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Magazines > Vic Computing


Vic Computing (GB)

Vic Computing was a British magazine dedicated to the Commodore VIC-20, published by Printout Publications (issues 1-2) and Paradox Group (issues 3-12). It was published bi-monthly, a total of 12 issues were produced from Oct 1981 to Aug 1983. Commodore User was launched as a spin-off/replacement for Vic Computing magazine. Issue 0 of Commodore User was distributed with issue 11 of Vic Computing, and then Vic Computing was incorporated into Commodore User after the final issue was published. The editors were Richard Pawson (issues 1-2) and Dennis Jarrett (issues 3-12).

Download all programs from this magazine on two disks:


VicComp1.d64
(1981-82)

VicComp2.d64
(1983)

97 programs (100% complete)

Program Author Requirements Files Info
Anyone Can Program Pt1

Vol 1 No 1 (Oct 1981),
Pages 6-7.
Mike Gross-Niklaus Unexpanded anyone can prg1.t64
Screenshot
Calculate your car's MPG, and the price to carpet a room.
Controls:
Follow on-screen prompts.
Using Graphics

Vol 1 No 1 (Oct 1981),
Page 9.
Mike Gross-Niklaus Unexpanded col histogram.prg
Screenshot
Displays a randomly-generated bar chart.
Controls:
None.
The Vic Sound

Vol 1 No 1 (Oct 1981),
Page 13.
? Unexpanded piano program.prg
Screenshot
Music program, turns the computer into a simple piano keyboard.
Controls:
1-8 (play note).
Hypnotic

Vol 1 No 2 (Xmas 1981),
Page 9.
Chris Palmer Unexpanded hypnotic.prg
Screenshot
Graphics demo, makes the screen zoom in and out.
Controls:
None.
Polka

Vol 1 No 2 (Xmas 1981),
Page 9.
Chris Palmer Unexpanded polka.prg
Screenshot
Displays a constantly-changing polka-dot pattern.
Controls:
None.
Lines

Vol 1 No 2 (Xmas 1981),
Page 9.
Chris Palmer Unexpanded lines.prg
Screenshot
Displays a constantly-changing line pattern.
Controls:
None.
Alternate Screens

Vol 1 No 2 (Xmas 1981),
Page 10.
Jim Butterfield Unexpanded dual screen.prg
Screenshot
Programming demo, showing how to store two screens in memory.
Controls:
Type anything on the screen, and switch between the two screens by pressing F1.
Anyone Can Program Pt2

Vol 1 No 2 (Xmas 1981),
Pages 20-21, 23.
Mike Gross-Niklaus Unexpanded anyone can prg2.t64
Screenshot
Calculate your average weekly calories, and watch a rocket countdown.
Controls:
Follow on-screen prompts.
Vic Rhino

Vol 1 No 3 (Feb 1982),
Pages 14-18.
Vol 1 No 6 (Aug 1982),
Page 36.
Tim Duncan Unexpanded rhino.prg
Screenshot
Several rhinos are hidden among the trees in the African jungle. You must guide your man (.) safely home (H), but the rhinos will appear and charge if you stray into their line of vision.
Controls:
F3 (left), F5 (right), F1 (up), F7 (down), F2/F4/F6/F8 (diagonals).
Bouncy

Vol 1 No 3 (Feb 1982),
Pages 22-23.
Julian Rosen Unexpanded bouncy.prg
Screenshot
Deflex-style game. A ball bounces around the screen and you must deflect it to hit the targets from 1-9 in order.
Controls:
Z (place / bat), M (place \ bat).
Raspberry

Vol 1 No 3 (Feb 1982),
Page 23.
John Wilson Unexpanded raspberry.prg
Screenshot
Displays a face on the screen.
Controls:
Space (for a surprise).
Repeating Patterns

Vol 1 No 3 (Feb 1982),
Pages 23-24.
S Pidd Unexpanded repeat pattern.t64
Screenshot
Displays random repeating patterns.
Controls:
Follow on-screen prompts.
How to Create Your Own Graphics

