This page (revision-270) was last changed on 26-Mar-2023 02:03 by Administrator 

This page was created on 20-Feb-2010 19:16 by Carsten Strotmann

Only authorized users are allowed to rename pages.

Only authorized users are allowed to delete pages.

Page revision history

Version Date Modified Size Author Changes ... Change note
270 26-Mar-2023 02:03 17 KB Administrator to previous
269 26-Mar-2023 02:02 17 KB Administrator to previous | to last
268 26-Mar-2023 02:01 17 KB Administrator to previous | to last
267 26-Mar-2023 02:00 17 KB Administrator to previous | to last ACTION Source Code ==> Action Source Code
266 26-Mar-2023 01:59 17 KB Administrator to previous | to last
265 26-Mar-2023 01:58 17 KB Administrator to previous | to last
264 26-Mar-2023 01:56 17 KB Administrator to previous | to last Remove links to delete manual pages
263 26-Mar-2023 01:22 17 KB Administrator to previous | to last Fix SF links
262 26-Mar-2023 01:21 17 KB Administrator to previous | to last
261 26-Mar-2023 01:18 17 KB Administrator to previous | to last Move manuals to Sourceforge

Page References

Incoming links Outgoing links
Action

Version management

Difference between version and

At line 1 removed 3 lines
!!!Action!
Clinton Parker, OSS, 1983
At line 3 added 2 lines
!!Information
At line 7 changed one line
Action! is an Atari-specific programming language written by Clinton Parker and sold by Optimized Systems Software (OSS) in ROM cartridge form starting in August 1983. It is the only language other than [BASIC|Basic] and [assembler]) that had real popularity on the platform and saw any significant coverage in the Atari press; type-in programs and various technical articles were found in most magazines. In comparison, languages like [Forth] and [Logo] saw much less use and almost no press coverage.
Action (also Action!) is an Atari-specific programming language written by Clinton Parker and sold by Optimized Systems Software (OSS) in ROM cartridge form starting in August 1983. It is the only language other than [BASIC|Basic] and [assembler] that had real popularity on the platform and saw any significant coverage in the Atari press; type-in programs and various technical articles were found in most magazines. In comparison, languages like [Forth] and [Logo] saw much less use and almost no press coverage.
At line 11 changed one line
Action! uses a greatly cut-down version of the ALGOL syntax, and thus bears strong similarities with [Pascal] and [C], which were also derived from ALGOL. Like those languages, Action! is procedural, with programs essentially consisting of a large collection of functions that call each other. It lacked encapsulation or data hiding, but that is not a serious concern in the limited program sizes available on an 8-bit machine. Syntactically it looks very similar to Pascal, with the exception that it uses ALGOL 68 DO/OD style bracketing rather than Pascal's BEGIN/END.
Action uses a greatly cut-down version of the ALGOL syntax, and thus bears strong similarities with [Pascal] and [C], which were also derived from ALGOL. Like those languages, Action is procedural, with programs essentially consisting of a large collection of functions that call each other. It lacked encapsulation or data hiding, but that is not a serious concern in the limited program sizes available on an 8-bit machine. Syntactically it looks very similar to Pascal, with the exception that it uses ALGOL 68 DO/OD style bracketing rather than Pascal's BEGIN/END.
At line 13 changed one line
Action! included a number of features to allow it to run as fast as possible. Notably, it's main data types were BYTE, INT and CARD, 8-bit and 16-bit signed and unsigned values, respectively. These map directly onto the basic 6502-types. The language also included a syntax to directly refer to these objects in memory so they could be mapped into hardware registers. For instance, one could set a variable to {{BYTE RTCLOK=20}} which defined the 8-bit value at memory location 20 to be the value of the real-time clock. The user could then read or write to that register using the name {{RTCLOK}}.
