A year or two ago, I ran across some C code at my day that finally got me to do an experiment…
When I was first using a modem to dial in to BBSes, it was strictly a text-only interface. No pictures. No downloads. Just messages. (Heck a physical bulletin board at least would let you put pictures on it! Maybe whoever came up with the term BBS was just forward thinking?)
The first program I ever had that sent a program over the modem was DFT (direct file transfer). It was magic.
Later, I got one that used a protocol known as XMODEM. It seems like warp speed compared to DFT!
XMODEM would send a series of bytes, followed by a checksum of those bytes, then the other end would calculate a checksum over the received bytes and compare. If they matched, it went on to the next series of bytes… If it did not, it would resend those bytes.
Very simple. And, believe it or not, checksums are still being used by modern programmers today, even though newer methods have been created (such as CRC).
Checking the sum…
A checksum is simple the value you get when you add up all the bytes of some data. Checksum values are normally not floating point, so they will be limited to a fixed range. For example, an 8-bit checksum (using one byte) can hold a value of 0 to 255. A 16-bit checksum (2 bytes) can hold a value of 0-65535. Since checksums can be much higher values, especially if using an 8-bit checksum, the value just rolls over.
For example, if the current checksum calculated value is 250 for an 8-bit checksum, and the next byte being counted is a 10, the checksum would be 250+10, but that exceeds what a byte can hold. The value just rolls over, like this:
250 + 10: 251, 252, 253, 254, 255, 0, 1, 2, 3, 4
Thus, the checksum after adding that 10 is now 4.
Here is a simple 8-bit checksum routine for strings in Color BASIC:
0 REM CHKSUM8.BAS
10 INPUT "STRING";A$
20 GOSUB 100
30 PRINT "CHECKSUM IS";CK
40 GOTO 10
100 REM 8-BIT CHECKSUM ON A$
110 CK=0
120 FOR A=1 TO LEN(A$)
130 CK=CK+ASC(MID$(A$,A,1))
140 IF CK>255 THEN CK=CK-255
150 NEXT
160 RETURN
Line 140 is what handles the rollover. If we had a checksum of 250 and the next byte was a 10, it would be 260. That line would detect it, and subtract 255, making it 4. (The value starts at 0.)
The goal of a checksum is to verify data and make sure it hasn’t been corrupted. You send the data and checksum. The received passes the data through a checksum routine, then compares what it calculated with the checksum that was sent with the message. If they do not match, the data has something wrong with it. If they do match, the data is less likely to have something wrong with it.
Double checking the sum.
One of the problems with just adding (summing) up the data bytes is that two swapped bytes would still create the same checksum. For example “HELLO” would have the same checksum as “HLLEO”. Same bytes. Same values added. Same checksum.
A good 8-bit checksum.
However, if one byte got changed, the checksum would catch that.
A bad 8-bit checksum.
It would be quite a coincidence if two data bytes got swapped during transfer, but I still wouldn’t use a checksum on anything where lives were at stake if it processed a bad message because the checksum didn’t catch it ;-)
Another problem is that if the value rolls over, that means a long message or a short message could cause the same checksum. In the case of an 8-bit checksum, and data bytes that range from 0-255, you could have a 255 byte followed by a 1 byte and that would roll over to 0. A checksum of no data would also be 0. Not good.
Checking the sum: Extreme edition
A 16-bit or 32-bit checksum would just be a larger number, reducing how often it could roll over.
For a 16-bit value, ranging from 0-65535, you could hold up to 257 bytes of value 255 before it would roll over:
255 * 257 = 65535
But if the data were 258 bytes of value 255, it would roll over:
255 * 258 = 65790 -> rollover to 255.
Thus, a 258-byte message of all 255s would have the same checksum as a 1-byte message of a 255.
To update the Color BASIC program for 16-bit checksum, change line 140 to be:
140 IF CK>65535 THEN CK=CK-65535
Conclusion
Obviously, an 8-bit checksum is rather useless, but if a checksum is all you can do, at least use a 16-bit checksum. If you were using the checksum for data packets larger than 257 bytes, maybe a 48-bit checksum would be better.
Or just use a CRC. They are much better and catch things like bytes being out of order.
But I have no idea how I’d write one in BASIC.
One more thing…
I almost forgot what prompted me to write this. I found some code that would flag an error if the checksum value was 0. When I first saw that, I thought “but 0 can be a valid checksum!”
For example, if there was enough data bytes that caused the value to roll over from 65535 to 0, that would be a valid checksum. To avoid any large data causing value to add up to 0 and be flagged bad, I added a small check for the 16-bit checksum validation code:
if ((checksum == 0) && (datasize < 258)) // Don't bother doing this.
{
// checksum appears invalid.
}
else if (checksum != dataChecksum)
{
// checksum did not match.
}
else
{
// guess it must be okay, then! Maybe...
}
But, what about a buffer full of 00s? The checksum would also be zero, which would be valid.
On August 21, 1994 I began writing a space invaders game for the Radio Shack TRS-80 Color Computer. The game was written in 6809 assembly language, and ran under the Microware OS-9 operating sytem as opposed to the ROM-based Disk Extended Color BASIC.
It did not initially start out as an OS-9 game. It started out as a NitrOS9 game. NitrOS9 was (and still is) a greatly optimized and enhanced version of the stock OS-9 for the Color Computer. It was initially a set of patches that took advantage of the hidden features of the Hitatchi 6309 chip. Many of us did CPU swaps in our CoCo 3s specifically to be able to run this faster version of OS-9. Years later, NitrOS-9 was backported to run on a stock 6809 and the project continues today with the Ease of Use edition where it comes ready to run and bundled with all kinds of utilities, applications, and games. (I think my game is even on there.)
The reason I chose to write a game was after learning about a new system call that NitrOS9 added. It allowed mapping in graphics screen memory so a program could directly access it — just like from BASIC. With that in mind, I wrote a simple demo that had a peace-sign space ship that could move left and right and fire (multishots!), as well as a scrolling star background.
I believe my game demo source might have been published in The International OS-9 Underground magazine at some point.
As soon as I figure out how to make WordPress allow uploading a .asm source file, I’ll share it here.
