Star Tip 6 (Invisible Loader) by David Jones from Your Sinclair #22 (Oct.1987) - "Program Pitstop" [files STARTIP6.*] The Magic Knight series from MAD Games, a Mastertronic label, has been going on for years. This popular series began with Finders Keepers, was quickly followed by the big hits Spellbound and Knight Tyme until finally this year we saw Stormbringer. All four games are arcade adventures, featuring a unique system of pull-down windows called Windimation. This system has been much copied, and with good reason, the Magic Knight games are exceedingly popular! The man behind these triffic games is David Jones. David, being an amenable sort of chap, has given us this interesting tip on how to finish your games professionally. We haven't seen this printed anywhere before, which is strange because it's so simple. You remember when you draw a nice loading screen for your game or utility and put it on a cassette with your program? Don't you find it irritating when the filename of the program overwrites the picture, spoiling the effect? Well, now it can be told. The solution is in the way you save your programs to tape. Method Imagine we have a game which has a Basic loader called "MEGAZAP", followed by the loading screen "S", and finally the game, a code block 15000 bytes long starting at address 32000. To save your game to tape from your working copy, proceed as follows: LOAD "MEGAZAP" SAVE "MEGAZAP" LINE 10 CLEAR 26200 LOAD "" CODE 32768 SAVE "S" CODE 32768,6912 CLEAR 31999 LOAD "" CODE 32000 SAVE CHR$ 22+CHR$ 1+CHR$ 0+"Bytes:" CODE 32000,15000 How this all works is really very simple. The CHR$ coded save instruction performs the function of (1) giving your code block the filename "Bytes:" and (2) backspacing the filename and OVERing it over the prompt on-screen, fitting exactly over it and rendering it invisible! See, we said it was simple. Many thanks to David for this important tip, and we look forward to seeing more from him later in the year.