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8441
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8444
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8446
8447
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8450
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8456
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8458
8459
8460
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8471
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8473
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8476
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8478
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8486
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8499
8500
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8502
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|
MEMORY MAP
Locations zero to 255 ($0 to $FF) are called "page zero" and have
special importance for assembly language programmers since these
locations are accessed faster and easier by the machine.
Locations zero to 127 ($0 to $7F) are reserved as the OS page zero,
while 128 to 255 ($80 to $FF) are the BASIC and the user zero page
RAM. Locations zero to 1792 ($0 to $700) are all used as the OS and (if
the cartridge is present) 8K BASIC RAM (except page six). Locations
zero to 8191 ($0 to $1FFF) are the minimum required for operation
(8K).
Locations two through seven are not cleared on any start operation.
DECIMAL HEX LABEL
0,1 0,1 LINZBS
LINBUG RAM, replaced by the monitor RAM See the OS
Listing, page 31. It seems to be used to store the VBLANK timer
value. One user application I've seen for location zero is in a
metronome program in De Re Atari. Also used in cross-
assembling the Atari OS.
2,3 2,3 CASINI
Cassette initialization vector: JSR through here if the cassette
boot was successful. This address is extracted from the first six
bytes of a cassette boot file. The first byte is ignored. The second
contains the number of records, the third and fourth contain the
low and high bytes of the load address, and the fifth and sixth
contain the low and high bytes of the initialization address.
Control upon loading jumps to the load address plus six for a
multi-stage load and through CASINI for initialization. JSR
through DOSVEC (10 and 11; $A,$B) to transfer control to the
application.
4,5 4,5 RAMLO
RAM pointer for the memory test used on powerup. Also used to
store the disk boot address--normally 1798 ($706)--for the
boot continuation routine.
6 6 TRAMSZ
Temporary Register for RAM size; used during powerup
sequence to test RAM availability. This value is then moved to
RAMTOP, location 106 ($6A). Reads one when the BASIC or the
A (left) cartridge is plugged in.
7 7 TSTDAT
RAM test data register. Reads one when the B or the right
cartridge is inserted.
RAMLO, TRAMSZ and TSTDAT are all used in testing the RAM
size on powerup. On DOS boot, RAMLO and TRAMSZ also act as
temporary storage for the boot continuation address. TRAMSZ
and TSTDAT are used later to flag whether or not the A (left)
and/or B (right) cartridges, respectively, are plugged in (non-
zero equals cartridge plugged in) and whether the disk is to be
hooted.
Locations eight through 15 ($8-$F) are cleared on coldstart only.
8 8 WARMST
Warmstart flag. If the location reads zero, then it is in the middle
of powerup; 255 is the normal RESET status. Warmstart is similar
to pressing RESET, so should not wipe out memory, variables, or
programs. WARMST is initialized to zero and will not change
values unless POKEd or until the first time the RESET button is
pressed. It will then read 255 ($FF).
Warmstart normally vectors to location 58484 ($E474). WARMST
is checked by the NMI status register at 54287 ($D40F) when
RESET is pressed to see whether or not to re-initialize the
software or to re-boot the disk.
9 9 BOOT?
Boot flag success indicator. A value of 255 in this location will
cause the system to lockup if RESET is pressed. If BOOT? reads
one, then the disk boot was successful; if it reads two, then the
cassette boot was successful. If it reads zero, then neither
peripheral was booted.
If it is set to two, then the cassette vector at locations two and
three will be used on RESET. Set to one, it will use the DOS
vector at 10 and 11 ($A and $B). Coldstart attempts both a
cassette and a disk boot and flags this location with the success or
failure of the boots. BOOT? is checked during both disk and
cassette boot.
10,11 A,B DOSVEC
Start vector for disk (or non-cartridge) software. This is the
address BASIC jumps to when you call up DOS. Can be set by
user to point to your own routine, but RESET will return DOSVEC
to the original address. To prevent this, POKE 5446 with the LSB
and 5450 with the MSB of your vector address and re-save DOS
using the WRITE DOS FILES option in the menu. Locations 10
and 11 are usually loaded with 159 and 23 ($9F and $17),
respectively. This allows the DUPSYS section of DOS to be
loaded when called. It is initially set to blackboard mode vector
(58481; $E471--called by typing "BYE" or "B." from BASIC); it
will also vector to the cassette run address if no DOS vector is
loaded in. If you create an AUTORUN.SYS file that doesn't end
with an RTS instruction, you should set BOOT? to one and 580
($244) to zero.
12,13 C,D DOSINI
Initialization address for the disk boot. Also used to store the
cassette-boot RUN address, which is then moved to CASINI (2,
3). When you powerup without either the disk or an autoboot
cassette tape, DOSINI will read zero in both locations.
14,15 E,F APPMHI
Applications memory high limit and pointer to the end of your
BASIC program, used by both the OS and BASIC. It contains the
lowest address you can use to set up a screen and Display List
(which is also the highest address usable for programs and data
below which the display RAM may not be placed). The screen
handler will not OPEN the "S:" device if it would extend the
screen RAM or the Display List below this address; memory
above this address may be used for the screen display and other
data (PM graphics, etc.).
If an attempted screen mode change would extend the screen
memory below APPMHI, then the screen is set up for GRAPHICS
mode zero; MEMTOP (locations 741, 742; $2E5, $2E6) is updated
and an error is returned to the user. Otherwise, the memory is not
too small for the screen editor; the mode change will take effect
and MEMTOP will be updated. This is one of five locations used
by the OS to keep track of the user and display memory.
Initialized to zero by the OS at powerup. Remember, you cannot
set up a screen display below the location specified here.
If you use the area below the Display List for your character sets,
PM graphics or whatever, be sure to set APPMHI above the last
address used so that the screen or the DL data will not descend
and destroy your own data. See RAMTOP location 106 ($6A),
MEMTOP at 741, 742 ($2E5, $2E6), PMBASE at 54279 ($D407)
and CHBASE at 54281 ($D409) for more information.
Locations 16 through 127 ($10-$7F) are cleared on either cold- or
warmstart.
16 10 POKMSK
POKEY interrupts: the IRQ service uses and alters this location.
Shadow for 53774 ($D20E). POKE with 112 ($70; also POKE this
same value into 53774) to disable the BREAK key. If the following
bits are set (to one), then these interrupts are enabled (bit
decimal values are in parentheses):
BIT DECIMAL FUNCTION
7 128 The BREAK key is enabled.
6 64 The "other key" interrupt is enabled.
5 32 The serial input data ready interrupt is
enabled.
4 16 The serial output data required interrupt is
enabled.
3 8 The serial out transmission finished
interrupt is enabled.
2 4 The POKEY timer four interrupt is enabled
(only in the "B" or later versions of the OS
ROMs).
1 2 The POKEY timer two interrupt is enabled.
0 1 The POKEY timer one interrupt is enabled.
Timer interrupt enable means the associated AUDF registers are
used as timers and will generate an interrupt request when they
have counted down to zero. See locations 528 to 535 ($210 to
$217) and the POKEY chip from locations 53760 ($D200) on, for a
full explanation. 192 ($C0) is the default on powerup.
You can also disable the BREAK key by POKEing here with 64
($40; or any number less than 128; $80) and also in location
53774. The problem with simple POKEs is that the BREAK key is
re-enabled when RESET is pressed and by the first PRINT
statement that displays to the screen, or any OPEN statement that
addresses the screen (S: or E:), or the first PRINT statement after
such an OPEN and any GRAPHICS command. In order to
continually disable the BREAK key if such commands are being
used, it's best to use a subroutine that checks the enable bits
frequently during input and output operations, and POKEs a
value less than 128 into the proper locations, such as:
1000 BREAK = PEEK(16) - 128: IF BREA
K < 0 THEN RETURN
1010 POKE 16, BREAK: POKE 53774, BRE
AK: RETURN
The new OS "B" version ROMs have a vector for the BREAK key
interrupt, which allows users to write their own routines to
process the interrupt in the desired manner. It is located at 566,
567 ($236, $237).
17 11 BRKKEY
Zero means the BREAK key is pressed; any other number means
it's not. A BREAK during I/O returns 128 ($80). Monitored by
both keyboard, display, cassette and screen handlers. See
location 16 ($A) for hints on disabling the BREAK key. The latest
editions of OS provide for a proper vector for BREAK interrupts.
The BREAK key abort status code is stored in STATUS (48; $30).
It is also checked during all I/O and scroll/draw routines. During
the keyboard handler routine, the status code is stored in DSTAT
(76; $4C). BRKKEY is turned off at powerup. BREAK key abort
status is flagged by setting BIT 7 of 53774 ($D20E). See the note
on the BREAK key vector, above.
18,19,20 12,13,14 RTCLOK
Internal realtime clock. Location 20 increments every stage one
VBLANK interrupt (1/60 second = one jiffy) until it reaches 255
($FF); then location 19 is incremented by one and 20 is reset to
zero (every 4.27 seconds). When location 19 reaches 255, it and
20 are reset to zero and location 18 is incremented by one (every
18.2 minutes or 65536 TV frames). To use these locations as a
timer of seconds, try:
TIME = INT((PEEK(18) * 65536 + PEEK(19) * 256 +
PEEK(20) )/60)
To see the count in jiffies, eliminate the "/60" at the end. To see
the count in minutes, change "/60" to "/360." The maximum
value of the RT clock is 16,777,215. When it reaches this value, it
will be reset to zero on the next VBLANK increment. This value is
the result of cubing 256 (i.e., 256 * 256 * 256), the maximum
number of increments in each clock register. The RT clock is
always updated every VBLANK regardless of the time-critical
nature of the code being processed.
A jiffy is actually a long time to the computer. It can perform
upwards of 8000 machine cycles in that time. Think of what can
be done in the VBLANK interval (one jiffy). In human terms, a
jiffy can be upwards of 20 minutes, as witnessed in the phrase "I'll
be ready in a jiffy." Compare this to the oft-quoted phrase, "I'll
be there in a minute," used by intent programmers to describe a
time frame upwards of one hour.
Users can POKE these clock registers with suitable values for
their own use. The realtime clock is always updated during the
VBLANK interval. Some of the other timer registers (locations
536 to 544; $218 to $220) are not always updated when the OS is
executing time critical code.
Here's one way to use the realtime clock for a delay timer:
10 GOSUB 100
.
.
.
100 POKE 20,0: POKE 19,0
110 IF NOT PEEK(19) THEN 110
120 RETURN
Line 110 waits to see if location 19 returns to zero and, when it
does, passes control to the RETURN statement.
See COMPUTE!, August 1982, for a useful program to create a
small realtime clock that will continue to display during your
BASIC programming. See also De Re Atari for another realtime
clock application.
21,22 15,16 BUFADR
Indirect buffer address register (page zero). Temporary pointer
to the current disk buffer.
23 17 ICCOMT
Command for CIO vector. Stores the CIO command; used to find
the offset in the command table for the correct vector to the
handler routine.
24,25 18,19 DSKFMS
Disk file manager pointer. Called JMPTBL by DOS; used as
vector to FMS.
26,27 1A,1B DSKUTL
The disk utilities pointer. Called BUFADR by DOS, it points to
the area saved for a buffer for the utilities package (data buffer;
DBUF) or for the program area (MEMLO; 743, 744; $2E7, $2E8).
28 1C PTIMOT
Printer timeout, called every printer status request. Initialized to
30, which represents 32 seconds (the value is 64 seconds per 60
increments in this register); typical timeout for the Atari 825
printer is five seconds. The value is set by your printer handler
software. It is updated after each printer status request operation.
It gets the specific timeout status from location 748 ($2EC), which
is loaded there by SIO.
The new "B" type OS ROMs have apparently solved the problem
of timeout that haunted the "A" ROMs; you saw it when the
printer or the disk drive periodically went to sleep (timed out) for
a few seconds, causing severe anxiety attacks in the owners who
thought their Ataris had just mysteriously died. This is
compounded when one removes a disk from the drive, believing
the I/O process to be finished--only to have the drive start up
again after the timeout and trying to write to or read from a
nonexistent disk. Usually both the system and the user crash
simultaneously at this point. See the appendix for more
information on the new ROMs.
29 1D PBPNT
Print buffer pointer; points to the current position (byte) in the
print buffer. Ranges from zero to the value in location 30.
30 1E PBUFSZ
Print buffer size of printer record for current mode. Normal
buffer size and line size equals 40 bytes; double-width print
equals 20 bytes (most printers use their own control codes for
expanded print); sideways printing equals 29 bytes (Atari 820
printer only). Printer status request equals four. PBUFSZ is
initialized to 40. The printer handler checks to see if the same
value is in PBPNT and, if so, sends the contents of the buffer to
the printer.
31 1F PTEMP
Temporary register used by the printer handler for the value of
the character being output to the printer.
----------------------------------------------------------------------
Locations 32 to 47 ($20 to $2F) are the ZIOCB: Page zero Input-Output
Control Block. They use the same structure as the IOCB's at locations
832 to 959 ($340 to $3BF). The ZIOCB is used to communicate I/O con-
trol data between CIO and the device handlers. When a CIO opera-
tion is initiated, the information stored in the IOCB channel is moved
here for use by the CIO routines. When the operation is finished, the
updated information is returned to the user area.
32 20 ICHIDZ
Handler index number. Set by the OS as an index to the device
name table for the currently open file. If no file is open on this
IOCB (IOCB free), then this register is set to 255 ($FF).
33 21 ICDNOZ
Device number or drive number Called MAXDEV by DOS to in-
dicate the maximum number of devices. Initialized to one.
34 22 ICCOMZ
Command code byte set by the user to define how the rest of the
IOCB is formatted, and what I/O action is to be performed.
35 23 ICSTAZ
Status of the last IOCB action returned by the device, set by the
OS. May or may not be the same status returned by the STATUS
command.
36,37 24,25 ICBALZ/HZ
Buffer address for data transfer or the address of the file name for
commands such as OPEN, STATUS, etc.
38,39 26,27 ICPTLZ/HZ
Put byte routine address set by the OS. It is the address minus
one byte of the device's "put one byte" routine. It points to CIO's
"IOCB not OPEN" on a CLOSE statement.
40,41 28,29 ICBLLZ/HZ
Buffer length byte count used for PUT and GET operations;
decreased by one for each byte transferred.
42 2A ICAX1Z
Auxiliary information first byte used in OPEN to specify the type
of file access needed.
43 2B ICAX2Z
CIO working variables, also used by some serial port functions.
Auxiliary information second byte.
44,45 2C,2D ICAX3Z/4Z
Used by BASIC NOTE and POINT commands for the transfer of
disk sector numbers. These next four bytes to location 47 are also
labelled as: ICSPRZ and are defined as spare bytes for local CIO
use.
46 2E ICAX5Z
The byte being accessed within the sector noted in locations 44
and 45. It is also used for the IOCB Number multiplied by 16.
Each IOCB block is 16 bytes long. Other sources indicate that the
6502 X register also contains this information.
47 2F ICAX6Z
Spare byte. Also labelled CIOCHR, it is the temporary storage
for the character byte in the current PUT operation.
-------------------------------------------------------------------
48 30 STATUS
Internal status storage. The SIO routines in ROM use this byte to
store the status of the current SIO operation. See page 166 of the
OS User's Manual for status values. STATUS uses location 793
($319) as temporary storage. STATUS is also used as a storage
register for the timeout, BREAK abort and error values during
SIO routines.
49 31 CHKSUM
Data frame checksum used by SIO: single byte sum with carry to
the least significant bit. Checksum is the value of the number of
bytes transmitted (255; $FF). When the number of transmitted
bytes equals the checksum, a checksum sent flag is set at location
59 ($3B). Uses locations 53773 ($D20D) and 56 ($38) for com-
parison of values (bytes transmitted).
50,51 32,33 BUFRLO/HI
Pointer to the data buffer, the contents of which are transmitted
during an I/O operation, used by SIO and the Device Control
Block (DCB); points to the byte to send or receive. Bytes are
transferred to the eight-bit parallel serial output holding register
or from the input holding register at 53773 ($D20D). This register
is a one-byte location used to hold the eight bits which will be
transmitted one bit at a time (serially) to or from the device. The
computer takes the eight bits for processing when the register is
full or replaces another byte in it when empty after a
transmission.
52,53 34,35 BFENLO/HI
Next byte past the end of the SIO and DCB data buffer described
above.
54 36 CRETRY
Number of command frame retries. Default is 13 ($0D). This is the
number of times a device will attempt to carry out a command
such as read a sector or format a disk.
55 37 DRETRY
Number of device retries. The default is one.
56 38 BUFRFL
Data buffer full flag (255; $FF equals full).
57 39 RECVDN
Receive done flag (255; $FF equals done).
58 3A XMTDON
Transmission done flag (255; $FF equals done).
59 3B CHKSNT
Checksum sent flag (255; $FF equals sent).
60 3C NOCKSM
Flag for "no checksum follows data." Not zero means no
checksum follows; zero equals checksum follows transmission
data.
61 3D BPTR
Cassette buffer pointer: record data index into the portion of data
being read or written. Ranges from zero to the current value at
location 650 ($28A). When these values are equal, the buffer at
1021 ($3FD) is empty if reading or full if writing. Initialized to 128
($80).
62 3E FTYPE
Inter-record gap type between cassette records, copied from
location 43 ($2B; ICAX2Z) in the ZIOCB, stored there from
DAUX2 (779; $30B) by the user. Normal gaps are a non-zero
positive number; continuous gaps are zero (negative number).
63 3F FEOF
Cassette end of file flag. If the value is zero, an end of file (EOF)
has not been reached. Any other number means it has been
detected. An EOF record has been reached when the command
byte of a data record equals 254 ($FE). See location 1021 ($3FD).
64 40 FREQ
Beep count retain register. Counts the number of beeps required
by the cassette handler during the OPEN command for play or
record operations; one beep for play, two for record.
65 41 SOUNDR
Noisy I/O flag used by SIO to signal the beeping heard during
disk and cassette I/O. POKE here with zero for blessed silence
during these operations. Other numbers return the beep. In-
itialized to three. The hardware solution to this problem is to turn
your speaker volume down. This can also be used to silence the
digital track when playing synchronized voice/data tapes. See
location 54018.
66 42 CRITIC
Critical I/O region flag; defines the current operation as a time-
critical section when the value here is non-zero. Checked at the
NMI process after the stage one VBLANK has been processed.
POKEing any number other than zero here will disable the repeat
action of the keys and change the sound of the CTRL-2 buzzer.
Zero is normal; setting CRITIC to a non-zero value suspends a
number of OS processes including system software timer coun-
ting (timers two, three, four and five; see locations 536 to 558;
$218 to $22E). It is suggested that you do not set CRITIC for any
length of time. When one timer is being set, CRITIC stops the
other timers to do so, causing a tiny amount of time to be "lost."
When CRITIC is zero, both stage one and stage two VBLANK
procedures will be executed. When non-zero, only the stage one
VBLANK will be processed.
67-73 43-49 FMZSPG
Disk file manager system (FMS) page zero registers (seven
bytes).
67,68 43,44 ZBUFP
Page zero buffer pointer to the user filename for disk I/O.
69,70 45,46 ZDRVA
Page zero drive pointer. Copied to here from DBUFAL and
DBUFAH; 4905 and 4913 ($1329, $1331). Also used in FMS "free
sector," setup and "get sector" routines.
71,72 47,48 ZSBA
Zero page sector buffer pointer.
73 49 ERRNO
Disk I/O error number. Initialized to 159 ($9F) by FMS.
74 4A CKEY
Cassette boot request flag on coldstart. Checks to see if the
START key is pressed and, if so, CKEY is set. Autoboot cassettes
are loaded by pressing the START console key while turning the
power on. In response to the beep, press the PLAY button on the
recorder.
75 4B CASSBT
Cassette boot flag. The Atari attempts both a disk and a cassette
boot simultaneously. Zero here means no cassette boot was suc-
cessful. See location 9
76 4C DSTAT
Display status and keyboard register used by the display handler.
Also used to indicate memory is too small for the screen mode,
cursor out of range error, and the BREAK abort status.
77 4D ATRACT
Attract mode timer and flag. Attract mode rotates colors on your
screen at low luminance levels when the computer is on but no
keyboard input is read for a long time (seven to nine minutes).
This helps to save your TV screen from "burn-out" damage suf-
fered from being left on and not used. It is set to zero by IRQ
whenever a key is pressed, otherwise incremented every four
seconds by VBLANK (see locations 18 - 20; $12 - $14). When the
value in ATRACT reaches 127 ($7F), it is then set to 254 ($FE) un-
til attract mode is terminated. This sets the flag to reduce the
luminance and rotate the colors when the Atari is sitting idle.
POKE with 128 ($80) to see this effect immediately: it normally
takes seven to nine minutes to enable the attract mode. The OS
cannot "attract" color generated by DLI's, although your DLI
routine can, at a loss of time.
Joysticks alone will not reset location 77 to zero. You will have to
add a POKE 77,0 to your program periodically or frequently call
in a subroutine to prevent the Atari from entering attract mode if
you are not using any keyboard input.
78 4E DRKMSK
Dark attract mask; set to 254 ($FE) for normal brightness when
the attract mode is inactive (see location 77). Set to 246 ($F6)
when the attract mode is active to guarantee screen color
luminance will not exceed 50% . Initialized to 254 ($FE).
79 4F COLRSH
Color shift mask; attract color shifter; the color registers are
EORd with locations 78 and 79 at the stage two VBLANK (see
locations 18 - 20; $12 - $14). When set to zero and location 78
equals 246, color luminance is reduced 50%. COLRSH contains
the current value of location 19, therefore is given a new color
value every 4.27 seconds.
Bytes 80 to 122 ($50 to $7A) are used by the screen editor and display
handler.
80 50 TEMP
Temporary register used by the display handler in moving data to
and from screen. Also called TMPCHR.
81 51 HOLD1
Same as location 80. It is used also to hold the number of Display
List entries.
82 52 LMARGN
Column of the left margin of text (GR.0 or text window only).
Zero is the value for the left edge of the screen; LMARGN is
initialized to two. You can POKE the margin locations to set them
to your specific program needs, such as POKE 82,10 to make the
left margin start ten locations from the edge of the screen.
83 53 RMARGN
Right margin of the text screen initialized to 39 ($27). Both
locations 82 and 83 are user-alterable, but ignored in all
GRAPHICS modes except zero and the text window.
Margins work with the text window and blackboard mode and are
reset to their default values by pressing RESET. Margins have no
effect on scrolling or the printer. However, DELETE LINE and
INSERT LINE keys delete or insert 40 character lines (or delete
one program line), which always start at the left margin and wrap
around the screen edge back to the left margin again. The right
margin is ignored in the process. Also, logical lines are always
three physical lines no matter how long or short you make those
lines.
The beep you hear when you are coming to the end of the logical
line works by screen position independent of the margins. Try
setting your left margin at 25 (POKE 82,25) and typing a few lines
of characters. Although you have just a few characters beyond
60, the buzzer will still sound on the third line of text.
84 54 ROWCRS
Current graphics or text screen cursor row, value ranging from
zero to 191 ($BF) depending on the current GRAPHICS mode
(maximum number of rows, minus one). This location, together
with location 85 below, defines the cursor location for the next
element to be read/written to the screen. Rows run horizontally,
left to right across the TV screen. Row zero is the topmost line;
row 192 is the maximum value for the bottom-most line.
85,86 55,56 COLCRS
Current graphics or text mode cursor column; values range from
zero to 319 (high byte, for screen mode eight) depending on
current GRAPHICS mode (maximum numher of columns minus
one). Location 86 will always be zero in modes zero through
seven. Home position is 0,0 (upper left-hand corner). Columns
run vertically from the top to the bottom down the TV screen, the
leftmost column being number zero, the rightmost column the
maximum value in that mode. The cursor has a complete top to
bottom, left to right wraparound on the screen.
ROWCRS and COLCRS define the cursor location for the next
element to be read from or written to in the main screen segment
of the display. For the text window cursor, values in locations 656
to 667 ($290 to $29B) are exchanged with the current values in
locations 84 to 95 ($54 to $5F), and location 123 ($7B) is set to 255
($FF) to indicate the swap has taken place. ROWCRS and
COLCRS are also used in the DRAW and FILL functions to
contain the values of the endpoint of the line being drawn. The
color of the line is kept in location 763 ($2FB). These values are
loaded into locations 96 to 98 ($60 to $62) so that ROWCRS and
COLCRS may be altered during the operation.
BASIC's LOCATE statement not only examines the screen, but
also moves the cursor one position to the right at the next PRINT
or PUT statement. It does this by updating locations 84 and 85,
above. You can override the cursor advance by saving the
contents of the screen before the LOCATE command, then
restoring them after the LOCATE. Try:
100 REM: THE SCREEN MUST HAVE BEEN 0
PENED FOR READ OR READ/WRITE PREV
IOUSLY
110 LOOK = PEEK(84): SEE = PEEK(85)
120 LOCATE X,Y,THIS
130 POKE 84, LOOK: POKE 65, SEE
Note that CHR$(253) is a non-printing character---the bell--
and doesn't affect the cursor position.
See COMPUTE!, August 198l, for an example of using COLCRS
for dynamic data restore and updating with the screen editor and
the IOCBs.
87 57 DINDEX
Display mode/current screen mode. Labelled CRMODE by (*M).
DINDEX contains the number obtained from the low order four
bits of most recent open AUX1 byte. It can be used to fool the OS
into thinking you are in a different GRAPHICS mode by
POKEing DINDEX with a number from zero to 11. POKE with
seven after you have entered GRAPHICS mode eight, and it will
give you a split screen with mode seven on top and mode eight
below. However, in order to use both halves of the screen, you
will have to modify location 89 (below) to point to the area of the
screen you wish to DRAW in. (See Your Atan 400/800, pp. 280 -
283.)
Watch for the cursor out-of-range errors (number 141) when
changing GRAPHICS modes in this manner and either PRINTing
or DRAWing to the new mode screen. POKE 87 with the BASIC
mode number, not the ANTIC mode number.
Did you know you can use PLOT and DRAWTO in GR.0? Try
this:
10 GR.0
20 PLOT 0,0: DRAWTO 10,10: DRAWTO 0
,10
30 DRAWTO 39,0: DRAWTO 20,23: DRAWT
O 0,20
40 GOTO 40
You can also set the text window for PRINT and PLOT modes by
POKEing 87 with the graphics mode for the window. Then you
must POKE the address of the top left corner of the text window
into 88 and 89 ($58, $59). The screen mode of the text window is
stored at location 659 ($293).
You may have already discovered that you cannot call up the
GTIA modes from a direct command. Like the + 16 GRAPHICS
modes, they can only be called up during a program, and the
screen display will be reset to GR.0 on the first INPUT or PRINT
(not PRINT#6) statement executed in these modes.
Since this location only takes BASIC modes, you can't POKE it
with the other ANTIC modes such as "E", the famous "seven-and-
a-half" mode which offers higher resolution than seven and a four
color display (used in Datasoft's Micropainter program). If you're
not drawing to the screen, simply using it for display purposes,
you can always go into the Display List and change the
instructions there. But if you try to draw to the screen, you risk an
out-of-bounds error (error number 141).
See Creative Computing, March 1982, for an excellent look at
mode 7.5. The short subroutine below can be used to change the
Display List to GR.7.5:
1000 GRAPHICS 8+16: DLIST = PEEK(560)
) + PEEK(561) * 256:POKE DLIST +
3,78
1010 FOR CHANGE = DLIST + 6 TO DLIST
+ 204: IF PEEK(CHANGE) = 15 THE
N POKE CHANGE,14
1020 IF PEEK (CHANGE) = 79 THEN POKE
CHANGE,78: NEXT CHANGE
1030 POKE 87,7:RETURN
DOWNLOAD MODE75.BAS
(Actually, 15 ($F) is the DL number for the maximum memory
mode; it also indicates modes eight through eleven. The DL's for
these modes are identical.) Fourteen is the ANTIC E mode;
GR.7.5 This program merely changes GR.8 to mode E in the
Display List. The value 79 is 64 + 15; mode eight screen with BIT
6 set for a Load Memory Scan (LMS) instruction (see the DL
information in locations 560, 561; $230, $231). It does not check
for other DL bits.
You can also POKE 87 with the GTIA values (nine to eleven). To
get a pseudo-text window in GTIA modes, POKE the mode
number here and then POKE 623 with 64 for mode nine, 128 for
mode ten, and 192 for mode eleven, then POKE 703 with four, in
program mode. (In command mode, you will be returned to
GR.0.) You won't be able to read the text in the window, but you
will be able to write to it. However, to get a true text window,
you'll need to use a Display List Interrupt (see COMPUTE!,
September 1982). If you don't have the GTIA chip, it is still
possible to simulate those GRAPHICS modes by using DINDEX
with changes to the Display List Interrupt. See COMPUTE!, July
1981, for an example of simulating GR.10.
88,89 58,59 SAVMSC
The lowest address of the screen memory, corresponding to the
upper left corner of the screen (where the value at this address
will be displayed). The upper left corner of the text window is
stored at locations 660, 661 ($294, $295).
You can verify this for yourself by:
WINDOW = PEEK(88) + PEEK(89) * 256: POKE WINDOW,33
This will put the letter "A" in the upper left corner in GR.0, 1 and
2. In other GRAPHICS modes, it will print a colored block or
bar. To see this effect, try:
5 REM FIRST CLEAR SCREEN
10 GRAPHICS Z: IF Z > 59 THEN END
15 SCREEN = PEEK (88) + PEEK (89) *
256
20 FOR N = 0 TO 255: POKE SCREEN + N
,N
25 NEXT N: FOR N = 1 TO 300: NEXT N:
Z = Z + 1
30 GOTO 10
DOWNLOAD SAVEMSC1.BAS
You will notice that you get the Atari internal character code, not
the ATASCII code. See also locations 560, 561 ($230, $231) and
57344 ($E000).
How do you find the entire screen RAM? First, look at the chart
below and find your GRAPHICS mode. Then you multiply the
number of rows-per-screen type by the number of bytes-per-line.
This will tell you how many bytes each screen uses. Add this
value, minus one, to the address specified by SAVMSC.
However, if you subtract MEMTOP (locations 741, 742; $2E5,
$2E6) from RAMTOP (106; $6A * 256 for the number of bytes),
you will see that there is more memory reserved than just the
screen area. The extra is taken up by the display list or the text
window, or is simply not used (see the second chart below).
Mode 0 1 2 3 4 5 6 7 8 9-12
Rows
Full 24 24 12 24 48 48 96 96 192 192
Split -- 20 10 20 40 40 80 80 160 --
Bytes per
Line 40 20 20 10 10 20 20 40 40 40
Columns
per Line 40 20 20 40 80 80 160 160 320 80
Memory (1) 993 513 261 273 537 1017 2025 3945 7900 7900
Memory (2)
Full 992 672 420 432 696 1176 2184 4200 8138 8138
Split -- 674 424 434 694 1174 2174 4190 8112 --
(1) According to the Atari BASIC Reference Manual, p.45; OS
User's Manual, p.172, and Your Atari 400/800, p.360.
(2) According to Your Atari 400/800, p.274, and Atari Microsoft
Basic Manual, p.69. This is also the value you get when you
subtract MEMTOP from RAMTOP (see above).
For example, to POKE the entire screen RAM in GR.4, you
would find the start address of the screen (PEEK(88) + PEEK(89)
* 256), then use a FOR-NEXT loop to POKE all the locations
specified above:
10 GRAPHICS 4: SCRN = PEEK(88) + PE
EK(89) * 256
20 FOR LOOP = SCRN to SCRN + 479: R
EM 48 ROWS * 10 BYTES - 1
30 POKE LOOP,35: NEXT LOOP
DOWNLOAD SAVEMSC2.BAS
Why the minus one in the calculation? The first byte of the screen
is the first byte in the loop. If we add the total size, we will go one
byte past the end of the soreen, so we subtract one from the total.
Here's how to arrive at the value for the total amount ot memory
located for screen use, display list and Text window:
Total memory allocation for the screen
Screen display Display List
-----------------------------------------------------------
Text unused bytes screen unused used
GR window always cond. use bytes bytes Total
-----------------------------------------------------------
0 ... none none 960 none 32 992
1 160 none 80 400 none 34 674
2 160 none 40 200 none 24 424
3 160 none 40 200 none 34 434
4 160 none 80 400 none 54 694
5 160 none 160 800 none 54 1174
6 160 none 320 1600 none 94 2174
7 160 none 640 3200 96 94 4190
8 160 16 1280 6400 80 176 8112
The number of bytes from RAMTOP (location 106; $6A) is counted
from the left text window column towards the total column.
MEMTOP (741, 742; $2E5, $2E6) points to one byte below
RAMTOP * 256 minus the number of bytes in the total column. If
16 is added to the GRAPHICS mode (no text window), then the
conditional unused bytes are added to the total. Then the bytes
normally added for the text window become unused, and the
Display List expands slightly. (See COMPUTE!, September 1981.)
When you normally PRINT CHR$(125) (clear screen), Atari sends
zeroes to the memory starting at locations 88 and 89. It continues to
do this until it reaches one byte less than the contents of RAMTQP
(location 106; $6A). Here is a potential source of conflict with your
program, however: CHR$(125)--CLEAR SCREEN--and any
GRAPHICS command actually continue to clear the first 64 ($40)
bytes above RAMTOP!
It would have no effect on BASIC since BASIC is a ROM
cartridge. The OS Source Listing seems to indicate that it ends at
RAMTOP, but Atari assumed that there would be nothing after
RAMTOP, so no checks were provided. Don't reserve any data
within 64 bytes of RAMTOP or else it will be eaten by the CLEAR
SCREEN routine, or avoid using a CLEAR SCREEN or a
GRAPHICS command. Scrolling the text window also clears 800
bytes of memory above RAMTOP.
You can use this to clear other areas of memory by POKEing the
LSB and MSB of the area to be cleared into these locations. Your
routine should always end on a $FF boundary (RAMTOP indicates
the number of pages). Remember to POKE back the proper screen
locations or use a GRAPHICS command immediately after doing
so to set the screen right. Try this:
10 BOTTOM = 30000: TOP = 36863: REM
LOWEST AND HIGHEST ADDRESS TO CLEA
R = $7530 & $8FFF
20 RAMTOP = PEEK(106): POKE 106, INT
(TOP + 1 / 256)
30 TEST = INT(BOTTOM / 256): POKE89,
TEST
40 POKE 88. BOTTOM - 256 * TEST
50 PRINT CHR$(125): POKE 106, RAMTOP
60 GRAPHICS 0
DOWNLOAD SAVEMSC3.BAS
This will clear the specified memory area and update the address
of screen memory. If you don't specify TOP, the CLEAR SCREEN
will continue merrily cleaning out memory and, most likely, will
cause your program to crash. Use it with caution.