But I digress. Again.
Invaders09 Secrets
Version 1.00 was completed on September 24, 1994. It was first sold at the 1994 Atlanta CoCoFest. I don’t remember how many copies the game sold over its lifetime, but I do know it was not enough to retire on. :)
On December 26, 1994, version 1.01 was released. This contained code by Robert Gault that allowed the game to work on machines with more than 512K memory. (Robert was also responsible for code that allowed the game to work on stock OS-9, as well.)
A big update happened on January 29, 1995, when the game was upgraded from a 4-color screen to glorious 16 colors.
1.03 was completed on February 4, 1995 and included bug fixes.
Almost twenty years later, to the day, I did a 1.04 update. The title screen text removed my old P.O. Box from Texas, and replaced it with an e-mail address. I also added the “secret” command line option to the help screen, so it would no longer be secret. There had also been a bug that caused the fonts to sometimes fail to load, which I found and fixed. There were also some bad bits in the graphics I had never noticed (but could see clearly on a modern monitor) which were corrected.
Something old. Something new?
I pulled up this source code today and was looking at it to see what all I’d have to do to convert it to run under Disk Extended Color BASIC. I’d have to learn about keyboard and joystick reading in assembly, as well as how to map in graphics screens. I’d also have to take care of the blips and boops, and create my own graphical text engine for displaying game and title screen messages.
I don’t know how to do any of that, yet.
But I did discover something I have no recollection of… The game contains its own font data, which it loads when the game first runs. (Note to self: Better check and make sure the game cleans that font up and deallocates it when the game exits.)
The font data is a series of fcb byte entries like these:
I went there, and was able to recreate this “hidden stuff” in the font:
https://petscii.krissz.hu/
I had hidden a teeny tiny “42” in the font character set… Something no one would ever see, and that I had forgotten about.
Sub-Etha Software had other hidden 42s in other programs we distributed. I bet I’ve forgotten about some of them, as well…
But wait, there’s more … BASIC!
I took the code I wrote to display VIC-20 font data on a CoCo and updated it a bit, with this font data.
Invaders09 font data displayed on PMODE 0 under Extended Color BASIC.
You can adjust the WD variable in line 10 based on what PMODE you want to see it in. Change that to 32 and PMODE 4 and you get it in the size it would be on a CoCo 32-column screen. Use 16 and that will work with PMODE 0 or PMODE 2. (PMODE 1 and 3 are color modes and just look weird since they take the 8 bits and turn them in to four 2-bit color pixels).
Enjoy…
0 REM INVADERS09 CHARSET
10 WD=16 '16=PMODE 0/2, 32=4
20 PMODE 0,1:PCLS:SCREEN 1,1
30 L=1536+2048:C=0
40 FOR R=0 TO 7:READ D:IF D=-1 THEN 999
50 POKE L+(WD*R),D:NEXT
60 L=L+1:C=C+1:IF C>=WD THEN C=0:L=L+(WD*8)
70 GOTO 40
999 GOTO 999
1000 ' hidden stuff in the font! :)
1010 DATA 0,87,81,119,20,23,0,0
1020 DATA 0,87,81,119,20,23,0,0
1030 DATA 0,87,81,119,20,23,0,0
1040 DATA 0,87,81,119,20,23,0,0
1050 DATA 0,87,81,119,20,23,0,0
1060 DATA 0,87,81,119,20,23,0,0
1070 DATA 0,87,81,119,20,23,0,0
1080 DATA 0,87,81,119,20,23,0,0
1090 DATA 0,87,81,119,20,23,0,0
1100 DATA 0,87,81,119,20,23,0,0
1110 DATA 0,87,81,119,20,23,0,0
1120 DATA 0,87,81,119,20,23,0,0
1130 DATA 0,87,81,119,20,23,0,0
1140 DATA 0,87,81,119,20,23,0,0
1150 DATA 0,87,81,119,20,23,0,0
1160 DATA 0,87,81,119,20,23,0,0
1170 DATA 0,87,81,119,20,23,0,0
1180 DATA 0,87,81,119,20,23,0,0
1190 DATA 0,87,81,119,20,23,0,0
1200 DATA 0,87,81,119,20,23,0,0
1210 DATA 0,87,81,119,20,23,0,0
1220 DATA 0,87,81,119,20,23,0,0
1230 DATA 0,87,81,119,20,23,0,0
1240 DATA 0,87,81,119,20,23,0,0
1250 DATA 0,87,81,119,20,23,0,0
1260 DATA 0,87,81,119,20,23,0,0
1270 DATA 0,87,81,119,20,23,0,0
1280 DATA 0,87,81,119,20,23,0,0
1290 DATA 0,87,81,119,20,23,0,0
1300 DATA 0,87,81,119,20,23,0,0
1310 DATA 0,87,81,119,20,23,0,0
1320 DATA 0,87,81,119,20,23,0,0
1330 ' 32 (space)
1340 DATA 0, 0, 0, 0, 0, 0, 0, 0
1350 DATA 16, 16, 24, 24, 24, 0, 24, 0
