image is on hi-res page 2, use C055 to view it.
  3. Finding the Image Data:
    • The image data for page 1 is between $2000 and $4000. Use [2000L] to list the memory content.
    • Find a unique byte sequence that can be used to search for the image on the disk using Watson (The Inspector).
  4. Using Watson to Locate the Image:
    • Enter the byte sequence into Watson's buffer and search the disk:csharp
      Code kopiëren
      [E0 6 AE D5 67 FD AB 00]
    • Watson will find the sector containing the image data.
  5. Reading the Image into Memory:
    • Read the data sector by sector into memory. Adjust Watson's buffer and sector settings accordingly.
  6. Editing the Image:
    • Once the image is in memory, use a graphic editor like Fontrix to add your messages.
  7. Writing the Image Back to Disk:
    • Follow the reverse procedure to write the modified image back to the disk. Use Watson's write function to replace the original data.
Handling Compressed Images:
  • If the image isn't directly findable, it may be compressed using a scruncher. You'll need to identify and modify the unscruncher routine and data. This requires a good knowledge of machine language.
Good luck and enjoy hacking!

The Redhead
manual sl recovery set
Speedloader and Speedloader Recovery Set (SRS)
Hundreds of Apple users have purchased the Speedloader by Wim Schouten and Cornelis Bongers. This quick-load utility is affordable and of excellent quality, reading files into memory at the maximum possible speed.
The Speedloader is disk-compatible with DOS 3.3, meaning a disk created with Speedloader can still be used under DOS 3.3. However, the Speedloader catalog differs from that of DOS 3.3, making it difficult to retrieve files back to DOS 3.3. This often required tedious manual work.
Peter Blokland has written the Speedloader Recovery Set (SRS). This utility automatically retrieves files (up to approximately 142 sectors) back to DOS 3.3. The program is very user-friendly.

Using SRS:
  1. Initial Prompt:
    • Upon loading the file, the screen shows: RECOVER STOPPEN
    • Use the arrow keys to move the inverse bar over the options and press return to select.
  2. Drive Selection:
    • If you choose "RECOVER," SRS asks if you have 1 or 2 drives. Use the bar and return to select the appropriate answer.
    • For 2 drives, the Speedloader disk should be in drive 2 and the destination disk in drive 1.
    • For 1 drive, SRS asks for the Speedloader disk to be inserted in drive 1.
  3. File Selection:
    • SRS reads the Speedloader disk menu and displays it. Use the arrow keys to navigate the files and press <return> to select which file(s) to transfer.
    • You can select multiple files, and SRS will transfer all selected files automatically. To deselect a file, press <return> again.
    • Type <S> to start the recovery process. Press <escape> to return to the main menu.

Filenames:
  • Speedloader files may have special codes that affect the loading process. These characters are not allowed in DOS filenames. Normally, the file name is retained when transferred to DOS 3.3, but illegal characters are replaced with '@', which is allowed in DOS filenames.
​
Errors:
  • Errors during reading and writing are reported as "DRIVE FOUT" (drive error), stopping the copying process. Detailed error messages were omitted to keep SRS small (1.5 Kb), allowing larger files to be transferred. If a file exceeds the allowable size, SRS will also display an error. In practice, 90 percent of Speedloader files can be transferred back to DOS 3.3.