Here's a means to SAVE your current GR.7 screen display to disk
using BASIC:
1000 SCREEN = PEEK(88) + PEEK(89) *
256
1010 OPEN #2,8,0,"D:picturename"
1020 MODE = PEEK(87): PUT #2, MODE:
REM SAVE GR. MODE
1030 FOR SCN = 0 TO 4: COL PEEK(70
8 + SCN): PUT #2,COL: NEXT SCN:
REM SAVE COLOR REGISTERS
1040 FOR TV = SCREEN TO SCREEN + 319
9:BYTE = PEEK(TV): PUT #2, BYTE:
NEXT TV: CLOSE #2
DOWNLOAD SAVEMSC4.BAS
To use this with other screen modes, you will have to change the
value of 3199 in line 1040 to suit your screen RAM (see the chart
above). For example, GR.7 + 16 would require 3839 bytes (3840
minus one). You can use the same routine with cassette by using
device C:. To retrieve your picture, you use GET#2 and POKE
commands. You will, however, find both routines very slow. Using
THE CIO routine at 58454 ($E456) and the IOCBs, try this machine
language save routine:
10 DIM ML$(10): B$(10): GR.8+16
20 B$ = "your picture name":Q = PEEK
(559)
30 FOR N = 1 TO 6: READ BYTE: ML$(N,
N) = CHR$(BYTE): NEXT N
35 DATA 104,162,16,76,86,228
36 REM PLA,LDX,$10,JMP $E456
40 OPEN #1,4,0,B$
50 POKE 849,1: POKE 850,7: POKE 852,
PEEK(88): POKE 853,PEEK(89): POKE
856,70: POKE 857,30: POKE 858,4
55 REM THESE POKES SET UP THE IOCB
60 POKE 559,0: REM TURN OFF THE SCRE
EN TO SPEED THINGS UP
70 X = USR(ADR(ML$)): CLOSE #1
80 POKE 559,Q: REM TURN IT BACK ON A
GAIN
DOWNLOAD SAVEMSC5.BAS
Note that there is no provision to SAVE the color registers in this
program, so I suggest you have them SAVEd after you have
SAVEd the picture. It will make it easier to retrieve them if they are
at the end of the file. You will have to make suitable adjustments
when SAVEing a picture in other than GR.8 + 16 -- such as
changing the total amount of screen memory to be SAVEd, POKEd
into 856 and 857. Also, you will need a line such as 1000 GOTO
1000 to keep a GTIA or + 16 mode screen intact. See the Atari
column in InfoAge Magazine, July 1982, for more on this idea. See
location 54277 ($D405) for some ideas on scrolling the screen
RAM.
------------------------------------------------------------------------
A SHORT DIGRESSION
There are two techniques used in this hook for calling a machine
language program from BASIC with the USR command. One method
is to POKE the values into a specific address -- say, page six -- and
use the starting address for the USR call, such as X = USR(1536). For
an example of this technique, see location 632 ($278).
The other technique, used above, is to make a string (ML$) out of the
routine by assigning to the elements of the string the decimal
equivalents of the machine language code by using a FOR-NEXT and
READ-DATA loop. To call this routine, you would use X =
USR(ADR(ML$)). This tells the Atari to call the machine language
routine located at the address where ML$ is stored. This address will
change with program size and memory use. The string method won't
be overwritten by another routine or data since it floats around safely
in memory. The address of the string itself is stored by the string/array
table at location 140 ($8C).
------------------------------------------------------------------------
90 5A OLDROW
Previous graphics cursor row. Updated from location 84 ($54)
before every operation. Used to determine the starting row for
the DRAWTO and XIO 18 (FILL command).
91,92 5B,5C OLDCOL
Previous graphics cursor column. Updated from locations 85 and
86 ($55, $56) before every operation. These locations are used by
the DRAWTO and XIO 18 (FILL) commands to determine the
starting column of the DRAW or FILL
93 5D OLDCHR
Retains the value of the character under the cursor used to
restore that character when the cursor moves
94,95 5E,5F OLDADR
Retains the memory location of the current cursor location. Used
with location 93 (above) to restore the character under the cursor
when the cursor moves
96 60 NEWROW
Point (row) to which DRAWTO and XIO 18 (FILL) will go.
97,98 61,62 NEWCOL
Point (column) to which DRAWTO and XIO 18 (FILL) will go.
NEWROW and NEWCOL are initialized to the values in
ROWCRS and COLCRS (84 to 86; $54 to $56) above, which
represent the destination end point of the DRAW and FILL
functions. This is done so that ROWCRS and COLCRS can be
altered during these routines.
99 63 LOGCOL
Position of the cursor at the column in a logical line. A logical
line can contain up to three physical lines, so LOGCOL can
range between zero and 119. Used by the display handler.
100,101 64,65 ADRESS
Temporary storage used by the display handler for the Display
List address, line buffer (583 to 622; $247 to $26E), new MEMTOP
value after DL entry, row column address, DMASK value, data to
the right of cursor, scroll, delete, the clear screen routine and for
the screen address memory (locations 88, 89; $58, $59).
102,103 66,67 MLTTMP
Also called OPNTMP and TOADR; first byte used in OPEN as
temporary storage. Also used by the display handler as
temporary storage.
104,105 68,69 SAVADR
Also called FRMADR. Temporary storage, used with ADRESS
above for the data under the cursor and in moving line data on
the screen.
106 6A RAMTOP
RAM size, defined by powerup as passed from TRAMSZ (location
6), given in the total number of available pages (one page equals
256 bytes, so PEEK(106) * 256 will tell you where the Atari thinks
the last usable address --byte-- of RAM is). MEMIOP (741,
742; $2E5. $2E6) may not extend below this value. In a 48K Atari,
RAMTOP is initialized to 160 ($A0), which points to location
40960 ($A000). The user's highest address will be one byte less
than this value.
This is initially the same value as in location 740. PEEK(740) / 4 or
PEEK(106) / 4 gives the number of 1K blocks. You can fool the
computer into thinking you have less memory than you actually
have, thus reserving a relatively safe area for data (for your new
character set or player/missile characters, for example) or
machine language subroutines by:
POKE(106), PEEK(106) - # of pages you want to reserve.
The value here is the number of memory pages (256-byte blocks)
present. This is useful to know when changing GR.7 and GR.8
screen RAM. If you are reserving memory for PM graphics,
POKE 54279, PEEK(106) - # of pages you are reserving before
you actually POKE 106 with that value. To test to see if you have
exceeded your memory by reserving too much memory space,
you can use:
10 SIZE = (PEEK(106) - # of pages)
* 256
20 IF SIZE < = PEEK(144) + PEEK(145
) * 256 THEN PRINT "TOO MUCH MEMOR
Y USED"
If you move RAMTOP to reserve memory, always issue a
GRAPHICS command (even issuing one to the same GRAPHICS
mode you are in will work) immediately so that the display list
and data are moved beneath the new RAMTOP.
You should note that a GRAPHICS command and a CLEAR
command (or PRINT CHR$(125)) actually clear the first 64 bytes
above RAMTOP (see location 88; $58 for further discussion).
Scrolling the text window of a GRAPHICS mode clears up to 800
($320) bytes above RAMTOP (the text window scroll actually
scrolls an entire GR.0 screen-worth of data, so the unseen 20
lines * 40 bytes equals 800 bytes). PM graphics may be safe
(unless you scroll the text window) since the first 384 or 768 bytes
(double or single line resolution, respectively) are unused.
However, you should take both of these effects into account when
writing your programs.
To discover the exact end of memory, use this routine (it's a tad
slow):
10 RAMTOP = 106: TOP = PEEK(RAMTOP)
20 BYTE = TOP * 256: TEST = 255 - PE
EK(BYTE): POKE BYTE,TEST
30 IF PEEK(BYTE) = TEST THEN TOP = T
OP +1: POKE BYTE, 255 - TEST
40 GOTO 20
50 PRINT "MEMORY ENDS AT "; BYTE
One caution: BASIC cannot always handle setting up a display
list and display memory for GRAPHICS 7 and GRAPHICS 8
when you modify this location by less than 4K (16 pages; 4096
bytes). Some bizarre results may occur if you use PEEK(106) - 8
in these modes, for example. Use a minimum of 4K (PEEK(106) -
16) to avoid trouble. This may explain why some people have
difficulties with player/missile graphics in the hi-res (high
resolution; GR.7 and GR.8) modes. See location 54279 ($D407).
Another alternative to reserving memory in high RAM is to save
an area below MEMLO, location 743 ($2E7: below your BASIC
program). See also MEMTOP, locations 741, 742 ($2E5, $2E6).
107 6B BUFCNT
Buffer count: the screen editor current logical line size counter.
108,109 6C,6D BUFSTR
Editor low byte (AM). Display editor GETCH routine pointer
(location 62867 for entry; $F593). Temporary storage; returns the
character pointed to by BUFCNT above.
110 6E BITMSK
Bit mask used in bit mapping routines by the OS display handler
at locations 64235 to 64305 ($FAEB to $FB31). Also used as a
display handler temporary storage register.
111 6F SHFAMT
Pixel justification: the amount to shift the right justified pixel data
on output or the amount to shift the input data to right justify it.
Prior to the justification process, this value is always the same as
that in 672 ($2A0).
112,113 70,71 ROWAC
ROWAC and COLAC (below) are both working accumulators for
the control of row and column point plotting and the increment
and decrement functions.
114,115 72,73 COLAC
Controls column point plotting.
116,117 74,75 ENDPT
End point of the line to be drawn. Contains the larger value of
either DELTAR or DELTAC (locations 118 and 119, below) to be
used in conjunction with ROWAC/COLAC (locations 112 and
114, above) to control the plotting of line points.
118 76 DELTAR
Delta row; contains the absolute value of NEWBOW (location 96;
$60) minus ROWCRS (location 84; $54).
119,120 77,78 DELTAC
Delta column; contains the absolute value of NEWCOL (location
97; $61) minus the value in COLCRS (location 85; $55). These
delta register values, along with locations 121 and 122 below, are
used to define the slope of the line to be drawn.
121 79 ROWINC
The row increment or decrement value (plus or minus one).
122 7A COLINC
The column increment or decrement value (plus or minus one).
ROWINC and COLINC control the direction of the line drawing
routine. The values represent the signs derived from the value in
NEWROW (location 96; $60) minus the value in ROWCRS
(location 84; $54) and the value in NEWCOL (locations 97, 98;
$61, $62) minus the value in COLCRS (locations 85, 86; $55,
$56).
123 7B SWPFLG
Split-screen cursor control. Equal to 255 ($FF) if the text window
RAM and regular RAM are swapped; otherwise, it is equal to
zero. In split-screen modes, the graphics cursor data and the text
window data are frequently swapped in order to get the values
associated with the area being accessed into the OS data base
locations 84 to 95 ($54 to $5F). SWPFLG helps to keep track of
which data set is in these locations.
124 7C HOLDCH
A character value is moved here before the control and shift logic
are processed for it.
125 7D INSDAT
Temporary storage byte used by the display handler for the
character under the cursor and end of line detection.
126,127 7E,7F COUNTR
Starts out containing the larger value of either DELTAR (location
118; $76) or DELTAC (location 119; $77). This is the number of
iterations required to draw a line. As each point on a line is
drawn, this value is decremented. When the byte equals zero, the
line is complete (drawn).
---------------------------------------------------------------------
User and/or BASIC page zero RAM begins here. Locations 128 to 145
($80 to $91) are for BASIC program pointers; 146 to 202 ($92 to $CA)
are for miscellaneous BASIC RAM; 203 to 209 ($CB to $D1) are
unused by BASIC, and 210 to 255 ($D2 to $FF) are the floating point
routine work area. The Assembler Editor cartridge uses locations 128
to 176 ($80 to $B0) for its page zero RAM. Since the OS doesn't use this
area, you are free to use it in any non-BASIC or non-cartridge
environment. If you are using another language such as FORTH,
check that program's memory map to see if any conflict will occur.
See COMPUTE!'s First Book of Atari, pages 26 to 53, for a discussion
of Atari BASIC structure, especially that using locations 130 to 137
($82 to $89). Included in the tutorials are a memory analysis, a line
dump, and a renumber utility. See also De Re Atari, BYTE, February
1982, and the locations for the BASIC ROM 40960 to 49151 ($A000 to
$BFFF).
128,129 80,81 LOMEM
Pointer to BASIC's low memory (at the high end of OS RAM
space). The first 256 bytes of the memory pointed to are the token
output buffer, which is used by BASIC to convert BASIC
statements into numeric representation (tokens; see locations
136, 137; $88, $89). This value is loaded from MEMLO (locations
743, 744; $2E7, $2E8) on initialization or the execution of a NEW
command (not on RESET!). Remember to update this value when
changing MEMLO to reserve space for drivers or buffers.
When a BASIC SAVE is made, two blocks of information are
written: the first block is the seven pointers from LOMEM to
STARP (128 to 141; $80 to $8D). The value of LOMEM is
subtracted from each of these two-byte pointers in the process, so
the first two bytes written will both be zero. The second block
contains the following: the variable name table, the variable
value table, the tokenized program, and the immediate mode
line.
When a BASIC LOAD is made, BASIC adds the value at MEMLO
(743, 744; $2E7, $2E8) to each of the two-byte pointers SAVEd as
above. The pointers are placed back in page zero, and the values
of RUNSTK (142, 143; $8E, $8F) and MEMTOP (144, 145; $90,
$91) are set to the value in STARP. Then 256 bytes are reserved
above the value in MEMLO for the token output buffer, and the
program is read in immediately following this buffer.
When you don't have DOS or any other application program
using low memory loaded, LOMEM points to 1792 ($700). When
DOS 2.0 is present, it points to 7420 ($1CFC). When you change
your drive and data buffer defaults (see 1801, 1802; $709, $70A),
you will raise or lower this figure by 128 bytes for each buffer
added or deleted, respectively. When you boot up the RS-232
handler, add another 1728 ($6C0) bytes used.
LOMEM is also called ARGOPS by BASIC when used in
expression evaluation. When BASIC encounters any kind of
expression, it puts the immediate results into a stack. ARGOPS
points to the same 256 byte area; for this operation it is reserved
for both the argument and operator stack. It is also called
OUTBUFF for another operation, pointing to the same 256 byte
buffer as ARGOPS points to. Used by BASIC when checking a
line for syntax and converting it to tokens. This buffer
temporarily stores the tokens before moving them to the
program.
130,131 82,83 VNTP
Beginning address of the variable name table. Variable names
are stored in the order input into your program, in ATASCII
format. You can have up to 128 variable names. These are stored
as tokens representing the variable number in the tokenized
BASIC program, numbered from 128 to 255 ($80 to $FF).
The table continues to store variable names, even those no longer
used in your program and those used in direct mode entry. It is
not cleared by SAVEing your program. LOADing a new program
replaces the current VNT with the one it retrieves from the file.
You must LIST the program to tape or disk to save your program
without these unwanted variables from the table. LIST does not
SAVE the variable name or variable value tables with your
program. It stores the program in ATASCII, not tokenized form,
and requires an ENTER command to retrieve it. You would use a
NEW statement to clear the VNT in memory once you have
LISTed your program.
Each variable name is stored in the order it was entered, not the
ATASCII order. With numeric (scalar) variables, the MSB is set
on the last character in a name. With string variables, the last
character is a "$" with the MSB (BIT 7) set. With array variables,
the last character is a "(" with the MSB set. Setting the MSB turns
the character into its inverse representation so it can be easily
recognized.
You can use variable names for GOSUB and GOTO routines,
such as:
10 CALCULATE = 1000
.
.
100 GOSUB CALCULATE
This can save a lot of bytes for a frequently called routine. But
remember, each variable used for a GOSUB or GOTO address
uses one of the 128 possible variable names. A disadvantage of
using variable names for GOTO and GOSUB references is when
you try to use a line renumbering program. Line renumbering
programs will not change references to lines with variable
names, only to lines with numbered references.
Here's a small routine you can add to the start of your BASIC
program (or the end if you change the line numbers) to print out
the variable names used in your program. You call it up with a
GOTO statement in direct mode:
1 POKE 1664, PEEK(130): POKE 1665,
PEEK (131)
2 IF PEEK(1664) = PEEK(132) THEN IF
PEEK(1665) = PEEK(133) THEN STOP
3 PRINT CHR$(PEEK(PEEK(1664) + PEEK
(1665) * 256)));
4 IF PEEK(PEEK(1664) + PEEK(1665) *
256)) > 127 THEN PRINT"";
5 IF PEEK(1664) = 255 THEN POKE 166
4, 0: POKE 1665, PEEK(1665) + 1: GO
TO 2
6 POKE 1664, PEEK(1664) + 1: GOTO 2
DOWNLOAD VNTP.BAS
See COMPUTE!, October 1981.
132,133 84,85 VNTD
Pointer to the ending address of the variable name table plus one
byte. When fewer than 128 variables are present, it points to a
dummy zero byte. When 128 variables are present, this points to
the last byte of the last variable name, plus one.
It is often useful to be able to list your program variables; using
locations 130 to 133, you can do that by:
10 VARI = PEEK(130) + PEEK(131) * 2
56 :REM This gives you the start o
f the table.
20 FOR VARI = VARI TO PEEK(132) + P
EEK(133) * 256 - 1: PRINT CHR$(PEE
K(VARI) - 128 * PEEK(VARI > 127));
CHR$(27 + 128 * PEEK(VARI) > 127)
);:NEXT VARI
25 REM this finds the end of the va
ri able name table (remember table
is end + 1). then PRINTs ASCII cha
racters < 128
30 NUM = 0: FOR VARI = PEEK(130) +
PEEK(313) * 256 TO PEEK(132) + PEE
K(131) * 256 - 1:NUM = NUM + (PEEK
(VARI) < 127):NEXT VARI: PRINT NU
M; "Variables in use"
DOWNLOAD VNTD1.BAS
Or try this, for a possibly less opaque example of the same
routine:
1000 NUM = 0: FOR LOOP = PEEK (130) +
PEEK(131) * 256 TO PEEK(132) +
PEEK(133) * 256 - 1
1010 IF PEEK(LOOP) < 128 THEN PRINT
CHR$(PEEK(LOOP));: GOTO 1030
1020 PRINT CHR$(PEEK(LOOP) - 128): N
UM - NUM + 1
1030 NEXT LOOP: PRINT; PRINT NUM; "
VARIABLES IN USE": END
DOWNLOAD VNTD2.BAS
134,135 86,87 VVTP
Address for the variable value table. Eight bytes are allocated for
each variable in the name table as follows:
Byte 1 2 3 4 5 6 7 8
Variable
--------------------------------------------------------------
Scalar 00 var # six byte BCD constant
Array;DIMed 65 var # offset first second
unDIMed 64 from DIM + 1 DIM + 1
STARP
String;DIMed 129 var # offset length DIM
unDIMed 128 from
STARP
In scalar (undimensioned numeric) variables, bytes three to eight
are the FP number; byte three is the exponent; byte four contains
the least significant two decimal digits, and byte eight contains
the most significant two decimal digits.
In array variables, bytes five and six contain the size plus one of
the first dimension of the array (DIM + 1; LSB/MSB), and bytes
seven and eight contain the size plus one of the second dimension
(the second DIM + 1; LSB/MSB).
In string variables, bytes five and six contain the current length
of the variable (LSB MSB), and bytes seven and eight contain the
actual dimension (up to 32767). There is an undocumented
BASIC statement, "COM," mentioned only in the BASIC
Reference Manual's index, which executes exactly the same as
the "DIM" statement (see Your Atari 400/800, p.346). Originally,
it was to be used to implement "common" variables.
In all cases, the first byte is always one of the number listed on the
chart above (you will seldom, if ever, see the undimensioned
values in a program). This number defines what type of variable
information will follow. The next byte, var # (variable number), is
in the range from zero to 127. Offset is the number of bytes from
the beginning of STARP at locations 140 and 141 ($8C, $8D).
Since each variable is assigned eight bytes, you could find the
values for each variable by:
1000 VVTP = PEEK(134) + PEEK(135) *
256: INPUT VAR: REM VARIABLE NUM
BER
1010 FOR LOOP = 0 TO 7: PRINT PEEK(V
VTP + LOOP + 8 * VAR): NEXT LOOP
where VAR is the variable number from zero to 127.
If you wish to assign the same value to every element in a DIMed
string variable use this simple technique:
10 DIM TEST$(100)
20 TEST$ = "*": REM or use TEST$(1)
30 TEST$(100) = TEST$
40 TEST$(2) = TEST$: PRINT TEST$
By assigning the first, last and second variables in the array in
that order, your Atari will then assign the same value to the rest of
the array. Make sure you make the second and last elements
equal to the string, not the character value (i.e don't use
TEXT$(2) = "*").
See De Re Atari for an example of SAVEing the six-byte BCD
numbers to a disk file -- very useful when dealing with fixed
record lengths.
136,137 88,89 STMTAB
The address of the statement table (which is the beginning of the
user's BASIC program), containing all the tokenized lines of
code plus the immediate mode lines entered by the user. Line
numbers are stored as two-byte integers, and immediate mode
lines are given the default value of line 32768 ($8000). The first
two bytes of a tokenized line are the line number, and the next is
a dummy byte reserved for the byte count (or offset) from the start
of this line to the start of the next line.
Following that is another count byte for the start of this line to the
start of the next statement. These count values are set only when
tokenization for the line and statement are complete.
Tokenization takes place in a 256 byte ($100) buffer that resides at
the end of the reserved OS RAM (pointed to by locations 128,
129; $80, $81).
To see the starting address of your BASIC line numbers use this
routine:
10 STMTAB = PEEK(136) + PEEK(137)*2
56
20 NUM = PEEK(STMTAB) + PEEK (STMTAB
+1)*256
30 IF NUM = 32768 THEN END
40 PRINT"LINE NUMBER: ";NUM;" ADDRE
SS: ";STMTAB
50 STMTAB = STMTAB + PEEK(STMTAB+2)
60 GOTO 20
The August 1982 issue of ANTIC provided a useful program to
delete a range of BASIC line numbers. The routine can be
appended to your program and even be used to delete itself.
138,139 8A,8B STMCUR
Current BASIC statement pointer, used to access the tokens
being currently processed within a line of the statement table.
When BASIC is awaiting input, this pointer is set to the
beginning of the immediate mode (line 32768).
Using the address of the variable name table, the length, and the
current statement (locations 130 to 133, 138, 139), here is a way to
protect your programs from being LISTed or LOADed: they can
only be RUN! Remember, that restricts you too, so make sure you
have SAVEd an unchanqed version before you do this:
32000 FOR VARI = PEEK(130) + PEEK(1
31) * 256 TO PEEK(132) + PEEK(1
33) * 256:POKE VARI,155:NEXT VA
RI
32100 POKE PEEK(138) + PEEK(139) *
256 + 2,0: SAVE "D:filename": N
EW
This will cause all variable names to be replaced with a RETURN
character. Other characters may be used: simply change 155 for
the appropriate ATASCII code for the character desired. Make
sure that these are the last two lines of your program and that
NEW is the last statement. CLOAD will not work, but a filename
with C: will.
140,141 8C,8D STARP
The address for the string and array table and a pointer to the end
of your BASIC program. Arrays are stored as six-byte binary
coded decimal numbers (BCD) while string characters use one
bye each. The address of the strings in the table are the same as
those returned by the BASIC ADR function. Always use this
function under program control, since the addresses in the table
change according to your program size. Try:
10 DIM A$(10),B$(10)
20 A$ = "*": A$(10) = A$: A$(2) = A
$
30 B$ = "&": B$(10) = B$: B$(2) = B
$
40 PRINT ADR(A$), ADR(B$)
50 PRINT PEEK(140) + PEEK(141) * 25
6: REM ADDRESS OF A$
60 PRINT PEEK(140) + PEEK(141) * 25
6 + 10: REM ADRESS OF A$ + 10 BYTE
S = ADDRESS OF B$
This table is expanded as each dimension is processed by
BASIC, reducing available memory. A ten-element numeric
array will require 60 bytes for storage. An array variable such as
DIM A(100) will cost the program 600 bytes (100 * six per
dimensioned number equals 600). On the other hand, a string
array such as DIM A$(100) will only cost 100 bytes! It would save
a lot of memory to write your arrays as strings and retrieve the
array values using the VAL statement. For example:
10 DIM A$(10): A$ = "1234567890"
20 PRINT VAL(A$)
30 PRINT VAL(A$(4,4))
40 PRINT VAL(A$(3,3))+VAL(A$(8,9))
See COMPUTE!, June 1982, for a discussion of STARP and
VVTP. See De Re Atari for a means to SAVE the string/array area
with your program.
142,143 8E,8F RUNSTK
Address of the runtime stack which holds the GOSUB entries
(four bytes each) and the FOR-NEXT entries (16 bytes each). The
POP command in BASIC affects this stack, pulling entries off it
one at a time for each POP executed. The stack expands and
contracts as necessary while the program is running.
Each GOSUB entry consists of four bytes in this order: a zero to
indicate a GOSUB, a two-byte integer line number on which the
call occurred, and an offset into that line so the RETURN can
come back and execute the next statement.
Each FOR-NEXT entry contains 16 bytes in this order: first, the
limit the counter variable can reach; second, the step or counter
increment. These two are allocated six bytes each in BCD format
(12 bytes total). The 13th byte is the counter variable number with
the MSB set; the 14th and 15th are the line number and the 16th is
the line offset to the FOR statement.
RUNSTK is also called ENDSTAR; it is used by BASIC to point to
the end of the string/array space pointed to by STARR above.
144,145 90,91 MEMTOP
Pointer to the top of BASIC memory, the end of the space the
program takes up. There may still be space between this address
and the display list, the size of which may be retrieved by the
FRE(0) command (which actually subtracts the MEMTOP value
that is at locations 741 and 742; $2E5, $2E6). Not to be confused
with locations 741 and 742, which have the same name but are an
OS variable. MEMTOP is also called TOPSTK; it points to the top
of the stack space pointed to by RUNSTK above.
When reserving memory using location 106 ($6A) and MEMTOP,
here's a short error-trapping routine you can add:
10 SIZE = (PEEK(106) - # of pages yo
u are reserving) * 256
20 IF SIZE < = PEEK(144) + PEEK(145
) * 256 THEN PRINT " PROGRAM TOO L
ARGE": END
Locations 146 to 202 ($92 to $CA) are reserved for use by the 8K
BASIC ROM.
Locations 176 to 207 ($B0 to $CF) are reserved by the Assembler
Editor cartridge for the user's page zero use. The Assembler debug
routine also reserves 30 bytes in page zero, scattered from location 164
($A4) to 255 ($FF), but they cannot be used outside the debug process.
(See De Re Atari, Rev. 1, Appendix A for a list of these available
bytes.)
186,187 BA,BB STOPLN
The line where a program was stopped either due to an error or
the use of the BREAK key, or a STOP or a TRAP statement
occurred. You can use PEEK (186) + PEEK (187) * 256 in a
GOTO or GOSUB statement.
195 C3 ERRSAVE
The number of the error code that caused the stop or the TRAP.
You can use this location in a program in a line such as:
10 IF PEEK(195) <> 144 THEN 100
201 C9 PTABW
This location specifies the number of columns between TAB
stops. The first tab will beat PEEK(201). The default is ten. This is
the value between items separated in a PRINT statement by com-
mas -- such as PRINT AS, LOOP, C(12) -- not by the TAB key
spacing.
The minimum number of spaces between TABS is three. If you
POKE 201,2, it will be treated as four spaces, and POKE 201,1 is
treated as three spaces. POKE 201,0 will cause the system to
hang when it encounters a PRINT statement with commas. To
change the TAB key settings, see TABMAP (locations 675 to 689;
$2A3 - $2B1). PTABW is not reset to the default value by pressing
RESET or changing GRAPHICS modes (unlike TABMAP).
PTABW works in all GRAPHICS modes, not merely in text
modes. The size of the spaces between items depends on the pixel
size in the GRAPHICS mode in use. For example, in GR.0, each
space is one character wide, while in GR.8 each space is one-half
color clock (one dot) wide.
203-207 CB-CF ....
Unused by either the BASIC or the Assembler cartridges.
208-209 D0-D1 ....
Unused by BASIC. The only time I have seen any of these unused
locations in use is in COMPUTE! (March 1982 and October
1981), when they were used for user sort routines, and in ANTIC
(June 1982), where they were used as flags in a graphic
demonstration. The bytes from 203 to 209 ($CB to $D1) are the
only page zero bytes uncontestably left free by BASIC.
210-211 D2-D3 ....
Reserved for BASIC or other cartridge use.
Locations 212 to 255 ($D4 to $FF) are reserved for the floating point
package use. The FP routines are in ROM, from locations 55296 to
57393 ($D800 to $E031). These page zero locations may be used if the
FP package is not called by the user's program. However, do not use
any of these locations for an interrupt routine, since such routines
might occur during an FP routine called by BASIC, causing the
system to crash.
Floating Point uses a six-byte precision. The first byte of the Binary
Coded Decimal (BCD) number is the exponent (where if BIT 7 equals
zero, then the number is positive; if one, then it is negative). The next
five bytes are the mantissa. If only that were all there was to it. The
BCD format is rather complex and is best explained in chapter eight of
De Re Atari.
212-217 D4-D9 FR0
Floating point register zero; holds a six-byte internal form of the
FP number. The value at locations 212 and 213 are used to return
a two-byte hexadecimal value in the range of zero to 65536
($FFFF) to the BASIC program (low byte in 212, high byte in
213). The floating point package, if used, requires all locations
from 212 to 255. All six bytes of FR0 can be used by a machine
language routine, provided FR0 isn't used and no FP functions
are used by that routine. To use 16 bit values in FP, you would
place the two bytes of the number into the least two bytes of FR0
(212, 213; $D4, $D5), and then do a JSR to $D9AA (55722), which
will convert the integer to its FP representation, leaving the result
in FR0. To reverse this operation, do a JSR to $D9D2 (55762).
218-223 DA-DF FRE
FP extra register (?)
224-229 E0-E5 FR1
Floating point register one; holds a six-byte internal form of the
FP number as does FR0. The FP package frequently transfers
data between these two registers and uses both for two-number
arithmetic operations.
230-235 E6-EB FR2
FP register two.
236 EC FRX
FP spare register.
237 ED EEXP
The value of E (the exponent).
238 EE NSIGN
The sign of the FP number.
239 EF ESIGN
The sign of the exponent.
240 F0 FCHRFLG
The first character flag.
241 Fl DIGRT
The number of digits to the right of the decimal.
242 F2 CIX
Character (current input) index. Used as an offset to the input
text buffer pointed to by INBUFF below.
243,244 F3,F4 INBUFF
Input ASCII text buffer pointer; the user's program line input
buffer, used in the translation of ATASCII code to FP values. The
result output buffer is at locations 1408 to 1535 ($580 to $5FF).
245,246 F5,F6 ZTEMP1
Temporary register.
247,248 F7,F8 ZTEMP4
Temporary register.
249,250 F9,FA ZTEMP3
Temporary register.
251 FB RADFLG
Also called DEGFLG. When set to zero, all of the trigonometric
functions are performed in radians; when set to six, they are done
in degrees. BASIC's NEW command and RESET both restore
RADFLG to radians.
252,253 FC,FD FLPTR
Points to the user's FP number.
254,255 FE,FF FPTR2
Pointer to the user's second FP number to be used in an
operation.
End of the page zero RAM.
---------------------------------------------------------------------------
PAGE ONE: THE STACK
Locations 256 to 511 ($100 to $1FF) are the stack area for the OS, DOS
and BASIC. This area is page one. Machine language JSR, PHA and
interrupts all cause data to be written to page one, and RTS, PLA and
RTI instructions all read data from page one. On powerup or RESET,
the stack pointer is initialized to point to location 511 ($1FF). The stack
then pushes downward with each entry to 256 ($100). In case of
overflow, the stack will wrap around from 256 back to 511 again.
---------------------------------------------------------------------------
PAGES TWO TO FOUR
Locations 512 to 1151 ($200 to $47F) are used by the OS for working
variables, tables and data buffers. In this area, locations 512 to 553
($200 to $229) are used for interrupt vectors, and locations 554 to 623
($22A to $26F) are for miscellaneous use. Much of pages two through
five cannot be used except by the OS unless specifically noted. A
number of bytes are marked as "spare", i.e., not in use currently. The
status of these bytes may change with an Atari upgrade, so their use is
not recommended.
There are two types of interrupts: Non-Maskable Interrupts (NMI)
processed by the ANTIC chip and Interrupt Requests (IRQ) processed
by the POKEY and the PIA chips. NMI's are for the VBLANK interrupts
(VBI's; 546 to 549, $222 to $225), display list interrupts (DLI) and
RESET key interrupts. They initiate the stage one and stage two
VBLANK procedures; usually vectored through an OS service routine,
they can be vectored to point to a user routine. IRQ's are for the timer
interrupts, peripheral and serial bus interrupts, BREAK and other key
interrupts, and 6502 BRK instruction interrupts. They can usually be
used to vector to user routines. See NMIST 54287 ($D40F) and IRQEN
53774 ($D20E) for more information. NMI interrupt vectors are marked
NMI; IRQ interrupt vectors are marked IRQ.
Refer to the chart below location 534 for a list of the interrupt vectors in
the new OS "B" version ROMs.
512,513 200,201 VDSLST
The vector for NMI Display List Interrupts (DLI): containing the
address of the instructions to be executed during a DLI (DLI's are
used to interrupt the processor flow for a few microseconds at the
particular screen display line where the bit was set, allowing you
to do another short routine such as music, changing graphics
modes, etc.). The OS doesn't use DLI's; they must be user-
enabled, written and vectored through here. The NMI status
register at 54287 ($D40F) first tests to see if an interrupt was
caused by a DLI and, if so, jumps through VDSLST to the routine
written by the user. DLI's are disabled on powerup, but VBI's are
enabled (see 546 to 549; $222 to $225).
VDSLST is initialized to point to 59315 ($E7B3), which is merely
an RTI instruction. To enable DLI's, you must first POKE 54286
($D40E) with 192 ($C0); otherwise, ANTIC will ignore your
request. You then POKE 512 and 513 with the address (LSB/MSB)
of the first assembly language routine to execute during the DLI.
You must then set BIT 7 of the Display List instruction(s) where
the DLI is to occur. You have only between 14 and 61 machine
cycles available for your DLI, depending on your GRAPHICS
mode. You must first push any 6502 registers onto the stack, and
you must end your DLI with an RTI instruction. Because you are
dealing with machine language for your DLI, you can POKE
directly into the hardware registers you plan to change, rather
than using the shadow registers that BASIC uses.
There is, unfortunately, only one DLI vector address. If you use
more than one DLI and they are to perform different activities,
then changing the vectoring to point to a different routine must
be done by the previous DLI's themselves.
Another way to accomplish interrupts is during the VBLANK
interval with a VBI. One small problem with using DLI's is that
the keyboard "click" routine interferes with the DLI by throwing
off the timing, since the click is provided by several calls to the
WSYNC register at 54282 ($D40A). Chris Crawford discusses
several solutions in De Re Atari, but the easiest of them is not to
allow input from the keyboard! See Micro, December 1981,
Creative Computing, July 1981 and December 1981.
Here's a short example of a DLI. It will print the lower half of your
text screen upside down:
10 START = PEEK(560) + PEEK(561) *
256: POKE START + 16,130
20 PAGE = 1536: FOR PGM = PAGE TO P
AGE + 7: READ BYTE: POKE PGM, BYTE
: NEXT PGM
30 DATA 72,169,4,141,1,212,104,64
40 POKE 512,0: POKE 513,6: POKE 542
86,192
50 FOR TEST = 1 TO 240: PRINT"SEE "
;: NEXT TEST
60 GOTO 60
DOWNLOAD VDSLST.BAS
Another example of a DLI changes the color of the bottom half of
the screen. To use it, simply change the PAGE + 7 to PAGE + 10
in the program above and replace line 30 with:
30 DATA 72,169,222,141,10,212,141,2
4,208,104,64
Finally, delete lines 50 and 60. See also location 54282 ($D40A).
514,515 202,203 VPRCED
Serial (peripheral) proceed line vector, initialized to 59314
($E7B2), which is merely a PLA, RTI instruction sequence. It is
used when an IRQ interrupt occurs due to the serial I/O bus
proceed line which is available for peripheral use. According to
De Re Atari, this interrupt is not used and points to a PLA, RTI
instruction sequence. This interrupt is handled by the PIA chip
and can be used to provide more control over external devices.
See the OS Listing, page 33.
516,517 204,205 VINTER
Serial (peripheral) interrupt vector, initialized to 59314 ($E7B2).
Used for the IRQ interrupt due to a serial bus I/O interrupt.
According to De Re Atari, this interrupt is not used and points to
a PLA, RTI sequence. This interrupt is processed by PIA. See the
OS Listing, page 33.