1360 DATA 102, 102, 204, 0, 0, 0, 0, 0
1370 DATA 68, 68, 255, 68, 255, 102, 102, 0
1380 DATA 24, 126, 64, 126, 6, 126, 24, 0
1390 DATA 98, 68, 8, 16, 49, 99, 0, 0
1400 DATA 62, 32, 34, 127, 98, 98, 126, 0
1410 DATA 56, 56, 24, 48, 0, 0, 0, 0
1420 DATA 12, 24, 48, 48, 56, 28, 12, 0
1430 DATA 48, 56, 28, 12, 12, 24, 48, 0
1440 DATA 0, 24, 36, 90, 36, 24, 0, 0
1450 DATA 0, 24, 24, 124, 16, 16, 0, 0
1460 DATA 0, 0, 0, 0, 0, 48, 48, 96
1470 DATA 0, 0, 0, 126, 0, 0, 0, 0
1480 DATA 0, 0, 0, 0, 0, 48, 48, 0
1490 ' 47 /
1500 DATA 2, 2, 4, 24, 48, 96, 96, 0
1510 DATA 126, 66, 66, 70, 70, 70, 126, 0
1520 DATA 8, 8, 8, 24, 24, 24, 24, 0
1530 DATA 126, 66, 2, 126, 96, 98, 126, 0
1540 DATA 124, 68, 4, 62, 6, 70, 126, 0
1550 DATA 124, 68, 68, 68, 126, 12, 12, 0
1560 DATA 126, 64, 64, 126, 6, 70, 126, 0
1570 DATA 126, 66, 64, 126, 70, 70, 126, 0
1580 DATA 62, 2, 2, 6, 6, 6, 6, 0
1590 DATA 60, 36, 36, 126, 70, 70, 126, 0
1600 DATA 126, 66, 66, 126, 6, 6, 6, 0
1610 DATA 0, 24, 24, 0, 24, 24, 0, 0
1620 DATA 0, 24, 24, 0, 24, 24, 48, 0
1630 DATA 6, 12, 24, 48, 28, 14, 7, 0
1640 DATA 0, 0, 126, 0, 126, 0, 0, 0
1650 DATA 112, 56, 28, 6, 12, 24, 48, 0
1660 DATA 126, 6, 6, 126, 96, 0, 96, 0
1670 ' 64
1680 DATA 60, 66, 74, 78, 76, 64, 62, 0
1690 DATA 60, 36, 36, 126, 98, 98, 98, 0
1700 DATA 124, 68, 68, 126, 98, 98, 126, 0
1710 DATA 126, 66, 64, 96, 96, 98, 126, 0
1720 DATA 124, 66, 66, 98, 98, 98, 124, 0
1730 DATA 126, 64, 64, 124, 96, 96, 126, 0
1740 DATA 126, 64, 64, 124, 96, 96, 96, 0
1750 DATA 126, 66, 64, 102, 98, 98, 126, 0
1760 DATA 66, 66, 66, 126, 98, 98, 98, 0
1770 DATA 16, 16, 16, 24, 24, 24, 24, 0
1780 DATA 4, 4, 4, 6, 6, 70, 126, 0
1790 DATA 68, 68, 68, 126, 98, 98, 98, 0
1800 DATA 64, 64, 64, 96, 96, 96, 124, 0
1810 DATA 127, 73, 73, 109, 109, 109, 109, 0
1820 DATA 126, 66, 66, 98, 98, 98, 98, 0
1830 DATA 126, 66, 66, 98, 98, 98, 126, 0
1840 DATA 126, 66, 66, 126, 96, 96, 96, 0
1850 DATA 126, 66, 66, 66, 66, 78, 126, 0
1860 DATA 124, 68, 68, 126, 98, 98, 98, 0
1870 DATA 126, 66, 64, 126, 6, 70, 126, 0
1880 DATA 126, 16, 16, 24, 24, 24, 24, 0
1890 DATA 66, 66, 66, 98, 98, 98, 126, 0
1900 DATA 98, 98, 98, 102, 36, 36, 60, 0
1910 DATA 74, 74, 74, 106, 106, 106, 126, 0
1920 DATA 66, 66, 66, 60, 98, 98, 98, 0
1930 DATA 66, 66, 66, 126, 24, 24, 24, 0
1940 DATA 126, 66, 6, 24, 96, 98, 126, 0
1950 ' 91 [
1960 DATA 126, 64, 64, 96, 96, 96, 126, 0
1970 ' 92 \
1980 DATA 64,64,32,24,12,6,6,0
1990 ' 93 ]
2000 DATA 126, 2, 2, 6, 6, 6, 126, 0
2010 ' 94 up arrow
2020 DATA 24,52,98,0,0,0,0,0
2030 ' 95 _
2040 DATA 0, 0, 0, 0, 0, 0, 0, 255
2050 ' 96 `
2060 DATA 96, 48, 0, 0, 0, 0, 0, 0
2070 ' 97 a
2080 DATA 0, 0, 62, 2, 126, 98, 126, 0
2090 DATA 64, 64, 126, 70, 70, 70, 126, 0
2100 DATA 0, 0, 126, 66, 96, 98, 126, 0
2110 DATA 2, 2, 126, 66, 70, 70, 126, 0
2120 DATA 0, 0, 124, 68, 124, 98, 126, 0
2130 DATA 62, 34, 32, 120, 48, 48, 48, 0
2140 DATA 0, 0, 126, 66, 98, 126, 2, 62
2150 DATA 64, 64, 126, 66, 98, 98, 98, 0
2160 DATA 16, 0, 16, 16, 24, 24, 24, 0
2170 DATA 0, 2, 0, 2, 2, 2, 98, 126
2180 DATA 96, 96, 100, 68, 126, 70, 70, 0
2190 DATA 16, 16, 16, 16, 24, 24, 24, 0
2200 DATA 0, 0, 98, 126, 74, 106, 106, 0
2210 DATA 0, 0, 126, 66, 98, 98, 98, 0
2220 DATA 0, 0, 126, 66, 98, 98, 126, 0
2230 DATA 0, 0, 126, 66, 66, 126, 96, 96
2240 DATA 0, 0, 126, 66, 78, 126, 2, 2
2250 DATA 0, 0, 124, 96, 96, 96, 96, 0
2260 DATA 0, 0, 126, 64, 126, 6, 126, 0
2270 DATA 16, 16, 126, 16, 24, 24, 24, 0
2280 DATA 0, 0, 66, 66, 98, 98, 126, 0
2290 DATA 0, 0, 98, 98, 98, 36, 24, 0
2300 DATA 0, 0, 66, 74, 106, 126, 36, 0
2310 DATA 0, 0, 98, 126, 24, 126, 98, 0
2320 DATA 0, 0, 98, 98, 98, 36, 24, 112
2330 DATA 0, 0, 126, 108, 24, 50, 126, 0
2340 DATA 14, 24, 24, 112, 24, 24, 14, 0
2350 DATA 24, 24, 24, 0, 24, 24, 24, 0
2360 DATA 112, 24, 24, 14, 24, 24, 112, 0
2370 DATA 50, 126, 76, 0, 0, 0, 0, 0
2380 DATA 102, 51, 153, 204, 102, 51, 153, 204
2390 DATA 102, 51, 153, 204, 102, 51, 153, 204
2400 DATA -1
Occasionally I see a really “nice little touch” that a programmer took the time to add. For instance, some programs will restore the screen to what it looked like before the program ran. I decided I would do this for a project I was working on, and thought I’d share the super simple routine:
* Save/Restore screen.