Vol 1 No 3 (Feb 1982),
Pages 25-26.
Julian Ravest Unexpanded create own gfx.t64
Screenshot
Programming demonstration, how to create user-defined characters.
Controls:
None.
Horizontal Scroll

Vol 1 No 3 (Feb 1982),
Pages 28-29.
John Nuttall Unexpanded horiz scroll.prg
Screenshot
Small routine to scroll the screen horizontally.
Controls:
None.
Multicolour Graphics

Vol 1 No 3 (Feb 1982),
Page 29.
Vol 2 No 1 (Oct 1982),
Page 7.
Roger Cockfield Unexpanded multicol gfx.prg
Screenshot
Small routine to display multicolour graphics.
Controls:
None.
Polyphonic1

Vol 1 No 4 (Apr 1982),
Pages 20-21.
Richard Barton Unexpanded polyphonic1.prg
Screenshot
Plays a tune using all four voices.
Controls:
None.
Electronic Disco

Vol 1 No 4 (Apr 1982),
Page 22.
James Clunie Unexpanded electro disco.prg
Screenshot
Produces a colourful display with electronic sound.
Controls:
None.
One-Armed Bandit

Vol 1 No 4 (Apr 1982),
Pages 24-25.
R Martin Unexpanded one-arm bandit.prg
Screenshot
Fruit machine game, try to win as much money as you can.
Controls:
P (spin reels).
Task Interrupt

Vol 1 No 4 (Apr 1982),
Page 27.
R W Moore Unexpanded task interrupt.prg
Screenshot
Interrupt routine to display a message at the top of the screen, which cannot be cleared by other programs. Perhaps useful if you need a reminder? A modified version Enhanced Task Interrupt was published in issue 83-08.
Controls:
Follow on-screen prompts.
Chaser

Vol 1 No 4 (Apr 1982),
Pages 28-29.
Jonathon Hiscox Unexpanded chaser.prg
Screenshot
Move from the bottom-left corner of the screen to the time tunnel at the top-right corner, avoiding the static obstacles (X) and the aliens that are chasing you (*).
Controls:
* (left), UpArrow (right), Q (up), W (down).
Life

Vol 1 No 4 (Apr 1982),
Page 31.
Vol 1 No 5 (Jun 1982),
Page 46.
R W Moore Unexpanded life.prg
Screenshot
John Conway's Game of Life, simulating the birth, growth and death of cells on a 10x10 grid.
Controls:
None.
Tinymon1

Vol 1 No 4 (Apr 1982),
Pages 34-35.
Vol 1 No 6 (Aug 1982),
Page 36.
Jim Butterfield Unexpanded tinymon1.prg
Screenshot
Machine language monitor, to enter, edit, run, load and save machine code programs.
Controls:
.R (display registers), .M FFFF TTTT (display memory from-to), .X (exit to Basic), .G AAAA (execute address), .L"PPPP" (load filename), .S"PPPP",01,FFFF,TTTT (save filename, device, from, to).
Character Editor

Vol 1 No 4 (Apr 1982),
Pages 45-47.
Vol 1 No 5 (Jun 1982),
Pages 44-48.
Vol 1 No 6 (Aug 1982),
Page 7.
Andy Finkel Unexpanded char editor.prg
Screenshot
Character editor, to design your own graphics and character sets. A version for the expanded VIC-20 was published as Expanded Editor (83-08).
Controls:
Follow on-screen prompts.
A matter of routines

Vol 1 No 4 (Apr 1982),
Page 48.
Julian Ravest Unexpanded sort routines.t64
Screenshot
Bubblesort and quicksort subroutines, for use in your own programs.
Controls:
None.
An introduction to PEEKs, POKES and the screen memory

Vol 1 No 5 (Jun 1982),
Pages 13-15.
Paul Higginbottom Unexpanded show characters.prg
Screenshot
Programming demo, showing how to POKE characters on the screen.
Controls:
None.
Clock

