PEEKER by Khalid Jamil (?) from Your Sinclair 20 (Aug.1987) - "Program Pitstop" [files PEEKER.*] [This was later claimed to have been lifted from a Spanish magazine ] [ - Microhobby #78 - and to have been written by Francisco Alexandre] [ - see letter below. JimG] Now then, have you ever seen graphics in a game that you really liked and thought, "Hmm, with a little bit of tickling that would be just right for my new game!" Well, now you can! Khalid Jamil has come up with a very tidy solution, in the form of Peeker, an amazingly short program which allows you to look at a game's graphics or sprites to see how they're made up. Method Load Peeker with LOAD "". You'll be presented with a menu screen containing the graphics window, a small bar containing the start and end addresses of the program you're looking at, a short box containing the memory location presently being examined, and a menu box. The menu box contains the words PEEK, COLOR, POINT, LOAD, and SAVE. To access each of these options, press '6', then use 'Q' and 'A' to highlight the option, then finally press '0' (zero) to select it. To escape from an option press '6' again. Basic Program Here's the main program. Type it in and save it to tape as SAVE "PEEKER" LINE 1. It'll load up the code blocks and auto-run. PEEK - After loading the game, this option allows you to actually look at the graphics in memory. Scan forwards and backwards through memory with 'Q' and 'A'. If it looks crunched or just plain garbage, you can expand the data sideways to make it more readable with 'O' and 'P'. If the data seems to be off to one side, like the head of the character is on one side and the body on the other, you can scroll the data around with keys '5' and '8'. COLOR - Inverses the colour of the display window. POINT - This function points to the location in memory where the program is stored and how much there is of it. [Toggle between the high and low locations with 'O' and 'P'; return to the menu with 'A'. JimG] LOAD - Allows you to load in the main machine code block of the game you wish to inspect. If the game is too large to be resident in memory at the same time as Peeker; it won't crash, but will just stop loading. SAVE - Enables you to save the graphics data. Hex Loader [I didn't use the hex loader printed in the mag, so I've not] [included the comments about it here. JimG] Hex Dump 1 This is the first bit of code, start address = 23296, and the length = 143. Save as SAVE "PEEK CODE1" CODE 23296,143 after the Basic program on your tape. Hex Dump 2 This is the second bit of code [UDGs, actually. JimG], start address = 27936, and the length = 65. Save as SAVE "PEEK CODE2" CODE 27936,65 after the first code block.