* lwasm savescreen.bas -fbasic -osavescreen.bas --map
org $3f00
* Test function.
start
* Save the screen.
bsr savescreensub * GOSUB savescreensub
* Fill screen.
ldx #SCREENSTART * X=Start of screen.
lda #255 * A=255 (orange block).
loop
sta ,x+ * Store A at X, X=X+1.
cmpx #SCREENEND * Compare X to SCREENEND.
ble loop * IF X<=SCREENEND, GOTO loop.
* Wait for keypress.
getkey
jsr [$a000] * Call POLCAT ROM routine.
beq getkey * If no key, GOTO getkey.
* Restore screen.
bsr restorescreensub * GOSUB restorescreensub
rts * RETURN
* Subroutine
SCREENSTART equ 1024 * Start of screen memory.
SCREENEND equ 1536 * Last byte of screen memory.
savescreensub
pshs x,y,d * Save registers we will use.
ldx #SCREENSTART * X=Start of screen.
ldy #screenbuf * Y=Start of buffer.
saveloop
ldd ,x++ * Load D with 2 bytes at X, X=X+2.
std ,y++ * Store D at Y, Y=Y+2.
cmpx #SCREENEND * Compare X to SCREENEND.
blt saveloop * If X<=SCREENEND, GOTO saveloop.
puls x,y,d,pc * Resture used registers and return.
*rts
restorescreensub
pshs x,y,d * Save registers we will use.
ldx #screenbuf * X=Start of buffer.
ldy #SCREENSTART * Y=Start of screen.
restoreloop
ldd ,x++ * Load D with 2 bytes at X, X=X+2.
std ,y++ * Store D at Y, Y=Y+2.
cmpy #1535 * Compare Y to SCREENEND.
blt restoreloop * If Y<=SCREENEND, GOTO restoreloop.
puls x,y,d,pc * Resture used registers and return.
*rts
* This would go in your data area.
screenbuf rmb SCREENEND-SCREENSTART+1
end
There are two routines – savescreensub and restorescreensub – named that way just so I would know they are subroutines designed to be called by bsr/lbsr/jsr.
They make use of a 512-byte buffer (in the case of the CoCo’s 32×16 screen).
savescreensub will copy all the bytes currently on the text screen over to the buffer. restorescreensub will copy all the saved bytes in the buffer back to the screen.
Last year, I participated in #SepTandy for the first time by posting a different CoCo-related video to YouTube every day:
This year, I am hoping to have a CoCo-related blog post on this site every day, and perhaps some videos too. My CoCo videos will be on my Sub-Etha Software channel:
Apparently, I had planned to write about it even more than that. I found this unpublished source code. Writing a version in Color BASIC wasn’t enough. Apparently I tried writing it in C#, too:
// 3X+1
using System;
public class Program
{
public static void Main()
{
while (true)
{
Int32 x = 0;
Console.WriteLine();
Console.WriteLine("Enter number:");
x = Int32.Parse(Console.ReadLine());
while (true)
{
Console.Write(x);
Console.Write(" ");
if (x == 1) break;
if ((x & 1) == 1) // Odd
{
x = x * 3 + 1;
}
else // Even
{
x = x / 2;
}
}
}
}
}
So, if you’re in to that kind of thing (C# is available for Windows, Mac OS X and Linux), you can give that a try and tell me how I should have written it.
2022-08-30 – Corrected a major bug in the Get8BitHexStringPtr() routine.
“Here we go again…”
Last week I ran out of ROM space in a work project. For each code addition, I have to do some size optimization elsewhere in the program. Some things I tried actually made the program larger. For example, we have some status bits that get set in two different structures. The code will do it like this:
We have code like that in dozens of places. One of the things I had done earlier was to change that in to a function. This was primarily so I could have common code set fault bits (since each of the four different boards I work with had a different name for its status structures). It was also to reduce the amount of lines in the code and make what they were doing more clear (“clean code”).
During a round of optimizing last week, I noticed that the overhead of calling that function was larger than just doing it manually. I could switch back and save a few bytes every time it was used, but since I still wanted to maintain “clean code”, I decided to make a macro instead of the function. Now I can still do:
setFault (FAULT_BIT);
…but under the hood it’s really doing a macro instead:
…but from looking at the PIC24 assembly code, that’s much larger. I did end up using it in large blocks of code that conditionally decided which fault bit to set, and then I sync the long status at the end. As long as the overhead of “this = that” is less than the overhead of multiple inline instructions it was worth doing.
And keep in mind, this is because I am 100% out of ROM. Saving 4 bytes here, and 20 bytes there means the difference between being able to build or not.
Formatting Output
One of the reasons for the “code bloat” was adding support for an LCD display. The panel, an LCD2004, hooks up to I2C vie a PCF8574 I2C I/O chip. I wrote just the routines needed for the minimal functionality required: Initialize, Clear Screen, Position Cursor, and Write String.
The full libraries (there are many) for Arduino are so large by comparison, so often it makes more sense to spend the time to “roll your own” than port what someone else has already done. (This also means I do not have to worry about any licensing restrictions for using open source code.)
I created a simple function like:
LCDWriteDataString (0, 0, "This is my message.");
The two numbers are the X and Y (or Column and Row) of where to display the text on the 20×4 LCD screen.
But, I was quickly reminded that the PIC architecture doesn’t support passing constant string data due to “reasons”. (Harvard architecture, for those who know.)
To make it work, you had to do something like:
const char *msg = "This is my message";
LCDWriteDataString (0, 0, msg);
…or…
chr buffer[19];
memcpy (buffer, "This is my message");
LCDWriteDataString (0, 0, msg);
…or, using the CCS compiler tools, add this to make the compiler take care of it for you:
#device PASS_STRINGS=IN_RAM
Initially I did that so I could get on with the task at had, but as I ran out of ROM space, I revisited this to see which approach was smaller.