Action included a number of features to allow it to run as fast as possible. Notably, it's main data types were BYTE, INT and CARD, 8-bit and 16-bit signed and unsigned values, respectively. These map directly onto the basic 6502-types. The language also included a syntax to directly refer to these objects in memory so they could be mapped into hardware registers. For instance, one could set a variable to {{BYTE RTCLOK=20}} which defined the 8-bit value at memory location 20 to be the value of the real-time clock. The user could then read or write to that register using the name {{RTCLOK}}.
At line 15 changed one line
Action! had a number of limitations, none of them very serious. Variables were assigned to memory in procedures, not on a stack, so recursion was not supported internally. Curiously, Action! did not include support for floating point types, although such support is built into the machine's OS ROM (see [Atari BASIC] for details) and available to any programming language. This is a significant limitation in some roles, although perhaps not for its target market. It also lacked most string handling, but made up for this somewhat with a series of PRINT commands that made formatted output easy.
These design details helped increase performance, but the primary reason Action was much faster than other languages of the era was due to its memory management model. In languages like C and Pascal, procedure calls use a stack of records known as "activation records" that record the values of variables when the procedure was called. This allows a procedure to call itself, as each call can have its own values, and it is this feature that allows recursion. This concept requires the manipulation of a stack, which in the 6502 was a non-trivial prospect given the CPU stack was only 256 bytes.
At line 17 changed one line
Generally, Action! programs had performance on-par with reasonable-quality [assembler], while being much easier to program. In one review, it ran Byte's Sieve of Eratosthenes 219 times faster than Atari BASIC, while its source was only a few lines longer. In comparison, the assembler version's source ran on for several pages. Such performance, combined with terse code and library functions to access much of the platform's hardware, made it suitable for action games while still having a simple source format suitable for type-in programs. It deserved to be much more popular, and may have been had it been released earlier, or by Atari itself.
Action solved this problem by simply not implementing activation records. Instead, the storage space for variables was allocated at compile time (not dissimilar to Atari BASIC's model). This meant Action could not support recursion, but also eliminated the necessity to build and manipulate a complex stack. This dramatically lowers the overhead of procedure calls, and in a language that organizes a program as a series of procedure calls, this represents a significant amount of time.
At line 19 changed one line
Action! inspired several similar languages that differ largely in syntax and various features that they do or do not support. Examples include [PL65] and [Quick].
Action had a number of limitations, none of them very serious. Curiously, Action did not include support for floating-point types, although such support is built into the machine's OS ROM (see [Atari BASIC] for details) and available to any programming language. This is a significant limitation in some roles, although perhaps not for its target market. It also lacked most string handling routines, but made up for this somewhat with a series of PRINT commands that made formatted output easy.
At line 20 added one line
Generally, Action programs had performance on-par with reasonable-quality [assembler], while being much easier to program. In one review, it ran Byte's Sieve of Eratosthenes 219 times faster than Atari BASIC, while its source was only a few lines longer. In comparison, the assembler version's source ran on for several pages. Such performance, combined with terse code and library functions to access much of the platform's hardware, made it suitable for action games while still having a simple source format suitable for type-in programs. It deserved to be much more popular, and may have been had it been released earlier, or by Atari itself.
At line 22 changed one line
!Examples
Action inspired several similar languages that differ largely in syntax and various features that they do or do not support. Examples include [PL65] and [Quick].
At line 24 added 3 lines
! Hello World
At line 25 changed one line
; Hello world in Action! programming language for the Atari 8-Bit computers
; Hello world in Action programming language for the Atari 8-Bit computers
At line 31 changed one line
The {{;}} is a comment marker, which was a commonly used as the comment marker in assembler as well. The {{PROC}} is the start of a PROCedure, which ends (perhaps oddly) with {{RETURN}}. In Action!, the last {{PROC}} in the program is the one that runs first, in this case "Hello". This is something of a mix between Pascal where the "global code" defines the program entry point, and C, where the function called "Main" is the entry point. The only line of code in this example is {{PrintE}}, which simply prints a string, while the more common {{PrintF}} is a formatted print similar to {{printf}} in C.