Vol 1 No 5 (Jun 1982),
Page 16.
? Unexpanded clock.prg
Screenshot
Displays a simple clock at the top of the screen using interrupts.
Controls:
SYS7424 (turn on), SYS7499 (turn off).
A matter of routines

Vol 1 No 5 (Jun 1982),
Page 23.
? Unexpanded date routines.t64
Screenshot
Subroutines for performing date calculations in your own programs.
Controls:
See magazine for details.
Invasion

Vol 1 No 5 (Jun 1982),
Pages 30-31.
Andrew Casson Unexpanded space invasion.prg
Screenshot
Space Invaders-style game. Try to shoot all the aliens before you run out of fuel.
Controls:
P (left), * (right), @ (fire).
Memory Snapshot

Vol 1 No 5 (Jun 1982),
Page 32.
R W Moore Unexpanded memory snapshot.prg
Screenshot
Programming tool, displays the contents of memory in both decimal and hex.
Controls:
+ (next page), - (previous page), R (restart), E (end program).
Portfolio

Vol 1 No 5 (Jun 1982),
Page 35.
James Clunie Unexpanded portfolio.prg
Screenshot
Displays stock market prices on a graph.
Controls:
None. If you want the program to display your own data, modify the data statements from line 400 onwards.
Russian Roulette

Vol 1 No 5 (Jun 1982),
Page 36.
R Martin Unexpanded rusn roulette.prg
Screenshot
A gun with six chambers is pointing at you, with only one bullet inside. Will you survive six shots?
Controls:
F (fire gun).
Multiply

Vol 1 No 5 (Jun 1982),
Pages 38-39.
Philip Mitchell Unexpanded multiply.prg
Screenshot
Maths game for young children, to test their multiplication skills.
Controls:
Type the answer to each sum.
Split the Cards

Vol 1 No 5 (Jun 1982),
Pages 40-42.
R Martin (?) Unexpanded split the cards.prg
Screenshot
Card game. Bet that three cards will be dealt in either ascending or descending numerical order.
Controls:
Enter the amount of your bet.
RS232 Interface

Vol 1 No 6 (Aug 1982),
Pages 21-22.
Vol 2 No 1 (Oct 1982),
Page 23.
Jim Butterfield & Jim Law Unexpanded terminal.prg
Screenshot
Dumb terminal program, for use with the RS232 interface described in the article.
Controls:
Type to transmit (the characters aren't shown on the screen).
A matter of routines

Vol 1 No 6 (Aug 1982),
Pages 28-29.
Chris Preston Unexpanded misc routines.t64
Screenshot
Subroutines for use in your own programs. Right-align numbers, put strings into alphabetical order, read the disk directory.
Controls:
See magazine for details.
Move-a-Shape

Vol 1 No 6 (Aug 1982),
Page 31.
David Pletts Super Expander+3K move-shape se3k.prg
Screenshot
Create a straight-line shape with up to five points, and move it to create designs such as 'curve stitching' and 'nested rectangles'.
Controls:
Follow on-screen prompts.
Komputer Kaleidoscope

Vol 1 No 6 (Aug 1982),
Page 34.
David Pletts Super Expander+3K kaleidoscp se3k.prg
Screenshot
Draws random hi-res kaleidoscope patterns.
Controls:
None.
Simetrishape

Vol 1 No 6 (Aug 1982),
Page 35.
David Pletts Super Expander+3K simetrishp se3k.prg
Screenshot
Create a straight-line shape, and it will produce a 'mirror image' pattern.
Controls:
Follow on-screen prompts.
Bars & Boxes

Vol 2 No 1 (Oct 1982),
Page 25.
Njal Fisketjohn Unexpanded bars & boxes.prg
Screenshot
A coloured box is displayed with two bars below it. If the background is black then press the Shift key below the matching bar, and if the background is white then press the other Shift key.
Controls:
Left & right Shift keys (select the required bar), F1 (quit).
Birdy