From looking at the assembly generated by the CCS compiler, I could tell that “PASS_STRINGS=IN_RAM” generated quite a bit of extra code. Passing in a constant string pointer was much smaller.
So that’s what I did. And development continued…
Then I ran out of ROM yet again. Since I had some strings that needed formatted output, I was using sprintf(). I knew that sprintf() was large, so I thought I could create my own that only did what I needed:
In my particular example, all I was doing is printing out an 8-bit value as HEX, and printing out a 16-bit value as a decimal number. I did not need any of the other baggage sprintf() was bringing when I started using it.
The above routine maintains a static character buffer of 3 bytes. Two for the HEX digits, and the third for a NIL terminator (0). I chose to do it this way rather than having the user pass in a buffer pointer since the more parameters you pass, the larger the function call gets. The downside is those 3 bytes of variable storage are reserved forever, so if I was also out of RAM, I might rethink this approach.
If you are wondering why I do a strcpy() with a constant string, then use const pointers for strcat(), that is due to a limitation of the compiler I am using. Their implementation of strcpy() specifically supports string constants. Their implementation of strcat() does NOT, requiring me to jump through more hoops to make this work.
Even with all that extra code, it still ends up being smaller than linking in sprintf().
And, for printing out a 16-bit value in decimal, I am sure there is a clever way to do that, but this is what I did:
Since I know the value is limited to what 16-bits can old, I know the max value possible is 65535.
I initialize my five-digit string with “00000”. I start with a temporary value of 10000. If the users value is larger than that, I decrement it by that amount and increase the first digit in the string (so “0” goes to “1”). I repeat until the user value has been decremented to be less than 10000.
Then I divide that temporary value by 10, so 10000 becomes 1000. I move my position to the next character in the output string and the process repeats.
Eventually I’ve subtracted all the 10000s, 1000s, 100s, 10s and 1s that I can, leaving me with a string of five digits (“00000” to “65535”).
I am sure there is a better way, and I am open to it if it generates SMALLER code. :)
And that’s my tale of today… I needed some extra ROM space, so I got rid of sprintf() and rolled my own routines for the two specific types of output I needed.
But this is barely scratching the surface of the things I’ve been doing this week to save a few bytes here or there. I’d like to revisit this subject in the future.
While wandering through the Color/Extended/Disk BASIC Unraveled books trying to figure out how the RAM hooks worked, I came across a technique that I had never used.
So of course I’m going to digress with a bunch of other stuff first.
GOTO and GOSUB
In BASIC, you can run code using GOTO or GOSUB. GOTO jumps to a specific line number and runs from there. If that code needs to get back to the main loop, it has to do so with another GOTO.
10 REM MAIN LOOP
20 A$=INKEY$:IF A$="" THEN 20
30 IF A$="L" THEN GOTO 100
40 IF A$="R" THEN GOTO 200
50 GOTO 10
100 REM MOVE LEFT
...
190 GOTO 10
200 REM MOVE RIGHT
...
290 GOTO 10
This is fine for code that does one specific thing at one specific place, but the routines at 100 and 200 could not be used anywhere else in the program unless after such use they always resumed running at line 10.
GOSUB is often a better option, since it eliminates the need for the subroutine to know where it must GOTO at the end:
10 REM MAIN LOOP
20 A$=INKEY$:IF A$="" THEN 20
30 IF A$="L" THEN GOSUB 100
40 IF A$="R" THEN GOSUB 200
50 GOTO 10
100 REM MOVE LEFT
...
190 RETURN
200 REM MOVE RIGHT
...
290 RETURN
There are inefficiencies to the above code, as well as some potential problems, but it’s good enough for an example.
When GOSUB is seen, BASIC remembers the exact spot after the line number and saves it somewhere. It then jumps to that line number, and when a RETURN is seen, it retrieves the saved location and jumps back there to continue executing.
The location is saved on a stack, so you can GOSUB from a GOSUB from a GOSUB, as long as there is enough memory to remember all those locations.
Stack Notes
Think of the stack like a stack of POST-IT(tm) notes. When a GOSUB happens, the return location is written on a piece of paper, then that paper is placed somewhere. If another GOSUB is seen, that location is written on paper and then stuck on top of the previous one, and so on. You end up with a stack of locations. When a RETURN is seen, it grabs the top piece of paper and returns to that location, then that paper is discarded.
10 PRINT "TEST START"
20 GOSUB 100
30 PRINT "TEST END"
40 END
100 REM FIRST
110 PRINT " FIRST START"
120 GOSUB 200
130 PRINT " FIRST END"
140 RETURN
200 REM SECOND
210 PRINT " SECOND START"
220 PRINT " SECOND END"
230 RETURN
Running that program prints:
TEST START
FIRST START
SECOND START
SECOND END
FIRST END
TEST END
Test calls First which calls Second. When Second returns, it returns back to First. When First returns, it returns back to Start.
If you ever leave a GOSUB with a GOTO, that return location is still there, saved, and that memory is never returned to the BASIC program. This will crash a program:
10 PRINT X
20 X=X+1
30 GOSUB 10
Each GOSUB adds a return location to the BASIC stack, and since the program is recursively calling itself without ever RETURNing, it will eventually run out of BASIC stack space. In the test I just did, I received an ?OM ERROR (out of memory) at count 3247. On a system with less RAM available (smaller RAM, larger program, etc.) that will happen more often.
This is a STACK OVERFLOW, and languages like C, assembly, etc. can all have them. (I assume that’s where the Q&A site www.stackoverflow.com got its name from.)