The {{;}} is a comment marker, which was a commonly used as the comment marker in assembler as well. The {{PROC}} is the start of a PROCedure, which ends (perhaps oddly) with {{RETURN}}. In Action, the last {{PROC}} in the program is the one that runs first, in this case "Hello". This is something of a mix between Pascal where the "global code" defines the program entry point, and C, where the function called "Main" is the entry point. The only line of code in this example is {{PrintE}}, which simply prints a string, while the more common {{PrintF}} is a formatted print similar to {{printf}} in C.
At line 54 changed 30 lines
!! ACTION! source code
at that point AtariWiki must give the highest award possible:
* [ACTION! source code]
!! Thanks
Thank you so much Mr. Parker, we can't thank you enough for what you have done for us.
[{Image src='Thank you Mr. Parker.jpg' width=533 height=109 }]
Thank you so much Mr. Parker\\
\\
Further thank you Alfred from AtariAge for preserving the source code for generations to come. We are deep in your debt.
[{Image src='Thank you Alfred.jpg' width=450 height=106 }]
Thank you Alfred
* [Action-Editor.asm] ; Source code for the ACTION! editor extracted out of the ACTION! source code. Mega-thanks to Alfred from AtariAge. :-)))
!! Blogs
* [Learning Atari Action!|http://atariaction.tumblr.com/]
!!Manuals and Docs
* [Action_manual_3rd-revised_edition_2018_by_GBXL|action_rev_3-6_GBXL_2018.pdf] ; size: 991 KB ; 3rd revised and enlarged edition (p) 2018 by GBXL. There is no better version worldwide! Thank you so much GBXL. We are deep in your debt! :-)))
* [Action-Handbuch-komplett_2016_von_GBXL.pdf] ; Das komplette, vollständige, restaurierte und überarbeitete Action!-Handbuch in deutsch! Der totale Hammer, inkl. Editor, Monitor, Language, Compiler, Library, Run Time, Toolkit. Vollständig überarbeitete Version von 2016 von GoodByteXL. So müssen PDF-Dateien aussehen, es gibt weltweit nichts vergleichbares. AtariWiki empfiehlt die PDF-Datei auf das Wärmste! Wer diese nicht lädt, ist selber schuld. Wir bedanken uns an dieser Stelle sehr, sehr herzlich bei GoodByteXL für seine lange andauernde und intensive Arbeit an diesem Werk, dass er hiermit der Atari-Gemeinschaft zur Verfügung stellt. GoodByteXL mega-Danke für Deine Arbeit, die Gemeinschaft steht tief in Deiner Schuld. :-)))
* [Action_manual_3rd-revised_edition_2015_by_GBXL.pdf] ;The complete Action! manual! Editor, Monitor, Language, Compiler, Library, Run Time, Toolkit. 3rd revised edition 2015 by GoodByteXL. Highly recommended by the AtariWiki! This is, without any(!) doubt, the very best edition worldwide available. Nobody does it better. Mega-thanks to GoodByteXL for this outstanding work and the many hours of work to the community. We are deep in your debt! Thank you so much. :-)))
* [ACTION! Reference Manual]
* [ACTION! Handbuch] (German ACTION! Manual)
! Manuals and Docs
