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Your Commodore (GB)

Your Commodore was a British magazine dedicated to Commodore computers, published monthly by Argus Specialist Publications (issues 0-69) and Alphavite Publications (issues 70-84). Issue 0 was given away as a free supplement in Personal Computing Today (Jul 1984). When Your 64 ceased publication, it was incorporated into Your Commodore from issue 14 (Nov 1985) onwards. Starting from issue 64 (Jan 1990) the magazine was relaunched as YC, which dropped all technical content to instead focus on games and comic writing. The editors were Paul Liptrot (issue 0), Wendy J Palmer (issues 1-10), Stuart Cooke (issues 11-59), Rik Henderson (issues 60-79) and Jeffrey Davey (issues 80-84).

Download all programs from this magazine on one disk:


Your Commodore.d64

Note: The game Death Maze (85-08) is not included on this disk because it currently only loads from cassette tape.

27 programs

Program Author Requirements Files Info
Castle Siege

Issue 0 (Jul 1984),
Pages 4-5.
Mathew Solly Unexpanded castle siege.t64
Screenshot
Defend your castle by dropping rocks on the enemy soldiers as they climb up the wall.
Controls:
Z (left), X (right), Space (fire).
Crown & Anchor

Issue 0 (Jul 1984),
Pages 4-5.
Mathew Solly Unexpanded crown anchor.prg
Screenshot
Dice gambling game. The computer rolls three dice while you bet on which number will come up.
Controls:
Type the amount of your bet and which side (back) of the dice you think will appear.
Tweet Tweet

Issue 0 (Jul 1984),
Page 14.
Peter Godbehere Unexpanded tweet tweet.prg
Screenshot
Eat the worms that keep appearing in your burrow, but don't let the spider touch you.
Controls:
Z (left), X (right), I (up), M (down).
Track King

Issue 1 (Oct 1984),
Pages 54-55.
Andrew Laycock Unexpanded track king.t64
Screenshot
Vertically-scrolling car race. Dodge the oncoming cars to complete the track.
Controls:
H (left), J (right), N (accelerate), U (decelerate).
Ladder Maze

Issue 1 (Oct 1984),
Pages 56-57.
Andrew Laycock Unexpanded ladder maze.t64
Screenshot
Climb to the top of the maze as quickly as possible.
Controls:
H (left), J (right), U (up).
Vic Games Programming 1

Issue 1 (Oct 1984),
Pages 61-63.
Bryn Phillips Unexpanded vic games prog1.t64
Screenshot
Programming tutorial, looking at different ways to produce screen layouts using PRINT and POKE commands. Includes a screen designer utility.
Controls:
Follow on-screen prompts.
Vic Games Programming 2

Issue 2 (Nov 1984),
Pages 17-19.
Bryn Phillips Unexpanded vic games prog2.t64
Screenshot
Programming tutorial, looking at how to move objects. Includes a simple snake game called Snake Maze: Guide your snake through a randomly changing maze and eat the hearts. The game ends if there are 5 hearts on the screen.
Controls:
J (left), L (right), I (up), M (down).
Vic Games Programming 3

Issue 3 (Dec 1984),
Pages 25-27.
Bryn Phillips Unexpanded vic games prog3.t64
Screenshot
Programming tutorial, looking at adding sound to your programs. Composer lets you compose a tune of up to 20 notes and provides the values needed to store them in data statements. Maniac Synthesiser allows you to design sound effects using nested loops.
Controls:
Follow on-screen prompts.
Space Battle

Issue 3 (Dec 1984),
Pages 70-71.
Andrew Booth Unexpanded space battle.prg
Screenshot
Vertically-scrolling space shooter. Dodge the stars and shoot the aliens, but your lasers only work at very close range.
Controls:
Joystick, or J (left), K (right), Z (fire), Space (hyperspace).
Vic Games Programming 4

Issue 4 (Jan 1985),
Pages 76-79.
Bryn Phillips Unexpanded vic games prog4.t64
Screenshot
Programming tutorial, looking at how to create user defined graphics. Includes a Character Designer utility.
Controls:
Follow on-screen prompts.
Vic Games Programming 5

Issue 5 (Feb 1985),
Pages 20-22.
Bryn Phillips Unexpanded/8K vic games prog5.t64
Screenshot
Programming tutorial, looking at how to add a professional touch to your programs and work with memory expansion.
Controls:
None.
Noughts and Crosses

Issue 5 (Feb 1985),
Pages 44-45.
B Davis Unexpanded noughts crosses.prg
Screenshot
Tic-tac-toe puzzle game, get three in a row before the computer.
Controls:
1-9 (position of next move).
Vic Disassembler