Vol 2 No 1 (Oct 1982),
Pages 26-27.
Jonathon Thomason Unexpanded birdy.prg
Screenshot
Shoot the birds as they fly overhead.
Controls:
Space (fire), any other key (change direction).
White Hole

Vol 2 No 1 (Oct 1982),
Page 28.
Paul Martin Unexpanded white hole.prg
Screenshot
Vertically-scrolling space game. Fly your rocket as far as possible without hitting any stars. The 'score' at the top of the screen actually shows how many lives you have left.
Controls:
Z (left), M (right).
Using Cassettes - The Easy Way

Vol 2 No 1 (Oct 1982),
Pages 11-13.
Vol 2 No 2 (Dec 1982),
Page 33.
Mike Todd Unexpanded using cassettes.t64
Screenshot
Programming subroutines demonstrating how to save data onto tape, read data from tape, and display the data stored on tape.
Controls:
None.
Find

Vol 2 No 2 (Dec 1982),
Page 9.
Tim Duncan Unexpanded find.prg
Screenshot
Programming tool to find all occurances of an expression within your program.
Controls:
Enter the text that you want to find as the first line of your program, then type SYS673. It will display the line numbers of every line that contains that expression.
Using Joysticks on the Vic

Vol 2 No 2 (Dec 1982),
Page 10.
Chris Preston Unexpanded using joysticks.t64
Screenshot
Three subroutines demonstrating how to read the joystick, and comparing it with reading the keyboard.
Controls:
None.
Flyover

Vol 2 No 2 (Dec 1982),
Page 13.
Commodore User,
Issue 2 (Nov 1983),
Page 6.
A Millett Unexpanded flyover.t64
Screenshot
Blitz-style game. Drop bombs from your aircraft to destroy all the circular targets. Do not let your bombs hit the sides of the cavern. You must drop a bomb on every pass or you will lose a life.
Controls:
Space (drop bomb).
An Introduction to User-Defined Graphics

Vol 2 No 2 (Dec 1982),
Pages 19-20.
Trevor Pitts Unexpanded user-def gfx.prg
Screenshot
Small routine demonstrating how to use user-defined graphics, by replacing the reversed '@' with a space invader. The article also includes several minor variations on this routine, which are not included here.
Controls:
None.
Functions

Vol 2 No 2 (Dec 1982),
Page 35.
Dr Alan Grant Unexpanded functions.prg
Screenshot
Programming subroutine that gives you up to 32 functions keys by using them with the Shift, Commodore and Control keys.
Controls:
Press F1-F8 with various combinations of the Shift, Commodore and Control keys.
Renumber

Vol 2 No 2 (Dec 1982),
Page 35.
Vol 2 No 3 (Feb 1983),
Page 5.
A R Mulholland Unexpanded renumber.prg
Screenshot
Short routine to renumber a program listing, that only uses 155 bytes. It does not update GOTO or GOSUB statements so those will have to be changed manually.
Controls:
Append this subroutine to your program, then type RUN63000. Enter the new starting line number and the step interval between lines. The program will stop with an error message when it reaches its own routine. You can then delete the renumbering routine, leaving your original program unchanged but renumbered.
Column Print

Vol 2 No 2 (Dec 1982),
Page 35.
Vic Barton Unexpanded & printer column print.prg
Screenshot
Routine to make it easier to use columns on the printer.
Controls:
None.
Stardate Clock

Vol 2 No 2 (Dec 1982),
Page 37.
Chris Durham Unexpanded stardate clock.prg
Screenshot
Converts the TI clock into Star Trek-style stardate number, that updates by 0.1 units roughly every 16 seconds.
Controls:
None.
Rising Screen

Vol 2 No 2 (Dec 1982),
Page 37.
Chris Durham Unexpanded rising screen.prg
Screenshot
Show information by scrolling the screen up from the bottom of the display.
Controls:
None.
Input

Vol 2 No 2 (Dec 1982),
Page 37.
Chris Durham Unexpanded input.prg
Screenshot
INPUT subroutine that lets you enter text with a flashing cursor, but does not accept unwanted keys such as the cursor keys.
Controls:
Call the routine using GOSUB60000.
Remove RAM