* [Action Manual|https://sourceforge.net/p/atari-action/code/ci/master/tree/JAC/doc/action-manual.pdf?format=raw] - The complete latest version of the manual in English. Created and updated by GoodByteXL. There is no better version worldwide! Thank you so much GoodByteXL. We are deep in your debt! :-)))
* [Action Handbuch|https://sourceforge.net/p/atari-action/code/ci/master/tree/JAC/doc/action-manual-de.pdf?format=raw] - Das komplette, vollständige, restaurierte und überarbeitete Action Handbuch in Deutsch! Der totale Hammer, inkl. Editor, Monitor, Language, Compiler, Library, Run Time, Toolkit. Vollständig überarbeitete Version von GoodByteXL. So müssen PDF-Dateien aussehen, es gibt weltweit nichts vergleichbares. AtariWiki empfiehlt die PDF-Datei auf das Wärmste! Wer diese nicht lädt, ist selber schuld. Wir bedanken uns an dieser Stelle sehr, sehr herzlich bei GoodByteXL für seine lange andauernde und intensive Arbeit an diesem Werk, dass er hiermit der Atari-Gemeinschaft zur Verfügung stellt. GoodByteXL mega-Danke für Deine Arbeit, die Gemeinschaft steht tief in Deiner Schuld. :-)))
At line 88 removed 2 lines
* [Action! and BBS Express! PRO Tutorial]
* [Larry's ACTION! Tutorial]
At line 91 removed 2 lines
* [Step-by-Step Tutorial - How to create a stand-alone ACTION! Program]
* [How to setup an ACTION! Development Disk]
At line 98 changed 2 lines
!! New ACTION! versions > 3.6
* [Action! greater than version 3.6|http://www.wudsn.com/productions/atari800/action/action.zip] ; thanks to JAC! for compiling and fixing the known bugs. Please go ahead with your outstanding work in this, we really appreciate your help and work very much.
! Tutorials
* [Step-by-Step Tutorial - How to create a stand-alone ACTION! Program]
* [Action! and BBS Express! PRO Tutorial]
* [Larry's Action! Tutorial|Larrys Action Tutorial]
* [How to setup an ACTION! Development Disk]
* [Action! Programming for Atari 8-bit Computers|https://www.youtube.com/watch?v=yQ8ABW8rY40&list=PL5FYYzC9Hpgog9GPsJRtshMP0wpHrxb2J] video tutorial series
* [Learning Atari Action!|http://atariaction.tumblr.com/] blog
At line 101 changed one line
!! CAR-Images
! Workshops
* [Action! Workshop 1] - 24. October 2010 "Unperfekthaus" in Essen
* [Action! Workshop 2] - 02. October 2011 "Unperfekthaus" in Essen
* [Action! Workshop 3] - 28. October 2012 "Unperfekthaus" in Essen
!! Versions
! Latest Versions
* [Action! Programming Language|https://sourceforge.net/projects/atari-action/] - The latest [sources|https://sourceforge.net/p/atari-action/code/ci/master/tree/] and [binaries|https://sourceforge.net/projects/atari-action/files/action.zip/download] for Action
* Includes CAR-Images for OSS cartridges and for standard 16K cartridges
* Includes executable language and editor "ACTION.COM" on ATR-Images for different DOS versions
* Includes executable standalone editor "ACTIONED.COM" on ATR-Images for different DOS versions
You can use it under SpartaDOS and DosXL with "D1:ACTIONED MYSRC.ACT" to direct load the "MYSRC.ACT" file into the editor. Further, this editor can even be used for BASIC, PASCAL, FORTH etc.