The Speedloader Recovery Set (SRS) makes it much easier and more efficient to retrieve and transfer files from Speedloader disks back to DOS 3.3, eliminating the need for cumbersome manual processes and ensuring compatibility and ease of use.
​review copy [] plus 5.1
Fresh Off the Press:
Copy ][ plus 5.1: The Best and Most Versatile Copy Utility for the Apple
We just finished featuring the manual for the Copy ][ plus 4 series in Het Diskschrift, and now the editorial team has gotten its hands on the latest version, 5.1. We are very impressed with the capabilities of this copier. It has all the features that both beginner and advanced Apple users might need. It includes a first-class bit copier with its own programming language (better than that of Locksmith 5.0), excellent file utilities, a reasonably fast normal copier (though not as fast as Locksmith 5.0's Fastcopy), a catalog sorter, and one of the best disk editors available. The contributor to our Hacker’s Corner has already decided to make this his go-to sector editor, stating, "This editor combines all the advantages of Watson, The CIA, and The Diskfixer. An absolute hit."
The main menu of Copy 5.1 has undergone only a few minor changes; the catalog sorting option has been added, and the BITCOPY option has been moved out of the direct menu (it appears only when you select COPY). The major and subtle improvements lie in the startup and routines. The disk is now unprotected (unlike the 4 series), and the program checks if drive 2 is present (this routine will be detailed soon in Het Diskschrift), saving you from having to input it manually.
Bit Copier Improvements:
The most significant improvement is the bit copier. Like Locksmith 5.0, it can automatically copy protected programs using a data file. You specify which program you want to copy, and Copy 5.1 checks if it is in the text file. This takes a moment, but the result is worth it; you can watch the program effortlessly copy your disk without needing to adjust parameters. For those who enjoy tinkering with parameters, that option is still available. You can experiment with parameters and add to the data files. The bit copier also features a SECTOR-COPY mode for quickly copying lightly protected programs with a DOS 3.3-like disk layout.
Sector Editor:
The sector editor is outstanding! It allows you to modify sectors, track files on the disk, change the encode method (6&2 or 5&3), disable checksums, fill in headers yourself, and more. The only drawback is that you can't link the program to the nibble editor, meaning you can't just inspect the disk and then experiment with headers. You need to reload either the nibble copier or the sector editor each time, which isn't very fast, despite their use of their own DOS 3.3 method. We are looking forward to a version that runs under the Speedloader...
We highly recommend Copy ][ plus 5.1 to anyone considering purchasing a sector utility and a copier.
Course machine language 
Machine Language for Beginners I
Introduction
As a BASIC programmer, you can delve deeply into a computer’s capabilities, creating programs for calculations, chess, reversi, other games, bookkeeping, word processing, and databases. BASIC programs work accurately and often much faster than we do manually, but everyone knows the two major drawbacks of BASIC: the sometimes irritatingly long wait times (sorting, searching procedures) and the inability to program certain applications (music, disk operations, moving high-resolution images, etc.).

Nevertheless, fast searchers, high-resolution movers, copy programs, and intelligent chess programs exist because another programming language, machine language, overcomes the slowness and limitations of BASIC. By learning this language and designing our programs in it, we not only deepen our understanding of the computer but also meet our need for faster and less limited computing applications.

This course is intended for beginner machine language programmers, focusing on the 6502 microprocessor found in our Apple computers. Readers are expected to be familiar with the Apple and the BASIC language and to have some programming experience. In the following chapters, sometimes illustrated with example programs, I hope to guide the reader to the point where they can navigate the world of machine language with the help of further literature.

Chapter 1
Machine language is a programming language at the microprocessor level. It is an elementary and user-unfriendly low-level language directly understood by the processor. Higher-level programming languages like BASIC and Pascal were developed to make computers more user-friendly. Calculating the square root of 10 or saving a program to disk are simple tasks in BASIC.

The computer understands our language only thanks to a translation program (the interpreter) that first converts BASIC into machine language. This interpreter also handles many tasks behind the scenes, such as managing variables and strings, calculations, error detection, and disk activity. Machine language programs do not need to be translated first, thus running on average 300 to 400 times faster (except for disk activity). A job that used to take your computer five minutes can be done in one second in machine language. The program ‘EXAMPLE 1’ on this disk demonstrates this speed difference.

However, the law of conservation of misery points out the drawbacks. When programming in machine language, we miss the interpreter’s tasks; we usually manage variables and text ourselves, perform our own simple calculations, and use, if necessary, some of the wealth of software present in every Apple. This makes programming in machine language harder, more error-prone, and time-consuming than programming in BASIC.