518,519 206,207 VBREAK
Software break instruction vector for the 6502 BRK ($00)
command (not the BREAK key, which is at location 17; $11),
initialized to 59314 ($E7B2). This vector is normally used for
setting break points in an assembly language debug operation.
IRQ.
520,521 208,209 VKEYBD
POKEY keyboard interrupt vector, used for an interrupt
generated when any keyboard key is pressed other than BREAK
or the console buttons. Console buttons never generate an
interrupt unless one is specifically user-written. VKEYBD can be
used to process the key code before it undergoes conversion to
ATASCII form. Initialized to 65470 ($FFBE) which is the OS
keyboard IRQ routine.
522,523 20A,20B VSERIN
POKEY serial I/O bus receive data ready interrupt vector,
initialized to 60177 ($EB11), which is the OS code to place a byte
from the serial input port into a buffer. Called INTRVEC by DOS,
it is used as an interrupt vector location for an SIO patch. DOS
changes this vector to 6691 ($1A23), the start of the DOS
interrupt ready service routine. IRQ.
524,525 20C,20D VSEROR
POKEY serial I/O transmit ready interrupt vector, initialized to
60048 (EA90), which is the OS code to provide the next byte in a
buffer to the serial output port. DOS changes this vector to 6630
($19E6), the start of the DOS output needed interrupt routine.
IRQ.
526,527 20E,20F VSEROC
POKEY serial bus transmit complete interrupt vector, initialized
to 60113 ($EAD1), which sets a transmission done flag after the
checksum byte is sent. IRQ.
SIO uses the three last interrupts to control serial bus
communication with the serial bus devices. During serial bus
communication, all program execution is halted. The actual
serial I/O is interrupt driven; POKEY waits and watches for a flag
to be set when the requested I/O operation is completed. During
this wait, POKEY is sending or receiving bits along the seriai
bus. When the entire byte has been transmitted (or received), the
output needed (VSEROR) or the input ready (VSERIN) IRQ is
generated according to the direction of the data flow. This causes
the next byte to be processed until the entire buffer has been sent
or is full, and a flag for "transmission done" is set. At this point,
SIO exits back to the calling routine. You can see that SIO wastes
time waiting for POKEY to send or receive the information on the
bus.
528,529 210,211 VTIMR1
POKEY timer one interrupt vector, initialized to 59314 ($E7B2),
which is a PLA, RTI instruction sequence. Timer interrupts are
established when the POKEY timer AUDF1 (53760; $D200)
counts down to zero. Values in the AUDF registers are loaded
into STIMER at 53769 ($D209). IRQ.
530,531 212,213 VTIMR2
POKEY timer two vector for AUDF2 (53762, $D202), initialized to
59314 ($E7B2). IRQ.
532,533 214,215 VTIMR4
POKEY timer four vector for AUDF4 (53766, $D206), initialized
to 59314 ($E7B2). This IRQ is only vectored in the "B" version of
the OS ROMs.
534,535 216,217 VIMIRQ
The IRQ immediate vector (general). Initialized to 59126
($E6F6). JMP through here to determine cause of the IRQ
interrupt. Note that with the new ("B") OS ROMs, there is a
BREAK key interrupt vector at locations 566, 567 ($236, $237).
See 53774 ($D20E) for more information on IRQ interrupts.
The new "B" version OS ROMs change the vectors above as
follows:
VDSLST 59280 ($E790)
VPRCED 59279 ($E78F)
VINTER 59279 ($E78F)
VBREAK 59279 ($E78F)
VKEYBD NO CHANGE
VSERIN 60175 ($EB0F)
VSEROR NO CHANGE
VSEROC 60111 ($EACF)
VTIMR 1-4 59279 ($E78F)
VIMIRQ 59142 ($E706)
VVBLKI 59310 ($E7AE)
VVBLKD 59653 ($E905)
---------------------------------------------------------------------------
The locations from 536 to 558 ($218 to $22E) are used for the system
software timers. Hardware timers are located in the POKEY chip and
use the AUDF registers. These timers count backwards every 1/60
second (stage one VBLANK) or 1/30 second (stage two VBLANK)
interval until they reach zero. If the VBLANK process is disabled or
intercepted, the timers will not be updated. See De Re Atari for
information regarding setting these timers in an assembly routine
using the SETVBV register (58460; $E45C). These locations are user-
accessible and can be made to count time for music duration, game
I/O, game clock and other functions.
Software timers are used for durations greater than one VBLANK
interval (1/60 second). For periods of shorter duration, use the
hardware registers.
536,537 218,219 CDTMV1
System timer one value. Counts backwards from 255. This SIO
timer is decremented every stage one VBLANK. When it reaches
zero, it sets a flag to jump (JSR) through the address stored in
locations 550, 551 ($226, $227). Only the realtime clock
(locations 18-20; $12-14), timer one, and the attract mode
register (77; $4D) are updated when the VBLANK routine is cut
short because time-critical code (location 66; $42 set to non-zero
for critical code) is executed by the OS. Since the OS uses timer
one for its I/O routines and for timing serial bus operations
(setting it to different values for timeout routines), you should use
another timer to avoid conflicts or interference with the operation
of the system.
538,539 21A,21B CDTMV2
System timer two. Decremented at the stage two VBLANK. Can
be decremented every stage one VBLANK, subject to critical
section test as defined by setting of CRITIC flag (location 66;
$42). This timer may miss (skip) a count when time-critical code
(CRITIC equals non-zero) is being executed. It performs a JSR
through location 552, 553 ($228, $229) when the value counts
down to zero.
540,541 21C,21D CDTMV3
System timer three. Same as 538. Timers three, four, and five are
stopped when the OS sets the CRITIC flag to non-zero as well.
The OS uses timer three to OPEN the cassette recorder and to set
the length of time to read and write tape headers. Any prior value
in the register during this function will be lost.
542,543 21E,21F CDTMV4
System timer four. Same as 538 ($21A).
544,545 220,221 CDTMV5
System timer five. Same as 538 ($21A). Timers three, four, and
five all set flags at 554, 556 and 558 ($22A, $22C, $22E),
respectively, when they decrement to zero.
546,547 222,223 VVBLKI
VBLANK immediate register. Normally jumps to the stage one
VBLANK vector NMI interrupt processor at location 59345
($E7D1); in the new OS "B" ROMs; 59310, $E7AE). The NMI
status register tests to see if the interrupt was due to a VBI (after
testing for a DLI) and, if so, vectors through here to the VBI
routine, which may be user-written. On powerup, VBI's are
enabled and DLI's are disabled. See location 512; $200.
548,549 224,225 VVBLKD
VBLANK deferred register; system return from interrupt,
initialized to 59710 ($E93E, in the new OS "B" ROMs; 59653;
$E905), the exit for the VBLANK routine. NMI.
These two VBLANK vectors point to interrupt routines that occur
at the beginning of the VBLANK time interval. The stage one
VBLANK routine is executed; then location 66 ($42) is tested for
the time-critical nature of the interrupt and, if a critical code
section has been interrupted, the stage two VBLANK routine is
not executed with a JMP made through the immediate vector
VVBLKI. If not critical, the deferred interrupt VVBLKD is used.
Normally the VBLANK interrupt bits are enabled (BIT 6 at
location 54286; $D40E is set to one). To disable them, clear BIT 6
(set to zero).
The normal seguence for VBLANK interrupt events is: after the
OS test, JMP to the user immediate VBLANK interrupt routine
through the vector at 546, 547 (above), then through SYSVBV at
58463 ($E45F). This is directed by the OS through the VBLANK
interrupt service routine at 59345 ($E7D1) and then on to the
user-deferred VBLANK interrupt routine vectored at 548, 549. it
then exits the VBLANK interrupt routine through 58466 ($E462)
and an RTI instruction.
If you are changing the VBLANK vectors during the interrupt
routine, use the SETVBV routine at 58460 ($E45C). An
immediate VBI has about 3800 machine cycles of time to use a
deferred VBI has about 20,000 cycles. Since many of these cycles
are executed while the electron beam is being drawn, it is
suggested that you do not execute graphics routines in deferred
VBI's. See the table of VBLANK processes at the end of the map
area.
if you create your own VBI's, terminate an immediate VBI with a
JMP to 58463 ($E45F) and a deferred VBI with a JMP to 58466
($E462). To bypass the OS VBI routine at 59345 ($E7D1) entirely,
terminate your immediate VBI with a JMP to 58466 ($E462).
Here's an example of using a VBI to create a flashing cursor. It
will also blink any text you display in inverse mode.
10 FOR BLINK = 1664 TO 1680: READ B
YTE: POKE BLINK, BYTE: NEXT BLINK
20 POKE 548,128: POKE 549,6
30 DATA 8,72,165,20,41,16,74,74,74,
141
40 DATA 243,2,104,40,76,62,233
DOWNLOAD VVBLKD.BAS
To restore the normal cursor and display, POKE 548,62 and
POKE 549,233.
550,551 226,227 CDTMA1
System timer one jump address, initialized to 60400 ($EBF0).
When locations 536, 537 ($218, $219) reach (count down to) zero,
the OS vectors through here (jumps to the location specified by
these two addresses). You can set your machine code routine
address here for execution when timer one reaches (counts down
to) zero. Your code should end with the RTS instruction.
Problems may occur when timer values are set greater than 255,
since the 6502 cannot manipulate 16-bit values directly (a
number in the range of zero to 255 is an eight-bit value; if a value
requires two bytes to store, such as a memory location, it is a
16-bit value). Technically, a VBLANK interrupt could occur
when one timer byte is being initialized and the other not yet set.
To avoid this, keep timer values less than 255. See the Atari OS
User's Manual, page 106, for details.
Since the OS uses timer one, it is recommended that you use
timer two instead, to avoid conflicts with the operation of the
Atari. Initialized to 60396 ($EBEA) in the old ROMs, 60400
($EBF0) in the new ROMs. NMI
552,553 228,229 CDTMA2
System timer two jump address. Not used by the OS, available to
user to enter the address of his or her own routine to JMP to when
the timer two (538, 539; $21A, $21B) count reaches zero.
Initialized to zero; the address must be user specified. NMI
554 22A CDTMF3
System timer three flag, set when location 540, 541 ($21C, $21D)
reaches zero. This register is also used by DOS as a timeout flag.
555 22B SRTIMR
Software repeat timer, controlled by the IRQ device routine. It
establishes the initial 1/2 second delay before a key will repeat.
Stage two VBLANK establishes the 1/10 second repeat rate,
decrements the timer and implements the auto repeat logic.
Every time a key is pressed, STIMER is set to 48 ($30). Whenever
SRTIMR is equal to zero and a key is being continuously pressed,
the value of that key is continually stored in CH, location 764
($2FC).
556 22C CDTMF4
System timer four flag. Set when location 542, 543 ($21E, $21F)
counts down to zero.
557 22D INTEMP
Temporary register used by the SETVBL routine at 58460
($E45C).
558 22E CDTMF5
System timer five flag. Set when location 558, 559 ($22E, $22F)
counts down to zero.
---------------------------------------------------------------------------
559 22F SDMCTL
Direct Memory Access (DMA) enable. POKEing with zero allows
you to turn off ANTIC and speed up processing by 30%. Of
course, it also means the screen goes blank when ANTIC is
turned off! This is useful to speed things up when you are doing a
calculation that would take a long time. It is also handy to turn off
the screen when loading a drawing, then turning it on when the
screen is loaded so that it appears instantly, complete on the
screen. To use it you must first PEEK(559) and save the result in
order to return your screen to you. Then POKE 559,0 to turn off
ANTIC. When you are ready to bring the screen back to life,
POKE 559 with the number saved earlier.
This location is the shadow register for 54272 ($D400), and the
number you PEEKed above defines the playfield size, whether or
not the missiles and players are enabled, and the player size
resolution. To enable your options by using POKE 559, simply
add up the values below to obtain the correct number to POKE
into SDMCTL. Note that you must choose only one of the four
playfield options appearing at the beginning of the list:
Option Decimal Bit
No playfield 0 0
Narrow playfield 1 0
Standard playfield 2 0,1
Wide playfield 3 0,1
Enable missle DMA 4 2
Enable player DMA 8 3
Enable player and missile
DMA 12 2,3
One line player resolution 16 4
Enable instructions to fetch
DMA 32 5 (see below)
Note that two-line player resolution is the default and that it is not
necessary to add a value to 559 to obtain it. I have included the
appropriate bits affected in the table above. The default is 34
($22).
The playfield is the area of the TV screen you will use for display,
text, and graphics. Narrow playfield is 128 color clocks (32
characters wide in GR.0), standard playfield is 160 color clocks
(40 characters), and wide playfield is 192 color clocks wide (48
characters). A color clock is a physical measure of horizontal
distance on the TV screen. There are a total of 228 color clocks on
a line, but only some of these (usually 176 maximum) will be
visible due to screen limitations. A pixel, on the other hand, is a
logical unit which varies in size with the GRAPHICS mode. Due
to the limitations of most TV sets, you will not be able to see all of
the wide playfield unless you scroll into the offscreen portions.
BIT 5 must be set to enable ANTIC operation; it enables DMA for
fetching the display list instructions.
560,561 230,231 SDLSTL
Starting address of the display list. The display list is an
instruction set to tell ANTIC where the screen data is and how to
display it. These locations are the shadow for 54274 and 54275
($D402, $D403). You can also find the address of the DL by
PEEKing one byte above the top of free memory:
PRINT PEEK(741) + PEEK(742) * 256 + 1.
However, 560 and 561 are more reliable pointers since custom
DL's can be elsewhere in memory. Atari standard display lists
simply instruct the ANTIC chip as to which types of mode lines to
use for a screen and where the screen data may be found in
memory. Normally, a DL is between 24 and 256 bytes long (most
are less than 100 bytes, however), depending on your
GRAPHICS mode (see location 88,89 for a chart of DL sizes and
screen display use).
By altering the DL, you can mix graphics modes on the same
screen; enable fine scrolling; change the location of the screen
data; and force interrupts (DLI's) in order to perform short
machine language routines.
DL bytes five and six are the addresses of the screen memory
data, the same as in locations 88 and 89 ($58, $59). Bytes four,
five, and six are the first Load Memory Scan (LMS) instruction.
Byte four tells ANTIC what mode to use; the next two bytes are
the location of the first byte of the screen RAM (LSB/MSB).
Knowing this location allows you to write directly to the screen by
using POKE commands (you POKE the internal character codes,
not the ATASCII codes -- see the BASIC Reference Manual, p.
55).
For example, the program below will POKE the internal codes to
the various screen modes. You can see not only how each screen
mode handles the codes, but also roughly where the text window
is in relation to the display screen (the 160 bytes below
RAMTOP). Note that the GTIA modes have no text window. If
you don't have the GTIA chip, your Atari will default to
GRAPHICS 8, but with GTIA formatting.
1 TRAP 10: GRAPHICS Z
5 SCREEN = PEEK(560) + PEEK(561) *
256
6 TV = SCREEN + 4: TELE = SCREEN + 5
8 DISPLAY = PEEK(TV) + PEEK(TELE) *
256
10 FOR N = 0 TO 255: POKE DISPLAY +
N,N: NEXT N
20 DISPLAY = DISPLAY + N
30 IF DISPLAY > 40959 THEN Z = Z + 1
: GOTO 1
40 GOTO 10
50 Z = Z + 1:IF Z > 60 THEN END
60 GOTO 1
Here's another short program which will allow you to examine the
DL in any GRAPHICS mode:
10 REM CLEAR SCREEN FIRST
20 PRINT"ENTER GRAPHICS MODE": REM A
DD 16 TO THE MODE TO SUPPRESS THE
TEXT WINDOW
30 INPUT A: GRAPHICS A
40 DLIST = PEEK(560) + PEEIK(561) * 2
56
50 LOOK = PEEK(DLIST): PRINT LOOK;"
";
60 IF LOOK <> 65 THEN DLIST = DLIST
+ 1: GOTO 50
70 LPRINT PEEK(DLIST + 1);" ";PEEK(D
LIST + 2)
80 END
The value 65 in the DL is the last instruction encountered. It tells
ANTIC to jump to the address in the next two bytes to re-execute
the DL, and wait for the next VBLANK. If you don't have a
printer, change the LPRINT commands to PRINT and modify the
routine to save the data in an array and PRINT it to the screen
after (in GR.0).
If you would like to examine the locations of the start of the
Display List, screen, and text window, try:
5 REM CLEAR SCREEN FIRST
6 INPUT A: GRAPHICS A
10 DIM DLIST$(10), SAVMSC$(10), TXT$
(10)
15 DLIST$ = "DLIST": SAVMSC$ = "SAVM
SC": TXT$ = "TEXT"
20 DLIST = PEEK(560) + PEEK(561) * 2
56
30 SAV = PEEK(88) + PEEK(89) * 256:
TXT = PEEK(660) + PEEK(66l) * 256
40 PRINT DLIST$;" "; DLIST,SAVMSC$;"
";SAV
50 PRINT TXT$;" "; TEXT
60 INPUT A: GRAPHICS A: GOTO 20
Since an LMS is simply a map mode (graphics) or character
mode (text) instruction with BIT six set, you can make any or all of
these instructions into LMS instructions quite easily, pointing
each line to a different RAM area if necessary. This is discussed
in De Re Atari on implementing horizontal scrolling.
DL's can be used to help generate some of the ANTIC screen
modes that aren't supported by BASIC, such as 7.5 (ANTIC
mode E) or ANTIC mode three, the lowercase with descenders
mode (very interesting; ten scan lines in height which allow true
descenders on lowercase letters).
If you create your own custom DL, you POKE its address here.
Hitting BESET or changing GRAPHICS modes will restore the
OS DL address, however. The display list instruction is loaded
into a special register called the Display Instruction Register (IR).
which processes the three DL instructions (blank, jump, or
display). It cannot be accessed directly by the programmer in
either BASIC or machine language. A DL cannot cross a 1K
boundary unless a jump instruction is used.
There are only four display list instructions: blank line (uses BAK
color), map mode, text mode, and jump. Text (character mode)
instructions and map mode (graphics) instructions range from
two to 15 ($2 to $F) and are the same as the ANTIC GRAPHICS
modes. A DL instruction byte uses the following conventions
(functions are enabled when the bit is set to one):
Bit Decimal Function
7 128 Display List Interrupt when set (enabled
equals one)
6 64 Load Memory Scan. Next two bytes are the
LSB/MSB of the data to load.
5 32 Enable vertical fine scrolling.
4 16 Enable horizontal fine scrolling.
3-0 8-1 Mode
0 0 1 0 Character
to Modes
0 1 1 1
. . . . . . .
1 0 0 0 Map
to Modes
1 1 1 1
The above bits may be combined (i.e., DLI, scrolling and LMS
together) if the user wishes.
Special DL instructions (with decimal values):
Blank 1 line = 0 5 lines = 64
2 lines = 16 6 lines = 80
3 lines = 32 7 lines = 96
4 lines = 48 8 lines = 112
Jump instruction (JMP) = zero (three-byte instruction).
Jump and wait for Vertical Blank (JVP) = 65 (three-byte
instruction).
Special instructions may be combined only with DL interrupt
instructions.
A Display List Interrupt is a special form of interrupt that takes
place during the screen display when the ANTIC encounters a
DL instruction with the interrupt BIT 7 set. See location 512
($200) for DLI information.
Since DL's are too large a topic to cover properly in this manual,
I suggest you look in the many magazines (i.e., Creative
Computing, July 1981, August 1981; Micro, December 1981;
Softside, #30 to 32, and BYTE, December 1981) for a more
detailed explanation
562 232 SSKCTL
Serial port control register, shadow for 53775 ($D20F). Setting
the bits in this register to one has the following effect:
Bit Decimal Function
0 1 Enable the keyboard debounce circuit.
1 2 Enable the keyboard scanning circuit.
2 4 The pot counter completes a read within two
scan lines instead of one frame time.
3 8 Serial output transmitted as two-tone instead
of logic true/false (POKEY two-tone mode).
4-6 16-64 Serial port mode control.
7 128 Force break; serial output to zero.
Initialized to 19 ($13) which sets bits zero, one and four.
563 233 SPARE
No OS use. See the note at location 651 regarding spare bytes.
564 234 LPENH
Light pen horizontal value shadow for 54284 ($D40C). Values
range from zero to 227.
565 235 LPENV
Light pen vertical value: shadow for 54285 ($D40D). Value is the
same as VCOUNT register for two-line resolution (see 54283;
$D40B). Both light pen values are modified when the trigger is
pressed (pulled low). The light pen positions are not the same as
the normal screen row and column positions. There are 96
vertical positions, numbered from 16 at the top to 111 at the
bottom, each one equivalent to a scan line. Horizontal positions
are marked in color clocks. There are 228 horizontal positions,
numbered from 67 at the left. When the LPENH value reaches
255, it is reset to zero and begins counting again by one to the
rightmost edge, which has a value of seven.
Obviously, because of the number of positions readable and the
small size of each, a certain leeway must be given by the
programmer when using light pen readouts on a program. At the
time of this writing, Atari had not yet released its light pen onto
the market, although other companies have.
566,567 236,237 BRKKY
BREAK key interrupt vector. This vector is available only with
the version "B" OS ROMs, not the earlier version. You can use
this vector to write your own BREAK key interrupt routine.
Initialized to 59220 ($E754).
568,569 238,239 ....
Two spare bytes.
570 23A CDEVIC
Four-byte command frame buffer (CFB) address for a device --
used by SIO while performing serial I/O, not for user access.
CDEVIC is used for the SIO bus ID number The other three CFB
bytes are:
571 23B CCOMND
The SIO bus command code.
572 23C CAUX1
Command auxiliary byte one, loaded from location 778 ($30A)
by SIO.
573 23D CAUX2
Command auxiliary byte two, loaded from location 779 ($30B) by
SIO.
574 23E TEMP
Temporary RAM register for SIO.
575 23F ERRFLG
SIO error flag; any device error except the timeout error (time
equals zero).
576 240 DFLAGS
Disk flags read from the first byte of the boot file (sector one) of
the disk.
577 241 DBSECT
The number of disk boot sectors read from the first disk record.
578,579 242,243 BOOTAD
The address for where the disk boot loader will be put. The
record just read will be moved to the address specified here,
followed by the remaining records to be read. Normally, with
DOS, this address is 1792 ($700), the value also stored
temporarily in RAMLO at 4, 5. Address 62189 ($F2ED) is the OS
disk boot routine entry point (DOBOOT).
580 244 COLDST
Coldstart flag. Zero is normal, if zero, then pressing RESET will
not result in reboot. If POKEd with one (powerup in progress
flag), the computer will reboot whenever the RESET key is
pressed. Any non-zero number indicates the initial powerup
routine is in progress.
If you create an AUTORUN.SYS file, it should end with an RTS
instruction. If not, it should POKE 580 with zero and POKE 9 with one.
You can turn any binary file that boots when loaded with DOS menu
selection "L" into an auto-boot file simply by renaming it
"AUTORUN.SYS". Be careful not to use the same name for any two
files on the same disk.
When this is combined with the disabling of the BREAK key discussed
in location 16 ($10) and the program protection scheme discussed in
location 138 ($8A), you have the means to protect your BASIC
software fairly effectively from being LISTed or examined, although
not from being copied.
581 245 ....
Spare byte.
582 246 DSKTIM
Disk time-out register (the address of the OS worst case disk time-
out). It is said by many sources to be set to 160 at initialization
which represents a 171 second time-out, but my system shows a
value of 224 on initialization. Timer values are 64 seconds for
each 60 units of measurement expressed.
It is updated after each disk status request to contain the value of
the third byte of the status frame (location 748; $2EC). All disk
operations have a seven second time-out (except FORMAT),
established by the disk handler (you had noticed that irritating
little delay, hadn't you?). The "sleeping disk syndrome" (the
printer suffers from this malady as well) happens when your drive
times out, or the timer value reaches zero. This has been cured
by the new OS "B" version ROMs.
583-622 247-26E LINBUF
Forty-byte character line buffer, used to temporarily buffer one
physical line of text when the screen editor is moving screen
data. The pointer to this buffer is stored in 100, 101 ($64, $65)
during the routine.
623 26F GPRIOR
Priority selection register, shadow for 53275 ($D01B). Priority
options select which screen objects will be "in front" of others. It
also enables you to use all four missiles as a fifth player and
allows certain overlapping players to have different colors in the
areas of overlap. You add your options up as in location 559,
prior to POKEing the total into 623. In this case, choose only one
of the four priorities stated at the beginning. BAK is the
background or border. You can also use this location to select
one of GTIA GRAPHICS modes nine, ten, or eleven.
Priority options in order Decimal Bit
Player 0 - 3, playfield 0 - 3, BAK
(background) 1 0
Player 0 - 1, playfield 0 - 3, player 2 - 3,
BAK 2 1
Playfield 0 - 3, player 0 - 3, BAK 4 2
Playfield 0 - 1, player 0 - 3, playfield 2 -3,
BAK 8 3
Other options
Four missiles = fifth player 16 4
Overlaps of players have 3rd color 32 5
GRAPHICS 9 (GTIA mode) 64 6
GRAPHICS 10 (GTIA mode) 128 7
GRAPHICS 11 (GTIA mode) 192 6, 7
It is quite easy to set conflicting priorities for players and
playfields. In such a case, areas where both overlap when a
conflict occurs will turn black. The same happens if the overlap
option is not chosen.
With the color/overlap enable, you can get a multicolor player
by combining players. The Atari performs a logical OR to colors
of players 0/1 and 2/3 when they overlap. Only the 0/1, 2/3
combinations are allowed; you will not get a third color when
players 1 and 3 overlap, for example (you will get black instead).
If player one is pink and player 0 is blue, the overlap is green. If
you don't enable the overlap option, the area of overlap for all
players will be black.
In GTIA mode nine, you have 16 different luminances of the
same hue. In BASIC, you would use SETCOLOR 4,HUE,0. To
see an example of GTIA mode nine, try:
10 GRAPHICS 9: SETCOLOR 4,9,0
20 FOR LOOP = 1 TO 15: COLOR LOOP
30 FOR LINE = 1 TO 2
40 FOR TEST = 1 TO 25: PLOT 4 + TES
T, LOOP + LINE + SPACE: NEXT TEST
45 NEXT LINE
50 SPACE = SPACE + 4
60 NEXT LOOP
70 GOTO 70: REM WITHOUT THIS LINE,
SCREEN WILL RETURN TO GR.0
DOWNLOAD GTIA9.BAS
In GTIA mode ten, you have all nine color registers available;
hue and luminance may be set separately for each (it would
otherwise allow 16 colors, but there are only nine registers). Try
this to see:
10 N = 0: GRAPHICS 10
20 FOR Q = 1 TO 2
30 FOR B = 0 TO 8: POKE 704 + B, N
* 16 + A
35 IF A > 15 THEN A = 0
40 COLOR B
45 A = A + 1: N = N + 1
50 IF N > 15 THEN N = 0
60 NEXT B
65 TRAP 70: NEXT Q
70 POP: N = N + 1: FOR Z = 1 TO 200
: NEXT Z
75 GOTO 30
DOWNLOAD GTIA10.BAS
GTIA mode eleven is similar to mode nine except that it allows 16
different hues, all of the same luminance. In BASIC, use
SETCOLOR 4,O,luminance. Try this for a GTIA mode eleven
demonstration:
10 GRAPHICS 11
20 FOR LOOP = 0 TO 79: COLOR LOOP:
PLOT LOOP,0: DRAWTO LOOP,191: NEXT
LOOP
30 GOTO 30
DOWNLOAD GTIA11.BAS
You can use these examples with the routine to rotate colors,
described in the text preceding location 704. GTIA mode pixels
are long and skinny; they have a four to one horizontal length to
height ratio. This obviously isn't very good for drawing curves
and circles!
GTIA modes are cleared on the OPEN command. How can you
tell if you have the GTIA chip? Try POKE 623,64. If you have the
GTIA, the screen will go all black. If not, you don't have it. Here
is a short routine, written by Craig Chamberlain and Sheldon
Leemon for COMPUTE!, which allows an Atari to test itself for the
presence of a CTIA or GTIA chip. The routine flashes the answer
on the screen, hut can easily be modified so a program will
"know" which chip is present so it can adapt itself accordingly:
10 POKE 66,1:GRAPHICS 8:POKE 709,0:PO
KE 710,0:POKE 66,0:POKE 623,64:P0K
E 53248,42:POKE 5326l,3:PUT#6,1
20 POKE 53278,0:FOR K=1 TO 300:NEXT K
:GRAPHICS 18:POKE 53248,0:POSITION
8,5:? #6;CHR$(71-PEEK(53252));"TI
A"
30 POKE 708,PEEK(20):GOTO 30
DOWNLOAD CTIAGTIA.BAS
How can you get the GTIA if you don't have one? Ask your local
Atari service representative or dealer, or write directly to Atari in
Sunnyvale, California.
See the GTIA/CTIA introduction at location 53248 ($D000) for
more discussion of the chip. See BYTE, May 1982, COMPUTE!,
July through September 1982, and De Re Atari for more on the
GTIA chip, and the GTIA Demonstration Diskette from the Atari
Program Exchange (APX).
---------------------------------------------------------------------------
Locations 624 to 647 ($270 to $287) are used for game controllers:
paddle, joystick and lightpen values.
624 270 PADDL0
The value of paddle 0 (paddles are also called pots, short for
potentiometer); PEEK 624 returns a number between zero and
228 ($E4), increasing as the knob is turned counter-clockwise.
When used to move a player or cursor (i.e., PLOT
PADDLE(0),0), test your screen first. Many sets will not display
locations less than 48 ($30) or greater than 208 ($D0), and in
many GRAPHICS modes you will get an ERROR 141 -- cursor
out of range. Paddles are paired in the controller jacks, so paddle
0 and paddle 1 both use jack one. PADDL registers are shadows
for POKEY locations 53760 to 53767 ($D200 to $D207).
625 271 PADDL1
This and the next six bytes are the same as 624, but for the other
paddles.
626 272 PADDL2
627 273 PADDL3
628 274 PADDL4
629 275 PADDL5
630 276 PADDL6
631 277 PADDL7
632 278 STICK0
The value of joystick 0. STICK registers are shadow locations for
PIA locations 54016 and 54017 ($D300, $D301). There are nine
possible decimal values (representing 45 degree incrememts)
read by each joystick register (using the STICKn command),
depending on the position of the stick:
Decimal Binary
14 1110
| |
10 | 6 1010 | 0110
\ |/ \ |/
11-- 15 ---7 1011-- 1111 --0111
/ |\ / |\
9 | 5 1001 | 0101
| |
13 1101
15 (1111) equals stick in the upright (neutral) position.
See Micro, December 1981,for an article on making a
proportional joystick. For an example of a machine language
joystick driver you can add to your BASIC program, see
COMPUTE!, July 1981.
One machine language joystick reader is listed below, based on
an article in COMPUTE!, August 1981:
1 GOSUB 1000
10 LOOK = STICK(0)
20 X = USR(1764,LOOK): Y = USR(1781,
LOOK)
30 ON X GOTO 120, 100, 110
.
.
.
100 REM YOUR MOVE LEFT ROUTINE HERE
105 GOTO 10
110 REM YOUR MOVE RIGHT ROUTINE HERE
115 GOTO 10
120 ON Y GOTO 150, 130, 140
130 REM YOUR MOVE DOWN ROUTINE HERE
135 GOTO 10
140 REM YOUR MOVE UP ROUTINE HERE
145 GOTO 10
150 REM IF X <> 1 THEN NOTHING DOING.
BRANCH TO YOUR OTHER ROUTINES OR
TO 155
155 GOTO 10
.
.
.
1000 FOR LOOP = 1764 TO 1790: READ BY
TE: POKE LOOP, BYTE: NEXT LOOP
1010 DATA 104,104,133,213,104,41,12,7
4,74,73,2,24,105,1
1020 DATA 133,212,96,104,104,133,213,
104,41,3,76,237,6
1030 RETURN
DOWNLOAD STICK0.BAS
See locations 88, 89 ($58, $59) for an example of a USR call using
a string instead of a fixed memory location.
633 279 STICK1
This and the next two locations are the same as 632, but for the
other joysticks. These four locations are also used to determine if
a lightpen (PEN 0 - 3) switch is pressed.
634 27A STICK2
635 27B STICK3
636 27C PTRIG0
Paddle trigger 0. Used to determine if the trigger or hutton on
paddle 0 is pressed (zero is returned) or not (one is returned).
Since these are the same lines as the joystick left/right switches,
you can use PTRIG for horizontal movement. PTRIG(1) -
PTRIG(0) returns -1 (left), 0 (center), + 1 (right). The next seven
locations are for the other paddle buttons. PTRIG 0 - 3 are
shadows for PIA register 54016 ($D300).
637 27D PTRIG1
638 27E PTRIG2
639 27F PTRIG3
640 280 PTRIG4
PTRIG 4-7 are shadows for PIA register 54017 ($D301).
641 281 PTRIG5
642 282 PTRIG6
643 283 PTRIG7
644 284 STRIG0
Stick trigger 0. This and the next three locations perform the
same function as the PTRIG locations except for the joysticks.
Like PTBIG, zero is returned when the button is pressed; one is
returned when it is not. STRIG registers are shadow registers for
GTIA/CTIA locations 53264 to 53267 ($D010 to $D013).
645 285 STRIG1
646 286 STRIG2
647 287 STRIG3
---------------------------------------------------------------------------
Locations 648 to 655 ($288 to $28F) are for miscellaneous OS use.
648 288 CSTAT
Cassette status register.
649 289 WMODE
Register to store either the read or the write mode for the cassette
handler, depending on the operation: zero equals read, 128 ($80)
equals write.
650 28A BLIM
Cassette data record buffer size; contains the number of active
data bytes in the cassette buffer for the record being read or
written, at location 1021 ($3FD). Values range from zero to 128
(cassette record size is 128; $80). The pointer to the byte being
read or written is at 61 ($3D). The value of BLIM is drawn from
the control bytes that precede every cassette record, as
explained in location 1021.
651-655 28B-28F ....
Spare bytes. It is not recommended that you use the spare bytes
for your own program use. In later upgrades of the OS, these
bytes may be used, causing a conflict with your program. For
example, the new OS ROMs use locations 652 and 653 ($28C,
$28D) in the new IRQ interrupt handler routines. It is best to use a
protected area of memory such as page six, locations 1536 to
1791 ($600 to $6FF).
---------------------------------------------------------------------------
Locations 656 to 703 ($290 to $2BF) are used for the screen RAM
display handler (depending on GRAPHICS mode).
In split-screen mode, the text window is controlled by the screen editor
(E:), while the graphics region is controlled by the display handler
(S:), using two separate IOCB's. Two separate cursors are also
maintained. The display handler will set AUX1 of the IOCB to split-
screen option. Refer to the IOCB area, locations 832 to 959 ($340 to
$3BF). See COMPUTE!, February 1982, for a program to put GR.1
and GR.2 into the text window area. The text window uses 160 bytes of
RAM located just below RAMTOP (see location 106; $6A). See
location 88 ($58) for a chart of screen RAM use.
656 290 TXTROW
Text window cursor row; value ranges from zero to three (the text
window has only four lines). TXTROW specifies where the next
read or write in the text window will occur
657,658 291,292 TXTCOL
Text window cursor column; value ranges from zero to 39. Unless
changed by the user, location 658 will always be zero (there are
only 40 columns in the display, so the MSB will be zero). Since
POSITION, PLOT, LOCATE and similar commands refer to the
graphics cursor in the display area above the text window, you
must use POKE statements to write to this area if PRINT
statements are insufficient.
659 293 TINDEX
Contains the current split-screen text window GRAPHICS mode.
It is the split-screen equivalent to DINDEX (location 87; $57) and
is always equal to zero when location 128 ($7B) equals zero.