! Cross Compiler
* [https://gury.atari8.info/effectus/] - Thank you soooo much Gury! That is totally incredible, we now can use high end editors, eclipse and have the results in a flash! We are deep in your debt! Thank you so much, really. :-)
! Original CAR-Images
At line 105 changed one line
!! ROM-Images
! Original ROM-Images
At line 109 changed 2 lines
!! Runtimes
* [OSS_ACTION_Programmers_Aid_Disk_100.atr]
! Original ATR-Images
* [OSS_ACTION_Programmers_Aid_Disk_100.atr] - Rebuild from damaged discs and files around the world
At line 112 changed 4 lines
* [The Action RunTime Disk-Original.atr] protected image copy of the original disk from a good soul from AtariAge
* [The ACTION! RunTime Disk.atr] unprotected copy of the original disk from a good soul from AtariAge
* [Original ACTION! System Runtime Source]
* [Alternative ACTION! Runtime Source]
* [The Action RunTime Disk-Original.atr] - Protected image copy of the original disk from a good soul from AtariAge
* [The ACTION! RunTime Disk.atr] - Unprotected copy of the original disk from a good soul from AtariAge
* [Original Action! System Runtime Source]
* [Alternative Action! Runtime Source]
At line 121 changed 3 lines
!! XEX-Files
* [ACTION.XEX] ; Thanks goes to Peter Dell for making the XEX-file out of the above source code. Peter, we owe you so much, please go ahead! :-)
* [Action_Editor-MADS.xex] ; If you rename the file to E.COM, you can even use it under SpartaDOS I for example with D1:E MYSRC.ACT to direct load the MYSRC.ACT file into the editor. Further, this editor can even be used for BASIC, PASCAL, FORTH etc... A Giga-thanks goes to Alfred from AtariAge for extracting the source code from Clinton Parker's original source code and JAC! from AtariAge for building the xex file from that very source code, while adapting to MADS. Great job, not only for Action! :-)))
!! Source Code
At line 125 changed 4 lines
!! Mini-LIBs (and/or independant Runtime Parts)
* [_Intro] (Eine kleine Einführung zu den Mini-LIBs)
* [Simple PRINT Runtime] (Mini-LIB)
* [ZERO and SETBLOCK] (RT Part)
!Action Language and Editor
At line 130 changed one line
!! Functions
at this point AtariWiki must give the highest award possible:
At line 122 added 13 lines
* [Action! Source Code]
Thank you so much Mr. Parker, we can't thank you enough for what you have done for us.
[{Image src='Thank you Mr. Parker.jpg' width=533 height=109 }]
Thank you so much Mr. Parker\\
* [Action! Editor Source Code|https://sourceforge.net/p/atari-action/code/ci/master/tree/ALFRED/EDITOR/]
Thank you Alfred from AtariAge for extracting the editor source code for generations to come. We are deep in your debt.
[{Image src='Thank you Alfred.jpg' width=450 height=106 }]
Thank you Alfred\\
! Functions
At line 138 changed one line
!!Code
! Mini-Runtime LIBs
* [_Intro] (Eine kleine Einführung zu den Mini-LIBs)
* [Simple PRINT Runtime] (Mini-LIB)
* [ZERO and SETBLOCK] (RT Part)
At line 140 changed one line
* [A pseudo Assembler in ACTION!]
! Examples
* [A pseudo Assembler in Action!]
At line 151 added 2 lines
* [ATARI Rainbow effect]
* [Access SpartaDOS commandline parameters]
At line 154 added one line
* [Atari Picture Mirror Tool]
At line 144 removed one line
* [Backtrack in ACTION!]
At line 157 added one line
* [Backtrack in ACTION!]
At line 162 added one line
* [COM File Segment Dump]
At line 152 removed one line
* [COM File Segment Dump]
At line 166 added 2 lines
* [DLI in ACTION!]
* [DOS Setup] - A small tool to copy some files from disk to ramdisk. can be configured by a textfile.
At line 158 changed 3 lines
* [DLI in ACTION!]
* [DOS Setup] - A small tool to copy some files from disk to ramdisk. can be configured by a textfile.