Vol 2 No 2 (Dec 1982),
Page 39.
? 8K expansion remove ram 8k.prg
Screenshot
Machine code routine to convert an expanded VIC-20 into an unexpanded routine without removing the memory expanstion cartridge.
Controls:
None.
Bug Demo

Vol 2 No 2 (Dec 1982),
Page 40.
Michael Maxwell Unexpanded bug demo.prg
Screenshot
Short routine to demonstrate a strange bug. The program flashes an '@' on the screen when it shouldn't display anything.
Controls:
None.
Benchmark Tests

Vol 2 No 3 (Feb 1983),
Page 5.
? Unexpanded benchmark tests.prg
Screenshot
Calculates the execution speed of a FOR-NEXT loop, to demonstrate how much quicker it runs when using multi-statement lines. Output is sent to the printer by default, to display the results on the screen change the OPEN command on line 120 to 'OPEN4,3'.
Controls:
None.
Reconfiguration

Vol 2 No 3 (Feb 1983),
Page 19.
Vol 2 No 5 (Jun 1983),
Page 29.
Mike Todd Unexpanded reconfiguration.prg
Screenshot
Reconfigure the computer's memory regardless of which expansion cartridges are plugged in. It can also enable or disable the Super Expander cartridge.
Controls:
Follow on-screen prompts.
A Talking Vic

Vol 2 No 3 (Feb 1983),
Pages 27-28.
David Calderwood 16K expansion, Vox Box speech synthesiser, printer talking vic 16k.t64
Screenshot
Word processor for blind people. Also includes a subroutine that can be included in your own programs, to read what is currently displayed on the screen.
Controls:
Follow on-screen prompts.
Graphics Primer Pt1

Vol 2 No 3 (Feb 1983),
Pages 31-32.
Kevin Smart Unexpanded gfx primer1.t64
Screenshot
Programming demo showing how to change the horizontal and vertical screen position, and the width and height of the screen. These techniques are combined to produce a tunnel effect, and show a rocket launch.
Controls:
None.
Tinymon Vindicated!

Vol 2 No 3 (Feb 1983),
Page 35.
Stephen Vine Unexpanded hex loader.prg
Screenshot
Hex loader for typing in Jim Butterfield's Tinymon (82-04) on the VIC-20.
Controls:
Before loading the program, type PRINT PEEK(44)*256 and write down the number displayed. Use this as the Tinymon start address. Now type: POKE 44, PEEK(44)+4: POKE 43,50: POKE 256*PEEK(44)+49, 0: NEW and load this program. Follow on-screen prompts.
Mother Hen

Vol 2 No 3 (Feb 1983),
Pages 44-45.
Tim Duncan Unexpanded mother hen.t64
Screenshot
Maze game. Eat as much grain as you can and then escape from the right-hand side of the maze, but don't let the hen catch you.
Controls:
, (left), . (right), Q (up), A (down).
Function Keys

Vol 2 No 3 (Feb 1983),
Page 46.
Victay Super Expander+3K func keys se3k.prg
Screenshot
Code extract showing how to read the function keys from within a program while using the Super Expander cartridge. It works by restoring the usual CHR$ value to each key.
Controls:
None.
Music Bug

Vol 2 No 3 (Feb 1983),
Page 46.
Alexander Colombo Super Expander+3K music bug se3k.prg
Screenshot
Short routine to demonstrate a bug in the Super Expander's music-printing facility. After the circle has fired about ten times, everything moves on screen. Using POKE commands avoids the problem. For a solution, see Music Bugfix (83-06).
Controls:
None.
Graphics Primer Pt2

Vol 2 No 4 (Mar 1983),
Pages 14-15.
Kevin Smart Unexpanded gfx primer2.t64
Screenshot
Programming demo. Two programs showing how to draw a graph using hi-res graphics. The second program gives you an option to enter your own formula.
Controls:
None.
Dam!