Initialized to zero (which represents GR.0). You can alter the
display list to change the text window into any GRAPHICS mode
desired. If you do so, remember to change TINDEX to reflect that
alteration.
660,661 294,295 TXTMSC
Address of the upper left corner of the text window. Split-screen
equivalent of locations 88, 89 ($58, $59).
662-667 296-29B TXTOLD
These locations contain the split-screen equivalents of OLDROW
(90; $5A), OLDCOL (91, 92; $5B, $5C), OLDCHR (location 93,
$5D) and OLDADR (locations 94, 95; $5E, $5F). They hold the
split-screen cursor data.
668 29C TMPX1
Temporary register, used by the display handler for the scroll
loop count record.
669 29D HOLD3
Temporary register.
670 29E SUBTMP
Temporary storage.
671 29F HOLD2
Temporary register.
672 2A0 DMASK
Pixel location mask. DMASK contains zeroes tor all bits which do
not correspond to the specific pixel to be operated upon, and
ones for bits which do correspond, according to the GRAPHICS
mode in use, as follows:
11111111 Modes 0, 1 and 2: one pixel per screen display
byte.
11110000 Modes 9, 10 and 11: two pixels per byte.
00001111
11000000 Modes 3, 5 and 7: four pixels per byte.
00110000
00001100
00000011
10000000 Modes 4, 6 and 8: eight pixels per byte.
01000000
etc. to:
00000001
A pixel (short for picture cell or picture element) is a logical unit
of video size which depends on the GRAPHICS mode in use for
its dimensions. The smallest pixel is in GR.8 where it is only .5
color clock wide and one scan line high. In GR.0 it is also only .5
color clock wide, but it is eight scan lines high. Here is a chart of
the pixel sizes for each mode:
Text Modes Graphics modes
GR. mode 0 1 2 3 4 5 6 7 8
Scan lines
per pixel 8 8 16 8 4 4 2 2 1
Bits
per pixel 1 1 1 2 1 2 1 2 1
Color clocks
per pixel .5 1 1 4 2 2 1 1 .5
Characters
per line 40 20 20 -- -- -- -- -- --
Pixels
per width -- -- -- 40 80 80 160 160 320
The number of pixels per screen width is based on the normal
playfield screen. See location 559 ($22F) for information on
playfield size.
673 2A1 TMPLBT
Temporary storage for the bit mask.
674 2A2 ESCFLG
Escape flag. Normally zero, it is set to 128 ($80) if the ESC key is
pressed (on detection of the ESC character; 27, $1B). It is reset to
zero following the output of the next character. To display
ATASCII control codes without the use of an ESC character, set
location 766 ($2FE) to a non-zero value.
675-689 2A3-2B1 TABMAP
Map of the TAB stop positions. There are 15 byte (120 bits) here,
each bit corresponding to a column in a logical line. A one in any
bit means the TAB is set; to clear all TABs simply POKE every
location with zero. There are 120 TAB locations because there
are three physical lines to one logical line in GRAPHICS mode
zero, each consisting of 40 columns. Setting the TAB locations for
one logical line means they will also be set for each subsequent
logical line until changed. Each physical line in one logical line
can have different TAB settings, however.
To POKE TAB locations from BASIC, you must POKE in the
number (i.e., set the bit) that corresponds to the location of the
bit in the byte (there are five bytes in each line). For example:
To set tabs at locations 5, 23, 27 and 32, first visualize the line as a
string of zeros with a one at each desired tab setting:
0000100000000000000000100010000100000000
Then break it into groups of eight bits (one byte units). There are
three bytes with ones (bits set), two with all zeros:
00001000 = 8
00000000 = 0
00000010 = 2
00100001 = 33
00000000 = 0
Converting these to decimal, we get the values listed at the right
of each byte. These are the numbers you'd POKE into locations
675 (the first byte) to 679 (the fifth byte on the line). On powerup
or when you OPEN the display screen (S: or E:), each byte is
given a value of one (i.e., 00000001) so that there are tab default
tab stops at 7, 15, 23, etc., incrementing by eight to 119. Also,
the leftmost screen edge is also a valid TAB stop (2, 42, and 82).
In BASIC, these are set by the SET-TAB and CLR-TAB keys.
TABMAP also works for the lines in the text display window in
split-screen formats. TABMAP is reset to the default values on
pressing RESET or changing GRAPHICS modes.
See location 201 ($C9) about changing the TAB settings used
when a PRINT statement encounters a comma.
690-693 2B2-2B5 LOGMAP
Logical line start bit map. These locations map the beginning
physical line number for each logical line on the screen (initially
24, for GR.0). Each bit in the first three bytes shows the start of a
logical line if the bit equals one (three bytes equals eight bits *
three equals 24 lines on the screen). The map format is as follows:
Bit 7 6 5 4 3 2 1 0 Byte
------------------------------------------------------------
Line 0 1 2 3 4 5 6 7 690
8 9 10 11 12 13 14 15 691
16 17 18 19 20 21 22 23 692
-- -- -- -- -- -- -- -- 693
The last byte is ignored. The map bits are all set to one when the
text screen is OPENed or CLEARed, when a GRAPHICS com-
mand is issued or RESET is pressed. The map is updated as
logical lines are entered, edited, or deleted.
694 2B6 INVFLG
Inverse character flag; zero is normal and the initialization value
(i.e., normal ATASCII video codes have BIT 7 equals zero). You
POKE INVFLG with 128 ($80) to get inverse characters (BIT 7
equals one). This register is normally set by toggling the Atari
logo key; however, it can be user-altered. The display handler
XOR's the ATASCII codes with the value in INVFLG at all times.
See location 702 ($2BE) below.
INVFLG works to change the input, not the output. For example,
if you have A$ = "HELLO", POKE 694, 128 will not change A$
when you PRINT it to the screen. However, if you POKE 694, 128
before an INPUT A$, the string will be entered as inverse.
695 2B7 FILFLG
Right fill flag for the DRAW command. If the current operation is
a DRAW, then this register reads zero. If it is non-zero, the
operation is a FILL.
696 2B8 TMPROW
Temporary register for row used by ROWCRS (location 84; $54).
697,698 2B9,2BA TMPCOL
Temporary register for column used by COLCRS (locations 85,
86; $55, $56).
699 2BB SCRFLG
Scroll flag; set if a scroll occurs. It counts the number of physical
lines minus one that were deleted from the top of the screen. This
moves the entire screen up one physical line for each line
scrolled off the top. Since a logical line has three physical lines,
SCRFLG ranges from zero to two.
Scrolling the text window is the equivalent to scrolling an entire
GR.0 screen. An additional 20-line equivalent of bytes (800) is
scrolled upwards in the memory below the text window address.
This can play havoc with any data such as P/M graphics you have
stored above RAMTOP
700 2BC HOLD4
Temporary register used in the DRAW command only; used to
save and restore the value in ATACHR (location 763; $2FB)
during the FILL process.
701 2BD HOLD5
Same as the above register.
702 2BE SHFLOK
Flag for the shift and control keys. It returns zero for lowercase
letters, 64 ($40) for all uppercase (called caps lock: uppercase is
required for BASIC statements and is also the default mode on
powerup). SHFLOK will set characters to all caps during your
program if 64 is POKEd here. Returns the value 128 ($80;
control-lock) when the CTRL key is pressed. Forced control-lock
will cause all keys to output their control-code functions or
graphics figures. Other values POKEd here may cause the
system to crash. You can use this location with 694 ($2B6) above
to convert all keyboard entries to uppercase, normal display by:
10 OPEN #2,4,0,"K:"
20 GET #2,A
30 GOSUB 1000
40 PRINT CHR$(A);: GOTO 20
.
.
.
1000 IF A = 155 THEN 1030: REM RETURN
KEY
1010 IF A > = 128 THEN A = A - 128: R
EM RESTORE TO NORMAL DISPLAY
1020 IF PEEK (702) = 0 AND A > 96 THEN
A = A - 32: REM LOWERCASE TO UP
PER
1030 POKE 702,64: POKE 694,0
1040 RETURN
DOWNLOAD SHFLOK.BAS
703 2BF BOTSCR
Flag for the number of text rows available for printing. 24 ($18) is
normal for text mode GR.0; four for the text window, zero for all
graphics modes. In all GRAPHICS modes except zero, if there is
no text window then 703 will also read zero. The large-text
displays in GR.1 and GR.2 are treated as graphics displays for
this purpose. The display handler specifically checks for split-
screen mode by looking for the variable 24 or four here. If it finds
24 here, it assumes there is no text window; if not, it looks for the
variable four.
You can add a text window to GR.0 by POKEing here with four.
The top portion (20 lines) of the screen will not scroll with the
bottom. To write to the top part of the screen you will have to use
the PRINT#6 statement as with modes one and two. One possible
application of this would be to keep a fixed menu at the top of the
screen while scrolling the bottom part, as done with the DOS
menu.
---------------------------------------------------------------------------
Locations 704 to 712 ($2C0 to $2C8) are the color registers for players,
missiles, and playfields. These are the RAM shadow registers for
locations 53266 to 53274 ($D012 to $D01A). For the latter, you can use
the SETCOLOR command from BASIC. For all registers you can
POKE the desired color into the location by using this formula:
COLOR = HUE * 16 + LUMINANCE
It is possible to get more colors in GR.8 than the one (and a half) that
Atari says is possible by using a technique called artifacting. There is a
small example of artifacting shown at location 710 ($2C6). See De Re
Atari, Your Atari 400/800, Creative Computing, June 1981, and
COMPUTE!, May 1982.
Here are the 16 colors the Atari produces, along with their POKE
values for the color registers. The POKE values assume a luminance of
zero. Add the luminance value to the numbers to brighten the color.
The color registers ignore BIT 0; that's why there are no "odd" values
for luminance, just even values.
Color Value Color Value
Black 0, 0 Medium blue 8, 128
Rust 1, 16 Dark blue 9, 144
Red-orange 2, 32 Blue-grey 10, 160
Dark orange 3, 48 Olive green 11, 176
Red 4, 64 Medium green 12, 192
Dk lavender 5, 80 Dark green 13, 208
Cobalt blue 6, 96 Orange-green 14, 224
Ultramarine 7, 112 Orange 15, 240
The bit use of the PCOLR and COLOR registers is as follows:
Bit 7 6 5 4 3 2 1 0
--color-- luminance unused
Grey 0 0 0 0 0 0 0 Darkest
Rust 0 0 0 1 0 0 1
etc. to: etc. to:
Orange 1 1 1 1 1 1 1 Lightest
When you enable the color overlap at location 623 ($26F), ANTIC
performs a logical OR on the overlap areas. For example:
01000010 Red, luminance two
OR 10011010 Darkblue,luminance ten
--------
Result = 10011010 Dark green, luminance ten
Here's a short machine language routine which will rotate the colors in
registers 705 to 712:
10 DIM ROT$(30)
20 FOR LOOP = 1 TO 27: READ BYTE: R
OT$(LOOP,LOOP) = CHR$(BYTE): NEXT
LOOP
.
. PUT YOUR GRAPHICS ROUTINE HERE
.
100 CHANGE = USR(ADR(ROT$))
105 FOR LOOP = 1 TO 200: NEXT LOOP:
GOTO 100
110 DATA 104,162,0,172,193,2,189,194
,2,157
120 DATA 193,2,232,224,8,144,245,140
,200,2
130 DATA 96,65,65,65,65,65,65
If you wish to rotate the colors in registers 704 to 711 instead, change
lines 110 and 120 to read as follows:
110 DATA 104,162,0,172,192,2,189,193
,2,157
120 DATA 192,2,232,224,8,144,245,140
,199,2
DOWNLOAD BOTSCR.BAS
If you wish to include all of the registers 704 to 712 in the routine, make
the changes as above and change the eight in line 120 to nine and
restore the 199 to 200 in line 120. This routine works well with the
GTIA demos at location 623 ($26F).
For further detail, refer to your Atari BASIC Reference Manual, pp. 45
-56, and the GTIA Demo Disk from APX.
704 2C0 PCOLR0
Color of player 0 and missile 0. Locations 704 to 707 are also
called COLPM# in some sources. This is the shadow for 53266
($D012). In GTIA mode ten, 704 holds the background color
(BAK; normally held by 712). You cannot use the SETCOLOR
commands to change the PCOLR registers; color values must be
POKEd into them.
705 2C1 PCOLR1
Color of player and missile 1. Shadow for 53267 ($D013).
706 2C2 PCOLR2
Color of player and missile 2. Shadow for 53268 ($D014).
707 2C3 PCOLR3
Color of player and missile 3. When the four missiles are
combined to make a fifth player, it takes on the color in location
711 (COLOR3). Shadow for 53269 ($D015).
708 2C4 COLOR0
Color register zero, color of playfield zero, controlled by the
BASIC SETCOLOR0 command. In GRAPHICS 1 and
GRAPHICS 2, this color is used for the uppercase letters.
Shadow for 53270 ($D016). You can change the values in all of
the COLOR registers from BASIC by using either the
SETCOLOR command or a POKE.
709 2C5 COLOR1
The next four locations are the same as location 708 for the
different playfields and SETCOLOB commands. In GR.1 and
GR.2, this register stores the color for lowercase letters.
COLOR1 is also used to store the luminance value of the color
used in GR.0 and GR.8. Shadow for 53271 ($D017).
710 2C6 COLOR2
The same as above for playfield two; in GR.1 and GR.2, this
register stores the color of the inverse uppercase letters. Shadow
for 53272 ($D018). Used for the background color in GR.0 and
GR.8. Both use COLOR1 for the luminance value.
Despite the official limitations of color selection in GR.8, it is
possible to generate additional colors by "artifacting", turning
on specific pixels (.5 color clock each) on the screen. Taking
advantage of the physical structure of the TV set itself, we
selectively turn on vertical lines of pixels which all show the same
color. For example:
10 A = 40: B = 30: C = 70: D = 5: F
= 20 GRAPHICS 8: POKE 87,7: P0K
E 710,0: POKE 709,15: COLOR 1
30 PLOT A,D: DRAWTO A,C: COLOR 2: P
LOT F,D: DRAWTO F,C:
40 PLOT A + 1,D: DRAWTO A + 1,C
50 COLOR 3: PLOT B,D: DRAWTO B,C
60 GOTO 60
DOWNLOAD COLOR2.BAS
A little experimentation with this will show you that the colors
obtained depend on which pixels are turned on and how close
together the pixel columns are. There are four "colors" you can
obtain, as shown before. Pixels marked one are on; marked zero
means they are off. Each pair of pixels is one color clock. Three
color clocks are shown together for clarity:
00:01:00 = color A 00:11:00 = color B
00:10:00 = color C 00:01:10 = color D
See BYTE, May 1982, De Re Atari, and Your Atari 400/800.
711 2C7 COLOR3
The same as the above but for playfield three. Also, the color for
GR.1 and GR.2 inverse lowercase letters. Shadow for 53273
($D019).
712 2C8 COLOR4
The same as the above but for the background (BAK) and border
color. Shadow for 53274 ($D01A). In GTIA mode ten, 704 stores
the background color (BAK), while 712 becomes a normal color
register.
Here are the default (powerup) values for the COLOR registers
(PCOL registers are all set to zero on powerup):
Register Color = Hue Luminance
708 (CO.0) 40 2 8
709 (CO.1) 202 12 10
710 (CO.2) 148 9 4
711 (CO.3) 70 4 6
712 (CO.4) 0 0 0
----------------------------------------------------------------------------
Locations 713 to 735 ($2C9 to $2DF) are spare bytes. Locations 736 to
767 ($2E0 to $2FF) are for miscellaneous use.
736-739 2E0-2E3 GLBABS
Global variables, or, four spare bytes for non DOS users. For
DOS users they are used as below:
736-737 2E0-2E1 RUNAD
Used by DOS for the run address read from the disk sector one or
from a binary file. Upon completion of any binary load, control
will normally be passed back to the DOS menu. However, DOS
can be forced to pass control to any specific address by storing
that address here. If RUNAD is set to 40960 ($A000), then the left
cartridge (BASIC if inserted) will be called when the program is
booted.
With DOS 1.0, if you POKE the address of your binary load file
here, the file will be automatically run upon using the DOS
Binary Load (selection L). Using DOS 1.0's append (/A) option
when saving a binary file to disk, you can cause the load address
POKEd here to be saved with the data. In DOS 2.0, you may
specify the initialization and the run address with the program
name when you save it to disk (i.e.,
GAME.OBJ,2000,4FFF,4F00,4000). DOS 2.0 uses the /A option
to merge files. In order to prevent your binary files from running
automatically upon loading in DOS 2.0, use the /N appendage to
the file name when loading the file.
For users of CompuServe, there is an excellent little BASIC
program (with machine language subroutines) to create autoboot
files, chain machine language files with BASIC and to add an 850
autoboot file in the Popular Electronics Magazine (PEM) access
area. It is available free for downloading.
738-739 2E2-2E3 INITAD
Initialization address read from the disk. An autoboot file must
load an address value into either RUNAD above or INITAD. The
code pointed to by INITAD will be run as soon as that location is
loaded. The code pointed to by RUNAD will be executed only
after the entire load process has been completed. To return
control to DOS after the execution of your program, end your
code with an RTS instruction.
740 2E4 RAMSIZ
RAM size, high byte only; this is the number of pages that the top
of RAM represents (one page equals 256 bytes). Since there can
never be less than a whole page, it becomes practical to measure
RAM in those page units. This is the same value as in RAMTOP,
location 106 ($6A), passed here from TRAMSZ, location 6. Space
saved by moving RAMSIZ or RAMTOP has the advantage of
being above the display area. Initialized to 160 for a 48K Atari.
741,742 2E5,2E6 MEMTOP
Pointer to the top of free memory used by both BASIC (which
calls it HIMEM) and the OS, passed here from TRAMSZ, location
6 after powerup. This address is the highest free location in RAM
for programs and data. The value is updated on powerup, when
RESET is pressed, when you change GRAPHICS mode, or when
a channel (IOCB) is OPENed to the display. The display list starts
at the next byte above MEMTOP.
The screen handler will only OPEN the S: device if no RAM is
needed below this value (i.e. there is enough free RAM below
here to accommodate the requested GRAPHICS mode change).
Memory above this address is used for the display list and the
screen display RAM. Also, if a screen mode change would
extend the screen mode memory below APPMHI (locations 14,
15: $E, $F), then the screen is set back for GR.0, MEMTOP is
updated, and an error is returned to the user. Otherwise the
mode change will take place and MEMTOP will be updated.
Space saved by moving MEMTOP is below the display list. Be
careful not to overwrite it if you change GRAPHICS modes in
mid-program. When using memory below MEMTOP for storage,
make sure to set APPMHI above your data to avoid having the
screen data descend into it and destroy it.
743,744 2E7,2E8 MEMLO
Pointer to the bottom of free memory, initialized to 1792 ($700)
and updated by the presence of DOS or any other low-memory
application program. It is used by the OS; the BASIC pointer to
the bottom of free memory is at locations 128, 129 ($80, $81). The
value in MEMLO is never altered by the OS after powerup.
This is the address of the first free location in RAM available for
program use. Set after all FMS buffers have been allocated (see
locations 1801 and 1802; $709 and $70A). The address of the last
sector buffer is incremented by 128 (the buffer size in bytes) and
the value placed in MEMLO. The value updates on powerup or
when RESET is pressed. This value is passed back to locations
128, 129 ($80, $81) on the execution of the BASIC NEW
command, but not RUN, LOAD or RESET.
If you are reserving space for your own device driver(s) or
reserving buffer space, you load your routine into the address
specified by MEMLO, add the size of your routine to the MEMLO
value, and POKE the new value plus one back into MEMLO.
When you don't have DOS or any other application program
using low-memory resident, MEMLO points to 1792 ($700. With
DOS 2.0 present, MEMLO points to 7420 ($1CFC). If you change
the buffer defaults mentioned earlier, you will raise or lower this
latter value by 128 ($80) bytes for every buffer added or deleted,
respectively. When you boot up the 850 Interface with or without
disk, you add another 1728 ($6C0) bytes to the value in MEMLO.
You can alter MEMLO to protect an area of memory below your
program. This is an alternative to protecting an area above
RAMTOP (location 106; $6A) and avoids the problem of the
CLEAR SCREEN routine destroying data. However, unless you
have created a MEM.SAV file, the data will be wiped out when
you call DOS. To alter MEMLO, you start by POKEing WARMST
(location 8) with zero, then doing a JMP to the BASIC cartridge
entry point at 40960($A000) after defining your area to protect.
For example, try this:
10 DIM MEM$(24):PROTECT=700:REM NUMBE
R OF BYTES TO CHANGE
15 HIBYTE=INT(PROTECT/256):LOBYTE=PRO
TECT-256*HIBYTE
20 FOR N=1 TO 24:READ PRG:MEM$(N)=CHR
$(PRG):NEXT N
30 MEM$(6,6)=CHR$(LOBYTE):MEM$(14,14)
=CHR$(HIBYTE)
40 RESERVE=USR(ADR(MEM$))
50 DATA 24,173,231,2,105,0,141,231,2,
173,232,2,105
60 DATA 0,141,232,2,169,0,133,8,76,0,
160
DOWNLOAD MEMLO.BAS
You will find the address of your reserved memory by: PRINT
PEEK(743) + PEEK(744) * 256 before you run the program. This
program will wipe itself out when run. Altering MEMLO is the
method used by both DOS and the RS-232 port driver in the 850
Interface. See COMPUTE!, July 1981.
745 2E9 ....
Spare byte.
746-749 2EA-2ED DVSTAT
Four device status registers used by the I/O status operation as
follows:
746 ($2EA) is the device error status and the command status
byte. If the operation is a disk I/O, then the status returned is that
of the 1771 controller chip in your Atari disk drive. Bits set to one
return the following error codes:
Bit Decimal Error
0 1 An invalid command frame was received (error).
1 2 An invalid data frame was received.
2 4 An output operation was unsuccessful.
3 8 The disk is write-protected.
4 16 The system is inactive (on standby).
7 32 The peripheral controller is "intelligent" (has its
own microprocessor: the disk drive). All Atari
devices are intelligent except the cassette
recorder, so BIT 7 will normally be one when a
device is attached.
747 ($2EB) is the device status byte. For the disk, it holds the
value of the status register of the drive controller. For the 850
Interface, it holds the status for DSR,CTS,CRX and RCV when
concurrent I/O is not active (see the 850 Interface Manual). It also
contains the AUX2 byte value from the previous operation (see
the IOCB description at 832 to 959; $340 to $3AF).
748 ($2EC) is the maximum device time-out value in seconds. A
value of 60 here represents 64 seconds. This value is passed back
to location 582 ($246) after every disk status request. Initialized to
31.
749 ($2ED) is used for number of bytes in output buffer. See 850
Manual, p. 43.
When concurrent I/O is active, the STATUS command returns
the number of characters in the input buffer to locations 747 and
748, and the number of characters in the output buffer to location
749.
750,751 2EE,2EF CBAUDL/H
Cassette baud rate low and high bytes. Initialized to 1484
($5CC), which represents a nominal 600 baud (bits per second).
After baud rate calculations, these locations will contain POKEY
values for the corrected baud rate. The baud rate is adjusted by
SIO to account for motor variations, tape stretch, etc. The
beginning of every cassette record contains a pattern of
alternating off/on bits (zero/one) which are used solely for speed
(baud) correction.
752 2F0 CRSINH
Cursor inhibit flag. Zero turns the cursor on; any other number
turns the cursor off. A visible cursor is an inverse blank (space)
character. Note that cursor visibility does not change until the
next time the cursor moves (if changed during a program). If you
wish to change the cursor status without altering the screen data,
follow your CRSINH change with a cursor movement (i.e., up,
down) sequence. This register is set to zero (cursor restored) on
powerup, RESET, BREAK, or an OPEN command to either the
display handler (S:) or screen editor (E:). See location 755 for
another means to turn off the cursor.
753 2F1 KEYDEL
Key delay flag or key debounce counter; used to see if any key
has been pressed. If a zero is returned, then no key has been
pressed. If three is returned, then any key. It is decremented
every stage two VBLANK (1/60 or 1/30th second) until it reaches
zero. If any key is pressed while KEYDEL is greater than zero, it
is ignored as "bounce." See COMPUTE!, December 1981, for a
routine to change the keyboard delay to suit your own typing
needs.
754 2F2 CH1
Prior keyboard character code (most recently read and
accepted). This is the previous value passed from 764 ($2FC). If
the value of the new key code equals the value in CH1, then the
code is accepted only if a suitable key debounce delay has taken
place since the prior value was accepted.
755 2F3 CHACT
Character Mode Register. Zero means normal inverse
characters, one is blank inverse characters (inverse characters
will be printed as blanks, i.e., invisible), two is normal
characters, three is solid inverse characters. Four to seven is the
same as zero to three, but prints the display upside down.
This register also controls the transparency of the cursor. It is
transparent with values two and six, opaque with values three
and seven. The cursor is absent with values zero, one, four and
five.
Toggling BIT 0 on and off can be a handy way to produce a
blinking effect for printed inverse characters (characters with
ATASCII values greater than 128 -- those that have BIT 7 set).
Shadow for 54273 ($D401). There is no visible cursor for the
graphics mode output. CHACT is initialized to two.
Here's an example of blinking text using this register:
10 CHACT=755:REM USE INVERSE FOR WORD
S BELOW
15 PRINT "[THIS IS A TEST OF BLINKING ]
[TEXT]"
20 POKE CHACT,INT(RND(0)*4)
30 FOR N=1 TO 100:NEXT N:GOTO 15
See COMPUTE!, December 1981.
Using a machine language routine and page six space, try:
10 PAGE=1536:EXIT=1568
20 FOR N=PAGE TO EXIT:READ BYTE:POKE
N,BYTE:NEXT N
30 PGM=USR(PAGE)
40 PRINT "[THIS] IS A [TEST] OF [BLINKING]
TEXT":REM MAKE SOME WORDS INVERSE
50 GOTO 50
60 DATA 104,169,17,141,40,2,169,6,141
,41
70 DATA 2,169,30,141,26,2,98,173,243,
2
80 DATA 41,1,73,1,141,243,2,169,30,14
1,26,2,96
DOWNLOAD CHACT.BAS
The blink frequency is set .5 second; to change it, change the
30 in line 80 to any number from one (1/30 second) to 255 (eight
.5 seconds). For another way to make the cursor visible or
invisible, see locations 752 above.
756 2F4 CHBAS
Character Base Register, shadow for 54281 ($D409). The default
(initialization value) is 224 ($E0) for uppercase characters and
numbers; POKE CHBAS with 226 ($E2) to get the lowercase and
the graphics characters in GR.1 and GR.2. In GR.0 you get the
entire set displayed to the screen, but in GR.1 and GR.2, you
must POKE 756 for the appropriate half-set to be displayed.
How do you create an altered character set? First you must
reserve an area in memory for your set (512 or 1024 bytes; look at
location 106; $6A to see how). Then either you move the ROM set
(or half set, if that's all you intend to change) into that area and
alter the selected characters, or you fill up the space with bytes
which make up your own set. Then you POKE 756 with the MSB
of the location of your set so the computer knows where to find it.
What does an altered character set look like? Each character is a
block one byte wide by eight bytes high. You set the bits for the
points on the screen you wish to be "on" when displayed. Here
are two examples:
one byte wide:
00100000 = 32 #
00010000 = 16 #
00010000 = 16 #
00010000 = 16 #
00011110 = 30 ####
00000010 = 2 #
00001100 = 12 ##
00010000 = 16 #
Hebrew letter Lamed
one byte wide:
10000001 = 129 # #
10011001 = 153 # ## #
10111101 = 189 # #### #
11111111 = 255 ########
11111111 = 255 ########
10111101 = 189 # #### #
10011001 = 153 # ## #
10000001 = 129 # #
Tie-fighter
You can turn these characters into DATA statements to be POKEd
into your reserved area by using the values for the bytes as in the
above examples. To change the ROM set once it is moved, you
look at the internal code (see the BASIC Reference Manual, p.
55) and find the value of the letter you want to replace--such as
the letter A--code 33. Multiply this by eight bytes for each code
number from the start of the set (33 * eight equals 264). You then
replace the eight bytes used by the letter A, using a FOR-NEXT
loop with the values for your own character. For example, add
these lines to the machine language found a few pages further on:
1000 FOR LOOP=1 TO 4:READ CHAR:SET=CH
ACT+CHAR*8
1010 FOR TIME=0 TO 7:READ BYTE:POKE S
ET+TIME,BYTE: NEXT TIME
1020 NEXT LOOP
1030 DATA 33,0,120,124,22,22,124,120,
0
1040 DATA 34,0,126,82,82,82,108,0,0
1050 DATA 35,56,84,254,238,254,68,56,
0
1060 DATA 36,100,84,76,0,48,72,72,48
2000 END
RUN it and type the letters A to D.
Why 224 and 226? Translated to hex, these values are $E0 and
$E2, respectively. These are the high bytes (MSB) for the location
of the character set stored in ROM: $E000 (57344) is the address
for the start of the set (which begins with punctuation, numbers
and uppercase letters), and $E200 (57856), for the second half of
the ROM set, lowercase and graphic control characters (both
start on page boundaries). The ROM set uses the internal order
given on page 55 of your BASIC Reference Manual, not the
ATASCII order. See also location 57344 ($E000).
You will notice that using the PRINT#6 command will show you
that your characters have more than one color available to them
in GR.1 and GR.2. Try PRINTing lowercase or inverse
characters when you are using the uppercase set. This effect can
be very useful in creating colorful text pages. Uppercase letters,
numbers, and special characters use color register zero (location
708; $2C4 - orange) for normal display, and color register two
(710; $2C6 - blue) for inverse display. Lowercase letters use
register one (709; $2C5 - aqua) for normal display and register
three (711; $2C7 - pink) for inverse. See COMPUTE!, December
1981, page 98, for a discussion of using the CTRL keys with letter
keys to get different color effects.
One problem with POKEing 756 with 226 is that there is no blank
space character in the second set: you get a screen full of hearts.
You have two choices: you can change the color of register zero
to the same as the background and lose those characters which
use register zero--the control characters--but get your blanks
(and you still have registers one, two and three left). Or you can
redefine your own set with a blank character in it. The latter is
obviously more work. See "Ask The Readers," COMPUTE!, July
1982.
It is seldom mentioned in the manuals, but you cannot set 756 to
225 ($El) or any other odd number. Doing so will only give you
screen garbage. The page number 756 points to must be evenly
divisible by two.
When you create your own character set and store it in memory,
you need to reserve at least 1K for a full character set (1024 bytes
--$400 or four pages), and you must begin on a page boundary.
In hex these are the numbers ending with $XX00 such as $C000
or $600 because you store the pointer to your set here in 756; it
can only hold the MSB of the address and assumes that the LSB is
always zero--or rather a page boundary. You can reserve
memory by:
POKE 106,PEEK(106)-4 (or any multiple of four)
And do a GRAPHICS command immediately after to have your
new memory value accepted by the computer. If you are using
only one half of the entire set, for GR.1 or GR.2, you need only
reserve 512 bytes, and it may begin on a .5K boundary (like
$E200; these are hexadecimal memory locations that end in
$X200). If you plan to switch to different character sets, you will
need to reserve the full 1K or more, according to the number of
different character sets you need to display. RAM for half-K sets
can be reserved by:
POKE 106,PEEK(106)-2 (or a multiple of two)
The location for your set will then begin at PEEK(106)*256.
Because BASIC cannot always handle setting up a display list for
GR.7 and GR.8 when you modify location 106 by less than 4K (16
pages), you may find you must use PEEK(106)-16. See location
88,89 ($58,$59) and 54279 ($D407) for information regarding
screen use and reserving memory.
Make sure you don't have your character set overlap with your
player/missile graphics. Be very careful when using altered
character sets in high memory. Changing GRAPHICS modes, a
CLEAR command, or scrolling the text window all clear memory
past the screen display. When you scroll the text window, you
don't simply scroll the four lines; you actually scroll a full 24 (20
additional lines * 40 bytes equals 800 bytes scrolled past
memory)! This messes up the memory past the window display
address, so position your character sets below all possible
interference (or don't scroll or clear the screen).
You can create and store as many character sets as your memory
will allow. You switch back and forth between them and the ROM
set by simply POKEing the MSB of the address into 756. Of
course, you can display only one set at a time unless you use an
altered display list and DLI to call up other sets. There are no
restrictions outside of memory requirements on using altered
character sets with P/M graphics as long as the areas reserved for
them do not overlap.
A GRAPHICS command such as GR.0, RESET or a DOS call
restores the character set pointer to the ROM location, so you
must always POKE it again with the correct location of your new
set after any such command. A useful place to store these sets is
one page after the end of RAM, assuming you've gone back to
location 106 ($6A) and subtracted the correct number of pages
from the value it holds (by POKE 106,PEEK(106) minus the
number of pages to be reserved; see above). Then you can reset
the character set location by simply using POKE
756,PEEK(106)+1 (the plus one simply makes sure you start at
the first byte of your set).
A full character set requires 1024 bytes (1K: four pages) be
reserved for it. Why? Because there are 128 characters, each
represented by eight bytes, so 128 * eight equals 1024. If you are
using a graphics mode that uses only half the character set, you
need only reserve 512 bytes (64 * eight equals 512). Remember to
begin either one on a page boundary (1K boundary for full sets or
.5K for half sets). By switching back and forth between two
character sets, you could create the illusion of animation.
Many magazines have published good utilities to aid in the
design of altered character sets, such as the January 1982
Creative Computing, and SuperFont in COMPUTE!, January
1982. I suggest that you examine The Next Step from Online,
Instedit from APX, or FontEdit from the Code Works for very
useful set generators. One potentially useful way to alter just a
few of the characters is to duplicate the block of memory which
holds the ROM set by moving it byte by byte into RAM. A BASIC
FOR-NEXT loop can accomplish this, although it's very slow. For
example:
5 CH=57344
10 START=PEEK(106)-4:PLACE=START*256:
POKE 106,PEEK(106)-5:GRAPHICS 0: RE
M RESERVE EXTRA IN CASE OF SCREEN
CLEAR
20 FOR LOOP=0 TO 1023:POKE PLACE+LOOP
,PEEK(CH+LOOP):NEXT LOOP:REM MOVE
THE ROM SET
30 POKE 756,PLACE/256:REM TELL ANTIC
WHERE CHSET IS
Here's a machine language routine to move the set:
10 DIM BYTE$(80)
15 REM MEM-1 TO PROTECT SET FROM CLEA
R SCREEN DESTRUCTION (SEE LOC.88)
20 MEM=PEEK(106)-4:POKE 106,MEM-1: CHA
CT=MEM*256:GRAPHICS 0
30 FOR LOOP=1 TO 32:READ PGM:BYTE$(LO
OP,LOOP)=CHR$(PGM):NEXT LOOP
40 DATA 104,104,133,213,104,133,212
50 DATA 104,133,215,104,133,214,162
60 DATA 4,160,0,177,212,145,214
70 DATA 200,208,249,230,213,230,215
80 DATA 202,208,240,96
90 Z=USR(ADR(BYTE$),224*256,CHACT)
.
. ADD YOUR OWN ALTERATION PROGRAM OR
THE EARLIER EXAMPLE HERE
.
.
1500 POKE MEM-1,0:POKE 756,MEM
If you have Microsoft BASIC or BASIC A+, you can do this very
easily with the MOVE command!
Remember, when altering the ROM set, that the characters aren't
in ATASCII order; rather they are in their own internal order.
Your own set will have to follow this order if you wish to have the
characters correlate to the keyboard and the ATASCII values.
See page 55 of your BASIC Reference Manual for a listing of the
internal order. Creative Computing, January 1982, had a good
article on character sets, as well as a useful method of
transferring the ROM set to RAM using string manipulation. See
also "Using Text Plot for Animated Games" in COMPUTE!, April
1982, for an example of using character sets for animated
graphics.