* [END Procedure] - Call prodedure to leave ACTION! Program
* [END Procedure] - Call procedure to leave an Action Program
At line 183 added one line
* [Jump to DOS DUP]
At line 188 added one line
* [MiniDOS]
At line 190 added one line
* [OS Vectors]
At line 181 changed one line
* [VTEmulator]
* [SourceCodeDisk1] ; SpartaDOS X disk image with Action source code
* [Starburst]
* [Symbol table lister] ACS
* [Timer Programming]
* [Trackball]
* [Using the RAM Under the OS ROM on XL and XE Computers]
At line 203 added one line
* [VTEmulator]
At line 184 removed 3 lines
* [OS Vectors]
* [use RAM under ROM on XL-XE machines]
* [Symbol table lister] ACS
At line 189 removed 9 lines
* [Starburst]
* [Atari Picture Mirror Tool]
* [ATARI Rainbow effect]
* [Access SpartaDOS commandline parameters]
* [Jump to DOS DUP]
* [Trackball]
* [Timer Programming]
* [MiniDOS]
* [SourceCodeDisk1] ; SpartaDOS X disk image with ACTION! source code
At line 199 changed one line
!! Tools
! Tools
At line 204 changed one line
* [Relocator] for ACTION!, relocates ACTION! code to run independent from the code location
* [Relocator] for Action; relocates Action code to run independent from the code location
At line 208 changed one line
!! Misc
!Missing Tools: Graphics Utilities Library and Shape Editor
At line 210 changed 3 lines
* [ACTION! Workshop 1] 24. October 2010 "Unperfekthaus" in Essen
* [ACTION! Workshop 2] October 2011 "Unperfekthaus" in Essen
* [ACTION! Workshop 3] 28. October 2012 "Unperfekthaus" in Essen
__As of 2020, just these two programs are still missing. They were published via OSS-BBS only! The number was: +1 (408) 438 - 6775. Any hint, any help is welcome at any time. We would really appreciate your help in that case.__\\
At line 214 removed 4 lines
!!Still missing: Graphics Utilities Library and Shape Editor
Now just these two are missing. Any hint, any help is welcome at any time. We would really appreciate your help in that case.\\
At line 225 changed one line
Shape Editor and Animator for ACTION! \\
Shape Editor and Animator for ACTION!\\
\\
[{Image src='OSS-BBS_.jpg' width=556 height=310 }]
OSS-BBS with the number: +1 (408) 438 - 6775 where the two missing programs were published only!
At line 227 changed 2 lines
!!Action Articles in Magzines
!Analog
!! Articles in Magazines
! Advertisements
[{Image src='00_first_ad_in_compute_Jul1983.jpg' width=600 height=802 }]
First Action ad in Compute July, 1983 ; please take into account: 128-column screen and for Apple II & Commodore 64. Thanks to GoodByteXL!
! Analog
At line 230 changed 8 lines
|[Review Action!]|#16 (02/ 84)|en|review
|[An Introduction to ACTION!] |#17 + #18 (03+ 04/ 84)|en|tutorial
|[Stars in 3D]|#20 (07/ 84)|en|demo
|[Bounce in ACTION!]|#20 (07/ 84)|en|game
|[Pulse in ACTION!]|#26 (01/ 85)|en|demo
|[More Fun with Bounce!]|#27 (02/ 85)|en|game
|[Demon Birds]|#28 (03/ 85)|en|game
|[Roto]|#31 (06/ 85)|en|game
|[Review Action!]|#16 (02/ 84)|en|Review
|[An Introduction to ACTION!] |#17 + #18 (03+ 04/ 84)|en|Tutorial
|[Stars in 3D]|#20 (07/ 84)|en|Demo
|[Bounce in ACTION!]|#20 (07/ 84)|en|Game
|[Pulse in ACTION!]|#26 (01/ 85)|en|Demo
|[More Fun with Bounce!]|#27 (02/ 85)|en|Game
|[Demon Birds]|#28 (03/ 85)|en|Game
|[Roto]|#31 (06/ 85)|en|Game
At line 239 changed 7 lines
|[Getting in on the Action! 1]|#32 (07/ 85)|en|ON-LINE Action! Tutorial
|[Getting in on the Action! 2]|#35 (10/ 85)|en|ON-LINE Action! Tutorial
|[Sneak attack]|#36 (11/ 85)|en|game
|[Air hockey]|#38 (01/ 86)|en|game
|[D-Check]|#44 (07/ 86)|en|tool
|[Trails]|#50 (01/ 87)|en|tool for using the KoalaPad in ACTION!