To conclude this chapter, a general remark: every programming language consists solely of its precisely defined instructions. The trick of stringing these instructions together to create a functioning program (the actual programming work) is fundamentally independent of the language used but, in my opinion, is better learned in BASIC because it lends itself better to it. For those who have learned to program in BASIC, machine language will not pose too great a problem.

Chapter 2
Data, Addresses, and Their Notations
The smallest unit of information (in this context, at least) is a bit, which has two values or states: 0 and 1. A group of 4 bits is called a nibble, which can have 16 different values. Two nibbles (8 bits) form a byte, which thus has 256 different values. The following three notations are most common for naming these values or data:
  1. The Decimal (Base-10) System
  • This is our everyday counting system using 10 digits: 0-9. Values range from 0 to 255.
  1. The Binary (Base-2) System
  • In this counting system, we note the state of each bit. We use only 2 digits, 0 and 1, and we write data as an 8-character number. Values range from 00000000 to 11111111. Bits are numbered from 0 to 7; bit 0 (the least significant bit) is the rightmost, bit 7 (the most significant bit) is the leftmost.
  1. The Hexadecimal (Base-16) System, or HEX
  • In this system, we use 16 digits: 0-9 and A-F, and we write data as a 2-character number. Values range from 00 to FF. 

If you are unfamiliar with these notations, run the program ‘EXAMPLE 2’. Study its logical structure and discover that FC, 252, and 11111100 are equivalent, that HEX B8-8E=2A, and that binary 010101+101001=11110. Take your time; a good understanding of these notations will benefit you greatly later on.
Two bytes are often referred to as a 16-bit address. Our Apple works with 16-bit addresses, and depending on the state of each of the 16 bits, there are 65536 different addresses, with 1 byte at each address. The following three notations are used to name these addresses:
  1. The Decimal System
    • Addresses range from 0 to 65535.
  2. The Complement Notation
    • This is a negative number calculated from the decimal address by subtracting it from 65536. For example, 64600 and -936 are complements.
  3. The Hexadecimal Notation
    • We use the 16 digits 0-9 and A-F, and we write the address as a 4-character number. Addresses range from 0000 to FFFF.

The program ‘EXAMPLE 3’ demonstrates the notation differences for the same addresses. Understand that FC58, 64600, and -936 are equivalent, as well as FF69, 65385, and -151.

Note that in HEX notation, we always write the values of the nibbles. For example, if a byte has the value B8, the nibble with value B is called the most significant part (MSP) and the nibble with value 8 is the least significant part (LSP).

A 16-bit address is written in HEX as 4 digits, for example, FC58. The first byte, FC, is called the high byte (hi-byte) or page number (pagenumber); the second byte, 58, is the low byte (lo-byte). Thus, we can also see address FC58 as the 58th place on page FC. Our Apple has 256 different pages in total. The first 256 bytes (the bytes 00 to FF on the zero page) are called the zero page (0-P). As we will see, the 0-P plays an interesting role in machine language, where much work is done with pages, lo- and hi-bytes.