Some environments have stack checking, and they will terminate the offending program with an error message when this happens. This is what happened with the ?OM ERROR. Beyond BASIC, operating systems generally take care of this stack checking. Programs written in C or 6809 assembly running under OS-9 most certainly will get terminated with a stack overflow if they try to use more than the OS reserved for them. (Ah, if I only understood this way back then. I just knew to keep adding more memory to a command until it ran without crashing…)
Assembly GOTO and GOSUB
In 6809 assembly, a GOTO equivalent would be like a BRx branch instruction or a JMP jump instruction. The earlier BASIC example might look like this in CoCo assembly:
mainloop
jsr [$a002] * Call ROM POLCAT routine, key comes back in A.
beq mainloop * If A="", GOTO mainloop.
cmpa 'L * Compare A to character "L".
beq moveleft * If A="L", GOTO moveleft.
cmpa 'R * Compare A to character "R".
beq moveright * If A="R", GOTO moveright.
bra mainloop * GOTO mainloop.
moveleft
...
bra mainloop * GOTO mainloop.
moveright
...
bra mainloop * GOTO mainloop.
For very simple logic, assembly can be quite similar to BASIC.
GOSUB would be BSR branch subroutine or JSR jump subroutine operation. Here is what the second BASIC example might look like in assembly:
jsr [$a002] * Call ROM POLCAT routine, key comes back in A.
beq mainloop * If A="", GOTO mainloop.
cmpa 'L * Compare A to character "L".
bsr moveleft * If A="L", GOSUB moveleft.
cmpa 'R * Compare A to character "R".
bsr moveright * If A="R", GOSUB moveright.
bra mainloop * GOTO mainloop.
moveleft
...
rts * RETURN.
moveright
...
rts * RETURN.
Very simple code like this would be a good way for a BASIC programmer to tip-toe in to the land of assembly language. It’s quite fun, until you realize how much work is needed for anything that is not as simple ;-)
And now the third example… Since assembly does not have a PRINT command, I created a simple subroutine that uses the ROM CHROUT routine to print out whatever character is in the A register.
* lwasm jsrtest.asm -fbasic -ojsrtest.bas --map
org $3f00
start
* 10 PRINT "TEST START"
ldx #teststartmsg * X=Start of message.
jsr print * GOSUB print.
* 20 GOSUB 100
jsr first * GOSUB first.
ldx #testendmsg * X=Start of message.
* 30 PRINT "TEST END"
jsr print * GOSUB print.
* 40 END
rts * RETURN
first
* 110 PRINT " FIRST START"
ldx #firststartmsg * X=Start of message.
jsr print * GOSUB print.
* 120 GOSUB 200
jsr second
* 130 PRINT " FIRST END"
ldx #firstendmsg * X=Start of message.
jsr print * GOSUB print.
* 140 RETURN
rts * RETURN
second
* 210 PRINT " SECOND START"
ldx #secondstartmsg * X=Start of message.
jsr print * GOSUB print.
* 230 PRINT " SECOND END"
ldx #secondendmsg * X=Start of message.
jsr print * GOSUB print.
* 240 RETURN
rts * RETURN
* PRINT subroutine. Prints the string pointed to by X.
print
lda ,x+
beq done
jsr [$a002]
bra print
done
lda #13
jsr [$a002]
rts
* Data storage for the string messages.
teststartmsg
fcc "TEST START"
fcb 0
testendmsg
fcc "TEST END"
fcb 0
firststartmsg
fcc " FIRST START"
fcb 0
firstendmsg
fcc " FIRST END"
fcb 0
secondstartmsg
fcc " SECOND START"
fcb 0
secondendmsg
fcc " SECOND END"
fcb 0
Here is a BASIC loader for the above assembly routine. You can load and RUN this, then type EXEC &H3F00 to run it.
10 READ A,B
20 IF A=-1 THEN 70
30 FOR C = A TO B
40 READ D:POKE C,D
50 NEXT C
60 GOTO 10
70 END
80 DATA 16128,16267,142,63,62,189,63,45,189,63,16,142,63,73,189,63,45,57,142,63,82,189,63,45,189,63,32,142,63,96,189,63,45,57,142,63,108,189,63,45,142,63,125,189,63,45,57,166,128,39,6,173,159,160,2,32,246,134,13,173,159,160,2,57,84,69,83,84,32
90 DATA 83,84,65,82,84,0,84,69,83,84,32,69,78,68,0,32,32,70,73,82,83,84,32,83,84,65,82,84,0,32,32,70,73,82,83,84,32,69,78,68,0,32,32,32,32,83,69,67,79,78,68,32,83,84,65,82,84,0,32,32,32,32,83,69,67,79,78,68,32,69,78,68,0,-1,-1
Stack Overflow in assembly
Just for fun… Here is the GOSUB crash program in assembly. 99% of this code is just a crappy routine I had to write to print out a decimal number.
org $3f00
start
ldx #0 * X=0
loop
* 10 PRINT X
jsr printx * GOSUB printx.
* 20 X=X+1
leax 1,x * X=X+1
* 30 GOSUB 10
bsr loop * GOSUB loop.
rts * Return to BASIC.
*
* Crappy routine I just put together to try to print out a decimal number.
*
printx
* Init buffer to 000000.
lda #'0
sta numberstring
sta numberstring+1
sta numberstring+2
sta numberstring+3
sta numberstring+4
sta numberstring+5
* X is our counter.
tfr x,d * Copy X to D
tenthousands
cmpd #10000
blt thousands
subd #10000
inc numberstring
bra tenthousands
thousands
cmpd #1000
blt hundreds
subd #1000
inc numberstring+1
bra thousands
hundreds
cmpd #100
blt tens
subd #100
inc numberstring+2
bra hundreds
tens
cmpd #10
blt ones
subd #10
inc numberstring+3
bra hundreds
ones
cmpd #0
blt print
subd #1
inc numberstring+4
print
ldy #numberstring
printloop
lda ,y+
jsr [$a002]
cmpy #bufferend
bne printloop
lda #13
jsr [$a002]
rts
numberstring fcb 5 * Holds 00000-99999
bufferend equ numberstring+5
Thank you for ignoring my poorly-coded “printx” subroutine.
When I run this, it crashes after printing 08141. I believe it is a much smaller number than the BASIC one because it has much less memory for the stack. Since this program starts in memory at the 32K mark (&H3F00), the stack has from end of RAM (&HFF00) down to the end of this program. As the stack grows, without stack checking, it eventually overwrites the running assembly code, crashing the computer.
Let’s pretend we never did that.
What are we learning?