757-761 2F5-2F9 ....
Spare bytes.
762 2FA CHAR
Internal code value for the most recent character read or written
(internal code for the value in ATACHR below). This register is
difficult to use with PEEK statements since it returns the most
recent character; most often the cursor value (128, $80 for a
visible, zero for an invisible cursor).
763 2FB ATACHR
Returns the last ATASCII character read or written or the value of
a graphics point. ATACHR is used in converting the ATASCII
code to the internal character code passed to or from CIO. It also
returns the value of the graphics point. The FILL and DRAW
commands use this location for the color of the line drawn,
ATACHR being temporarily loaded with the value in FILDAT,
location 765; $2FD. To force a color change in the line, POKE the
desired color number here (color * sixteen + luminance). To see
this register in use as character storage, try:
10 OPEN#2,4,0,"K:"
20 GET#2,A
30 PRINT PEEK(763);" "; CHR$(A)
40 GOTO 20
Make sure the PEEK statement comes before the PRINT CHR$
statement, or you will not get the proper value returned. When
the RETURN key is the last key pressed, ATACHR will show a
value of 155.
764 2FC CH
Internal hardware value for the last key pressed. POKE CH with
255 ($FF; no key pressed) to clear it. The keyboard handler gets
all of its key data from CH. It stores the value 255 here to indicate
the key code has been accepted, then passes the code to CH1,
location 754 ($2F2). If the value in CH is the same as in CH1, a
key code will be accepted only if the proper key debounce delay
time has transpired. If the code is the CTRL-1 combination (the
CTRL and the "1" keys pressed simultaneously), then the
start/stop flag at 767 ($2FF) is complemented, but the value is not
stored in CH. The auto repeat logic will also store store key
information here as a result of the continuous pressing of a key.
This is neither the ATASCII nor the internal code value; it is the
"raw" keyboard matrix code for the key pressed. The table for
translation of this code to ATASCII is on page 50 of the OS User's
Manual. In a two-key operation, BIT 7 is set if the CTRL key is
pressed, BIT 6 if the SHIFT key is pressed. The rest of the bytes
are the code (ignored if both BITs 7 and 6 are set). Only the code
for the last key pressed is stored here (it is a global variable for
keyboard).
When a read request is issued to the keyboard, CH is set to 255
by the handler routine. After a keycode has been read from this
register, it is reset to 255. BREAK doesn't show here, and CTRL
and SHIFT will not show here on their own. However, the inverse
toggle (Atari logo key), CAPS/LOWR, TAB and the ESC keys
will show by themselves. You can examine this register with:
10 LOOK=PEEK(764)
20 PRINT "KEY PRESSED = ";LOOK
30 POKE 764,255
40 FOR LOOP=1 TO 250:NEXT LOOP
50 GOTO 10
See COMPUTE!'s First Book of Atari for an example of using this
register as a replacement for joystick input.
765 2FD FILDAT
Color data for the fill region in the XIO FILL command.
766 2FE DSPFLG
Display flag, used in displaying the control codes not associated
with an ESC character (see location 674; $2A2). If zero is
returned or POKEd here, then the ATASCII codes 27 - 31, 123 -
127, 187 - 191 and 251 - 255 perform their normal display screen
control functions (i.e., clear screen, cursor movement,
delete/insert line, etc.). If any other number is returned, then a
control character is displayed (as in pressing the ESC key with
CTRL-CLEAR for a graphic representation of a screen clear).
POKEing any positive number here will force the display instead
of the control code action. There is, however, a small bug, not
associated with location 766, in Atari BASIC: a PRINTed CTRL-R
or CTRL-U are both treated as a semicolon.
767 2FF SSFLAG
Start/stop display screen flag, used to stop the scrolling of the
screen during a DRAW or graphics routine, a LISTing or a
PRINTing. When the value is zero, the screen output is not
stopped. When the value is 255 ($FF; the one's complement), the
output to the screen is stopped, and the machine waits for the
value to become zero again before continuing with the scrolling
display. Normally SSFLAG is toggled by the user during these
operations by pressing the CTRL-1 keys combination to both start
and stop the scroll. Set to zero by RESET and powerup.
---------------------------------------------------------------------------
PAGE THREE
Locations 768 to 831 ($300 to $33F) are used for the device handler and
vectors to the handler routines (devices S:, P:, E:, D:, C:, R: and K:).
A device handler is a routine used by the OS to control the transfer of
data in that particular device for the task allotted (such as read, write,
save, etc.). The resident D: handler does not conform entirely with the
other handler--SIO calling routines. Instead, you use the DCB to
communicate directly with the disk handler. The device handler for R:
is loaded in from the 850 interface module. See De Re Atari, the 850
Interface Manual, and the OS Listings pages 64 - 65.
Locations 768 to 779 ($300 to $30B) are the resident Device Control
Block (DCB) addresses, used for I/O operations that require the serial
bus; also used as the disk DCB. DUP.SYS uses this block to interface
the FMS with the disk handler. The Atari disk drive uses a serial access
at 19,200 baud (about 20 times slower than the Apple!). It has its own
microprocessor, a 6507, plus 128 bytes of RAM, a 2316 2K masked
ROM chip (like a 2716), a 2332 RAM-I/O timer chip with another 128
bytes of RAM (like the PIA chip) and a WD 1771 FD controller chip.
See the "Outpost Atari" column, Creative Computing, May 1982, for
an example of using the disk DCB.
All of the parameters passed to SIO are contained in the DCB. SIO
uses the DCB information and returns the status in the DCB for
subsequent use by the device handler.
768 300 DDEVIC
Device serial bus ID (serial device type) set up by the handler,
not user-alterable. Values are:
Disk drives Dl - D4 49-52 ($31-$34)
Printer P1 64 ($40)
Printer P2 79 ($4F)
RS232 ports R1-R4 80-83 ($50-$53)
769 301 DUNIT
Disk or device unit number: one to four, set up by the user.
770 302 DCOMND
The number of the disk or device operation (command) to be
performed, set by the user or by the device handler prior to
calling SIO. Serial bus commands are:
Read 82 ($52)
Write (verily) 87 ($57)
Status 83 ($53)
Put (no verify) 80 (0)
Format 33 ($21)
Download 32 ($20)
Read address 84 ($54)
Read spin 81 ($51)
Motor on 85 ($55)
Verify sector 86 ($56)
All of the above are disk device commands, except write and
status, which are also printer commands (with no verify).
771 303 DSTATS
The status code upon return to user. Also used to set the data
direction; whether the device is to send or receive a data frame.
This byte is used by the device handler to indicate to SIO what to
do after the command frame is sent and acknowledged. Prior to
the SIO call, the handler examines BIT 6 (one equals receive
data) and BIT 7 (one equals send data). If both bits are zero, then
no data transfer is associated with the operation. Both bits set to
one is invalid. SIO uses it to indicate to the handler the status of
the requested operation after the SIO call.
772,773 304,305 DBUFLO/HI
Data buffer address of the source or destination of the data to be
transferred or the device status information (or the disk sector
data). Set by the user, it need not be set if there is no data
transferred, as in a status request.
774 306 DTIMLO
The time-out value for the handler in one-second units, supplied
by the handler for use by SIO. The cassette time-out value is 35,
just over 37 seconds. The timer values are 64 seconds per 60 units
of measurement. Initialized to 31.
775 307 DUNUSE
Unused byte.
776,777 308,309 DBYTLO/HI
The number of bytes transferred to or from the data buffer (or the
disk) as a result of the most recent operation, set by the handler.
Also used for the count of bad sector data. There is a small bug in
SIO which causes incorrect system actions when the last byte in a
buffer is in a memory location ending with $FF, such as $A0FF.
778,779 30A,30B DAUX1/2
Used for device specific information such as the disk sector
number for the read or write operation. Loaded down to locations
572, 573 ($23C, $23D) by SIO.
There are only five commands supported by the disk handler:
GET sector (82; $52), PUT sector (80; $50), PUT sector with
VERIFY (87; $57), STATUS request (83; $53) and FORMAT entire
disk (33; $21). There is no command to FORMAT a portion of the
disk; this is done by the INS 1771-1 formatter/controller chip in
the drive itself and isn't user-accessible. There is a new disk drive
ROM to replace the current "C" version. It is the "E" ROM. Not
only is it faster than the older ROMs, but it also allows for
selective formatting of disk sectors. Atari has not announced yet
whether this new 810 ROM will be made available. For more
information, see the OS User's Manual.
Locations 780 to 793 ($30C to $319) are for miscellaneous use.
Locations 794 to 831 ($31A to $33F) are handler address tables. To use
these DCBs, the user must provide the required parameters to this
block and then do a machine language JSR to $E453 (58451) for disk
I/O or $E459 (58457; the SIO entry point) for other devices.
780,781 30C,30D TIMER1
Initial baud rate timer value.
782 30E ADDCOR
Addition correction flag for the baud rate calculations involving
the timer registers.
783 30F CASFLG
Cassette mode when set. Used by SIO to control the program
flow through shared code. When set to zero, the current
operation is a standard SIO operation; when non-zero, it is a
cassette operation.
784,785 310,311 TIMER2
Final timer value. Timer one and timer two contain reference
times for the start and end of the fixed bit pattern receive period.
The first byte of each timer contains the VCOUNT value (54283;
$D40B), and the second byte contains the current realtime clock
value from location 20 ($14). The difference between the timer
values is used in a lookup table to compute the interval for the
new values for the baud rate passed on to location 750, 751
($2EE, $2EF).
786,787 312,313 TEMP1
Two-byte temporary storage register used by SIO for the
VCOUNT calculation during baud timer routines. See location
54283 ($D40B).
788 314 TEMP2
Temporary storage register.
789 315 TEMP3
Ditto.
790 316 SAVIO
Save serial data-in port used to detect, and updated after, each
bit arrival. Used to retain the state of BIT 4 of location 53775
($D20F; serial data-in register).
791 317 TIMFLG
Time-out flag for baud rate correction, used to define an
unsuccessful baud rate value. Initially set to one, it is
decremented during the I/O operation. If it reaches zero (after
two seconds) before the first byte of the cassette record is read,
the operation will be aborted.
792 318 STACKP
SIO stack pointer register. Points to a byte in the stack being
used in the current operation (locations 256 to 511; $100 to $1FF).
793 319 TSTAT
Temporary status holder for location 48 ($30).
794-831 31A-33F HATABS
Handler Address Table. Thirty-eight bytes are reserved for up to
12 entries of three bytes per handler, the last two bytes being set
to zero. On powerup, the HATABS table is copied from ROM.
Devices to be booted, such as the disk drive, add their handler
information to the end of the table. Each entry has the character
device name (C,D,E,K,P,S,R) in ATASCII code and the handler
address (LSB/MSB). Unused bytes are all set to zero. FMS
searches HATABS from the top for a device "D:" entry, and when
it doesn't find it, it then sets the device vector at the end of the
table to point to the FMS vector at 1995 ($7CB). CIO searches for
a handler character from the bottom up. This allows new handlers
to take precedence over the old. Pressing RESET clears HATABS
of all but the resident handler entries!
794 31A Printer device ID (P:), initialized to 58416 ($E430).
797 31D Cassette device ID (C:), initialized to 58432 ($E440).
800 320 Display editor ID (E:), initialized to 58368 ($E400).
803 323 Screen handler ID (S:), initialized to 58384 ($E410).
806 326 Keyboard handler ID (K:), initialized to 58400
($E420).
HATABS unused entry points:
809 ($329), 812 ($32C), 815 ($32F), 818 ($332), 821 ($335), 824
($338), 827 ($33B), and 830 ($33E). These are numbered
sequentially from one to eight. There are only two bytes in the last
entry (unused), both of which are set to zero. When DOS is
present, it adds an entry to the table with the ATASCII code for
the letter "D" and a vector to address 1995 ($7CB).
The format for the HATABS table is:
Device name
Handler vector table address
More entries
Zero fill to the end of the table
The device handler address table entry above for the specific
handler points to the first byte (low byte/high byte) of the vector
table which starts at 58368 ($E400). Each handler is designed
with the following format:
OPEN vector
CLOSE vector
GET BYTE vector
PUT BYTE vector
GET STATUS vector
SPECIAL vector
Jump to initialization code (JMP LSB/MSB)
CIO uses the ZIOCB (see location 32; $20) to pass parameters to
the originating IOCB, the A, Y and X registers and CIO. It is
possible to add your own device driver(s) to OS by following
these rules:
1) Load your routine, with necessary buffers at the address
pointed to by MEMLO: location 743 ($2E7).
2) Add the size of your routine to the MEMLO value and POKE
the result back into MEMLO.
3) Store the name and address of your driver in the handler
address table; HATABS.
4) Change the vectors so that the OS will re-execute the above
steps if RESET has been pressed. This is usually done by
adjusting locations 12 ($C: DOSINIT) and 10 ($A; DOSVEC).
See the "Insight: Atari" columns in COMPUTE!, January and
April 1982, for details. The APX program "T: A Text Display
Device" is a good example of a device handler application.
See De Re Atari for more information on the DCB and HATABS,
including the use of a null handler.
---------------------------------------------------------------------------
Locations 832 to 959 ($340 to $3BF) are reserved for the eight IOCB's
(input/output control blocks). IOCB's are channels for the transfer of
information (data bytes) into and out of the Atari, or between devices.
You use them to tell the computer what operation to perform, how
much data to move and, if necessary, where the data to be moved is
located. Each block has 16 bytes reserved for it.
What is an IOCB? Every time you PRINT something on the screen or
the printer, every time you LOAD or SAVE a file, every time you OPEN
a channel, you are using an IOCB. In some cases, operations have
automatic OPEN and CLOSE functions built in--like LPRINT. In
others, you must tell the Atari to do each step as you need it. Some
IOCB's are dedicated to specific use, such as zero for the screen
display. Others can be used for any I/O function you wish. The
information you place after the OPEN command tells CIO how you
want the data transferred to or from the device. It is SIO and the device
handlers that do the actual transfer of data.
You can easily POKE the necessary values into the memory locations
and use a machine language subroutine through a USR function to call
the CIO directly (you must still use an OPEN and CLOSE statement for
the channel, however). This is useful because BASIC only supports
either record or single byte data transfer, while the CIO will handle
complete buffer I/O. See the CIO entry address, location 58454
($E456), for more details. These blocks are used the same way as the
page zero IOCB (locations 32 to 47; $20 to $2F). The OS takes the
information here, moves it to the ZIOCB for use by the ROM CIO, then
returns the updated information back to the user area when the
operation is done.
Note that when BASIC encounters a DOS command, it CLOSEs all
channels except zero. Refer to the Atari Hardware Manual and the 850
Interface Manual for more detailed use of these locations.
832-847 340-34F IOCB0
I/O Control Block (IOCB) zero. Normally used for the screen
editor (E:). You can POKE 838,166 and POKE 839,238 and send
everything to the printer instead of to the screen (POKE 838,163,
and POKE 839,246 to send everything back to the screen again).
You could use this in a program to toggle back and forth between
screen and printed copy when prompted by user input. This will
save you multiple PRINT and LPRINT coding.
You can use these locations to transfer data to other devices as
well since they point to the address of the device's "put one byte"
routine. See the OS Manual for more information. Location 842
can be given the value 13 for read from screen and 12 for write to
screen. POKE 842,13 puts the Atari into "RETURN key mode" by
setting the auxiliary byte one (ICAX1) to screen input and
output. POKEing 842 with 12 returns it to keyboard input and
screen output mode. The former mode allows for dynamic use of
the screen to act upon commands the cursor is made to move
across.
You can use this "forced read" mode to read data on the screen
into BASIC without user intervention. For example, in the
program below, lines 100 through 200 will be deleted by the
program itself as it runs.
10 GRAPHICS 0:POSITlON 2,4
20 PRINT 100:PRINT 150:PRINT 200
25 PRINT "CONT"
30 POSITION 2,0
50 POKE 842,13:STOP
60 POKE 842,12
70 REM THE NEXT LINES WILL BE DELETED
100 PRINT "DELETING..."
150 PRINT "DELETING..."
200 PRINT "DELETED!"
DOWNLOAD FORCREAD.BAS
See COMPUTE!, August 1981, for a sample of this powerful
technique. See Santa Cruz's Tricky Tutorial #1 (display lists) for
another application. The last four bytes (844 to 847; $34C to $34F
in this case) are spare (auxiliary) bytes in all IOCB's.
When you are in a GRAPHICS mode other than zero, channel
zero is OPENed for the text window area. If the window is absent
and you OPEN channel zero, the whole screen returns to mode
zero. A BASIC NEW or RUN command closes all channels
except zero. OPENing a channel to S: or E: always clears the
display screen.
See COMPUTE!, October 1981,for an example of using an IOCB
with the cassette program recorder, and September 1981 for
another use with the Atari 825 printer.
848-863 350-35F IOCB1
IOCB one.
864-879 360-36F IOCB2
IOCB two.
880-895 370-37F IOCB3
IOCB three.
896-911 380-38F IOCB4
IOCB four.
912-927 390-39F IOCB5
IOCB five.
928-943 3A0-3AF IOCB6
IOCB six. The GRAPHICS statement OPENs channel six for
screen display (S:), so once you are out of mode zero, you cannot
use channel six unless you first issue a CLOSE#6 statement. If
you CLOSE this channel, you will not be able to use the
DRAWTO, PLOT or LOCATE commands until you reOPEN the
channel. The LOAD command closes channel six; it also closes
all channels except zero.
944-959 3B0-3BF IOCB7
IOCB seven. LPRINT automatically uses channel seven for its
use. If the channel is OPEN for some other use and an LPRINT is
done, an error will occur, the channel will be CLOSEd, and
subsequent LPRINTs will work. The LIST command also uses
channel seven, even if channel seven is already OPEN. However,
when the LIST is done, it CLOSEs channel seven. The LOAD
command uses channel seven to transfer programs to and from
the recorder or disk. LIST (except to the display screen), LOAD
and LPRINT also close all sound voices. The RUN from tape or
disk and SAVE commands use channel seven, as does LIST.
The bytes within each IOCB are used as follows:
Label Offset Bytes Description
--------------------------------------------------------------------
ICHID 0 1 Index into the device name
table for the currently OPEN file. Set by the OS. If not in use, the
value is 255 ($FF), which is also the initialization value.
ICDNO 1 1 Device number such as one
for Dl: or two for D2:. Set by the OS.
ICCOM 2 1 Command for the type of
action to be taken by the device, set by the user. This is the first
variable after the channel number in an OPEN command. See
below for a command summary. Also called ICCMD.
ICSTA 3 1 The most recent status
returned by the device, set by the OS. May or may not be the
same value as that which is returned by the STATUS request in
BASIC. See the OS User's Manual, pp. 165-166, fora list of status
byte values.
ICBAL/H 4,5 2 Two-byte (LSB,MSB) buffer
address for data transfer or the address of the file name for OPEN,
STATUS, etc.
ICPTL/H 6,7 2 Address of the device's put-
one-byte routine minus one. Set by the OS at OPEN command,
but not actually used by the OS (it is used by BASIC, however).
Points to CIO's "IOCB NOT OPEN" message at powerup.
ICBLL/H 8,9 2 Buffer length set to the
maximum number of bytes to transfer in PUT and GET
operations. Decremented by one for each byte transferred;
updated after each READ or WRITE operation. Records the
number of bytes actually transferred in and out of the buffer after
each operation.
ICAX1 10 1 Auxiliary byte number one,
referred to as AUX1. Used in the OPEN statement to specify the
type of file access: four for READ, eight for WRITE, twelve for
both (UPDATE). Not all devices can use both kinds of operations.
This byte can be used in user-written drivers for other purposes
and can be altered in certain cases once the IOCB has been
OPENed (see the program example above). For the S: device, if
AUX1 equals 32, it means inhibit the screen clear function when
changing GRAPHICS modes. Bit use is as follows for most
applications:
Bit 7 6 5 4 3 2 1 0
Use ....unused.... W R D A
W equals write, R equals read, D equals directory, A equals
append.
ICAX2 11 1 Auxiliary byte two, referred
to as AUX2. Special use by each device driver; some serial port
functions may use this byte. Auxiliary bytes two to five have no
fixed use; they are used to contain device-dependent and/or
user-established data.
ICAX3/4 12,13 2 Auxiliary bytes three and
four; used to maintain a record of the disk sector number for the
BASIC NOTE and POINT commands.
ICAX5 14 1 Auxiliary byte five. Used by
NOTE and POINT to maintain a record of the byte within a sector.
It stores the relative displacement in sector from zero to 124
($7C). Bytes 125 and 126 of a sector are used for sector-link
values, and byte 127 ($7F) is used as a count of the number of
data bytes in actual use in that sector.
ICAX6 15 1 Spare auxiliary byte.
Offset is the number you would add to the start of the IOCB in
order to POKE a value into the right field, such as POKE 832 +
OFFSET, 12.
The following is a list of the values associated with OPEN
parameter number 1. Most of these values are listed in Your Atari
400/800. These are the values found in ICAX1, not the ICCOM
values.
Device Task # Description
----------------------------------------------------------------------
Cassette 4 Read
recorder 8 Write (can do either, not both)
Disk 4 Read
file 6 Read disk directory
8 Write new file. Any file OPENed in
this mode will be deleted, and the first byte written will be at the
start of the file.
9 Write--append. In this mode the
file is left intact, and bytes written are put at the end of the file.
12 Read and write--update. Bytes
read or written will start at the first byte in the file.
D: if BIT 0 equals one and BIT 3 equals one in AUX1,then
operation will be appended output.
Screen 8 Screen output
editor 12 Keyboard input and screen output
(E:) 13 Screen input and output
E: BIT 0 equals one is a forced read (GET command).
Keyboard 4 Read
Printer 8 Write
RS-232 5 Concurrent read
serial 8 Block write
port 9 Concurrent write
13 Concurrent read and write
Clear Text Read
Screen Window Oper-
after GR. also ation
Screen 8 yes no no
display 12 yes no yes
(S:) 24 yes yes no
28 yes yes yes
40 no no no
44 no no yes
56 no yes no
60 no yes yes
Note that with S:, the screen is always cleared in GR.0 and there
is no separate text window in GR.0 unless specifically user-
designed. Without the screen clear, the previous material will
remain on screen between GRAPHICS mode changes, but will
not be legible in other modes. The values with S: are placed in
the first auxiliary byte of the IOCB. All of the screen values above
are also a write operation.
The second parameter in an OPEN statement (placed in the
second auxiliary byte) is far more restricted in its use. Usually set
to zero. If set to 128 ($80) for the cassette, it changes from normal
to short inter-record gaps (AUX2).
With the Atari 820 printer, 83 ($53; AUX byte two) means
sideways characters (Atari 820 printer only). Other printer
variables (all for AUX2 as well) are: 70 ($4E) for normal 40
character per line printing and 87 ($57) for wide printing mode.
With the screen (S:), a number can be used to specify the
GRAPHICS modes zero through eleven. If mode zero is chosen,
then the AUX1 options as above are ignored.
For the ICCOM field, the following values apply (BASIC XIO
commands use the same values):
Command Decimal Hex
----------------------------------------------------------------------
Open channel 3 3
Get text record (line) 5 5 BASIC:
INPUT
#n,A
Get binary record (buffer) 7 7 BASIC:
GET #n,A
Put text record (line) 9 9
Put binary record (buffer) 11 B BASIC:
PUT #n,A
Close 12 C
Dynamic (channel) status 13 D
BASIC uses a special "put byte" vector in the IOCB to talk
directly to the handler for the PRINT#n,A$ command.
Disk File Management System Commands (BASIC XIO
command):
Rename 32 20
Erase (delete) 33 21
Protect (lock) 35 23
Unprotect (unlock) 36 24
Point 37 25
Note 38 26
Format 254 FE
In addition, XIO supports the following commands:
Get character 7 7
Put character 11 B
Draw line 17 11 Display
handler
only.
Fill area 18 12 Display
handler
only.
FILL is done in BASIC with XIO 18,#6,12,0,"S:" (see the BASIC
Reference Manual for details).
For the RS-232 (R:), XIO supports:
Output partial block 32 20
Control RTS,XMT,DTR 34 22
Baud, stop bits, word size 36 24
Translation mode 38 26
Concurrent mode 40 28
(see the 850 Interface Manual for details)
CIO treats any command byte value greater than 13 ($D) as a
special case, and transfers control over to the device handler for
processing. For more information on IOCB use, read Bill
Wilkinson's "Insight: Atari" columns in COMPUTE!, November
and December 1981, and in Microcomputing, August 1982. Also
refer to the OS User's Manual and De Re Atari.
---------------------------------------------------------------------------
960-999 3C0-3E7 PRNBUF
Printer buffer. The printer handler collects output from LPRINT
statements here, sending them to the printer when an End of Line
(EOL; carriage return) occurs or when the buffer is full. Normally
this is 40 characters. However, if an LPRINT statement generates
fewer than 40 characters and ends with a semicolon or 38
characters and ends with a comma, Atari sends the entire buffer
on each FOR-NEXT loop, the extra bytes filled with zeros. The
output of the next LPRINT statement will appear in column 41 of
the same line. According to the Operating System User's
Manual, the Atari supports an 80-column printer device called
P2:. Using OPEN and PUT statements to P2: may solve this
problem. Here is a small routine for a GR.0 BASIC screen dump:
10 DIM TEXT$(1000): OPEN#2,4,0,"S:":
TRAP 1050
.
.
.
1000 FOR LINE = 1 TO 24: POSITION PE
EK(82),LINE
1010 FOR COL = 1 TO 38: GET#2,CHAR:
TEXT$(COL,COL)=CHR$(CHAR)
1020 NEXT COL: GET#2,COL
1030 LPRINT TEXT$
1040 NEXT LINE
1050 RETURN
You can use the PTABW register at location 201 ($C9) to set the
number of spaces between print elements separated by a comma.
The minimum number of spaces accepted is two. LPRINT
automatically uses channel seven for output. No OPEN statement
is necessary and CLOSE is automatic.
---------------------------------------------------------------------------
Locations 1000 to 1020 ($3E8 to $3FC) are a reserved spare buffer
area.
1021-1151 3FD-47F CASBUF
Cassette buffer. These locations are used by the cassette handler
to read data from and write data to the program (tape) recorder.
The 128 ($80) data bytes for each cassette record are stored
beginning at 1024 ($400 - page four). The current buffer size is
found in location 650 ($28A). Location 61 ($3D) points to the
current byte being written or read.
CASBUF is also used in the disk boot process; the first disk
record is read into this buffer.
A cassette record consists of 132 bytes: two control bytes set to 85
($55; alternating zeros and ones) for speed measurement in the
baud rate correction routine; one control byte (see below); 128
data bytes (compared to 125 data bytes for a disk sector), and a
checksum byte. Only the data bytes are stored in the cassette
buffer. See De Re Atari for more ~nformaUon on the cassette
recorder.
CONTROL BYTE VALUES
Value Meaning
250 ($FA) Partial record follows. The actual number of bytes is stored
in the last byte of the record (127).
252 ($FC) Record full; 128 bytes follow.
254 ($FE) End of File (EOF) record; followed by 128 zero bytes.
---------------------------------------------------------------------------
Locations 1152 to 1791 ($480 to $6FF) are for user RAM (outer
environment) requirements, depending on the amount of RAM
available in the machine. Provided you don't use the FP package or
BASIC, you have 640 ($280) free bytes here.
Locations 1152 to 1279 ($480 to $4FF) are 128 ($80) spare bytes.
The floating point package, when used, requires locations 1406 to 1535
($57E to $5FF).
1406 57E LBPR1
LBUFF prefix one.
1407 57F LBPR2
LBUFF prefix two.
1408-1535 580-5FF LBUFF
BASIC line buffer; 128 bytes. Used as an output result buffer for
the FP to ASCII routine at 55526 ($D8E6). The input buffer is
pointed to by locations 243, 244 ($F3, $F4).
1504 5E0 PLYARG
Polynomial arguments (FP use).
1510-1515 5E6-5EB FPSCR
FP scratch pad use.
1516-1535 5EC-5FF FPSCR1
Ditto. The end of the buffer is named LBFEND.
---------------------------------------------------------------------------
1536-1791 600-6FF ....
Page six: 256 ($FF) bytes protected from OS use. Page six is not
used by the OS and may be safely used for machine language
subroutines, special I/O handlers, altered character sets, or
whatever the user can fit into the space. Some problem may arise
when the INPUT statement retrieves more than 128 characters.
The locations from 1536 to 1663 ($600 to $67F) are then
immediately used as a buffer for the excess characters. To avoid
overflow, keep INPUT statements from retrieving more than 128
characters. The valFORTH implementation of fig-FORTH (from
ValPar International) uses all of page six for its boot code, so it is
not available for your use. However, FORTH allows you to
reserve other blocks of memory for similar functions. BASIC A+
uses locations $0600 - $67F.
---------------------------------------------------------------------------
Locations 1792 to the address specified by LOMEM (locations
128, 129; ($80, $81) - the pointer to BASIC low memory) are also
used by DOS and the File Management System (FMS). Refer to
the DOS source code and Inside Atari DOS for details. The
addresses which follow are those for DOS 2.0S, the official Atari
DOS at the time of this writing. Another DOS is available as an
alternative to DOS 2.0 -- K-DOS (TM), from K-BYTE (R). K-DOS
is not menu driven but command driven. It does not use all of the
same memory locations as the Atari DOS although it does use a
modified version of the Atari FMS. (Another command-driven
DOS, called OS/A+, is completely compatible with DOS 2.OS
and is available from OSS, the creators of DOS 2.0S.)
1792-5377 700-1501
File management system RAM (pages seven to fifteen). FMS
provides the interface between BASIC or DUP and the disk
drive. It is a sophisticated device driver for all I/O operations
involving the D: device. It allows disk users to use the special
BASIC XIO disk commands (see the IOCB area 832 to 959: $340
to $3BF). It is resident in RAM below your BASIC RAM and
provides the entry point to DOS when called by BASIC.
5440-13062 1540-3306
DUP.SYS RAM. The top will vary with the amount of buffer
storage space allocated to the drive and sector buffers.
6780-7547 1A7C-1D7B
Drive buffers and sector-data buffers. The amount of memory will
vary with the number of buffers allocated.
7548-MEMLO 1D7C-3306 (maximum)
Non-resident portion of DUP.SYS, DOS utility routines. DUP
provides the utilities chosen from the DOS menu page, not from
BASIC. It is not resident in RAM when you are using BASIC or
another cartridge; rather it is loaded when DOS is called from
BASIC or on autoboot powerup (and no cartridge supersedes it).
When DUP is loaded, it overwrites the lower portion of memory.
If you wish to save your program from destruction, you must have
created a MEM.SAV file on disk before you called DOS from your
program. See the DOS Reference Manual.
---------------------------------------------------------------------------
Locations 1792 to 2047 ($700 to $7FF; page seven) are the user boot
area. MEMLO and LOMEM point to 1792 when no DOS or DUP
program is loaded. This area can then be used for your BASIC or
machine language programs. The lowest free memory address is 1792,
and programs may extend upwards from here. There is a one-page
buffer before the program space used for the tokenization of BASIC
statements, pointed to by locations 128, 129 ($80, $81). Actually a
program may start from any address above 1792 and below the screen
display list as long as it does not overwrite this buffer if it is a BASIC
program. Also, 1792 is the start of the FMS portion of DOS when
resident.
When software is booted, the MEMLO pointer at 743,744 ($2E7,$2E8)
in the OS data base (locations 512 to 1151; $512 to $47F) points to the
first free memory location above that software; otherwise, it points to
1792. The DUP portion of DOS is partly resident here, starting at 5440
($1540) and running to 13062 ($1540 to $3306). The location of the OS
disk boot entry routine (DOBOOT) is 62189 ($F2ED). The standard
Atari DOS 2.OS takes up sectors one through 83 ($53) on a disk. Sector
one is the boot sector. Sectors two through 40 ($28) are the FMS
portion, and sectors 41 ($29) through 83 are the DUP.SYS portion of
DOS. For more information, see the DOS and OS source listings and
Inside Atari DOS.
---------------------------------------------------------------------------
FMS, DOS.SYS and DUP.SYS
Disk boot records (sector one on a disk) are read into 1792 ($700).
Starting from $700 (1792), the format is:
Byte Hex Label and use
0 700 BFLAG: Boot flag equals zero (unused).
1 701 BRCNT: Number of consecutive sectors to
read (if the file is DOS, then BRCNT equals
one).
2,3 702,703 BLDADR: Boot sector load address ($700).
4,5 704,705 BIWTARR: Initialization address.
6 706 JMP XBCONT: Boot continuation vector; $4C
(76): JMP command to next address in bytes seven and eight.
7,8 707,708 Boot read continuation address
(LSB/MSB).
9 709 SABYTE: Maximum number of concurrently
OPEN files. The default is three (see 1801 below).
10 70A DRVBYT: Drive bits: the maximum number
of drives attached to the system. The default is two (see 1802
below).
11 70B (unused) Buffer allocation direction, set to
zero.
12,13 70C,70D SASA: Buffer allocation start address. Points
to 1995 ($7CB) when DOS is loaded.
14 70E DSFLG: DOS flag. Boot flag set to non-zero
Must be non-zero for the second phase of boot process. Indicates
that the file DOS.SYS has been written to the disk; zero equals no
DOS file, one equals 128 byte sector disk, two equals 256 byte
sector disk.
15,16 70F,710 DFLINK: Pointer to the first sector of DOS.SYS
file.
17 711 BLDISP: Displacement to the sector link byte
125 ($7D). The sector link byte is the pointer to the next disk
sector to be read. If it is zero, the end of the file has been
reached.
18,19 712,713 DFLADR: Address of the start of DOS.SYS
file.
20+ 714+ Continuation of the boot load file. See the
OS User's Manual and Chapter 20 of Inside Atari DOS.
Data from the boot sector is placed in locations 1792 to 1916 ($700
to $77C). Data from the rest of DOS.SYS is located starting from
1917 ($77D). All binary file loads start with 255 ($FF). The next
four bytes are the start and end addresses (LSB/MSB),
respectively.
1801 709 SABYTE
This records the limit on the number of files that can be open
simultaneously. Usually set to three, the maximum is seven (one
for each available IOCB -- remember IOCB0 is used for the
screen display). Each available file takes 128 bytes for a buffer,
if you increase the number of buffers, you decrease your RAM
space accordingly. You can POKE 1801 with your new number to
increase or decrease the number of files and then rewrite DOS
(by calling DOS from BASIC and choosing menu selection "H")
and have this number as your default on the new DOS.
1802 70A DRVBYT
The maximum number of disk drives in your system, the DOS 2.0
default value is two. The least four bits are used to record which
drives are available, so if you have drives one, three and four,
this location would read:
00001101 or 13 in decimal.
Each drive has a separate buffer of 128 bytes reserved for it in
RAM. If you have more or less than the default (two), then POKE
1802 with the appropriate number:
1 drive = 1 BIT 0 Binary 00000001
2 drives = 3 BITS 0 & 1 00000011
3 drives = 7 BITS 0, 1 & 2 00000111
4 drives = 15 BITS 0, 1, 2 & 3 00001111
This assumes you have them numbered sequentially. If not,
POKE the appropriate decimal translation for the correct binary
code: each drive is specified by one of the least four bits from one
in BIT 0 to four in BIT 3. If you PEEK (1802) and get back three,
for example, it means drives one and two are allocated, not three
drives.
You can save your modification to a new disk by calling up DOS
and choosing menu selection "H." This new DOS will then boot
up with the number of drives and buffers you have allocated. A
one-drive system can save 128 bytes this way (256 if one less data
buffer is chosen). See the DOS Manual, page G.87.
1900 76C BSIO
Entry point to FMS disk sector I/O routines.