Chapter 3
Notation of Machine Language Programs
Machine language programs are written in a symbolic language called assembly language. Here is an example of three lines:
bash
WACHT
LDX #03.         ;X=3 
LDA #FF         ;255 IN ACCU
JSR FCA8       ;PAUSE
Each line is structured according to a fixed pattern and consists of four fields:
  1. The Label Field
  • Labels, somewhat similar to BASIC line numbers, are names we create. Not every line needs a label. Labels are used to name certain program locations or subroutines. From other points in your program, you can jump to these locations. (In BASIC, you would program GOSUB 1000 and ensure line 1000 exists.) Because we don’t use line numbers but names, it makes sense to choose names that match the function of a routine.
  1. The Mnemonic Field or Opcode Field
  • This field contains the actual instruction, coded as three letters (operation code) that form a mnemonic to recognize the instruction. Examples:
  • LDX (Load X register)
  • LDA (Load Accumulator)
  • JSR (Jump to subroutine)
  • The mnemonic, of which there are about 60 different ones, must be present on each line.
  1. The Operand Field
  • This field often contains data or an address. For example:
  • LDX #03 (Load XREG with HEX data 03)
  • JSR FCA8 (Jump to the subroutine at address FCA8)
  • The operand field can also be empty, especially for operation codes that need no operand, such as:
  • RTS (Return from subroutine)
  1. The Comment Field
  • This field is usually separated from the operand field by a separator, in our example, the semicolon. The programmer can place notes here. These are often remarks about the structure or function of that program part and form concise program documentation. The comment field is entirely separate from the instruction and doesn’t need to be present. Good program documentation is highly recommended, though more on that later. Besides comments in the fourth field, you can also insert full comment lines for longer notes or to lay out your program with lines, for example:lua
;---------------------------
;WAIT LOOP 0.5 SEC
;---------------------------
WACHT LDX #03         ;X=3
               ETC
  • These comment lines start with a separator and, like the BASIC REM line, are not part of your program.
;-------------- ;To be continued ;Peter Blokland ;--------------
Data processing systems
This is an Advertisement for Savvy Shoppers
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Printers
  • Epson RX-80 T.............................. 1060,-
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The SG-10 has a standard 2 kilobyte buffer, a speed of 120 characters per second, and Near Letter Quality capability through a simple dip switch conversion.
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All other STAR models are also available from stock.
NEW!!! for your Apple computer:
  • Our own developed clock card, compatible with ProDOS.
    DPS price: f 245,-
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Interfaces for Apple
  • IBS AP1 16K RAM card.......................... 180,-
  • IBS 80-column card //e 64K RAM............. 450,-
  • IBS 80-column card Apple // + soft switch.... 325,-
  • VIDEX 80-column card........................... 995,-
  • VIDEX 132-column card......................... 1350,-
  • IBS Z80 card...................................... 185,-
  • IBS 68.000 processor card................... 1250,-
  • IBS 256K RAM card............................. 1150,-
  • APL-10 graphical printer interface + cable, compatible with AppleWorks.............. 339,-
  • Cirtech graphical printer interface.............. 275,-
  • Cirtech with 16K buffer............................ 395,-
  • Cirtech with 64K buffer............................ 595,-
    (The Cirtech interface also works with AppleWorks.)

Miscellaneous
  • Teac or MPI disk drive SS-40 tracks with case + cable.............. 550,-
  • Mitsubishi disk drive DS-80 tracks............................ 650,-
  • Modem adjustable up to 1200 baud........................... 1195,-
  • Verbatim/Wabash/SKC diskettes from.......................... 50,-
  • Colored diskettes per set of five................................. 35,-
  • 3.5-inch diskettes, SS 10 pieces............................... 160,-
  • Epson ribbons 80 series............................................ 15,-
  • Colored ribbons 80 series......................................... 20,-
  • Star ribbons............................................................. 5,-
  • Star ribbons in color................................................ 6.50,-
  • Disk cutter for making diskettes double-sided................ 20,-
  • Diskette storage box for 75 diskettes.......................... 25,-
  • Print paper 240 x 12" 2000 sheets............................... 55,-
  • Labels 89 x 36 mm 2000 pieces.................................. 30,-

For more information, give us a call and we will send you detailed documentation free of charge.
All prices are exclusive of VAT.
​
Data Processing Systems BV
De Pirk 1
8171 CA Vaassen
P.O. Box 139
8170 AC Vaassen
Phone: 05788-2029
Compudress
COMPUDRESS
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3470 CA Kamerik (UTR.)

TEL. 03481-2018
TELEX 26401

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OFFICIAL APPLE LEVEL 1 DEALER SERVICE WITHIN 24 HOURS OWN REPAIR DEPARTMENT APPLE WARRANTY 12 MONTHS FREE DELIVERY AND INSTALLATION ALSO IN THE EVENING AND ON SATURDAY DELIVERY FROM STOCK MORE THAN 3000 ITEMS ASK ALSO ABOUT OUR FAVORABLE LEASE RATES WITH OWNERSHIP TRANSFER. ALSO FOR INDIVIDUALS.