At the start of this article, I mentioned something I just learned from looking at other assembly code. I learned how to get out of an assembly GOSUB routine without needing to return. Just like BASIC, calling a subroutine recursively will cause a crash. Unlike BASIC, there is no stack checking when running raw 6809 code without an operating system, so it can really crash BASIC and require a reset of the computer.
There is a way to GOTO out of an assembly routine without leaving that GOSUB program counter memory on the stack. You simply move the stack pointer by 2 places.
For example, say you had assembly code that was like this BASIC:
10 GOSUB 100
100 GOSUB 200
200 ...
The stack would look like this:
<- Next GOSUB would be stored here.
[200] <- Top of stack. RETURN would use this.
[100]
[ 10]
BASIC has no way to throw away whatever GOSUB entry is on the top of the stack, but it is simple to do in assembly just by adding 2 to the S (stack pointer) register.
start
jsr first * GOSUB first.
rts * RETURN
first
jsr second * GOSUB second.
rts * RETURN
second
leas 2,S * Move stack pointer down two bytes.
rts * RETURN
By the time the code gets to “second”, the assembly stack should look like this:
<- Next bsr/jsr would be stored here.
[first] <- Top of stack. RTS would use this.
[start]
When the second routine does “leas 2,s”, the stack pointer moves down and it looks like this:
[xxxxx] <- Next bsr/jsr would be stored here.
[start] <- Top of stack. RTS would use this.
Side Note: Data on the stack is never erased, but will be overwritten the next time something is stored there. The [xxxxx] is actually still [first].
Now if the subroutine does an RTS, it will be returning to start and not first. Thus, if you add that to the assembly and run it, the output will be:
TEST START
FIRST START
SECOND START
SECOND END
TEST END
I do not know of a legal way to do the same in BASIC, but I am sure there is some POKE that could be done to achieve the same thing.
The Microsoft BASIC ROMs do this trick often, when patching in new routines that override some function.
In the previous installment, I shared an inefficient BASIC program that could draw a spiral pattern around the screen at whatever location and size was specified. Since the program was not very efficient, I then shared an improved version that ran almost three times faster. This is what it looked like:
YouTube video of spiralbas2.bas
Using this type of spiral pattern would make a nice transition between a title or high score screen and the actual game screen. It would be useful to have a reverse spiral that started with a solid color screen and spiraled outward to reveal the screen, but that is something for the future.
For now, I wanted to explain why the original BASIC code was written so oddly. It was written so oddly because this was not originally BASIC code. I wrote the routine in assembly, then back-ported it to BASIC. Some of you may remember the time I took one of my old BASIC programs and ported it to C. Yeah, this is kinda like that. But different.
The routine in assembly language seems quite a bit faster :-)
YouTube video of spiral.asm
In 6809 assembly, the main registers that are used include two 8-bit registers (A and B) and two 16-bit registers (X and Y). There are not enough registers to serve as all the variables needed for this program, so I made use of memory – storing values then retrieving them later. Much like my BASIC version, this assembly is not as good as it should be. Ideally, it should be routine where you load a few registers, then call the function, such as:
But I also wanted to specify the character (color) to use for the spiral, and I was out of registers. Thus, memory locations.
I used the RMB statement to remember two bytes in memory after the program:
XSTEPS rmb 1
YSTEPS rmb 1
This let me load the X and Y steps (width and height) of the spiral to draw in those memory locations, so the routine only needed a register for the character/color, and another pointing to the starting position:
ldx #1024 ; point X to starting screen position
lda #32 ; width...
sta XSTEPS ; stored at XSTEPS
lda #16 ; height...
sta YSTEPS ; stored at YSTEPS
ldb #255 ; b is color/character to use
bsr right ; start of spiral routine
I think I may redo it at some point, and use just one memory location for the color/character, then use registers A and B for the width and height. Looking at this now, that seems a bit cleaner.
But I digress…
Here is the 6809 assembly code I came up with, with the BASIC version included as comments so you can compare:
* lwasm spiralasm.asm -fbasic -ospiralasm.bas --map
org $3f00
start:
ldx #1024 * 10 CLS
lda #96
ldb #96
clearloop
std ,x++
cmpx #1536
bne clearloop
* 15 ' X=START MEM LOC
ldx #1024 * 20 X=1024
* 25 ' XS=XSTEPS (WIDTH)
lda #32 * 30 XS=32
sta XSTEPS
* 35 ' YS=YSTEPS (HEIGHT)
lda #16 * 40 YS=16
sta YSTEPS
* 45 ' B=CHAR TO POKE
ldb #255 * 50 B=255
bsr right * 60 GOSUB 100
ldx #1024 * 70 X=1024
lda #18 * 71 XS=18
sta XSTEPS
lda #8 * 72 YS=8
sta YSTEPS
ldb #175 * 73 B=175 '143+32
bsr right * 74 GOSUB 100
ldx #1294 * 75 X=1294 '1024+14+32*8
lda #18 * 76 XS=18
sta XSTEPS
lda #8 * 77 YS=8
sta YSTEPS
ldb #207 * 78 B=207 '143+64
bsr right * 79 GOSUB 100
ldx #1157 * 80 X=1157 '1024+5+32*4
lda #22 * 81 XS=22
sta XSTEPS
lda #8 * 82 YS=8
sta YSTEPS
ldb #239 * 83 B=239 '143+96
bsr right * 84 GOSUB 100
goto * 99 GOTO 99
jsr [$a000] * POLCAT ROM routine
cmpa #3 * break key
bne goto
rts
right * 100 ' RIGHT
lda XSTEPS * 110 A=XS
rightloop
stb ,x * 120 POKE X,B
deca * 130 A=A-1
beq rightdone * 140 IF A=0 THEN 170
leax 1,x * 150 X=X+1
bra rightloop * 160 GOTO 120
rightdone
leax 32,x * 170 X=X+32
dec YSTEPS * 180 YS=YS-1
beq done * 190 IF YS=0 THEN 600
down * 200 ' DOWN
lda YSTEPS * 210 A=YS
downloop
stb ,x * 220 POKE X,B
deca * 230 A=A-1
beq downdone * 240 IF A=0 THEN 270
leax 32,x * 250 X=X+32
bra downloop * 260 GOTO 220
downdone
leax -1,x * 270 X=X-1
dec XSTEPS * 280 XS=XS-1
beq done * 290 IF XS=0 THEN 600
left * 300 ' LEFT
lda XSTEPS * 310 A=XS
leftloop
stb ,x * 320 POKE X,B
deca * 330 A=A-1
beq leftdone * 340 IF A=0 THEN 370
leax -1,x * 350 X=X-1
bra leftloop * 360 GOTO 320
leftdone
leax -32,x * 370 X=X-32
dec YSTEPS * 380 YS=YS-1
beq done * 390 IF YS=0 THEN 600
up * 400 ' UP
lda YSTEPS * 410 A=YS
uploop
stb ,x * 420 POKE X,B
deca * 430 A=A-1
beq updone * 440 IF A=0 THEN 470
leax -32,x * 450 X=X-32
bra uploop * 460 GOTO 420
updone
leax 1,x * 470 X=X+1
dec XSTEPS * 480 XS=XS-1
beq done * 490 IF XS=0 THEN 600
bra right * 500 GOTO 100
done
rts * 600 RETURN
XSTEPS rmb 1
YSTEPS rmb 1
This experiment made me think about other assembly routines I’ve used, and what they would look like in BASIC. For example, I like to type this one in which will go through every byte of the 32-column text screen and increment it by one. It loops through this making a neat effect:
YouTube video of screeninc.asm
Here is that code:
org $3f00
start ldx #1024
loop dec ,x+
cmpx #1536
bne loop
bra start
end
You can even try it yourself right in a web browser:
From the center list, select “EDTASM” and then click “Load Bin“. This will load the Microsoft Editor/Assembler for the CoCo.
