The following SLICK TIP appreaed in the July/August issue of Twin Cities 128. Permission is hereby granted to reprint or retransmit this information provided Twin Cities 128 is credited and the following information is included with your reprint/retransmission: Twin Cities 128 is a publication devoted exclusively to users of the Commodore 128 personal computer and is published monthly. Twin Cities 128 is available for $25.00 a year or $2.50 for a single issue. To order, or for information write: Twin Cities 128 P.O. Box 4625 Saint Paul MN 55104 00100110: BRING BOB BACK TO NORMAL Being a SYSOP and an avid telecommunicator, I really appreciate a full featured telecommunications package like Bob Letini's BobsTerm Pro. In fact, I cannot think of a better terminal emulation package. However, amidst all of the wonder bells and whistles of Bobsterm Pro there is one major irritation, namely, Mr. Letini has created his own character sets for displaying text and other information. I have found the display fonts somewhat difficult to read. Fortunately, BobsTerm Pro is so comprehensive that it allows you to add your own character set for use inside the program. You could use a standard character set editor to edit an existing font to your liking, but there are a few caveats you must be aware of. First the character sets in BobsTerm Pro are in standard ASCII order and not PET ASCII order, and second BobsTerm uses several specially defined characters which display control codes and graphic borders which really should remain intact. With this in mind, I have written the following program which creates a new character set on a BobsTerm disk which contains all of BobsTerm's special characters but replaces the alphabetic and numeric characters with ones from the C-128's normal character set. The new character set can be used directly within the program itself or can serve as a basis for further modification through the use of a character set editor. Programmers may want to note the use of location 215 (line 100) to check which display the user is using and the error trap in line 190. Also, if you run this program using a 40 column display you will get to see the actual character set translation being implemented since the translation takes place on the 40 column graphics screen. 100 IF PEEK(215)=128 THEN sc=5:ELSE sc=0 110 PRINT "place a bob's term pro disk in the drive and hit a key." 120 GETKEY a$:GRAPHIC 1,1:TRAP 190 130 BLOAD"character set.0",p11392:BSAVE"char rom2",b14,p55296 to p57344 140 BLOAD"char rom2",p8192 150 FOR i=8200 TO 8407:POKE i+3968,PEEK(i):NEXT i 160 FOR i=8712 TO 8919:POKE i+3200,PEEK(i):NEXT i 170 FOR i=8576 to 8664:POKE i+3200,PEEK(i):NEXT i 180 BSAVE"character set.7",p11392 to p13440:GRAPHIC sc,1:SCRATCH"char rom2":DIRECTORY:END 190 IF ds=62 THEN GRAPHIC sc,1:PRINT"w r o n g d i s k !":SLEEP 3:GRAPHIC sc,1:GOTO 110 200 GRAPHIC sc,1:LIST:PRINT:PRINT"disk error:";ds$:DCLEAR