APPLE //E, //C AND ACCESSORIES CONSULT OUR ADS IN HCC NEWSLETTER AND IN THE APPLE MAGAZINE. FOR ROCKBOTTOM PRICES CALL 03481-2018. ALSO FOR APPLE PRINTERS, PLOTTERS, ETC.

ALSO ASK ABOUT OUR SHARPLY PRICED EPSON PRICES, WITH OR WITHOUT THE MOST INTELLIGENT INTERFACE NAMELY THE CIRTECH CHAMPION. (SEE BELOW).

CIRTECH THE SCOTTISH INTERFACE MANUFACTURER HAS CONSTRUCTED A PRINTER INTERFACE FOR EPSON AND STAR PRINTERS, WHICH IS FULLY COMPATIBLE WITH THE AMERICAN GRAPPLER. WITH THIS DIFFERENCE, THAT THE CIRTECH CHAMPION HAS CONSIDERABLY MORE POSSIBILITIES. SEE AND BE CONVINCED:
<CTRL> I FOLLOWED BY :
K= AUTO LINEFEEDS ON. A= AUTO LINEFEEDS OFF. B= BELL ON. C= BELL OFF. I= SCREEN ECHO ON. J= SCREEN ECHO OFF. H= ALLOW HI-BIT THROUGH. X= HI-BIT SET LOW. NT= STRAIGHT THROUGH MODE (N= NUMBER OF CHARACTERS.)

NF= CHARACTER SET SELECTION (N= CHARACTER SET NUMBER) 0= UK 1= CUSTOM CHARACTER SET 2= ALTERNATIVE CUSTOM SET. 3= USA 4= FRANCE 5= GERMANY 6= ITALY 7= SPAIN 8= SWEDEN 9= DENMARK 10= JAPAN

NQ= CHARACTER TYPE SELECTION (N= CHARACTER TYPE) 0= PICA (NORMAL SIZE) 1= PROPORTIONAL TYPE 1 2= PROPORTIONAL TYPE 2 3= CONDENSED 4= ELITE 5= PICA 6= PICA

<CTRL> I FOLLOWED BY: W= WIDE CHARACTERS E= ENHANCED MODE V= DESELECTS WIDE & ENHANCED #= PRINTS $ AS POUND $= PRINTS $ AS $ NN= COLUMN NUMBER NL= LEFT MARGIN NR= RIGHT MARGIN NP= PAGE LENGTH NS= SCREEN DUMP (40 AND 80 COLUMN MODE)

GRAPHICS COMMANDS
<CTRL> I NQ SELECTS DOT DENSITY ( N= DENSITY NUMBER) 0= NORMAL 1= DOUBLE DENSITY 2= DOUBLE DENSITY/DOUBLE SPEED 3= QUAD DENSITY 4= CRT GRAPHICS 5= PLOTTER GRAPHICS 6= CRT GRAPHICS II 7= NORMAL
<CTRL> I G FOLLOWED BY : 2= SELECTS HGR PAGE 2 D= DOUBLE SIZE E= DOUBLE DENSITY I= INVERSE J= BACKGROUND FILL K= FADING O= OR HGR 1 WITH HGR 2 P= AND HGR1 WITH HGR2 Q= EX-OR HGR1 WITH HGR2 R= ROTATE

SCALING COMMANDS: <CTRL> I G FOLLOWED BY:
S= X AXIS X2 T= X AXIS X3 U= X AXIS X4 V= X AXIS X5
W= Y AXIS X2 X= Y AXIS X3 Y= Y AXIS X4 Z= Y AXIS X5

AND THE PRICE? A COMPLETE SURPRISE FL 250,-- INCL. VAT COMPLETE WITH CABLE THE SAME INTERFACE WITH 16K BUFFER FL 540,-- AND 64K BUFFER FL 750,-- AND IF YOU BUY AN EPSON PRINTER FROM US AT THE SAME TIME, THE PRICE BECOMES EVEN MORE FRIENDLY. CALL 03481-2018 FOR THE BUNDLE PRICE.