Issue 5 (Feb 1985),
Pages 52-53.
John Gundry Unexpanded disassembler.prg
Screenshot
Utility to disassemble machine language programs.
Controls:
Use the following commands at the prompt:
DISnnnn (start disassembling from hex address 'nnnn', press CTRL to abort)
?Dnnnn (convert hex number 'nnnn' into decimal)
?Hnnnn (convert decimal number 'nnnn' into hex)
ON (enable printer output)
OFF (disable printer output)
Minefield

Issue 6 (Mar 1985),
Pages 17-19.
Paul Randall Unexpanded minefield.t64
Screenshot
Guide your man through the minefield and back to the safety of his tank. The mines appear at the start and are then hidden, so you must remember their positions as you navitage back.
Controls:
Joystick or A (up), Z (down), V (left), B (right).
Conflict

Issue 7 (Apr 1985),
Pages 50-53.
Gary Britton Unexpanded conflict.t64
Screenshot
Two-player strategy game. Position your troops on the battlefield and then try to capture your opponent's standard.
Controls:
Enter the XY coordinates for each move, followed by the direction (N,S,W,E) you want to move in.
Reliable Routines 1

Issue 8 (May 1985),
Page 84.
Mike Hart Unexpanded reliable routines1.t64
Screenshot
Useful subroutines demonstrating how to print at a specific location (print at), and how to align columns of numbers (print using).
Controls:
None.
Reliable Routines 2

Issue 9 (Jun 1985),
Page 76.
Mike Hart Unexpanded neater listings.prg
Screenshot
Useful subroutines demonstrating how to make program listings more readable, including displaying REM statements in reverse.
Controls:
None.
Hi-Res Vic

Issue 10 (Jul 1985),
Pages 66-73.
Nick McCallen Unexpanded, 8K expansion & printer hiprint un-8k.t64
Screenshot
Utility to aid printing hi-res graphics on a 7-pin printer. The loader can be used with any memory configuration, suggested start addresses are 7424 (unexpanded), 3840 (3K), 1024 (8K or more). Demo1 requires 8K expansion, to load type 'POKE44,32:POKE8192,0:NEW' then load the loader with a start address of 1024, then load the demo. Demo2 requires an unexpanded machine, to load type 'POKE56,29:POKE52,29:CLR', then load the loader with a start address of 7424, then load the demo.
Controls:
None.
Reliable Routines 3

Issue 10 (Jul 1985),
Page 89.
Issue 12 (Sep 1985),
Page 71.
Mike Hart Unexpanded basic-flash.prg
Screenshot
Useful subroutine demonstrating how to make flashing text. The machine code routine is missing.
Controls:
None.
Reliable Routines 4

Issue 11 (Aug 1985),
Pages 58-60.
Mike Hart Unexpanded repeat-until.prg
Screenshot
Useful subroutines demonstrating how to make a repeat-until loop.
Controls:
None.
Death Maze

Issue 11 (Aug 1985),
Pages 72-77.
Paul Randall Unexpanded death maze.t64
Screenshot
Navigate your craft around a series of increasingly difficult mazes and collect all the flags. Be careful because the slightest knock will destroy your ship.
Controls:
Joystick or J (rotate left), K (rotate right), Space (start craft moving).
Reliable Routines 5

Issue 12 (Sep 1985),
Pages 69-71.
Mike Hart Unexpanded shellsort-basic.prg
Screenshot
Useful subroutines demonstrating how to sort a string array. The machine code routine is missing.
Controls:
None.
Reliable Routines 6

Issue 14 (Nov 1985),
Pages 92-93.
Mike Hart 8K expansion med-res plot 8k.prg
Screenshot
Useful subroutines demonstrating how to draw a graph using medium resolution graphics.
Controls:
None.
Reliable Routines 8

Issue 16 (Jan 1986),
Pages 88-89.
Mike Hart Unexpanded hex-calc-basic.prg
Screenshot
Useful subroutines demonstrating how to convert Dec-Hex and vice versa. The machine code routine is missing.
Controls:
None.
Chip Chat 1

Issue 21 (Jun 1986),
Pages 10-12.
Eric Doyle Unexpanded/8K chip chat1 un-8k.t64
Screenshot
Two programs demonstrating the inner workings of the computer processor.
Controls:
None.
Chip Chat 2

Issue 22 (Jul 1986),
Pages 58-59.
Eric Doyle Unexpanded chip chat2.t64
Screenshot
How variables are stored in memory.
Controls:
None.
Chip Chat 3

Issue 23 (Aug 1986),
Pages 26-27.
Eric Doyle Unexpanded float finder.prg
Screenshot
How to Decode floating point variables in memory.
Controls:
None.

Notes

  1. The machine code routine from Reliable Routines 2 (85-06) was also used as part of Distinct Rems (Popular Computing Weekly, 85-06-06).

With thanks to DLH's Commodore Archive, Internet Archive and Mort for scanning this magazine.

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This page was last updated 17-Aug-2019.