Vol 2 No 4 (Mar 1983),
Page 41.
D Williams Unexpanded dam.prg
Screenshot
Nibblers-style game. Protect the dam by dropping bombs on the attackers. In this version, the Nibblers briefly pause mid-attack and your ship is launched automatically. You must drop your bomb at just the right moment to hit them.
Controls:
Space (drop bomb).
3D Maze

Vol 2 No 4 (Mar 1983),
Page 42.
John Hurll Unexpanded 3-d maze.prg
Screenshot
Escape from the 3D maze in the fewest moves, while looking at the map as little as possible.
Controls:
N (north), S (south), W (west), E (east), H (view map).
Turning to Turtle

Vol 2 No 4 (Mar 1983),
Page 45.
Vol 2 No 5 (Jun 1983),
Page 48.
Andy Pearce Super Expander+3K turtle gfx se3k.prg
Screenshot
How to implement hi-res turtle graphics using the Super Expander cartridge's POINT command.
Controls:
Follow on-screen prompts.
Multigraph

Vol 2 No 4 (Mar 1983),
Pages 46-47.
Vol 2 No 5 (Jun 1983),
Page 48.
Jonathon Reynolds Super Expander+3K multigraph se3k.t64
Screenshot
Draw hi-res graphs using the Super Expander cartridge's POINT command.
Controls:
Follow on-screen prompts.
Colour Border

Vol 2 No 4 (Mar 1983),
Page 52.
Matthew Kendall Unexpanded colour border.prg
Screenshot
Machine code routine to display a border at the top and bottom of the screen.
Controls:
None.
Half-Screen Invert

Vol 2 No 4 (Mar 1983),
Page 52.
Matthew Kendall Unexpanded half-scr invert.prg
Screenshot
Machine code routine to invert the top eleven lines of the screen.
Controls:
Any key (invert).
Half-Screen Scroll

Vol 2 No 4 (Mar 1983),
Page 53.
Matthew Kendall Unexpanded half-scr scroll.prg
Screenshot
Machine code routine to scroll the top eleven lines of the screen from left to right. It scrolls by one character each time the routine is executed.
Controls:
Use SYS832 to scroll the screen.
Print At

Vol 2 No 4 (Mar 1983),
Page 55.
Chris Durham Unexpanded print at.prg
Screenshot
Small subroutine to PRINT at the specified X,Y location.
Controls:
None.
Unexpanded Hi-Res

Vol 2 No 4 (Mar 1983),
Page 55.
Matthew Kendall Unexpanded unexp hi-res.t64
Screenshot
Set of subroutines to draw hi-res graphics on a 176x88 plot. The demo program draws a sine curve.
Controls:
GOSUB 55000 (initialise screen), GOSUB 60000 (set X,Y pixel), GOSUB 60200 (clear X,Y pixel), GOSUB 60500 (return screen to normal).
Function Keys

Vol 2 No 4 (Mar 1983),
Page 60.
Kevin Smart Super Expander+3K func keys se3k.t64
Screenshot
Two programs for the Super Expander cartridge. 'Fkey Buffer' increases the maximum number of characters that can be allocated to the functions keys from 128 chars to 247 chars. 'Fkey Prog' shows that it is possible to use the KEY command from within a program.
Controls:
Load & run 'Fkey Buffer' before running 'Fkey Prog', otherwise it will trigger an Out Of Memory error.
ASCII Convert

Vol 2 No 4 (Mar 1983),
Page 60.
Daryl E Williams Unexpanded ascii convert.prg
Screenshot
Subroutine that converts a string into standard ASCII, for use with an RS-232 printer interface.
Controls:
Store the string in P$ and call the routine with GOSUB 1000.
Potentiometer Joysticks

Vol 2 No 5 (Jun 1983),
Page 17.
? Unexpanded pot joysticks.prg
Screenshot
Subroutine demonstrating one possible way to use a potentiometer joystick.
Controls:
None.
Visiting Vic Video Pt2