|[ACTION! Zero Free]|#54 (05/ 87) |en|tool
|[Getting in on the Action! 1]|#32 (07/ 85)|en|Tutorial
|[Getting in on the Action! 2]|#35 (10/ 85)|en|Tutorial
|[Sneak attack]|#36 (11/ 85)|en|Game
|[Air hockey]|#38 (01/ 86)|en|Game
|[D-Check]|#44 (07/ 86)|en|Tool
|[Trails]|#50 (01/ 87)|en|Tool for using the KoalaPad in ACTION!
|[ACTION! Zero Free]|#54 (05/ 87) |en|Tool
At line 247 changed one line
!Antic
! Antic
At line 250 changed 5 lines
|[Demo Pretty]|Vol. 3 #7 (11/ 84)|en|demo from Antic I/O-Board
|[SPLASH in ACTION!]|Vol. 3 #12 (04/ 85)|en|demo
|[Game AMAZING in ACTION!]|Vol. 4 #1 (05/ 85)|en|game
|[View 3D]|Vol. 4 #2 (06/ 85)|en|tool
|[Dark Star]|Vol. 4 #3 (07/ 85)|en|game:Zapping Aliens With Radioactive Waste
|[Demo Pretty]|Vol. 3 #7 (11/ 84)|en|Demo from Antic I/O-Board
|[SPLASH in ACTION!]|Vol. 3 #12 (04/ 85)|en|Demo
|[Game AMAZING in ACTION!]|Vol. 4 #1 (05/ 85)|en|Game
|[View 3D]|Vol. 4 #2 (06/ 85)|en|Tool
|[Dark Star]|Vol. 4 #3 (07/ 85)|en|Game: Zapping Aliens With Radioactive Waste
At line 257 changed 4 lines
|[Video Stretch]|Vol. 5 #6 (10/ 86)|en|tool
|[Killer Chess]|Vol. 6 #10 (02/ 88)|en|game
|[Reardoor]|Vol. 6 #10 (02/ 88)|en|game
|[Frog]|Vol. 6 #10 (02/ 88)|en|game
|[Video Stretch]|Vol. 5 #6 (10/ 86)|en|Tool
|[Killer Chess]|Vol. 6 #10 (02/ 88)|en|Game
|[Reardoor]|Vol. 6 #10 (02/ 88)|en|Game
|[Frog]|Vol. 6 #10 (02/ 88)|en|Game
At line 263 changed one line
!ATARI''magazin''
! ATARI''magazin''
At line 265 changed 4 lines
|[Schnelle Vektoren in ACTION!]|#1 (1-2/ 87)|ge|tutorial:Action!-Center Teil 1
|[Schnelle Umwege in ACTION!]|#2 (3-4/ 87)|ge|tutorial:Action!-Center Teil 2
|[Interne Variablen]|#3 (5-6/ 87)|ge|tutorial:Action!-Center Teil 3
|[Was ist dran an Action!?]|#4 (7-8/ 87)|ge|tutorial:Action!-Center Teil 4
|[Schnelle Vektoren in ACTION!]|#1 (1-2/ 87)|de|Tutorial: Action!-Center Teil 1
|[Schnelle Umwege in ACTION!]|#2 (3-4/ 87)|de|Tutorial: Action!-Center Teil 2
|[Interne Variablen]|#3 (5-6/ 87)|de|Tutorial: Action!-Center Teil 3
|[Was ist dran an Action!?]|#4 (7-8/ 87)|de| Tutorial: Action!-Center Teil 4
At line 270 changed one line
!CK Computer Kontakt
! Atari Magazine
At line 272 changed 2 lines
|[Musik in ACTION] |#10/85|ge| tutorial
|[ACTION! noch schneller] |#6-7/86|ge| tutorial
|[ACTION! Deel]| |nl|A collection of Action Articles
At line 275 changed one line
!Atari Magazine
! CK Computer Kontakt
At line 277 changed one line
|[ACTION! Deel]| |nl|A collection of ACTION! Articles
|[Musik in ACTION] |#10/85|ge| Tutorial
|[ACTION! noch schneller] |#6-7/86|ge| Tutorial