1906 772 BSIOR
Entry point to the FMS disk handler (?).
1913 779 ....
Write verify flag for disk I/O operations. POKE with 80 ($50) to
turn off the verify function, 87 ($57) to turn it back on. Disk write
without verify is faster, but you may get errors in your data. I
have had very few errors generated by turning off the verify
function, but even one error in critical material can destroy a
whole program. Be careful about using this location. You can
save DOS (as above with menu selection "H") without write verify
as your new default by writing DOS to a new disk. See the DOS
Manual, page F.85. K-DOS's write-verify flag is located at 1907
($773).
1995 7CB DFMSDH
Entry point to a 21-byte FMS device (disk) handler. The address
of this handler is placed in HATABS (locations 794 to 831; $31A
to $33F) by the FMS initialization routine. When CIO needs to
call an FMS function, it will locate the address of that function via
the handler address table. See Chapters 8-11 of Inside Atari
DOS, published by COMPUTE! Books.
2016 7E0 DINT
FMS initialization routine. The entry point is 1995 ($7CB). DUP
calls FMS at this point. K-DOS uses the same location for its
initialization routine.
2219 8AB DFMOPN
OPEN routines, including open for append, update, and output.
2508 900 DFMPUT
PUT byte routines.
2591 A1F WTBUR
Burst I/O routines.
2592-2773 A20-AD5 ....
In COMPUTE!, May and July 1982, Bill Wilkinson discussed
BURST I/O, which should not take place when a file is OPEN for
update, but does, due to a minor bug in DOS 2.0 (see also Inside
Atari DOS, Chapter 12). This will cause update writes to work
properly, but update reads to be bad. The following POKEs will
correct the problem. Remember to save DOS back to a new disk.
POKE 2592,130 ($A20,82)
POKE 2593,19 ($A21,13)
POKE 2594,73 ($A22,49)
POKE 2595,12 ($A23,0C)
POKE 2596,240 ($A24,F0)
POKE 2597,36 ($A25,24)
POKE 2598,106 ($A26,6A)
POKE 2599,234 ($A27,EA)
POKE 2625,16 ($A41,10)
POKE 2773,31 ($AD5,1F)
(Note that the July 1982 issue of COMPUTE! contained a typo
where the value to be POKEd into 2773 was mistakenly listed as
13, not 31!) Wilkinson points out that one way to completely
disable BURST I/O (useful in some circumstances such as using
the DOS BINARY SAVE to save the contents of ROM to disk!) is
by:
POKE 2606,0 ($A2E,0)
This, however, will make the system LOAD and SAVE files
considerably more slowly, so it's not recommended as a
permanent change to DOS.
2751 ABF DFMGET
GET byte routines, including GET file routines.
2817 B0l DFMSTA
Disk STATUS routines.
2837 B15 DFMCLS
IOCB CLOSE routines.
2983 BA7 DFMDDC
Start of the device-dependent command routines, including the
BASIC XIO special commands:
3033 BD9 XRENAME
RENAME a file.
3122 C32 XDELETE
DELETE a file.
3196 C7C XLOCK, XUNLOCK
LOCK and UNLOCK files. UNLOCK routines begin at 3203
($C83).
3258 CBA XPOINT
BASIC POINT command.
3331 D03 XNOTE
BASIC NOTE command. See the DOS Manual for information
regarding these two BASIC commands, and see De Re Atari for a
sample use.
3352 D18 XFORMAT
Format the entire diskette.
3501 DAD LISTDIR
List the disk directory.
3742 E9E FNDCODE
File name decode, including wildcard validity test. The current
file name is pointed to by ZBUFP at locations 67, 68 ($43, $44).
3783 EC7 ....
By POKEing the desired ATASCII value here, you can change
the wildcard character (*; ATASCII 42, $2A) used by DOS to any
other character of your choice. Your altered DOS can be saved
back to disk with DOS menu selection "H".
3818,3822 EEA,EEE ....
By POKEing 3818 with 33 and 3822 with 123 ($21 ,$7B;), you can
modify DOS to accept file names with punctuation, numbers and
lowercase as valid; 33 is the low range of the ATASCII code and
127 the high range (lower or higher values are control and
graphics codes and inverse characters). Of course, any
unmodified DOS still won't accept such file names. You could
actually change the range to any value from zero to 255 at your
discretion. This, however, may cause other problems with such
ATASCII codes as spaces and the wildcard (*; see above). Can
be saved back to disk with menu selection "H".
3850 F0A FDSCHAR
Store the file name characters that result from the file name
decode routines.
3873 F21 SFDIR
Directory search routines; search for the user-specified file
name.
3988 F94 WRTNXS
Write data sector routine.
4111 100F RDNXTS
Read data sector routine.
4206 106E RDDIR
Read and write directory sector routines.
4235 108B RDVTOC
Read or write the volume table of contents (VTOC) sectors.
4293 10C5 FRESECT
Free sector(s) routine; returns the number of free sectors on a
disk that are available to the user.
4358 1106 GETSECTOR
Get sector routine; retrieves a free sector for use from the disk.
4452 1164 SETUP
SETUP -- initialization of the FMS parameters. Prepares FMS to
deal with the operation to be performed and to access a
particular file. See Inside Atari DOS, Chapter seven.
4618 120A WRTDOS
Write new DOS.SYS file to disk routine, including new FMS file
to DOS.SYS file.
4789 12B5 ERRNO
Start of the FMS error number table.
4856-4978 12F8-1372 ....
Miscellaneous FMS storage area: sector length, drive tape, stack
level, file number, etc.
4993-5120 1381-1400 FCB
Start of the FMS File Control Blocks (FCB's). FCB's are used to
store information about files currently being processed. The
eight FCB's are 16-byte blocks that correspond in a one-on-one
manner with the IOCB's. Each FCB consist of:
Label Bytes Purpose
FCBFNO 1 File number of the current file being
processed.
FCBOTC 1 Which mode the file has been OPENed for:
append is one, directory read is two, input is four, output is
eight, update is twelve.
SPARE 1 Not used.
FCBSLT 1 Flag for the sector length type; 128 or 256
bytes
FCBFLG 1 Working flag. If equal to 128 ($80), then the
file has been OPENed for output or append and may acquire new
data sectors. If the value is 64, then sector is in the memory buffer
awaiting writing to disk.
FCBMLN 1 Maximum sector data length; 125 or 253 bytes
depending on drive type (single or double density). The last
three sector bytes are reserved for sector link and byte count
data.
FCBDLN 1 Current byte to be read or modified in the
operation in a data sector.
FCBBUF 1 Tell FMS which buffer has been allocated
to the file being processed.
FCBCSN 2 Sector number of the sector currently in the
buffer.
FCBLSN 2 Number of the next sector in data chain.
FCBSSN 2 Starting sectors for appended data if the file
has been OPENed for append.
FCBCNT 2 Sector count for the current file.
DUP doesn't use these FCB's; it writes to the IOCB's directly.
CIO transfers the control to FMS as the operation demands, then
on to SIO.
5121 1401 FILDIR
File directory, a 256 ($100) byte sequential buffer for entries to
the disk directory.
5377 1501 ENDFMS
Disk directory (VTOC -- Volume Table Of Contents) buffer. 64
($40) bytes are reserved, one byte for each possible file. It also
marks the end of FMS. The VTOC (sector 360; $168) is a
sequential bit map of each of the 720 sectors on the disk. It starts
at byte ten and continues through to byte 99. When a bit is set
(one), it indicates that the sector associated is in use.
5440 1540 DOS
DUP.SYS initialization address. Beginning of mini-DOS; the
RAM-resident portion of DUP. Used for the same purpose in K-
DOS.
5446,5450 1546,154A ....
Contains the location (LSB/MSB) of the DOS VEC (location 10;
$A). This is the pointer to the address BASIC will jump to when
DOS is called.
5533 159D DUPFLG
Flag to test if DUP is already resident in memory. Zero equals
DUP is not there.
5534 159E OPT
Used to store the value of the disk menu option chosen by the
user.
5535 159F LOADFLG
If this location reads 128, then a memory file (MEM.SAV) file
doesn't have to be loaded.
5540 15A4 SFLOAD
Routines to load a MEM.SAV file if it exists.
5888 1700 USRDOS
Listed in the DUP.SYS equates file but never explained in the
listings.
5899 170B MEMLDD
Flags that the MEM.SAV file has been loaded. Zero means it has
not been loaded.
5947 173B ....
The MEM.SAV (MEMSAVE) file creation routines begin here.
They start with the file name MEM.SAV stored in ATASCII
format. The write routines begin at MWRITE, 5958 ($1746). The
DOS utility MEMSAVE copies the lower 6000 bytes of memory to
disk to save your BASIC program from being destroyed when
you call DOS, which then loads DUP.SYS into that area of
memory.
6044,6045 179C-179D INISAV
DOSINI (see location 12, 13; $C, $D) vector save location. Entry
point to DOS on a call from BASIC.
6046 179E MEMFLG
Flag to show if memory has been written to disk using a
MEM.SAV file.
6418 1912 CLMJMP
Test to see if DOS must load MEM.SAV from the disk before it
does a run at cartridge address, then jumps to the cartridge
address.
6432 1920 LMTR
Test to see if DOS must load MEM.SAV before it performs a run at
address command from the DOS menu.
6457 1939 LDMEM
MEMSAVE load routines (for the MEM.SAV file).
6518 1979 INITIO
DUP.SYS warmstart entry. An excellent program to eliminate the
need for DUP.SYS and MEM.SAV (not to mention the time
required to load them!) was presented in COMPUTE!, July 1982,
called MicroDOS; it's well worth examining. See also "The Atari
Wedge," COMPUTE!, December 1982.
663C 19E6 ISRODN
Start of the serial interrupt service routine to output data needed
routines in DUP.SYS.
6691 1A23 ISRSIR
Start of the serial interrupt ready service routines in DUP.SYS.
6781 1A7D ....
Start of the drive and data buffers. Drive buffers are numbered
sequentially one to four, data buffers one to eight, assuming that
many are allocated for each. Normally, the first two buffers are
allocated for drives and the next three for data. Buffers are 128
($80) bytes long each and start at 6908 ($1AFC), 7036 ($1B7C),
7162 ($1BFA) and 7292 ($1C7C). See locations 1801 and 1802
($709, $70A).
7420 1CFC ....
MEMLO (743, 744; $2E7, $2E8) points here when DOS is resident
unless the buffer allocation has been altered. MEMLO will point
to 7164 for a one drive, two data buffer setup, a saving of 256
bytes. Loading the RS-232 handler from the 850 Interface will
move MEMLO up another 1728 bytes. The RS-232 handler in the
850 Interface will only boot (load into memory) if you first boot
the AUTORUN.SYS file on your Atari master diskette or use
another RS-232 boot program such as a terminal package. The
RS-232 handler will boot up into memory if you do not have a disk
attached and you have turned it on before turning on the
computer. You may still use the printer (parallel) port on the 850
even if the RS-232 handler is not booted.
7548 1D7C ....
Beginning of non-resident portion of DUP; 40 ($28) byte
parameter buffer.
7588 1DA4 LINE
80 ($50) byte line buffer.
7668 1DF4 DBUF
256 ($100) byte data buffer for COPY routines. Copy routines
work in 125-byte passes, equal to the number of data bytes in
each sector on the disk. There are 256 bytes because Atari had
planned a double density drive which has 253 data bytes in each
sector.
7924 1EF4 ....
Miscellaneous variable storage area and data buffers.
7951-8278 1F0F-2056 DMENU
Disk menu screen display data is stored here.
8191 1FFF ....
This is the top of the minimum RAM required for operation (8K).
To use DOS, you must have a minimum of 16K.
---------------------------------------------------------------------------
DUP.SYS ROUTINES
Locations 8192 to 32767 ($2000 to $7FFF) are the largest part of the
RAM expansion area; this space is generally for your own use. If you
have DOS.SYS or DUP.SYS loaded in, they also use a portion of this
area to 13062 ($3306) as below:
8309 2075 DOSOS
Start of the DOS utility monitor, including the utilities called
when a menu selection function is completed and the display of
the "SELECT ITEM" message.
8505 2139 DIRLST
Directory listing.
8649 21C9 DELFIL
Delete a file.
8990 231E ....
Copy a file. This area starts with the copy messages. The copy
routines themselves begin at PYFIL, 9080 ($2378).
9783 2637 RENFIL
Rename a disk file routines.
9856 2680 FMTDSK
Format the entire disk. There is no way to format specific sectors
of a disk with the "C" ROMs currently used in your 810 drives.
There is a new ROM, the "E" version, which not only allows
selective sector formatting, but is also considerably faster. It was
not known at the time of this writing whether Atari would release
the "E" version.
9966 26EE STCAR
Start a cartridge.
10060 274C BRUN
Run a binary file at the user-specified address.
10111 277F ....
Start of the write MEM.SAV file to disk routine. The entry point is
at MEMSAV, 10138 ($279A).
10201 27D9 WBOOT
Write DOS/DUP files to disk.
10483 28F3 TESTVER2
Test for version two DOS. DOS.20S is the latest official DOS,
considerably improved over the earlier DOS 1.0. The S stands for
single density. Atari had planned to release a dual density drive
(the 815), but pulled it out of the production line at the last minute
for some obscure high-level reason. A double density drive is
available from the Percom company.
10522 291A LDFIL
Load a binary file into memory. If it has a run address specified in
the file, it will autoboot.
10608 2970 LKFIL, ULFIL
Lock and unlock files on a disk.
10690 29C2 DDMG
Duplicate a disk.
11528 2D08 DFFM
Duplicate a file.
11841 2E41 ....
Miscellaneous subroutines.
12078 2F2E SAVFIL
Save a binary file.
12348 303C ....
Miscellaneous subroutines.
13062 3306 ....
End of DUP.SYS.
The rest of RAM is available to location 32767 ($7FFF).
---------------------------------------------------------------------------
CARTRIDGE B: 8K
Locations 32768 to 40959 ($8000 to $9FFF) are used by the right
cartridge (Atari 800 only), when present. When not present, this RAM
area is available for use in programs. When the 8K BASIC cartridge is
being used, this area most frequently contains the display list and screen
memory. As of this writing, the only cartridge that uses this slot is
Monkey Wrench from Eastern House Software.
It is possible to have 16K cartridges on the Atari by either combining
both slots using two 8K cartridges or simply having one with large
enough ROM chips and using one slot. In this case, the entire area from
32768 to 49151 ($8000 to $BFFF) would be used as cartridge ROM.
Technically, the right cartridge slot is checked first for a resident
cartridge and initialized, then the left. You can confirm this by putting
the Assembler Editor cartridge in the right and BASIC in the left slots.
BASIC will boot, but not the ASED. Using FRE(0), you will see,
however, that you have 8K less RAM to use; and PEEKing through this
area will show that the ASED program is indeed in memory, but that
control was passed to BASIC. Control will pass to the ASED cartridge if
the cartridges are reversed. This is because the last six bytes of the
cartridge programs tell the OS where the program begins -- in both
cases, it is a location in the area dedicated to the left cartridge. The six
bytes are as follows:
Byte Purpose
Left (A) Right(B)
49146 ($BFFA) 40954 ($9FFA) Cartridge start address (low byte)
49147 ($BFFB) 40955 ($9FFB) Cartridge start address (high byte)
49148 ($BFFC) 40956,($9FFC) Reads zero if a cartridge is
inserted, non-zero when no cartridge is present. This information
is passed down to the page zero RAM: if the A cartridge is plugged
in, then location 6 will read one; if the B cartridge is plugged in,
then location 7 will read one; otherwise they will read zero.
49149 ($BFFD) 40957 ($9FFD) Option byte. If BIT 0 equals one,
then boot the disk (else there is no disk boot). If BIT 2 equals one,
then initialize and start the cartridge (else initialize but do not
start). If BIT 7 equals one, then the cartridge is a diagnostic
cartridge which will take control, but not initialize the OS (else
non-diagnostic cartridge). Diagnostic cartridges were used by
Atari in the development of the system and are not available to the
public.
49150 ($BFFE) 40958 ($9FFE) Cartridge initialization address
low byte.
49151 ($BFFF) 40959 ($9FFF) Cartridge initialization address
high byte. This is the address to which the OS will jump during all
powerup and RESETs.
The OS makes temporary use of locations 36876 to 36896 ($900C to
$9020) to set up vectors for the interrupt handler. See the OS
listings pages 31 and 81. This code was only used in the
development system used to design the Atari.
---------------------------------------------------------------------------
CARTRIDGE A: 8K
Locations 40960 to 49151 ($A000 to $BFFF) are used by the left
cartridge, when present. When not present, this RAM area is available
for other use. The display list and the screen display data will be in this
area when there is no cartridge present.
Most cartridges use this slot (see above) including the 8K BASIC,
Assembler-Editor, and many games. Below are some of the entry
points for the routines in Atari 8K BASIC. There is no official Atari
listing of the BASIC ROM yet. Many of the addresses below are listed
in Your Atari 400/800. Others have been provided in numerous
magazine articles and from disassembling the BASIC cartridge.
BASIC ROUTINES
40960-41036 A000-A04C
Cold start.
41037-41055 A04D-A05F
Warm start.
41056-42081 A060-A461
Syntax checking routines.
42082-42158 A462-A4AE
Search routines.
42159-42508 A4AF-A60C
STATEMENT name table. The statement TOKEN list begins at 42161
($A4B1). You can print a list of these tokens by:
5 ADDRESS = 42161
10 IF NOT PEEK(ADDRESS) THEN PRINT:
END
15 PRINT TOKEN,
20 BYTE = PEEK(ADDRESS): ADDRESS = A
DDRESS + 1
30 IF BYTE < 128 THEN PRINT CHR$(BYT
E);: GOTO 20
40 PRINT CHR$(BYTE - 128)
50 ADDRESS = ADDRESS + 2: TOKEN = TO
KEN + 1: GOTO 10
DOWNLOAD STATMENT.BAS
42509-43134 A60D-A87E
Syntax tables. The OPERATOR token list begins at 42979 ($A7E3). You
can print a list of these tokens by:
5 ADDRESS = 42979: TOKEN = 16
10 IF NOT PEEK (ADDRESS) THEN PRINT:
END
15 PRINT TOKEN,
20 BYTE = PEEK(ADDRESS): ADDRESS = A
DDRESS + 1
30 IF BYTE < 128 THEN PRINT CHR$(BYT
E);: GOTO 20
40 PRINT CHR$(BYTE - 128)
50 TOKEN = TOKEN + 1
60 GOTO 10
DOWNLOAD OPERATOR.BAS
See COMPUTE!, January and February 1982; BYTE, February 1982,
and De Re Atari for an explanation of BASIC tokens.
43135-43358 A87F-A95E
Memory manager.
43359-43519 A95F-A9FF
Execute CONT statement.
43520-43631 AA00-AA6F
Statement table.
43632-43743 AA70-AADF
Operator table.
43744-44094 AAE0-AC3E
Execute expression routine.
44095-44163 AC3F-AC83
Operator precedence routine.
44164-45001 AC84-AFC9
Execute operator routine.
45002-45320 AFCA-B108
Execute function routine.
45321-47127 B109-B817
Execute statement routine.
47128-47381 B818-B915
CONT statement subroutines.
47382-47542 B916-B9B6
Error handling routines.
47543-47732 B9B7-BA74
Graphics handling routines.
47733-48548 BA75-BDA4
I/O routines.
48549-49145 BDA5-BFF9
Floating point routines (see below).
48551 BDA7 SIN
Calculate SIN(FR0). Checks DEGFLG (location 251; $FB) to see if
trigonometric calculations are in radians (DEGFLG equals zero)
or degrees (DEGFLG equals six).
48561 BDB1 COS
Calculate Cosine (FR0) with carry. FR0 is Floating Point register
zero, locations 212-217; $D4-$D9. See the Floating Point package
entry points from location 55296 on.
48759 BE77 ATAN
Calculate Atangent using FR0, with carry.
48869 BEE5 SQR
Calculate square root (FR0) with carry.
Note that there is some conflict of addresses for the above
routines. The addresses given are from the first edition of De Re
Atari. The Atari OS Source Code Listing gives the following
addresses for these FP routines:
These are entry points, not actual start addresses.
SIN 48513 ($BD81)
COS 48499 ($BD73)
ATAN 48707 ($BE43)
SQR 48817 ($BEB1)
However, after disassembling the BASIC ROMs, I found that the
addresses in De Re Atari appear to be correct.
49146,7 BFFA,B
Left cartridge start address.
49148 BFFC
A non-zero number here tells the OS that there is no cartridge in
the left slot.
49149 BFFD
Option byte. A cartridge which does not specify a disk boot may
use all of the memory from 1152 ($480) to MEMTOP any way it sees
fit.
49150,1 BFFE,F
Cartridge initialization address. See the above section on the right
slot, 32768 to 40959, for more information.
---------------------------------------------------------------------------
When a BASIC program is SAVEd, only 14 of the more than 50
page zero locations BASIC uses are written to the disk or cassette
with the program. The rest are all recalculated with a NEW or
SAVE command, sometimes with RUN or GOTO. These 14
locations are:
128,129 80,81 LOMEM
130,131 82,83 VNTP
132,133 84,85 VNTD
134,135 86,87 VVTP
136,137 88,89 STMTAB
138,139 8A,8B STMCUR
140,141 8C,8D STARP
The string/array space is not loaded; STARP is included only to
point to the end of the BASIC program.
The two other critical BASIC page zero pointers, which are not
SAVEd with the program, are:
142,143 8E,8F RUNSTK
144,145 90,91 MEMTOP
For more information concerning Atari BASIC, see the appendix.
For detailed description, refer to the Atari BASIC Reference
Manual. For more technical information, see De Re Atari, BYTE,
February 1982, and COMPUTE!'s First Book of Atari and
COMPUTE!'s Second Book of Atari.
---------------------------------------------------------------------------
Locations 49152 to 53247 ($C000 to $CFFF) are unused.
Unfortunately, this rather large 4K block of memory cannot be written
to by the user, so it is presently useless. Apparently, this area of ROM
is reserved for future expansion. Rumors abound about new Atari OS's
that allow 3-D graphics, 192K of on-board RAM and other delights.
Most likely this space will be consumed in the next OS upgrade.
PEEKing this area will show it not to be completely empty; it was
apparently used for system development in Atari's paleozoic age.
Although the Atari is technically a 64K machine (1K equals 1024 bytes,
so 64K equals 65536 bytes), you don't really have all 64K to use. The
OS takes up 10K; there is the 4K block here that's unused, plus a few
other unused areas in the ROM and, of course, there are the hardware
chips. BASIC (or any cartridge) uses another 8K. The bottom 1792
bytes are used by the OS, BASIC, and floating point package. Then
DOS and DUP take up their memory space, not to mention the 850
handler if booted -- leaving you with more or less 38K of RAM to use
for your BASIC programming.
---------------------------------------------------------------------------
Locations 53248 to 55295 ($D000 to $D7FF) are for ROM for the special
I/O chips that Atari uses. The CTIA (or GTIA, depending on which
you have) uses memory locations 53248 to 53503 ($D000 to $D0FF).
POKEY uses 53760 to 54015 ($D200 to $D2FF). PIA uses 54016 to 54271
($D300 to $D3FF). ANTIC uses 54272 to 54783 ($D400 to $D5FF).
ANTIC, POKEY and G/CTIA are Large Scale Integration (LSI) circuit
chips. Don't confuse this chip ROM with the OS ROM which is be
found in higher memory. For the most extensive description of these
chips, see the Atari Hardware Manual.
There are two blocks of unused, unavailable memory in the I/O areas:
53504 to 53759 ($D100 to $D1FF) and 54784 to 55295 ($D600 to
$D7FF).
Many of the following registers can't be read directly, since they are
hardware registers. Writing to them can often be difficult because in
most cases the registers change every 30th second (stage two
VBLANK) or even every 60th second (stage one VBLANK)! That's
where the shadow registers mentioned earlier come in. The values
written into these ROM locations are drawn from the shadow registers;
to effect any "permanent" change in BASIC (i.e., while your program
is running), you have to write to these shadow registers (in direct mode
or while your program is running; these values will all be reset to their
initialization state on RESET or powerup).
Shadow register locations are enclosed in parentheses; see these
locations for further descriptions. If no shadow register is mentioned,
you may be able to write to the location directly in BASIC. Machine
language is fast enough to write to the ROM locations and may be able
to bypass the shadow registers entirely.
Another feature of many of these registers is their dual nature. They
are read for one value and written to for another. The differences
between these functions are noted by the (R) for read and (W) for write
functions. You will notice that many of these dual-purpose registers
also have two labels.
---------------------------------------------------------------------------
CTIA or GTIA
53248-53505 D000-D0FF
GTIA (or CTIA) is a special television interface chip designed
exclusively for the Atari to process the video signal. ANTIC
controls most of the C/GTIA chip functions. The GTIA shifts the
display by one-half color clock off what the CTIA displays, so it
may display a different color than the CTIA in the same piece of
software. However, this shift allows players and playfields to
overlap perfectly.
There is no text window available in GTIA modes, but you can
create a defined area on your screen with either a DLI (see
COMPUTE!, September 1982) or by POKEing the GTIA mode
number into location 87 ($57), POKEing 703 with four and then
setting the proper bits in location 623 ($26F) for that mode. Only in
the former method will you be able to get a readable screen,
however. In the latter you will only create a four line, scrolling,
unreadable window. You will be able to input and output as with
any normal text window; you just won't be able to read it! GTIA,
by the way, apparently stands for "George's Television Interface
Adapter." Whoever George is, thanks, but what is CTIA?
See the OS User's Manual, the Hardware Manual, De Re Atari and
COMPUTE!, July 1982 to September 1982, for more information.
53248 D000 HPOSP0
(W) Horizontal position of player 0. Values from zero to 227 ($E3)
are possible but, depending on the size of the playfield, the range
can be from 48 ($30) as the leftmost position to 208 ($D0) as the
rightmost position. Other positions will be "off screen."
Here are the normal screen boundaries for players and missiles.
The values may vary somewhat due to the nature of your TV
screen. Players and missiles may be located outside these
boundaries, but will not be visible (off screen):
Top
32 for single,
16 for double line
resolution
+--------------------------------+
| |
| |
| |
48 for both | | 208 for both
resolutions | | resolutions
| |
| |
| |
+--------------------------------+
Bottom
224 for single,
112 for double line
resolution
Although you can POKE to these horizontal position registers, they
are reset to zero immediately. The player or missile will stay on the
screen at the location specified by the POKE, but in order to move
it using the horizontal position registers, you can't use:
POKE 53248, PEEK (53248) + n (or -n)
which will end up generating an error message. Instead, you need
to use something like this:
10 POKE 704,220: GRAPHICS 1: HPOS =
53248: POKE 623,8
20 N = 100: POKE HPOS,N: POKE 53261
,255
30 IF STICK(0) = 11 THEN N = N - 1:
POKE HPOS,N: PRINT N
40 IF STICK(0) = 7 THEN N = N + 1:
POKE HPOS,N: PRINT N
50 GOTO 30
There are no vertical position registers for P/M graphics, so you
must use software routines to move players vertically. One idea for
vertical motion is to reposition the player within the P/M region
rather than the screen RAM. For example, the program below uses
a small machine language routine to accomplish this move:
1 REM LINES 5 TO 70 SET UP THE PLAYER
5 KEEP=PEEK(106)-16
10 POKE 106,KEEP:POKE 54279,KEEP
20 GRAPHICS 7+16:POKE 704,78:POKE 559
,46:POKE 53277,3
30 PMBASE=KEEP*256
40 FOR LOOP=PMBASE+512 TO PMBASE+640:
POKE LOOP,0:NEXT LOOP:REM CLEAR OU
T MEMORY FIRST
50 X=100:Y=10:POKE 53248,X
60 FOR LOOP=0 TO 7:READ BYTE:POKE PMB
ASE+512+Y+LOOP,BYTE:NEXT LOOP:REM
PLAYER GRAPHICS INTO MEMORY
70 DATA 129,153,189,255,255,189,153,1
29
80 REM LINES 100 TO 170 SET UP MACHIN
E LANGUAGE ROUTINE
100 DIM UP$(21),DOWN$(21):UP=ADR(UP$)
:DOWN=ADR(DOWN$)
110 FOR LOOP=UP TO UP+20:READ BYTE:PO
KE LOOP,BYTE:NEXT LOOP
120 FOR LOOP=DOWN TO DOWN+20:READ BYT
E:POKE LOOP,BYTE:NEXT LOOP
130 DATA 104,104,133,204,104,133,203,
160,1,177
140 DATA 203,136,145,203,200,200,192,
11,208,245,96
150 DATA 104,104,133,204,104,133,203,
160,10,177
160 DATA 203,200,145,203,136,136,192,
255,208,245,96
200 REM VERTICAL CONTROL
210 IF STICK(0)=14 THEN GOSUB 300
220 IF STICK(0)=13 THEN D=USR(DOWN,PM
BASE+511+Y):Y=Y+1
250 GOTO 210
300 U=USR(UP,PMBASE+511+Y):Y=Y-l
310 RETURN
DOWNLOAD MOVEPM.BAS
This will move any nine-line (or less) size player vertically with the
joystick. If you have a larger player size, increase the 11 in line 140
to a number two larger than the number of vertical lines the player
uses, and change the ten in line 150 to one greater than the
number of lines. To add horizontal movement, add the following
lines:
6 HPOS = 53248
230 IF STICK(0) = 11 THEN X = X - 1:
POKE HPOS, X
240 IF STICK(0) = 7 THEN X = X + 1:
POKE HPOS, X
You can use the routine to move any player by changing the
number 511 in the USR calls to one less than the start address of the
object to be moved. See the appendix for a map of P/M graphics
memory use. Missiles are more difficult to move vertically with this
routine, since it moves an entire byte, not bits. It would be useful
for moving all four missiles vertically if you need to do so; they
could still be moved horizontally in an individual manner.
See COMPUTE!, December 1981, February 1982, and May 1982,
for some solutions and some machine language move routines, and
COMPUTE!, October 1981, for a solution with animation involving
P/M graphics.
M0PF
(R) Missile 0 to playfield collision. This register will tell you which
playfield the object has "collided" with, i.e., overlapped. If missile
0 collides with playfield two, the register would read four and so
on. Bit use is:
Bit 7 6 5 4 3 2 1 0
Playfield .....unused..... 3 2 1 0
Decimal ................ 8 4 2 1
53249 D00l HOPSP1
(W) Horizontal position of player 1.
M1PF
(R) Missile 1 to playfield collision.
53250 D002 HPOSP2
(W) Horizontal position of player 2.
M2PF
(R) Missile 2 to playfield collision.
53251 D003 HPOSP3
(W) Horizontal position of player 3.
M3PF
(R) Missile 3 to playfield collision.
53252 D004 HPOSM0
(W) Horizontal position of missile 0. Missiles move horizontally like
players. See the note in 53248 ($D000) concerning the use of
horizontal registers.
P0PF
(R) Player 0 to playfield collisions. There are some problems using
collision detection in graphics modes nine to eleven. There are no
obviously recognized collisions in GR.9 and GR.11. In GR.10
collisions work only for the playfield colors that correspond to the
usual playfield registers. Also, the background (BAK) color is set
by PCOLR0 (location 704; $2C0) rather than the usual COLOR4
(location 712; $2C8), which will affect the priority detection. In
GR.10, playfield colors set by PCOLR0 to PCOLR3 (704 to 707;
$2C0 to $2C3) behave like players where priority is concerned. Bit
use is:
Bit 7 6 5 4 3 2 1 0
Playfield .....unused..... 3 2 1 0
Decimal ................ 8 4 2 1
53253 D005 HPOSM1
(W) Horizontal position of missile 1.
P1PF
(R) Player 1 to playfield collisions.
53254 D006 HPOSM2
(W) Horizonal position of missile 2.
P2PF
(R) Player 2 to playfield collisions.
53255 D007 HPOSM3
(W) Horizontal position of missile 3.
P3PF
(R) Player 3 to playfield collisions.
53256 D008 SIZEP0
(W) Size of player 0. POKE with zero or two for normal size (eight
color clocks wide), POKE with one to double a player's width
(sixteen color clocks wide), and POKE with three for quadruple
width (32 color clocks wide). Each player can have its own width set.
A normal size player might look something like this:
00011000
00111100
01111110
11111111
11111111
01111110
00111100
00011000
In double width, the same player would like this:
0000001111000000
0000111111110000
0011111111111100
0011111111111100
0000111111110000
0000001111000000
In quadruple width, the same player would become:
00000000000011111111000000000000
00000000111111111111111100000000
00001111111111111111111111110000
11111111111111111111111111111111
11111111111111111111111111111111
00001111111111111111111111110000
00000000111111111111111100000000
00000000000011111111000000000000
Bit use is:
Bit 7 6 5 4 3 2 1 0
Size: .....unused..... 0 0 Normal (8 color clocks)
0 1 Double (16 color clocks)
1 0 Normal
1 1 Quadruple (32 color clocks)
M0PL
(R) Missile 0 to player collisions. There is no missile-to-missile
collision register. Bit use is:
Bit 7 6 5 4 3 2 1 0
Player ..unused.. 3 2 1 0
Decimal .......... 8 4 2 1
53257 D009 SIZEP1
(W) Size of player 1.
M1PL
(R) Missile 1 to player collisions.
53258 D00A SIZEP2
(W) Size of player 2.
M2PL
(R) Missile 2 to player collisions.
53259 D00B SIZEP3
(W) Size of player 3.
M3PL
(R) Missile 3 to player collisions.
53260 D00C SIZEM
(W) Size for all missiles; set bits as below (decimal values
included):
Bits Size:
Normal Double Quadruple
7 & 6: missile 3 0,128 64 192
5 & 4: missile 2 0, 32 16 48
3 & 2: missile l 0, 8 4 12
1 & 0: missile 0 0, 2 1 3
where turning on the bits in each each pair above does as follows:
0 and 0: normal size -- two color clocks wide
0 and 1: twice normal size -- four color clocks wide
1 and 0: normal size
1 and 1: four times normal size -- eight color clocks wide
So, to get a double-sized missile 2, you would set BITs 5 and 6, or
POKE 53260,48. Each missile can have a size set separately from
the other missiles or players when using the GRAF registers.
A number of sources, including De Re Atari, say that you can set
neither missile sizes nor shapes separately. Here's a routine to
show that you can in fact do both:
10 POKE 53265,255: REM SHAPE START
15 GR.7
20 POKE 623,1: REM SET PRIORITIES
30 FOR X = 1 TO 25
35 F = 50
40 FOR C = 704 TO 707: POKE C,F + X:
F = F + 50: NEXT C: REM COLOURS
45 S = 100
50 FOR P = 53252 TO 53255: POKE P,S
+ X: S = S + 20: NEXT P : REM SCRE
EN POSITIONS
60 NEXT X
70 INPUT A,B: REM MISSILE SIZE AND S
HAPES
80 POKE 53260,A: POKE 53265,5
100 GOTO 30
Here's another example using DMA; GRACTL and DACTL
(53277 and 54272; $D0lD and $D400):
10 POKE 623,1: POKE 559,54: POKE 542
79, 224: POKE 53277,1
20 FOR N = 53252 TO 53255: POKE N, 1
00 + X: X = X + 10: NEXT N: X = 0
30 INPUT SIZE: POKE 53260, SIZE
40 GOTO 30
See 54279 ($D407) for more information on P/M graphics.
P0PL
(R) Player 0 to player collisions. Bit use is:
Bit 7 6 5 4 3 2 1 0
Player ...unused.... 3 2 1 0
Decimal ............. 8 4 2 1
53261 D00D GRAFP0
(W) Graphics shape for player 0 written directly to the player
graphics register. In using these registers, you bypass ANTIC.