Vol 2 No 5 (Jun 1983),
Pages 19-21.
Jim Butterfield Unexpanded making chars.prg
Screenshot
How to create user defined characters within a program. This routines makes a char set that alternates between upper- and lower-case characters.
Controls:
Run the program and then type: POKE 36869,255
Graphics Primer Pt3

Vol 2 No 5 (Jun 1983),
Pages 23-25.
Kevin Smart Unexpanded gfx primer3.t64
Screenshot
Programming demo. Three programs showing how to use multicolour graphics. Demo1 displays the character set. Demo2 moves an animated creature across the screen. Demo3 shows a mosaic.
Controls:
None.
Supergraph

Vol 2 No 5 (Jun 1983),
Page 47.
Risto Lankinen Unexpanded supergraph.prg
Screenshot
Draws a hi-res graph at a resolution of 176x176 pixels. To draw a graph of a different function, change the formula in line 100.
Controls:
None.
Morse Trainer

Vol 2 No 5 (Jun 1983),
Page 48.
Commodore User,
Issue 1 (Oct 1983),
Page 61.
Clarence Buckley Unexpanded morse tutor.prg
Screenshot
Learn Morse code by pressing an alphanumeric key and hearing it played back as dots and dashes.
Controls:
A-Z, 0-9 (play character), F1 (show characters), F3 (hide characters), F5 (restart program).
Jigsaw

Vol 2 No 5 (Jun 1983),
Page 50.
David Howe Unexpanded jigsaw.prg
Screenshot
Jigsaw puzzle. Rearrange all the pieces to form a rectangle.
Controls:
Select the piece that you want to move (A-L), then enter a direction (U, D, L, R). If you are stuck, press F1 to see the correct position for each piece.
Movies

Vol 2 No 5 (Jun 1983),
Page 52.
M Valentine Unexpanded movies.prg
Screenshot
Store screen images on tape. Anything that you type on the screen will be saved onto tape, and you can then play the recording back to recreate your 'movie'.
Controls:
Follow on-screen prompts.
Upsidedown

Vol 2 No 5 (Jun 1983),
Page 52.
Josh Rai Unexpanded upsidedown.prg
Screenshot
Turns the character set upside down.
Controls:
None.
Music Bugfix

Vol 2 No 5 (Jun 1983),
Page 54.
Ian George Super Expander+3K music fix se3k.prg
Screenshot
Short routine demonstrating how to avoid the music-printing 'bug' described in Music Bug (83-02), by using 'home' to print sound at the top of the screen.
Controls:
None.
Screen Dump

Vol 2 No 5 (Jun 1983),
Page 56.
? Unexpanded & printer screen dump.prg
Screenshot
Subroutine to make a printout of the screen. It prints letters, numbers and quotes but not graphics.
Controls:
Use GOTO500 for an uppercase dump, and GOTO600 for a lowercase dump.
Graphics Primer Pt4

Vol 2 No 6 (Aug 1983),
Pages 6-7.
Kevin Smart Unexpanded gfx primer4.t64
Screenshot
Programming demo. Three programs showing how to move the location of screen memory. Demo1 moves the screen to a new address and shows its location. Demo2 switches between two screens when you press F3. Demo3 uses machine code to display two screens simultaneously, by moving a square over the other screen.
Controls:
None.
Your Own INPUT Routine?

Vol 2 No 6 (Aug 1983),
Page 10.
Roger Peacock Unexpanded input demo.prg
Screenshot
An INPUT subroutine that lets you format and control the data that is entered. The demo program shows how this could potentially be used in a database.
Controls:
Follow on-screen prompts.
Looking after the Pennies

Vol 2 No 6 (Aug 1983),
Page 12.
Mike Todd Unexpanded decimal print.prg
Screenshot
INPUT routine that removes rounding errors and converts numbers to two decimal places, for working with currency.
Controls:
Follow on-screen prompts.
Visiting Vic Video Pt3