HERE IS A MESSAGE FOR (FUTURE) APPLE //E OWNERS:
YOU CAN EXPAND YOUR //E WITH 64K, 128K, 256K, 512K OR 1 MEGABYTE. THESE 80 COLUMN CARDS, WHICH GO INTO THE EXTRA SLOT, CAN BE DELIVERED BY US IN THE ABOVE-MENTIONED VERSIONS. AND IF YOU STILL HAVE TOO LITTLE MEMORY, WE WILL EXPAND IT LATER. IDEAL FOR APPLEWORKS:

MEMORY ON THE CARD MEMORY IN APPLEWORKS (TOLERANCE 6%)
128 K 101K
256 K 200 K
512 K 400 K
1 MEGABYTE 800 K

THESE 80 COLUMN MEMORY EXPANSIONS CAN ALSO BE USED AS RAMDRIVE AND ARE FULLY COMPATIBLE WITH DOS 3.3, PRODOS, PASCAL, CP/M AND VISICALC. AND THE PRICES:

128 K FL 1320,-- INCL. VAT 512 K FL 3391,-- INCL. VAT
256 K FL 2112,-- INCL. VAT 1 MEG FL 6304,-- INCL. VAT

TOGETHER WITH A NEW APPLE //E, THESE CARDS ARE CONSIDERABLY CHEAPER.

COMING SOON Z-80 INTERFACE (8 MEGAHERZ) WITH DIGITAL CP/M PLUS FOR //E AND //C.

A SELECTION FROM OUR PRICE LIST 1985: (PRICES INCL. VAT)

GRAPHWORKS THE GRAPHICAL ADDITION TO APPLEWORKS FL 345,--
MAILMERGER FOR APPLEWORKS (LINKS DATABASE & WORDPROCESSOR) FL 260,--
80 COLUMN CARD FOR APPLE //E (MADE IN UK) 12 MONTHS WARRANTY FL 298,--
80 COLUMN CARD WITH 64K FOR APPLE //E (MADE IN UK) 12 MONTHS WARRANTY FL 498,--
Z-80 INTERFACE FOR APPLE II, II+ OR //E (MADE IN UK) 12 MONTHS WARRANTY FL 250,--
Z-80 INTERFACE FOR APPLE //C (MADE IN UK) 12 MONTH WARRANTY FL 475,--
IF THE APPLE //C IS BOUGHT FROM US FL 350,--
SPEEDEMON SPEEDS UP YOUR APPLE II+ //E 3.5 TIMES FL 1368,--
APPLE POWERPAD FL 498,--
STARTER KIT + MICRO ILLUSTRATOR FOR POWERPAD FL 195,--
LEO'S LINKS FOR POWERPAD FL 165,--
POWERPAD PROGRAMMING FL 100,--
LOGICMASTER FOR POWERPAD FL 145,--
BEARJAM FOR POWERPAD FL 145,--
​SNAPSHOT COPY KIT FOR //E (COPY CARD) TEMPORARILY FL 450,--