You only use the GRAFP# registers when you are not using
Direct Memory Access (DMA: see GRACTL at 53277). If DMA is
enabled, then the graphics registers will be loaded automatically
from the area specified by PMBASE (54279; $D407).
The GRAF registers can only write a single byte to the playfield,
but it runs the entire height of the screen. Try this to see:
10 POKE 53248, 160: REM SET HORIZONT
AL POSITION OF PLAYER 0
20 POKE 704, 245: REM SET PLAYER 0 C
OLOUR TO ORANGE
30 POKE 53261, 203: REM BIT PATTERN
11001011
To remove it, POKE 53261 with zero. The bit order runs from
seven to zero, left to right across the TV screen. Each bit set will
appear as a vertical line on the screen. A value of 255 means all
bits are set, creating a wide vertical line. You can also use the
size registers to change the player width. Using the GRAF
registers will allow you to use players and missiles for such things
as boundaries on game or text fields quite easily.
P1PL
(R) Player 1 to player collisions.
53262 D00E GRAFP1
(W) Graphics for player 1.
P2PL
(R) Player 2 to player collisions.
53263 D00F GRAFP2
(W) Graphics for player 3.
P3PL
(R) Player 3 to player collisions.
53264 D010 GRAFP3
(W) Graphics for player 3.
TRIG0
(R) Joystick trigger 0 (644). Controller jack one, pin six. For all
triggers, zero equals button pressed, one equals not pressed. If
BIT 2 of GRACTL (53277; $D01D) is set to one, then all TRIG
BITs 0 are latched when the button is pressed (set to zero) and are
only reset to one (not pressed) when BIT 2 of GRACTL is reset to
zero. The effect of latching the triggers is to return a constant
"button pressed" read until reset.
53265 D011 GRAFM
(W) Graphics for all missiles, not used with DMA. GRAFM works
the same as GRAFP0 above. Each pair of bits represents one
missile, with the same allocation as in 53260 ($D00C) above.
Bit 7 6 5 4 3 2 1 0
Missile -3- -2- -1- -0-
Each bit set will create a vertical line running the entire height of
the TV screen. Missile graphics shapes may be set separately
from each other by using the appropriate bit pairs. To mask out
unwanted players, write zeros to the bits as above.
TRIG1
(R) Joystick trigger 1 (645). Controller jack two, pin six.
53266 D012 COLPM0
(W) Color and luminance of player and missile 0 (704). Missiles
share the same colors as their associated players except when
joined together to make a fifth player. Then they take on the same
value as in location 53733 ($D019; color register 3).
TRIG2
(R) Joystick trigger 2 (646). Controller jack three, pin six.
53267 D013 COLPM1
(W) Color and luminance of player and missile 1 (705).
TRIG3
(R) Joystick trigger 3 (647). Controller jack four, pin six.
53268 D014 COLPM2
(W) Color and luminance of player and missile 2 (706).
PAL
(R) Used to determine if the Atari is PAL (European and Israeli
TV compatible when BITs 1 - 3 equal zero) or NTSC (North
American compatible when BITs 1 - 3 equal one; 14 decimal, $E).
European Ataris run 12% slower if tied to the VBLANK cycle (the
PAL VBLANK cycle is every 50th second rather than every 60th
second). They use only one CPU clock at three MHZ, so the 6502
runs at 2.217 MHZ -- 25% faster than North American Ataris.
Also, their $E000 and $F000 ROMs are different, so there are
possible incompatibilities with North American Ataris in the
cassette handling routines. There is a third TV standard called
SECAM, used in France, the USSR, and parts of Africa. I am
unaware if there is any Atari support for SECAM standards.
PAL TV has more scan lines per frame, 312 compared to 262.
NTSC Ataris compensate by adding extra lines at the beginning
of the VBLANK routine. Display lists do not have to be altered,
and colors are the same because of a hardware modification.
53269 D015 COLPM3
Color and luminance of player and missile 3 (707).
53270 D016 COLPF0
Color and luminance of playfield zero (708).
53271 D017 COLPF1
Color and luminance of playfield one (709).
53272 D018 COLPF2
Color and luminance of playfield two (710).
53273 D019 COLPF3
Color and luminance of playfield three (711).
53274 D01A COLBK
Color and luminance of the background (BAK).(712).
53275 D01B PRIOR
(W) Priority selection register. PRIOR establishes which objects
on the screen (players, missiles, and playfields) will be in front of
other objects. Values used in this register are also described at
location 623 ($26F), the shadow register. If you use conflicting
priorities, objects whose priorities are in conflict will turn black
in their overlap region.
Priority order
(Decimal values in brackets):
Bit 0 = 1 (1): Bit 1 = 1 (2):
Player 0 Player 0
Player 1 Player 1
Player 2 Playfield 0
Player 3 Playfield 1
Playfield 0 Playfield 2
Playfield 1 Playfield 3 and Player 5
Playfield 2 Player 2
Playfield 3 and Player 5 Player 3
Background Background
Bit 2 = 1 (4): Bit 3 = 1 (8):
Playfield 0 Playfield 0
Playfield 1 Playfield 1
Playfield 2 Player 0
Playfield 3 and Player 5 Player 1
Player 0 Player 2
Player 1 Player 3
Player 2 Playfield 2
Player 3 Playfield 3 and Player 5
Background Background
Bit 4 = 1: Enable a fifth player out of the four missiles.
Bit 5 = 1: Overlap of players 0 and 1, 2 and 3 is third color (else
overlap is black). The resulting color is a logical OR of the two
player colors.
Bits 6 and 7 are used to select GTIA modes:
0 0 = no GTIA modes
0 1 = GTIA GR.9
1 0 = GTIA GR.10
1 1 = GTIA GR.11
53276 D01C VDELAY
(W) Vertical delay register. Used to give one-line resolution
movement capability in the vertical positioning of an object when
the two line resolution display is enabled. Setting a bit in
VDELAY to one moves the corresponding object down by one TV
line. If DMA is enabled, then moving an object by more than one
line is accomplished by moving bits in the memory map instead.
Bit Decimal Object
7 128 Player 3
6 64 Player 2
5 32 Player 1
4 16 Player 0
3 8 Missile 3
2 4 Missile 2
1 2 Missile 1
0 1 Missile 0
53277 D01D GRACTL
(W) Used with DMACTL (location 54272; $D400) to latch all stick
and paddle triggers (to remember if triggers on joysticks or
paddles have been pressed), to turn on players and to turn on
missiles. To get the values to be POKEd here, add the following
options together for the desired function:
Decimal Bit
To turn on missiles 1 0
To turn on players 2 1
To latch trigger inputs 4 2
To revoke P/M authorization and turn off both players and
missiles, POKE 53277,0. Once latched, triggers will give a
continuous "button pressed" read the first time they are pressed
until BIT 2 is restored to zero. Triggers are placed in "latched"
mode when each individual trigger is pressed, but you cannot set
the latch mode for individual triggers.
Have you ever hit BREAK during a program and still had players
or their residue left on the screen? Sometimes hitting RESET
doesn't clear this material from the screen. There are ways to get
rid of it:
POKE 623,4: This moves all players behind playfields.
POKE 53277,0: This should turn them off.
POKE 559,2: This should return you to a blank screen.
Make sure you SAVE your program before POKEing, just in
case!
53278 D01E HITCLR
(W) POKE with any number to clear all player/missile collision
registers. It is important to clear this register often in a program
-- such as a game -- which frequently tests for collisions.
Otherwise, old collision values may remain and confuse the
program. A good way to do this is to POKE HITCLR just before
an event which may lead to a collision; for example, right before
a joystick or paddle is "read" to move a player or fire a missile.
Then test for a collision immediately after the action has taken
place. Remember that multiple collisions cause sums of the
collision values to be written to the collision registers; if you do
not clear HITCLR often enough, a program checking for
individual collisions will be thrown off by these sums.
53279 D01F CONSOL
(W/R) Used to see if one of the three yellow console buttons has
been pressed (not the RESET button!). To clear the register,
POKE CONSOL with eight. POKEing any number from zero to
eight will cause a click from the speaker. A FOR-NEXT loop that
alternately POKEs CONSOL with eight and zero or just zero,
since the OS put in an 8 every 1/60 second, will produce a buzz.
Values PEEKed will range from zero to seven according to the
following table:
|Key Value 0 1 2 3 4 5 6 7 |
| |
+------------------------------------------------------------+
| |
|OPTION X X X X |
|SELECT X X X X |
|START X X X X |
| |
+------------------------------------------------------------+
Bits 2 0 0 0 0 1 1 1 1
1 0 0 1 1 0 0 1 1
0 0 1 0 1 0 1 0 1
Where zero means all keys have been pressed, one means
OPTION and SELECT have been pressed, etc., to seven, which
means no keys have been pressed. CONSOL is updated every
stage two VBLANK procedure with the value eight.
It is possible to use the console speaker to generate different
sounds. Here is one idea based on an article in COMPUTE!,
August 1981:
10 GOSUB 1000
20 TEST = USR(1536)
999 END
1000 FOR LOOP = 0 TO 26: READ BYTE: P
OKE 1536 + LOOP, BYTE: NEXT LOOP
: RETURN
1010 DATA 104,162,255,169,255,141,31,
208,169
1020 DATA 0,160,240,136,208,253,141,3
1,208,160
1030 DATA 240,136,208,253,202,208,233
,96
To change the tone, you POKE 1547 and 1555 with a higher or
lower value (both are set to 240 above). To change the tone
duration, you POKE 1538 with a lower value (it is set to 255 in the
routine above). Do these before you do your USR call or alter the
DATA statements to permanently change the values in your own
program. Turn off DMA (see location 559) to get clearer tones.
---------------------------------------------------------------------------
Locations 53280 to 53503 ($D020 to $D0FF) are repeats of locations
53248 to 53279 ($D000 to $D01F). You can't use any of the repeated
locations; consider them "filler." They maybe used for other purposes
in any Atari OS upgrade.
---------------------------------------------------------------------------
Locations 53504 to 53759 ($D100 to $D1FF) are unused. These loca-
tions are not empty; you can PEEK into them and find out what's
there. They cannot, however, be user-altered.
---------------------------------------------------------------------------
POKEY
53760-54015 D200-D2FF
POKEY is a digital I/O chip that controls the audio frequency and
control registers, frequency dividers, poly noise counters, pot
(paddle) controllers, the random number generator, keyboard
scan, serial port I/O, and the IRQ interrupts.
The AUDF# (audio frequency) locations are used for the pitch for
the corresponding sound channels, while the AUDC# (audio
control registers) are the volume and distortion values for those
same channels. To POKE sound values, you must first POKE zero
into locations 53768 ($D208) and a three into 53775 ($D20F).
Frequency values can range from zero to 255 ($FF), although the
value is increased by the computer by one to range from one to
256. Note that the sum of the volumes should not exceed 32, since
volume is controlled by the least four bits. It is set from zero as no
volume to 15 ($F) as the highest. A POKE with 16 ($10) forces
sound output even if volume is not set (i.e., it pushes the speaker
cone out. A tiny "pop" will be heard). The upper four bits control
distortion: 192 ($C0) is for pure tone; other values range from 32 to
192. Note that in BASIC, the BREAK key will not turn off the
sound; RESET will, however. See De Re Atari and BYTE, April
1982, for more information on sound generation.
The AUDF registers are also used as the POKEY hardware timers.
These are generally used when counting an interval less than one
VBLANK. For longer intervals, use the software timers in locations
536 to 545 ($218 to $221). You load the AUDCTL register with the
number for the desired clock frequency. You then set the volume
to zero in the AUDC register associated with the AUDF register
you plan to use as a timer. You load the AUDF register itself with
the number of clock intervals you wish to count. Then you load
your interrupt routine into memory, and POKE the address into the
appropriate timer vector between locations 528 and 533 ($210 and
$215). You must set the proper bit(s) in IRQEN and its shadow
register POKMSK at location 16 ($10) to enable the interrupt.
Finally, you load STIMER with any value to load and start the
timer(s). The OS will force a jump to the timer vector and then to
your routine when the AUDF register counts down to zero. Timer
processing can be preempted by ANTIC's DMA, a DLI, or the
VBLANK process.
POT values are for the paddles, ranging from zero to 240,
increasing as the paddle knob is turned counterclockwise, but
values less than 40 and greater than 200 represent an area on
either edge of the screen that may not be visible on all TV sets or
monitors.
53760 D200 AUDF1
(W) Audio channel one frequency. This is actually a number (N)
used in a "divide by N circuit"; for every N pulses coming in (as set
by the POKEY clock), one pulse goes out. As N gets larger, output
pulses will decrease, and thus the sound produced will be a lower
note. N can be in the range from one to 256; POKEY adds one to
the value in the AUDF register. See BYTE, April 1982, for a
program to create chords instead of single tones.
POT0
(R) Pot (paddle) 0 (624); pot is short for potentiometer. Turning the
paddle knob clockwise results in decreasing pot values. For
machine language use: these pot values are valid only 228 scan
lines after the POTGO command or after ALLPOT changes (see
53768; $D208 and 53771; $D20B). POT registers continually count
down to zero, decrementing every scan line. They are reset to 228
when they reach zero or by the values read from the shadow
registers. This makes them useful as system timers. See
COMPUTE!, February 1982, for an example of this use.
The POTGO sequence (see 53771; $D20B) resets the POT
registers to zero, then reads them 228 scan lines later. For the fast
pot scan, BIT 2 of SKCTL at 53775 ($D20F) must be set.
53761 D201 AUDC1
(W) Audio channel one control. Each AUDF register has an
associated control register which sets volume and distortion levels.
The bit assignment is:
Bit 7 6 5 4 3 2 1 0
Distortion Volume Volume
(noise) only level
0 0 0 0 0 0 0 0 Lowest
0 0 1 0 0 0 1
etc. to: etc. to:
1 1 1 1 1 1 1 1 Highest
(forced
output)
The values for the distortion bits are as follows. The first process is
to divide the clock value by the frequency, then mask the output
using the polys in the order below. Finally, the result is divided by
two.
Bit
7 6 5
0 0 0 five bit, then 17 bit, polys
0 0 1 five bit poly only
0 1 0 five bit, then four bit, polys
0 1 1 five bit poly only
1 0 0 l7 bit poly only
1 0 1 no poly counters (pure tone)
1 1 0 four bit poly only
1 1 1 no poly counters (pure tone)
In general, the tones become more regular (a recognizable
droning becomes apparent) with fewer and lower value polys
masking the output. This is all the more obvious at low frequency
ranges. POKE with 160 ($A0) or 224 ($E0) plus the volume for pure
tones.
See De Re Atari and the Hardware Manual for details.
POT1
(R) Pot 1 register (625).
53762 D202 AUDF2
(W) Audio channel two frequency. Also used with AUDF3 to store
the 19200 baud rate for SIO.
POT2
(R) Pot 2 (626).
53763 D203 AUDC2
(W) Audio channel two control.
POT3
(R) Pot 3 (627).
53764 D204 AUDF3
(W) Audio channel three frequency. Used with AUDF3 above and
with AUDF4 to store the 600 baud rate for SIO.
POT4
(R) Pot 4 (628).
53765 D205 AUDC3
(W) Audio channel three control.
POT5
(R) Pot 5 (629).
53766 D206 AUDF4
(W) Audio channel four frequency.
POT6
(R) Pot 6 (630).
53767 D207 AUDC4
(W) Audio channel four control.
POT7
(R) Pot 7 (631).
53768 D208 AUDCTL
(W) Audio control. To properly initialize the POKEY sound
capabilities, POKE AUDCTL with zero and POKE 53775,3
($D20F). These two are the equivalent of the BASIC statement
SOUND 0,0,0,0. AUDCTL is the option byte which affects all
sound channels. This bit assignment is:
Bit Description:
7 Makes the 17 bit poly counter into nine bit poly
(see below)
6 Clock channel one with 1.79 MHz
5 Clock channel three with 1.79 MHz
4 Join channels two and one (16 bit)
3 Join channels four and three (16 bit)
2 Insert high pass filter into channel one, clocked by channel
two
1 Insert high pass filter into channel two, clocked by channel
four
0 Switch main clock base from 64 KHz to 15 KHz
Poly (polynomial) counters are used as a source of random pulses
for noise generation. There are three polys: four, five and 17 bits
long. The shorter polys create repeatable sound patterns, while the
longer poly has no apparent repetition. Therefore, setting BIT 7
above, making the 17-bit into a nine-bit poly will make the pattern
in the distortion more evident. You chose which poly(s) to use by
setting the high three bits in the AUDC registers. The 17-bit poly is
also used in the generation of random numbers; see 53770
($D20A).
The clock bits allow the user to speed up or slow down the clock
timers, respectively, making higher or lower frequency ranges
possible. Setting the channels to the 1.79 MHz will produce a
much higher sound, the 64 KHz clock will be lower, and the 15
KHz clock the lowest. The clock is also used when setting the
frequency for the AUDF timers.
Two bits (three and four) allow the user to combine channels one
and two or three and four for what amounts to a nine octave range
instead of the usual five. Here's an example from De Re Atari of
this increased range, which uses two paddles to change the
frequency: the right paddle makes coarse adjustments, the left
paddle makes fine adjustments:
10 SOUND 0,0,0,0:POKE 53768,80:REM SE
T CLOCK AND JOIN CHANNELS 1 AND 2
20 POKE 53761,160:POKE 53763,168:REM
TURN OFF CHANNEL 1 AND SET 2 TO PU
RE TONE GENERATION
50 POKE 53760,PADDLE(0):POKE 53762,PA
DDLE(1):GOTO 30
High pass filters allow only frequencies higher than the clock value
to pass through. These are mostly used for special effects. Try:
10 SOUND 0,0,0,0:POKE 53768,4:REM HIG
H PASS FILTER ON CHANNEL 1
20 POKE 53761,168:POKE 53765,168:REM
PURE TONES
30 POKE 53760,254:POKE 53764,127
40 GOTO 40
See the excellent chapter on sound in De Re Atari: it is the best
explanation of sound functions in the Atari available. See also the
Hardware Manual for complete details.
ALLPOT
(R) Eight line pot port state; reads all of the eight POTs together.
Each bit represents a pot (paddle) of the same number. If a bit is
set to zero, then the register value for that pot is valid (it's in use); if
it is one, then the value is not valid. ALLPOT is used with the
POTGO command at 53771 ($D20B).
----------------------------------------------------------------------
53769 D209 STIMER
(W) Start the POKEY timers (the AUDF registers above). You
POKE any non-zero value here to load and start the timers; the
value isn't itself used in the calculations. This resets all of the audio
frequency dividers to their AUDF values. If enabled by IRQEN
below, these AUDF registers generate timer interrupts when they
count down from the number you POKEd there to zero. The
vectors for the AUDF1, AUDF2 and AUDF4 timer interrupts are
located between 528 and 533 ($210 and $215). POKEY timer four
interrupt is only enabled in the new "B" OS ROMs.
KBCODE
(R) Holds the keyboard code which is then loaded into the shadow
register (764; $2FC) when a key is hit. Usually read in response to
the keyboard interrupt. Compares the value with that in CH1 at
754 ($2F2). If both values are the same, then the new code is
accepted only if a suitable key debounce delay time has passed.
The routines which test to see if the key code will be accepted start
at 65470 ($FFBE). BIT 7 is the control key flag, BIT 6 is the shift key
flag.
53770 D20A SKREST
(W) Reset BITs 5 - 7 of the serial port status register at 53775 to one.
RANDOM
(R) When this location is read, it acts as a random number
generator. It reads the high order eight bits of the 17 bit
polynomial counter (nine bit if BIT 7 of AUDCTL is set) for the
value of the number. You can use this location in a program to
generate a random integer between zero and 255 by:
10 PRINT PEEK(53770)
This is a more elegant solution than INT(RND(0) * 256). For a test of
the values in this register, use this simple program:
10 FOR N = 1 TO 20: PRINT PEEK(53770): NEXT N
53771 D20B POTGO
(W) Start the POT scan sequence. You must read your POT values
first and then start the scan sequence, since POTGO resets the
POT registers to zero. Written by the stage two VBLANK
sequence.
53772 D20C ....
Unused.
53773 D20D SEROUT
(W) Serial port data output. Usually written to in the event of a
serial data out interrupt. Writes to the eight bit (one byte) parallel
holding register that is transferred to the serial shift register when a
full byte of data has been transmitted. This "holding" register is
used to contain the bits to be transmitted one at a time (serially) as
a one-byte unit before transmission.
SERIN
(R) Serial port input. Reads the one-byte parallel holding register
that is loaded when a full byte of serial input data has been
received. As above, this holding register is used to hold the bits as
they are received one bit at a time until a full byte is received. This
byte is then taken by the computer for processing. Also used to
verify the checksum value at location 49 ($31).
The serial bus is the port on the Atari into which you plug your
cassette or disk cable. For the pin values of this port, see the OS
User's Manual, p. 133, and the Hardware Manual.
53774 D20E IRQEN
(W) Interrupt request enable. Zero turns off all interrupt requests
such as the BREAK key; to disable or re-enable interrupts, POKE
with the values according to the following chart (setting a bit to one
-- i.e., true -- enables that interrupt; decimal values are also
shown for each bit):
Bit Decimal Interrupt Vector
0 1 Timer 1 (counted down to zero) VTIMR1
(528; $210)
1 2 Timer 2 (counted down to zero) VTIMR2
(530; $212)
2 4 Timer 4 (counted down to zero) VTIMR4
(532; $214), OS
"B" ROMs only)
3 8 Serial output transmission done VSEROC (526;
$20E)
4 16 Serial output data needed VSEROR
(524; $20C)
5 32 Serial input data ready VSERIN
(522; $20A)
6 64 Other key pressed VKEYBD
(520; $208)
7 128 BREAK key pressed see below
Here is the procedure for the BREAK key interrupt: clear the
interrupt register. Set BRKKEY (17; $11) to zero; clear the
start/stop flag SSFLAG at 767 ($2FF); clear the cursor inhibit flag
CRSINH at 752 ($2F0); clear the attract mode flag at 77 ($4D), and
return from the interrupt after restoring the 6502 A register. (There
is now (in the OS "B" ROMs) a proper vector for BREAK key
interrupts at 566, 567 ($236, $237) which is initialized to point to
59220 ($E754).) If the interrupt was due to a serial I/O bus proceed
line interrupt, then vector through VPRCED at 514 ($202). If due to
a serial I/O bus interrupt line interrupt, then vector through
VINTER at 516 ($204). If due to a 6502 BRK instruction, then vector
through VBREAK at 518 ($206).
Timers relate to audio dividers of the same number (an interrupt is
processed when the dividers count down to zero). These bits in
IRQEN are not set on powerup and must be initiated by the user
program before enabling the processor IRQ.
There are two other interrupts, processed by PIA, generated over
the serial bus Proceed and Interrupt lines, set by the bits in the
PACTL and PBCTL registers (54018 and 54019; $D302, $D303):
Bit Decimal Locution Interrupt
0 1 PACTL Peripheral A (PORTA) interrupt enable
bit.
7 128 PACTL Peripheral A interrupt status bit.
0 1 PBCTL Peripheral B (PORTB) interrupt enable
bit.
7 128 PBCTL Peripheral B interrupt status bit.
The latter PORT interrupts are automatically disabled on powerup.
Only the BREAK key and data key interrupts are enabled on
powerup. The shadow register is 16 ($10).
IRQST
(R) Interrupt request status. Bit functions are the same as IRQEN
except that they register the interrupt request when it is zero rather
than the enable when a bit equals one. IRQST is used to determine
the cause of interrupt request with IRQEN, PACTL and PBCTL as
above.
All IRQ interrupts are normally vectored through 65534 ($FFFE) to
the IRQ service routine at 59123 ($E6F3), which determines the
cause of the interrupt. The IRQ global RAM vector VIMIRQ at 534
($216) ordinarily points to the IRQ processor at 59126 ($E6F6). The
processor then examines 53774 ($D20E) and the PIA registers at
54018 and 54019 to determine the interrupt cause. Once
determined, the routine vectors through one of the IRQ RAM
vectors in locations 514 to 526 ($202 to $20E). For Non-Maskable
Interrupts (NMI's), see locations 54286 to 54287 ($D40E; $D40F).
See the OS User's Manual for complete details.
53775 D20F SKCTL
(W) Serial port control. Holds the value 255 ($255) if no key is
pressed, 251 ($FB) for most other keys pressed, 247 ($F7) for
SHIFT key pressed (*M). See the (R) mode below for an
explanation of the bit functions. POKE with three to stop the
occasional noise from cassette after I/O to bring POKEY out of the
two-tone mode. (562).
SKSTAT
(R) Beads the serial port status. It also returns values governed by
a signal on the digital track of the cassette tape. You can generate
certain values using the SOUND command in BASIC and a PEEK
to SKSTAT:
SOUND 0,5,10,15 returns a value to here of 255 (or, on
occasion, 127).
SOUND 0,8,10,3 returns a value of 239.
This is handy for adding a voice track to Atari tapes. You use the
left channel for your voice track and the right for the tone(s) you
want to use as cuing marks. You can use the speaker on your TV to
generate the tones by placing the right microphone directly in
front of the speaker. The computer will register these tones in this
register when it encounters them during a later cassette load. See
COMPUTE!, July 1981, for some other suggestions on doing this.
Bemember, you can turn the cassette off by POKEing 54018
($D302) with 60 ($3C) and back on with 52 ($34).
Bits in the SKCTL (W) register are normally zero and perform the
functions below when set to one. The status when used as (R) is
listed below the write (W) function:
Bit Function
0 (W) Enable keyboard debounce circuits.
(R) Not used by SKSTAT.
1 (W) Enable keyboard scanning circuit.
(R) Serial input shift register busy.
2 (W) Fast pot scan: the pot scan counter completes its
sequence in two TV line times instead of one frame time (228
scan lines). Not as accurate as the normal pot scan,
however.
(R) the last key is still pressed.
3 (W) Serial output is transmitted as a two-tone signal rather
than a logic true/false. POKEY two-tone mode.
(R) The shift key is pressed.
4,5,6 (W) Serial port mode control used to set the bi-directional
clock lines so that you can either receive external clock data
or provide clock data to external devices (see the Hardware
Manual, p. II.27). There are two pins on the serial port for
Clock IN and Clock OUT data. See the OS User's Manual,
p. 133.
4 (R) Data can be read directly from the serial input port,
ignoring the shift register.
5 (R) Keyboard over-run. Reset BITs 7 to 5 (latches) to one
using SKRES at 53770 ($D20A).
6 (R) Serial data input over-run. Reset latches as above.
7 (W) Force break (serial output to zero).
(R) Serial data input frame error caused by missing or extra
bits. Beset latches as above.
BIT 2 is first set to zero to reset POT registers to zero (dumping the
capacitors used to change the POT registers). Then BIT 2 is set to
one to enable the fast scan. Fast scan is not as accurate as the
normal scan routine. BIT 2 must be reset to zero to enable the
normal scan mode; otherwise, the capacitors will never dump.
---------------------------------------------------------------------------
Locations 53776 to 54015 ($D210 to $D2FF) are duplications of locations
53760 to 53775 and have no particular use at present.
---------------------------------------------------------------------------
PIA: 6520 CHIP
54016-54271 D300-D3FF
The Peripheral Interface Adapter (PIA) integrated circuit is a
special microprocessor used to control the Atari ports, controller
jacks one to four. Ports can be used for both input and output
simultaneously or alternately. Barely tapped at the time of this
writing, the ports represent a major resource for external (and
internal) control and expansion. PIA also processes two of the IRQ
interrupts: VINTER and VPRCED, vectored at locations 514 to 517
($202 to $205). These interrupts are unused by the OS, but also
may be used to provide greater control over external devices.
54016 D300 PORTA
(W/R) Reads or writes data from controller jacks one and two if BIT
2 of PACTL (location 54018) is one. Writes to direction control if
BIT 2 of PACTL is zero.
These two port registers also control the direction of data flow to
the port, if the controller register (54018, below) is POKEd with 48
($30). Then, if the bits in the register read zero, it is in input (R)
mode; if they read one, it is in output (W) mode. A zero POKEd
here makes all bits input, a 255 ($FF) makes all bits output. BITs 0
to 3 address pins one to four on jack one, BITs 4 to 7 address pins
one to four on jack two. POKE 54018 with 52 to make this location
into a data register again. Shadow registers are: STICK0 (632;
$278, jack one), STICK1 (633; $279, jack two) and PTRIG0-3
(636-639; $27C-$27F).
Bits used as data register
7 6 5 4 3 2 1 0
--Jack 0-- --Jack 1--
--Stick 1-- --Stick 0--
Forward = BIT 0, 4 = 1
Backward = BIT 1, 5 = 1
Left = BIT 2,6 = 1
Right = BIT 3,7 = 1
Neutral = All four jack bits = 1
PORTA is also used to test if the paddle 0-3 triggers (PTRIG) have
been pressed, using these bits:
Bit 7 6 5 4 3 2 1 0
PTRIG 3 2 - - 1 0 - -
Where zero in the appropriate bit equals trigger pressed, one
equals trigger not pressed.
The PORT registers are also used in the keyboard controller (used
with a keypad) operation where:
Bit 7 6 5 4 3 2 1 0
Row 4 3 2 Top 4 3 2 Top
Jack ..........2.......... ..........1...........
Columns for the keyboard operation are read through the POT
(PADDL) and TRIG registers. See Micro, May 1982, and the
Hardware Manual for more information on jacks and ports.
54017 D301 PORTB
(W/R) Port B. Reads or writes data to and/or from jacks three and
four. Same as PORTA, above, for the respective jacks. Shadow
registers are: STICK2 (634; $27A, jack three), STICK3 (635, $27B,
jack four), and PTRIG4-7 (640-643; $280-$283).
54018 D302 PACTL
(W/R) Port A controller (see 54016 above). POKE with 60 ($3C) to
turn the cassette motor off, POKE with 52 to turn it on. You can put
a music cassette in your program recorder, press PLAY and then
POKE 54018,52. Your music will play through the TV speaker or
external amplifier while you work at the Atari. You can use this
technique to add voice tracks to your programs. To turn off the
music or voice, type POKE 54018,60.
PACTL can be used for other external applications by the user. Bit
use is as follows:
Bit Function
7 (read only) Peripheral A interrupt (IRQ) status bit. Set by
Peripheral (PORT) A. Reset by reading PORTA
(53774; $D20E).
6 Set to zero.
5 Set to one.
4 Set to one.
3 (write) Peripheral motor control line (turn the cassette on
or off; zero equals on).
2 (write) Controls PORTA addressing. One equals PORTA
register; zero equals direction control register.
1 Set to zero.
0 (write) Peripheral A interrupt (IRQ) enable. One equals
enable. Set by the OS but available to the user;
reset on powerup.
54019 D303 PBCTL
(W/R) Port B controller. Initialized to 60 ($3C) by the OS IRQ
code. PBCTL is the same as PACTL, above, with the following
exception (this may actually perform the same function as in
PACTL, but I am not sure of the distinction between descriptions):
Bit Function
3 Peripheral command identification (serial bus
command), initialized to 60 ($3C).
Ports can be used for external control applications by the
technically minded reader who is willing to do some soldering to
develop cables and connectors. A good example can be found in
COMPUTE!, February 1981, where the author gives directions for
using jacks three and four as a printer port. The Macrotronic
printer cables use just this method, bypassing the 830 interface
entirely (one way of reducing your hardware costs). Theoretically,
the entire Atari can be controlled through the ports!
---------------------------------------------------------------------------
Locations 54020 to 54271 ($D304 to $D3FF) are repeats of locations
54016 to 54019 ($D300 to $D303).
---------------------------------------------------------------------------
ANTIC
54272-54783 D400-D5FF
ANTIC is a special, separate microprocessor used in your Atari
to control C/GTIA, the screen display, and other screen-related
functions including processing the NMI interrupts. It uses its own
instruction set, called the display list, which tells ANTIC where to
find the screen data in RAM and how to display it. ANTIC also
uses an internal four bit counter called the Delta Counter (DCTR)
to control the vertical dimension of each block.
54272 D400 DMACTL
(W) Direct Memory Access (DMA) control. It is also used to
define one- or two-line resolution for players and to turn on
players and missiles. Values are POKEd into the shadow register,
559 ($22F), and are also described there. You POKE the shadow
register with the following numbers in order to:
Turn off the playfield 0
Use narrow playfield 1
Use normal playfield 2
Use wide playfield 3
Enable missile DMA 4
Enable player DMA 8
Enable both player and missile DMA 12
Single line player resolution 16
Enable DMA Fetch instructions 32
Double line resolution is the default status. Use this register in
conjunction with GRACTL at 53277 ($D01D). Both must be set
properly or no display will result. BIT 5 enables DMA to fetch the
display list instructions. If BIT 5 is not set (BIT 5 equals zero),
ANTIC will not work. DMACTL is initialized to 34 ($22).
A player in single line resolution might look like this:
00011000 ##
00111100 ####
01111110 ######
11111111 ########
11111111 ########
01111110 ######
00111100 ####
00011000 ##
so that each byte is displayed on one TV line. The same player in
double line resolution would look like this:
00011000 ##
00011000 ##
00111100 ####
00111100 ####
01111110 ######
01111110 ######
11111111 ########
11111111 ########
11111111 ########
11111111 ########
01111110 ######
01111110 ######
00111100 ####
00111100 ####
00011000 ##
00011000 ##
where every byte is displayed over two TV lines.
54273 D401 CHACTL
(W) Character mode control. See shadow register 755 for values
that can be POKEd in. Only the least three bits (decimal zero to
seven) are read, as below:
Decimal 0 1 2 3 4 5 6 7
Cursor
Transparent X X X X
Opaque X X X X
Present X X X X
Absent X X X X
----------------------------------------------------------------------
Characters
Normal X X X X
Inverted X X X X
54274,5 D402,3 DLISTL/H
Display list pointer. Tells the OS the address of the display list
instructions about what screen mode(s) to display and where to
find the screen data. See SDLIST (560, 561; $230, $231).
54276 D404 HSCROL
(W) Horizontal scroll enable, POKE HSCROL with from zero to
16 clock cycles for the number of cycles to scroll. Horizontal fine
scrolls can be used only if BIT 4 of the display list instruction is
set. The difficulty in horizontal scrolling lies in arranging the
screen data to be scrolled in such a manner as to prevent
wraparound (i.e., the bit or byte scrolled off screen in one line
becomes the bit or byte scrolled on screen in an adjacent line).
Normal data arranged for TV display looks like this on the screen:
+----------+
|..........|
|..........|
|..........|
|..........|
|..........|
|..........|
+----------+
where it is a one-dimensional memory area "folded" at the proper
places to create the image of a two dimensional screen. This is
done by the DL character or map mode instruction. Without
other instructions, it reads the memory continuously from the first
specified location, each line taking the correct number of bytes
for the GRAPHICS mode specified. To properly scroll it
horizontally, you must arrange it in relation to the TV screen like
this:
+----------+
.....|..........|.....
.....|..........|.....
.....|..........|.....
.....|..........|.....
.....|..........|.....
.....|..........|.....
+----------+
Now you will have to make each display instruction for each line
into a Load Memory Scan (LMS) instruction. To direct each LMS
to the proper screen RAM for that line, you will have to increment
each memory location by the total length of the line. For
example, if you want to scroll a 256-byte horizontal screen, each
LMS instruction will have to point to a location in memory 256
bytes above the last one. Of course, you will have to implement
error-trapping routines so that your screen does not extend
beyond your desired boundaries.
Coarse scrolling, one byte at a time, can be done without setting
the HSCROL register by the method described above. For
smooth scrolling, you will have to use this register. See De Re
Atari.
54277 D405 VSCROL
(W) Vertical scroll enable, POKE VSCROL with from zero to 16
scan lines, depending on the GRAPHICS mode of the screen for
the number of scan lines to scroll. Vertical fine scrolls can be
used only if BIT 5 of the display list instruction has been set.