Vol 2 No 6 (Aug 1983),
Page 14.
Jim Butterfield Unexpanded small char set.prg
Screenshot
How to save memory with user-defined graphics by using a smaller character set. This demo program moves a ship across the screen.
Controls:
None.
Expanded Editor

Vol 2 No 6 (Aug 1983),
Pages 29-31.
Bill Buck 8K expansion
Before loading type:
POKE642,32: POKE648,30: SYS64824
char editor 8k.prg
Screenshot
Expanded version of Character Editor (82-04). Design your own graphics and character sets.
Controls:
Follow on-screen prompts.
Analogue Clock

Vol 2 No 6 (Aug 1983),
Page 32.
Trevor Starr Super Expander+3K analog clk se3k.prg
Screenshot
Displays an analogue clock on the screen. Note: The program runs for a few seconds, then the screen becomes corrupt, then it crashes.
Controls:
Follow on-screen prompts.
Othello King

Vol 2 No 6 (Aug 1983),
Page 35.
Risto Laniken Unexpanded othello king.prg
Screenshot
Board game (aka Reversi), capture as many pieces as you can. There are three difficulty levels.
Controls:
Type your move in the format YX, i.e. a letter followed by a number.
Enhanced Task Interrupt

Vol 2 No 6 (Aug 1983),
Page 36.
David Roberts Unexpanded enh task intrpt.prg
Screenshot
Modified version of Task Interupt (82-04). Interrupt routine to display a message at the top of the screen, which cannot be cleared by other programs.
Controls:
Follow on-screen prompts.
Pest Exterminator

Vol 2 No 6 (Aug 1983),
Pages 38-39.
John Tully 3K expansion pest extermi 3k.prg
Screenshot
Pest control game with four levels. Catch the termite before it burrows to both sides of the screen and undermines your house; squash the spider without getting caught in its web; shoot the wasp; shoot the space fiend.
Controls:
2 (left), 3 (right), - (up), + (down), 1 (stop moving), Space (fire, only works against the wasp and space fiend).
3D UFO

Vol 2 No 6 (Aug 1983),
Page 39.
Leonard Morrow Super Expander+3K 3d ufo se3k.prg
Screenshot
Draws a hi-res 3D picture of a UFO with the hidden lines removed. Be patient, it takes a very long time to display the image. Adapted from a program the author found in an Acorn manual.
Controls:
None.
Polygons

Vol 2 No 6 (Aug 1983),
Page 41.
J P Mensinck Super Expander+3K polygons se3k.prg
Screenshot
Draws a series of polygons, from a triangle up to a nine-sided shape.
Controls:
None.
Seagull
(a.k.a. Airplane)

Vol 2 No 6 (Aug 1983),
Page 41.
Josh Rai Unexpanded airplane.prg
Screenshot
Animation of an airplane (or seagull) flying, with an amusing climax.
Controls:
None.
Graph

Vol 2 No 6 (Aug 1983),
Page 42.
Finnur Larusson Super Expander+3K graph se3k.prg
Screenshot
Draws a hi-res graph, allowing you to enter the lower & upper limits for the X-axis. The range for the Y-axis is calculated automatically.
Controls:
Enter the lower & upper limits for the X-axis, e.g. -20 and 20. Modify line 10 to change the function that is plotted.

Notes

  1. A modified version of Hypnotic (81-12) appears to have been published as Hypnotic (Popular Computing Weekly, 84-04-14).
  2. Alternate Screens (81-12) was also published in Compute!'s First Book of VIC.
  3. Life (82-04) appears to be a modified version of Evolution (50 Outstanding Programs for the VIC 20).
  4. Character Editor (82-04) was originally published by Commodore as a commercial product.
  5. 3-D Maze (83-03) was also published in Pixel (83-10).
  6. ASCII Convert (83-03) was also published in Nugget$ (83-04).
  7. Pest Exterminator (83-08) was printed as an unexpanded program, but it works best with 3K expansion to avoid 'out of memory' errors.

With thanks to DLH's Commodore Archive, Retro Commodore and Old Game Mags for scanning this magazine.

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