SOFTWARE:
COPY II PLUS 5.0 WITH AUTOMATIC BIT COPIER
YOU GIVE THE NAME OF THE PROGRAM AND COPY II PLUS DOES THE REST INCLUDING FAST COPY PROGRAM (IDEAL FOR 1 DRIVE USERS) FL 215,--
LOCKSMITH 5.0 FL 445,--
GENEALOGY PACKAGE IN DUTCH FL 773,--
MAX THE GLOBETROTTER (ENGLISH COURSE 50 HOURS) FL 399,--
ABACUS 1,2 OR 3 MATH FL 99,--
THE BODY IN ACTION FL 99,--
LONGITUDINAL WAVES FL 99,--
TRANSVERSE WAVES FL 99,--
WEATHER WORLDWIDE FL 99,--
MEASURING IS READING FL 99,--
FUNCTION RESEARCH FL 99,--
FUNCTIONS STRUCTURE FL 99,--
TRIGONOMETRY FL 99,--
STATISTICS FL 99,--
TITRATION FL 99,--
GLOBAL LANGUAGE FL 99,--
NUMERACY FL 99,--
FRACTION DANCE FL 99,--
KIDS COMP FL 99,--
DETECTIVE FL 99,--
FLIGHT SIMULATOR II FL 235,--
PRINT SHOP FL 215,--
PRINT SHOP GRAPHICS FL 115,--
ZAXXON FL 175,--
FONTRIX FL 495,--
BARON FL 210,--
MILLIONAIRE FL 210,--
SQUIRE FL 256,--
TYCOON FL 210,--
TURBO PASCAL (Z-80 INTERFACE NEEDED) II,II+,//E AND //C FL 245,--
TURBO TOOLBOX FL 245,--
TERRAPIN LOGO FL 618,--
APPLE LOGO 64K FL 439,--
APPLE LOGO 128K FL 439,--
DISK ARRANGER FL 125,--
ZORK I,II AND III TOGETHER FL 485,--
SIDEWAYS (TILTS SPREADSHEET) FL 250,--
APPLE PASCAL 1.2 (//E //C) FL 899,--
APPLE PASCAL NUMERICS (SANE II+ //E //C) FL 139,--
APPLE PASCAL DEVICE TOOL FL 169,--
APPLE ACCESS // (COMMUNICATIONS) FL 299,--
APPLE ASSEMBLY LANGUAGE COURSE BOOK+DISKETTE FL 79,--

BOOKS:
WORKING WITH FILES ON THE APPLE FL 45,--
WORKING WITH VISICALC FL 40,--
APPLE //C REFERENCE MANUAL FL 125,--
APPLE //E REFERENCE MANUAL (TEMPORARILY) FL 95,--
THE POWER OF APPLEWORKS (GIVES GOOD EXPLANATION ABOUT APPLEWORKS) FL 89,--
DUTCH APPLEWORKS BOOK FL 99,--
THE APPLE-EPSON CONNECTION FL 79,--
THE APPLE ALMANAC FL 89,--
THE BOOK OF APPLE SOFTWARE 1985 FL 110,--
DBASE II MANUAL FL 85,--
WORDSTAR MANUAL FL 65,--
THE APPLE PC FOR BEGINNERS FL 55,--
INTRODUCTION TO CP/M FL 17.50 MACHINE LANGUAGE PROGRAMMING FL 49.50
APPLE //E USER MANUAL FL 49,--
APPLE PASCAL LANGUAGE REFERENCE MANUAL FL 92,--
APPLE PASCAL OPERATING SYSTEM MANUAL FL 69,--
APPLE PASCAL LANG. REF. MAN. + OPERATING SYST. MANUAL FL 148,--
APPLESOFT TUTORIAL PART 1 + PART II FL 159,--
APPLESOFT REFERENCE MANUAL FL 119,--
BASIC PROGRAMMING WITH PRODOS FL 119,--
APPLESOFT PROGRAMMERS KIT FL 248,--
DOS PROGRAMMERS TOOL KIT FL 299,--
DOS 3.3 USERS KIT FL 239,--
PRODOS USERS KIT FL 159,--
PRODOS ASSEMBLER TOOLS FL 199,--
PRODOS TECHNICAL REFERENCE MANUAL FL 99,--
BENEATH APPLE PRODOS FL 79,--
PRACTICAL GUIDE TO THE APPLE //C FL 50,--

THIS WAS JUST A PART OF OUR PRICE LIST 1985 WHICH WILL APPEAR SPRING 1985. SEND FL 2.30 IN STAMPS (THE POSTAGE) AND YOU WILL BE ONE OF THE FIRST TO RECEIVE THIS VADEMECUM.
Advertisement computer collective
Het Computer Collectief
Amstel 312 (t.o. Carre)
1017 AP Amsterdam

Apple Magazines:
  • Incider: fl. 16,00
  • Nibble: fl. 16,00
  • Nibble Disk: fl. 79,00