Coarse scrolling can be done without using this register, simply
by moving the top of the screen address (as defined by the DL
LMS instruction) up or down one mode line (plus or minus 40 or
20 bytes, depending on the GRAPHICS mode). The top of the
screen address can be found by:
10 DLIST = PEEK(560) + PEEK(561) * 2
56
20 SCRNLO = DLIST + 4: SCRNHI = DLIS
T + 5: REM LSB/MSB OF SCREEN ADDRE
SS
25 PRINT "SCREEN ADDRESS = " PEEK(SC
RNLO) + PEEK(SCRNHI) * 256
You could then add a routine to this for a coarse - scroll vertically
through the memory with a joystick, such as:
30 LOBYTE = 0: HIBYTE = 0
40 IF STICK(0) = 14 THEN LOBYTE = LO
BYTE + 40:GOTO 100
50 IF STICK(0) = 13 THEN LOBYTE = LO
BYTE - 40
60 IF LOBYTE < 0 THEN LOBYTE = LOBYT
E + 256: HIBYTE = HIBYTE - 1
70 IF HIBYTE < 0 THEN HIBYTE = 0
80 GOTO 200
100 IF LOBYTE 255 THEN LOBYTE = LOB
YTE - 256
110 HIBYTE = HIBYTE + 1
200 POKE SCRNLOW, LOBYTE: POKE SCRNHI
, HIBYTE
210 GOTO 40
DOWNLOAD VSCROL.BAS
Coarse scrolling is relatively easy to implement in the Atari: one
basically alters the screen RAM to display the new material. Fine
scrolling is more difficult: each scroll register must be POKEd
with the number of units to be scrolled -- color clocks or scan
lines -- and the corresponding display list instructions must have
the proper bits set. This means you can selectively fine scroll any
mode lines you wish by setting only those bits of the lines you
intend to scroll. Other lines will be displayed normally. You can
set a DL instruction for both horizontal and vertical scroll enable.
See the Hardware Manual for a discussion of the problems in fine
scrolling.
Fine scrolling will allow only a certain amount of data to be
scrolled before the register must be reset (16 clock bits or scan
lines maximum). In order to make the scrolling activity
continuous, the register involved must be reset to zero when the
desired value is reached, a coarse scroll must be implemented
(usually during a DLI or VBLANK interval) and a new fine scroll
begun. This is not easily done in BASIC since it is too slow, and
changing registers during ANTIC's display process usually
causes rough or jerky motion. Assembly routines are suggested
for smooth display. See De Re Atari, Micro, November 1981,
BYTE, January 1982, and Santa Cruz's Tricky Tutorial #2 for
more information.
54278 D406 ....
Unused.
54279 D407 PMBASE
(W) MSB of the player/missile base address used to locate the
graphics for your players and missiles (the address equals
PMBASE * 256. P/M graphics are tricky to use since there are no
direct Atari 8K BASIC commands to either create or move them
(there are, however, commands for P/M graphics in BASIC A+
and in valFORTH utilities).
Your P/M graphics must always begin on a 1K boundary
(PEEK(RAMTOP)-4 for double line resolution players) or 2K
boundary (PEEK(RAMTOP)-5 for single line resolution), so the
LSB is always zero (page numbers always end in $XX00). For
example:
10 POKE 106, PEEK(106) - 8: GRAPHIC
S 8: SETCOLOR 2,3,4
20 POKE 559,62: POKE 53248,100: POK
E 704,160: POKE 53256,2
30 MEM = PEEK(106) - 8
40 POKE 54279, MEM: POKE 53277,3: S
TART = MEM * 256 + 1024
50 FOR LOOP = 100 TO 119: READ BYTE
: POKE START + LOOP, BYTE: NEXT LO
OP
60 DATA 16,16,56,40,40,56,40,40,40
70 DATA 124,84,124,84,254,146,254,1
70,170,68
100 END
You can change the color, width, resolution, and horizontal
position of the player in the example by altering the registers
used above.
Each player is one byte (eight bits) wide. Single line resolution
P/M characters (POKE 559,62) can be up to 256 bytes high.
Double line resolution P/M characters (POKE 559,46) can be up
to 128 bytes high. In either case, they can map to the height of the
screen. Missiles have the same height, but are only two bits wide
each. Four missiles can be combined into a fifth player by setting
BIT 4 of location 623 ($26F). You need not fill the entire height of
a P/M character, but you should POKE unused bytes with zero to
eliminate any screen garbage. You can do this by:
FOR N = PMBASE + 1024 TO PMBASE + 2048:
POKE N,0: NEXT N
where PMBASE is the starting address of the reserve memory
area. In double line resolution, change the loop value to N =
PMBASE + 512 TO PMBASE + 1024. Here's a short machine
language routine to do the same thing. You would put the start
address of the area to be loaded with zero and the number of
bytes to be cleared in with the USR call as the first two
parameters. In this example, I have arbitrarily chosen 38012 and
2048 for these values.
10 START = 38012: BYTE = 2048: DIM
PGM$(42)
20 FOR LOOP = 1 TO 42: READ ML: PGM
$(LOOP, LOOP) = CHR$(ML): NEXT LOO
P
30 DATA 104,104,133,204,104,133,203
,104,133,206,104
40 DATA 133,205,166,206,160,0,169,0
,145,203,136
50 DATA 208,251,230,204,202,48,6,20
8,244,164
60 DATA 205,208,240,198,204,160,0,1
45,203,96
70 A = USR(ADR(PGM$),START,BYTE)
You can use this routine to clear out memory anywhere in the
Atari. You can also use it to load any one value into memory by
changing the second zero (after the 169) in line 40 to the value
desired.
Locating your graphics tables at the high end of memory may
cause addressing problems for playfield graphics, or may leave
some of the display unusable and cause PLOT to malfunction. If
you locate your tables just before the screen display, it may be
erased if you change graphics modes. You can look at your
highest RAM use graphics statement and plan accordingly. To
calculate a safe starting address below the display list, try:
100 DLIST = PEEK(560) + PEEK(561) * 256: PMBASE =
INT (DLIST/SIZE -1) * SIZE
where SIZE is 2048 for single line resolution, 1024 for double
line.
Once you have the starting address, determine the ending
address of your table by adding the correct number of bytes for
the size (same as the SIZE variable above), and POKE this
number (LSB/MSB) into APPMHI at locations 14 and 15 ($E, $F).
This sets the lower limit for playfield graphics memory use. If you
change graphics modes in the program now, it should leave your
player tables intact. For example, if the DL is at 39968, the
PMBASE will equal 36864 in the equation above. Add 2048
(single line resolution) to get 38912. This is $9800. In decimal,
the LSB is zero and the MSB is 152. POKE these values into
APPMHI. This sets the lowest limit to which the screen and DL
data may descend.
The unused portion of the RAM set aside for P/M use, or any
RAM reserved for players, but not used, may be used for other
purposes in your program such as machine language routines.
See the appendix for a map of P/M memory use. The register
stores the address as below:
Bit 7 6 5 4 3 2 1 0
One line resolution: ......MSB....... ...unused...
Two line resolution: ........MSB......... unused..
There are some restrictions on locating your P/M data above the
display list. If not positioned far enough above your screen data,
you may end up with both the normal and screen data being
displayed at once, resulting in garbage on the screen. A display
list may not cross a 1K boundary without a jump instruction, and
the screen display RAM cannot cross a 4K boundary without an
LMS instruction to point to the proper byte(s). Due to problems
that arise when moving the GR.7 and GR.8 screens and data less
than 4K, you should never reserve less than 16 pages above
RAMTOP in these modes. If you are reserving more, add the
pages in blocks of 4K (16 pages).
See COMPUTE!, September 1981, for a discussion of the
problems of positioning P/M graphics in memory, and using P/M
graphics for animation.
See De Re Atari, COMPUTE!, June 1982, and Creative
Computing, April 1982, for a discussion of using string
manipulation with P/M graphics. See Your Atari 400/800 for a
general discussion of P/M graphics. Most of the popular
magazines have also carried articles on simplifying P/M
graphics.
54280 D408 ....
Unused.
54281 D409 CHBASE
(W) Character base address; the location of the start of the
character set, either the standard Atari set or a user-designed set.
The default is 224 ($E0), which points to the start of the Atari
ROM character set. Iridis, a short-lived disk -and- documentation
magazine, produced a good utility called FontEdit to aid in the
design of altered character sets. Online Systems' program The
Next Step is also very useful for this purpose, as is COMPUTE!'s
"SuperFont," January 1982. Uses shadow register 756 ($2F4).
Normally, this points to location 57344 or 57856 ($E000 or $E200)
depending on your choice of characters used in which text mode.
GRAPHICS mode zero uses the entire 128-character set; GR.1
and GR.2 use only half the set (64 characters). You POKE a
different number into the shadow register at 756 ($2F4) to point to
your own character set in RAM. This must be an even number
that points to a page in memory that is evenly divisible by two. In
GR.1 and GR.2 this number is 224 (pointing to $E000), giving
you uppercase, punctuation and numbers. POKEing the shadow
or this location (in machine language) with 226 will give you
lowercase and control characters.
See the information about the ROM character set at 57344
($E000).
54282 D40A WSYNC
(W) Wait for horizontal synchronization. Allows the OS to
synchronize the vertical TV display by causing the 6502 to halt
and restart seven machine cycles before the beginning of the
next TV line. It is used to synchronize the VBI's or DLI's with the
screen display.
To see the effect of the WSYNC register, type in the second
example of a Display List Interrupt at location 512. RUN it and
observe that it causes a clean separation of the colors at the
change boundary. Now change line 50 to:
50 DATA 72,169,222,234,234,234,141,24,208,104,64
This eliminates the WSYNC command. RUN it and see the
difference in the boundary line.
The keyboard handler sets WSYNC repeatedly while generating
the keyboard click on the console speaker at 53279 ($D01F).
When interrupts are generated during the WSYNC period, they
get delayed by one scan line. To bypass this, examine the
VCOUNT register below and delay the interrupt processing by
one line when no WSYNC delay has occurred.
54283 D40B VCOUNT
(R) Vertical line counter. Used to keep track of which line is
currently being generated on the screen. Used during Display
List Interrupts to change color or graphics modes. PEEKing here
returns the line count divided by two, ranging from zero to 130
($82; zero to 155 on the PAL system; see 53268; $D014) for the
262 lines per TV frame.
54284 D40C PENH
(R) Light pen horizontal position (564). Holds the horizontal color
clock count when the pen trigger is pressed.
54285 D40D PENV
(R) Light pen vertical position (565). Holds the VCOUNT value
(above) when the pen trigger is pressed. See the Hardware
Manual, p. II-32, for a description of light pen operation.
54286 D40E NMIEN
(W) Non-maskable interrupt (NMI) enable. POKE with 192 to
enable the Display List Interrupts. When BIT 7 is set to one, it
means DL instruction interrupt; any display list instruction where
BIT 7 equals one will cause this interrupt to be enabled at the
start of the last video line displayed by that instruction. When BIT
6 equals one, it allows the Vertical Blank Interrupt and when BIT
5 equals one, it allows the RESET button interrupt. The RESET
interrupt is never disabled by the OS. You should never press
RESET during powerup since it will be acted upon.
NMIEN is set to 64 ($40) by the OS IRQ code on powerup,
enabling VBI's, but disabling DLI's. All NMI interrupts are
vectored through 65530 ($FFFA) to the NMI service routine at
59316 ($E7B4) to determine their cause.
Bit 7 6 5 4 3 2 1 0
Interrupt: DLI VBI RESET .... unused .....
54287 D40F NMIRES
(W) Reset for NMIST (below); clears the interrupt request
register; resets all of the NMI status together.
NMIST
(R) NMI status; holds cause for the NMI interrupt in BITs 5, 6 and
7; corresponding to the same bits in NMIEN above. If a DLI is
pending, a jump is made through the global RAM vector
VDSLST (512; $200). The OS doesn't use DLI's, so 512 is
initialized to point to an RTI instruction and must be changed by
the user before a DLI is allowed.
If the interrupt is not a DLI, then a test is made to see if the
interrupt was caused by pressing RESET key and, if so, a jump is
made to 58484 ($E474). If not a RESET interrupt, then the system
assumes the interrupt was a VBLANK interrupt, and a jump is
made through VVBLKI at 546 ($222), which normally points to
the stage one VBLANK processor. From there it checks the flag at
CRITIC (66; $42) and, if not from a critical section, jumps
through VVBLKD at 548 ($224), which normally points to the
VBLANK exit routine. On powerup, the VBLANK interrupts are
enabled while the display list interrupts are disabled. See the end
of the memory map for a description of the VBLANK procedures.
For IRQ interrupts, see location 53744 ($D20E).
---------------------------------------------------------------------------
Locations 54288 to 54303 ($D410 to $D41F) are repeats of locations
54272 to 54287 ($D400 to $D40F).
---------------------------------------------------------------------------
Locations 54784 to 55295 ($D600 to $D7FF) are unused but not empty
nor user alterable. See the note at 53504 ($D100).
---------------------------------------------------------------------------
OPERATING SYSTEM ROM
Locations 55296 to 65535 ($D800 to $FFFF) are the OS ROM.
These locations are contained in the 10K ROM cartridge, which sits in
the front slot of the Atari 800 or inside the Atari 400. The OS is
identical for both computers.
The locations given here are for the "A" version of the OS ROMs.
There are changes in the new "B" version ROMs, which are explained
in the appendix. Most of the changes affect the interrupt handler
routines and SIO. In making these changes, Atari cured some bugs
such as the device time-out problem. Unfortunately, there is a cloud
with this silver lining: not all of your old software will run with the new
ROMs. Megalegs, one of my favorite games, cannot run under the new
ROMs. A pity that. There are others; I'm sure you'll find them. The
solution is to have both sets of ROMs so you can use all of your
software.
FLOATING POINT PACKAGE ROM
Locations 55296 to 57343 ($D800 to $DFFF) are reserved for the ROM's
Floating Point Mathematics Package. There are other areas used by the
FP package: page zero (locations 212 to 254; $D4 to $FE) and page five
(locations 1406 to 1535; $57E to $5FF), which are used only if FP
routines are called. There are also trigonometric functions in the BASIC
cartridge located between 48549 and 49145 ($BDA5 to $BFF9) which
use the FP routines. See De Re Atari for more information.
These are the entry points to some of the subroutines; unless otherwise
noted, they use FP register zero (FR0 at 212 to 217, $D4 to $DB):
55296 D800 AFP
ASCII to Floating Point (FP) conversion.
55526 D8E6 FASC
FP value to ASCII conversion.
55722 D9AA IFP
Integer to FP conversion.
55762 D9D2 FPI
FP to integer conversion.
55876 DA44 ZFR0
Clear FR0 at 212 to 217 ($D4-$DB) by setting all bytes to zero.
55878 DA46 ZF1
Clear the FP number from FR1, locations 224 to 229 ($E0 to $E5),
by setting all bytes to zero. Also called AF1 by De Re Atari.
55904 DA60 FSUB
FP subtract routine, the value in FR0 minus the value in FR1.
55910 DA66 FADD
FP addition routine; FR0 plus FR1.
56027 DADB FMUL
FP multiplication routine; FR0 times FR1.
56104 DB28 FDIV
FP division routine; FR0 divided by FR1.
56640 DD40 PLYEVL
FP polynomial evaluation.
56713 DD89 FLD0R
Load the FP number into FR0 from the 6502 X,Y registers.
56717 DD8D FLD0P
Load the FP number into FR0 from user routine, using FLPTR at
252 ($FC).
56728 DD98 FLD1R
Load the FP number into FR1 from the 6502 X,Y registers.
56732 DD9C FLD1P
Load the FP number into FR1 from user program, using FLPTR.
56743 DDA7 FST0R
Store the FP number into the 6502 X,Y registers from FR0.
56747 DDAB FST0P
Store the FP number from FR0, using FLPTR.
56758 DDB6 FMOVE
Move the FP number from FR0 to FR1.
56768 DDC0 EXP
FP base e exponentiation.
56780 DDCC EXP10
FP base 10 exponentiation.
57037 DECD LOG
FP natural logarithm.
57041 DED1 LOG10
FP base 10 logarithm.
---------------------------------------------------------------------------
Locations 57344 to 58367 ($E000 to $E3FF) hold the standard Atari
character set: at $E000 the special characters, punctuation and numbers
begin; at $E100 (57600) the capital letters begin; at $E200 (57856) the
special graphics begin, and at $E300 (58112) the lowercase letters
begin.
There are 1024 bytes here ($400), with each character requiring eight
bytes, for a total of 128 characters (inverse characters simply manipulate
the information here to reverse the bits by performing an OR with 128 --
the value in location 694 ($2B6) when the Atari logo key is toggled -- on
the bits. To return to the normal ATASCII display, the inverse characters
are EORed with 128). The first half of the memory is for numerals,
punctuation, and uppercase characters; the second half ($E200 to
$E3FF) is for lowercase and control characters. When you POKE 756
($2F4) with 224 ($E0), you are POKEing it with the MSB of this address
($E000). When you POKE it with 226 ($E2), you are moving the address
pointer to the second half of the character set. In GR.0, you have the
entire character set to use. In GR.1 and GR.2, you can use only one half
of the set at a time. You can't POKE it with 225 because the number
POKEd must be evenly divisible by two.
The characters stored here aren't in ATASCII order; they have their own
internal order for storage. The order of the characters is listed on page
55 of your BASIC Reference Manual.
Here's an example of how a letter (A) is stored in ROM. Each line
represents a byte. The decimal values are those you'd find if you
PEEKed the eight locations where "A" is stored (starting at 57608;
$E108):
Bit 76543210 Decimal
+--------+
00000000 0 | |
00011000 24 | ## |
00111100 60 | #### |
01100110 102 | ## ## |
01100110 102 | ## ## |
01111110 126 | ###### |
01100110 102 | ## ## |
00000000 0 | |
+--------+
When you create your own character sets (or alter the Atari set
when you move it to RAM -- see location 756; $2F4 for a routine
to do this), you do a "bit-map" for each character as in the
example above. It could as easily be a spaceship, a Hebrew
letter, an APL character, or a face. Chris Crawford's game
Eastern Front 1941 (APX) shows excellent use of an altered
character set to create his large map of Russia, plus the symbols
for the armies.
Here's an example of using the bit-mapping of the character set
to provide text in GRAPHICS 8:
1 GRAPHICS 8
5 DLIST = PEEK(560) + PEEK(561)*256
6 LOBYTE = DLIST+4: HIBYTE = DLIST +
5
7 REAL = PEEK(LOBYTE) + PEEK(HIBYTE)
*256: SCREEN = REAL: TV = SCREEN
10 CHBASE = 57344
20 DIM A$(128),BYTE(128),WANT(128)
27 PRINT "INPUT A 40 CHARACTER STRIN
G:"
30 INPUT A$
35 TIME = TIME + 1
40 FOR LOOK = 1 TO LEN(A$)
50 BYTE(LOOK) = ASC(A$(LOOK,LOOK))
51 IF BYTE(LOOK) > 127 THEN BYTE(LOO
K) = BYTE(LOOK) - 128
52 IF BYTE(LOOK) < 32 THEN BYTE(LOOK
) = BVTE(LOOK) + 64: GOTO 55
53 IF BYTE(LOOK) < 97 THEN BVTE(LOOK
) = BYTE(LOOK) - 32
55 NEXT LOOK
59 FOR EXTRA = 0 TO 7
60 FOR LOOK = 1 TO LEN(A$)
70 WANT(LOOK) = PEEK(CHBASE + EXTRA
+ BYTE(LOOK)*8)
80 POKE TV + EXTRA, WANT(LOOK): TV =
TV + 1
82 NEXT LOOK
85 SCREEN = SCREEN + 39: TV = SCREEN
90 NEXT EXTRA
100 SCREEN = REAL + TIME*320
110 IF SCREEN > REAL + 6080 THEN TIM
E = 0: GOTO 100
120 GOTO 30
DOWNLOAD BITMAP8.BAS
This program simply takes the bytes which represent the letters
you input as A$ and finds their places in the ROM character set.
It then proceeds to POKE the bytes into the screen RAM, using a
FOR-NEXT loop.
To convert ATASCII codes to the internal codes, use this table:
ATASCII value Operation for
internal code
0 -- 31 add 64
32 -- 95 subtract 32
96 -- 127 remains the same
128 -- 159 add 64
160 -- 223 subtract 32
224 -- 255 remains the same
See COMPUTE!, November 1981, for the program "TextPlot"
which displays text in different sizes in GRAPHICS modes three
to eight, and January 1982 for a program to edit character sets,
"SuperFont."
---------------------------------------------------------------------------
Locations 58368 to 58447 ($E400 to $E44F) are the vector tables, stored
as LSB, MSB. These base addresses are used by resident handlers.
Handler vectors use the following format:
OPEN vector
CLOSE vector
GET BYTE vector
PUT BYTE vector
GET STATUS vector
SPECIAL vector
Jump to handler initialization routine (JMP LSB/MSB)
The device tables in location 794 ($31A) point to the particular
vector(s) used in each appropriate table. In each case, the 6502 X
register is used to point to the originating IOCB.
58368 E400 EDITRV
Screen Editor (E:) entry point table.
58383 E40F ....
If you PEEK here and get back 56, then you have the older "A"
version of the OS ROMs. If you get back zero, then you have the
newer "B" version that was released in January 1982. The "B"
version fixes some minor bugs, including the device time-out
problems, enables POKEY timer four, and provides a vector for
BREAK key interrupts. See Appendix 4.
58384 E410 SCRENV
Display handler (television screen) (S:).
58400 E420 KEYBDV
Keyboard handler (K:).
58416 E430 PRINTV
Printer handler (P:).
58432 E440 CASETV
Cassette handler (C:).
---------------------------------------------------------------------------
Locations 58448 to 58533 ($E450 to $E4A5) are more vectors: those to
location 58495 ($E47F) are Jump vectors, those from 58496 to 58533
($E480 to $E4A5) are the initial RAM vectors.
58448 E450 DISKIV
Disk handler initialization vector, initialized to 60906 ($EDEA).
58451 E453 DSKINV
Disk handler (interface) entry; checks the disk status. Initialized
to 60912 ($EDF0).
58454 E456 CIOV
Central Input/Output (CIO) utility entry. CIO handles all of the
I/O operations or data transfers. Information placed in the
IOCB's tells CIO what operations are necessary. CIO passes this
information to the correct device driver routine and then passes
control to the Device Control Block (DCB). This in turn calls up
SIO (below) to control the actual peripheral(s). CIO treats all I/O
in the same manner: device independent. The differentiation
between operations is done by the actual device drivers.
You jump to here to use the IOCB handler routines in ROM.
BASIC supports only record I/O or one-byte-at-a-time I/O (GET
and PUT). Addressing CIOV directly will allow the user to input
or output a buffer of characters at a time, such as loading a
machine language program directly into memory from a disk file.
This is considerably faster than using BASIC functions such as
GET. Here is a typical machine language subroutine to do this:
PLA, PLA, PLA, TAX, JMP $E456
(104,104,104,170,76,86,228)
($68,$68,$68,$AA,$4C,$56,$E4)
This gets the IOCB number into the 6502 X register and the
return address on the stack. CIOV expects to find the IOCB
number 16 in the 6502 X register (i.e., IOCB zero is zero, IOCB
one is 16; $10, IOCB two is 32, $20, etc.). $E456 is the CIO
initialization entry point (this address).
To use CIOV in a program, first you must have OPENed a
channel for the appropriate actions, POKEd the correct IOCB
(locations 848 to 959; $350 to $3BF) with the correct values, and
established a location in which to load your file (IOCB address
plus four and plus five). One use is calling up a high-res picture
from a disk and storing it in the screen memory (locations 88, 89;
$58, $59). You can POKE the appropriate decimal values into
memory and call it with a USR call, or make it into a string
(START$ = "hhh*LVd" where the * and the d are both inverse
characters) and call it by:
JUMP = USR(ADR(START$))
This method is used to start the concurrent mode in the RS-232 of
the 850 interface in the 850 Interface Manual. See location 88, 89
($58, $59) for another example of the machine language routine
technique. Still another use of this method can be found in De Re
Atari. Initialized to 58564 ($E4C4).
58457 E459 SIOV
Serial Input/Output (SIO) utility entry point. SIO drives the
serial bus and the peripherals. When a request is placed in the
Device Control Block (DCB) by a device handler, SIO takes
control and uses the data in the DCB to perform the operation
required. SIO takes care of the transfer of data as defined by the
DCB. CIO (above) is responsible for the "packaging" of the data
and transfers control to SIO when necessary. See the DCB
locations 768 to 779 ($300-$30B).
SIO first sends a command frame to the device, consisting of five
bytes: the device ID, the command BYTE, two auxiliary bytes for
device-specific information, then a checksum (which is the sum
of the first four bytes). If the device acknowledges this frame, it is
followed, if necessary, by the data frame of a fixed number of
bytes depending on the device record size, plus a checksum
byte. Initialized to 59737 ($E959).
58460 E45C SETVBV
Set system timers during the VBLANK routine. Uses the 6502 X
register for the MSB of vector/times, Y for the LSB and A for the
number of the vector to hack (change). SETVBV insures that both
bytes of the vector addressed will be updated while VBLANK is
enabled. You can JSR here when creating your own timer
routines. See COMPUTE!, November 1981, for an application.
Initialized to 59666 ($E912) old ROMs, 59629 ($E8ED) new
ROMs.
58463 E45F SYSVBV
Stage one VBLANK calculations entry. It performs the
processing of a VBLANK interrupt. Contains JMP instruction for
the vector in the next two addresses (58464, 58465; $E460,
$E461). This is the address normally found in VVBLKI (546, 547;
$222, $223). It is initialized to 59345 ($E7D1), which is the
VBLANK routine entry. Initialized to 59345 ($E7D1) old ROMs,
59310 ($E7AE) new ROMs.
58466 E462 XITVBV
Exit from the VBLANK routine, entry point. Contains JMP to the
address stored in next two locations (58467, 58468; $E463,
$E464). This is the address normally found in VVBLKD (548, 549;
$224, $225). Initialized to 59710 ($E93E), which is the VBLANK
exit routine. It is used to restore the computer to its pre-interrupt
state and to resume normal processing. Initialized to 59710
($E93E) old ROMs, 59653 ($E905) new ROMs.
58469 E465 SIOINV
SIO utility initialization, OS use only.
58472 E468 SENDEV
Send enable routine, OS use only.
58475 E46B INTINV
Interrupt handler initialization, OS use only.
58478 E46E CIOINV
CIO utility initialization, OS use only.
58481 E471 BLKBDV
Blackboard mode entry. Blackboard mode is the "ATARI MEMO
PAD" mode. It can be reached from BASIC by typing "BYE",
"B." or by powering up with no peripherals or cartridges.
Nothing you write to the screen in blackboard mode is acted
upon by the computer. You can enter this mode to protect your
programs temporarily from prying and curious fingers.
All of the screen editing commands continue to work in
blackboard mode. You can enter blackboard mode from any
graphics mode with a text window; the display screen will remain
intact on the screen while the text window will be in blackboard
mode. Pressing RESET will, of course, return the entire screen to
GR.0. You can also enter blackboard mode from a program, but
cannot get out of it in BASIC once you are in it.
If you entered blackboard mode from BASIC, you can return to it
by pressing RESET. Any BASIC program will still be there. So
will any RS-232 or DOS handlers previously booted. Initialized to
61987 ($F223).
58484 E474 WARMSV
Warmstart entry point (RESET button vector). Initializes the OS
RAM region. The RESET key produces an NMI interrupt and a
chip reset (see below). Jump to here on an NMI caused by
pressing the RESET key. Initialized to 61723 ($F11B).
58487 E477 COLDSV
Coldstart (powerup) entry point. Initializes the OS and user RAM
regions; wipes out any program in memory. Initialized to 61733
($F125).
58490 E47A RBLOKV
Cassette read block routine entry, OS use only.
58493 E47D CSOPIV
Cassette OPEN for input vector, OS use only.
58496 E480 VCTABL
RAM vector initial value table.
---------------------------------------------------------------------------
The following are the addresses for the handler routines:
58534-59092 E4A6-E6D4 CIOORG
Addresses for the Central Input/Output routines (CIO):
58534 ($E4A6) CIOINT
is the CIO initialization routine called by the monitor on powerup.
58577 ($E4D1);
move the user IOCB to the ZIOCB.
58596 ($E4E4);
check for a valid command.
58633 ($E509);
OPEN command routines.
58675 ($E533);
CLOSE command routines.
58702 ($E54E);
STATUS and special command routines.
58729 ($E569) CIREAD;
process the CIO commands for read and
write, including buffer check for full or empty.
58907 ($E61B);
routine to return to the user from CIO.
58941 ($E63D),
routines to compute the device handler entry point,
jump to the handler, transfer control, and then return to CIO after the
operation.
59093-59715 E6D5-E943 INTORG
Addresses for the interrupt handler routines:
59123 ($E6F3) PIRQ;
IRQ interrupt service routines start here.
59126 ($E6F6);
the immediate IRQ vector to the IRQ handler. The
global NMI and IRQ RAM vectors in locations 512 to 527 ($200 to $20F)
are all initialized to this area (59142, $E706 for the new OS ROMs).
59314 ($E7B2);
the vector for the IRQ interrupts on powerup; it
points to a PLA and RTI instruction sequence (new OS ROMs; 59219;
$E78F).
59316 ($E7B4) PNMI;
the NMI handler, tests for the reason for the
NMI, then jumps through the appropriate RAM vector. Also called the
Interrupt Service Routine (ISR).
59345 ($E7D1) SYSVBL;
the VBLANK routines start here,
including frame counter, update timer, update hardware registers
from shadow registers, update the attract mode counter and the
realtime clock. The vertical blank immediate vector, VVBLKL1,
normally pointed to by locations 546, 547 ($222, $223), points to here.
The Updated OS ROMs point to 59310 ($E7AE).
59666 ($E912) SETVBL;
subroutines to set the VBLANK timers
and vectors.
The vertical blank deferred interrupt, normally vectored from
locations 548, 549 ($224, $225), points to 59710 ($E93E). In the
Updated OS ROMs, it points to 59653 ($E905). In both cases they point
to the VBLANK exit routine.
See page 104 of the OS User's Manual for a list of the vectors and
MICRO, January 1982, for an explanation of the VBLANK process.
59716-60905 E944-EDE9 SIOORG
Routines for the Serial Input/Output (SIO) routines:
60011 ($EA6B) SEND;
is the SIO send buffer routine entry.
60048 ($EA90) ISRODN,
is the serial output ready IRQ vector.
60113 ($EAD1) ISRTD;
is the serial output complete IRQ vector.
This is at 60111 ($EACF) in the new OS ROMs.
60177 ($EB11) ISRSIR;
is the serial input ready IRQ vector. This
is 60175 ($EB0F) in the new OS ROMs.
60292 ($EB84) CASENT;
is the start of the cassette handling code
SIO subroutine to set baud rate, tone values, inter-record gap, to load
the buffer from the cassette and to turn on the recorder motor. Write
routines are located in 61249 to 61666 ($EFF5 to $F0E2).
60515 ($EC63)
is the start of the disable POKEY interrupts routine
entry, which also disables the send and receive functions.
60583 ($ECA7) COMPUT;
is the subroutine to calculate baud
rate using the POKEY frequency registers and the VCOUNT timer.
The tables for the AUDF and VCOUNT values are between 60882 and
60905 ($EDD2 and $EDE9).
60906-61047 EDEA-EE77 DSKORG
Routines for the disk handler.
Initialization is at DINIT, 60906 ($EDEA), entry is at DSKIF, 60912
($EDF0).
61048-61248 EE78-EF40 PRNORG
Routines for the printer handler.
61249-61666 EF41-F0E2 CASORG
Routines for the cassette handler.
The buzz used in the cassette CLOAD command can be called up from
BASIC by:
BUZZ = USR(61530).
You can turn it off with the RESET key. While this isn't terribly
exciting, it points to the potential of using the console speaker for
sound instead of merely for beeps (the RAM location for the speaker is
at 53279; $D01F). See the speaker location and COMPUTE!, August
1981, for a short routine to use the speaker for sound effects.
61667-62435 F0E3-F3E3 MONORG
Routines for the monitor handler. This is also the address area of
PWRUP, the powerup module (61733; $F125). Coldstart routines are
initialized to this location. The routine to check for cartridge
installation begins at 61845 ($F195). Hardware initialization begins at
62081 ($F281).
61723 ($F11B) RESET;
the RESET button routine starts here.
62081 ($F281) HARDI,
the start of the hardware initialization
routines.
62100 ($F294) OSRAM;
the start of the OS RAM initialization
and setup routines.
62159 ($F2CF) BOOT;
the entry point for the disk boot routine.
62189 ($F2ED) DOBOOT;
the disk boot routine activation.
62334 ($F37E) DOPEN;
the entry point for the reinitialization
of disk software.
62436-65535 F3E4-FFFF KBDORG
Routines for the display and keyboard handler. The display
handler beqins at 62454 ($F3F6) and the keyboard handler
begins at 63197 ($F6DD), below.
63038 F63E EGETCH
Like the BASIC INPUT command, EGETCH gets a line from the
screen and keyboard, but only one character at a time. You must
do a JSR $F63E for each character input. This is also the address
of the beginning of the screen editor routines.
63140 F6A4 EOUTCH
This routine puts the character currently in the accumulator onto
the screen in the next print location. Similar to the BASIC PUT
command.
63197 F6DD KGETC2
Beginning of the keyboard handler.
63202 F6E2 KGETCH
This routine waits for a key to be pressed and returns its value to
the accumulator (6502 register A). Similar to the BASIC GET
command.
64428 FBAC SCROLL
The screen scroll routine starts here.
64764 FCFC DRAW
Screen draw routines begin here, end at 65092 ($FE44). See
Creative Computing, March 1982, for an example of a
modification to the draw routines to avoid the "out-of-bounds"
error for use in GR.7+.
65093-469 FE45-FFBD ....
The ROM tables for display lists, ANTIC codes, control codes,
and ATASCII conversion codes.
65470 FFBE PIRQQ
Subroutines to test the acceptance of the last key pressed and to
process the debounce delay routines start here.
When a key is pressed, it initiates an IRQ through VKEYBD at
locations 520, 521 ($208, $209) to 65470 ($FFBE). This is the
keyboard service routine. It processes debounce, and SHIFT-
CTRL logic (see location 559; $22F); saves the internal keyboard
code in 754 ($2F2) and 764 ($2FC); sets the ATTRACT mode flag
at 77 ($4D) and sets location 555 ($22B -- SRTIMR) to 48 ($30).
65528 FFF8 CHKSUN
According to Softside Magazine, December 1981, if a PEEK here
returns 255, then you have the older OS ROM(s). There were
some troubles with cassette loads in the older ROMs that
sometimes require the following to cure:
Do an LPRINT without a printer attached before CLOAD. This
clears the cassette buffer.
Press RESET before CSAVEing or CLOADing will restore the
system to its initialization parameters and help with loading and
saving routines.
There is a new OS available from Atari which fixes a bug that
would cause the I/O operations to "time out" for a few seconds. It
apparently does not alter any of the routines mentioned here.
The chip reset interrupt (powerup) vectors through location
65532 ($FFFC) to 58487 ($E477) where a JMP vector to the
powerup routine is located. A chip reset is not the same as
pressing the RESET key, which in itself does not generate a chip
reset.
The NMI interrupts are vectored through 65530 ($FFFA) to the
NMI service routine (ISR) at 59316 ($E7B4), and all IRQ
interrupts are vectored through 65534 ($FFFE) to the IRQ service
routine at 59123 ($E6F3). In these service routine areas, the
cause of the interrupt is determined, and the appropriate action
is taken, either by the OS or through a JMP to a RAM vector
where a user routine exists.
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