Books for Apple ][+, //e, //c:
  • AppleWorks, de Nederlandse handleiding: fl. 99,00
  • Compute!'s First Book of Apple: fl. 55,00
  • Challenging Programs for Your Apple //e: fl. 27,00
  • Apple Favourite Programs Explained: fl. 59,00
  • Introducing the Apple //c: fl. 59,00
  • Apple //c User's Guide: fl. 85,00
  • 40 Grafische Programma's voor de Apple //e en //c: fl. 29,50
  • ProDOS Werkboek: fl. 24,50
  • Getting the Most from Your Apple ][-//e-//c: fl. 50,00
  • De Apple Personal Computer voor Beginners: fl. 55,00
  • BASIC Business Subroutines for Apple ][-//e: fl. 50,00
  • Microcomputer Graphics: fl. 56,00
  • The Practical Guide to the Apple //c: fl. 50,00
  • Apple Graphics and Arcade Game Design: fl. 89,00
  • The Book of Apple Software 1985: fl. 115,00
  • Apple Pascal, a Hands-On Approach: fl. 98,00
  • Hands-On BASIC for the Apple ][: fl. 98,00
  • The Apple Almanac - Peeks, Pokes, Calls etc.: fl. 89,00
  • p-SOURCE - A Guide to the Apple Pascal System: fl. 110,00
  • Using 6502 Assembly Language: fl. 78,00
  • Beneath Apple ProDOS: fl. 79,00
  • Beneath Apple DOS: fl. 79,00
  • Disassembly Lines Vol. #1: fl. 115,00
  • The Nibble Express Vol. 1-2: fl. 65,00
  • The Nibble Express Vol. 3-4: fl. 79,00
  • The Epson Connection: Apple: fl. 89,00
  • Bag of Tricks (inclusief disk): fl. 140,00
  • Assembly Cookbook for the Apple ][-//e: fl. 89,00
  • Understanding the Apple ][-//e Hardware: fl. 89,00

Software:
  • The Printshop (maakt kaarten, folders, briefhoofden): fl. 149,00
  • Universal File Conversion (DOS-ProDOS-CP/M-Pascal): fl. 160,00
  • The Write Stuff (word-processor 64K): fl. 199,00
  • Beagle Bag (12 games! = fl. 11 p.st.): fl. 160,00
  • Flight Simulator II (voor ][, ][+, //e, //c): fl. 225,00
  • Double Take (2-way scroll): fl. 185,00
  • Fatcat (multiple disk-catalog, ProDOS en DOS 3.3): fl. 185,00
  • GPLE (basic-edit utility): fl. 260,00
  • The Assembler: fl. 325,00
  • Macrosoft (basic-achtige machinetaal): fl. 235,00

Het Computer Collectief
Amstel 312
1017 AP
Amsterdam

Disk 1

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dBase II Master CPM 65K Ver 2.20 B 

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Disk 2

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Visitrend-visiplot 

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Disk 3

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Apple drawing program 

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Disk 4

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Oefen opgaven spreadsheet plotting visitrend-visiplot 

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Disk 5 

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Visicalc spreadsheet
​
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Disk 6

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d-base (senior)

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Comp spel Apple panic

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Disk 8

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Comp spel Swashbuckler 

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3.3 Klok nr 18

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Disk 10

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To be archived!

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Disk 11

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To be archived!
​
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Disk 12

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Oefen opgaven tekstverwerken en spreadsheet

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Disk 13

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<text>

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Disk 14

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Frank & Britting Demodiskette

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Disk 15

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Key cat 
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Disk 16

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Disk 17

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Disk 18

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dBase Apple [] CPM 

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Disk 19

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Disk 20

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Image writer toolkit also available on the Apple //c page

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Disk 21

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RetroMelsArchive is a hobby project aimed at archiving the software from my personal collection of vintage computer software and making it freely accessible to other retro enthusiasts. They can use it either with real hardware or emulators. If you happen to come across software that you would like to have removed, please use the request removal form. Since we are archivist not pirates. For any inquiries regarding the software on this site or other retro topics, you can contact me through Archive support. If you're interested in exploring all the hardware in my collection, please visit the "My collection" section on my other site, RetroMels.com.
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