Once ESTASM 1.0 is loaded, at the “*” prompt, type “I” to go in to input mode. The prompt will change in to line number.
At line number “00100”, type: (right arrow for tab)ORG(right arrow)$3F00(enter) START(right arrow)LDX(right arrow)#1024(enter) LOOP(right arrow)DEC ,X+(enter) (right arrow)CMPX(right arrow)#1536(enter) (right arrow)BNE(right arrow)LOOP(enter) (right arrow)BRA(right arrow)START(enter) (right arrow)END(enter)
Exit the editor by pressing ESCape (break key). This returns to the “*” prompt.
Assemble the program by typing “A/IM/WE“. If there are any errors, explaining how editing works in EDTASM is beyond this article, so you could just restart EDTASM and begin again.
If it built with “00000 TOTAL ERRORS”, enter the Z-Bug debugger by typing “Z“. The prompt will change to a “#” symbol.
Run the program by typing “G START“. The screen should do the effect shown in the YouTube video above.
JS Mocha emulator running Microsoft EDTASM+
EDTASM NOTE: The use of tabs (right arrow) is just cosmetic and makes the source code look nice. Instead of doing all the (right arrow) stuff in step #4, you could just type spaces instead. It just wouldn’t look as nice in the listing.
With that tangent out of the way, here is what a literal translation of that short program might look like in Color BASIC:
10 X=1024
20 A=PEEK(X)
30 A=A-1:IF A<0 THEN A=255
40 POKE X,A
50 X=X+1
60 IF X<>1536 THEN 20
70 GOTO 10
80 END
And if you run that, you will see it takes over twelve seconds to go through the screen each time. Thus, assembly code is really the only way to go for this type of thing.
But, if speed is not an issue, translating 6809 assembly to BASIC can certainly be done, at least for simple things like this. But why would one want to?
This example is especially slow because BASIC has no command that replicates the assembly “DEC” operation. DECrement will decrement a register value, or a byte in memory. In this case, “DEC ,X+” say “decrement the byte at location X, then increment X by one.” Thus, replicating that in BASIC takes using the PEEK and POKE commands. Also, when you INCrement or DECrement a byte in assembly, it rolls over at the end. i.e., you can increment 0 all the way up to 255, then incrementing that again rolls over to 0. For decrement, it’s the opposite — start at 255, and decrement until it gets to zero, where a decrement would make it roll over back to 255. In BASIC, subtracting one just ends up making a negative number, so the rollover has to be achieved through the extra code in line 30.
There is more that needs to be done to this spiral routine, but I’ll save that for the future…
It seems each 80s computer system had certain styles to programs that ran on them. There was a certain “look” to the loading screens of many Commodore 64 games, for example.
On the Radio Shack Color Computer, programs often made use of the low-resolution 64×32 8-color semigraphics to create title screens. Graphical games would often drop back to text mode between levels, presenting information on the 32×16 “nuclear green” text screen.
Some programmers would create transitions between screens, such as wiping left to right with a solid color. One of my favorite transitions was a spiral pattern, where the outside drew towards the center of the screen.
Here is an example of that type of effect, albeit done quite slowing in Color BASIC by a program I wrote for this article:
spiralbas.bas
The above video shows the spiral routine being used to spiral in the full 32×16 screen (in orange), then three more spirals done at different sizes, locations and colors, just to test the routine.
The program looks like this:
0 REM SPIRAL.BAS
10 CLS
15 ' X=START MEM LOC
20 X=1024
25 ' XS=XSTEPS (WIDTH)
30 XS=32
35 ' YS=YSTEPS (HEIGHT)
40 YS=16
45 ' B=CHAR TO POKE
50 B=255
60 GOSUB 100
70 X=1024
71 XS=18
72 YS=8
73 B=175 '143+32
74 GOSUB 100
75 X=1294 '1024+14+32*8
76 XS=18
77 YS=8
78 B=207 '143+64
79 GOSUB 100
80 X=1157 '1024+5+32*4
81 XS=22
82 YS=8
83 B=239 '143+96
84 GOSUB 100
99 GOTO 99
100 ' RIGHT
110 A=XS
120 POKE X,B
130 A=A-1
140 IF A=0 THEN 170
150 X=X+1
160 GOTO 120
170 X=X+32
180 YS=YS-1
190 IF YS=0 THEN 600
200 ' DOWN
210 A=YS
220 POKE X,B
230 A=A-1
240 IF A=0 THEN 270
250 X=X+32
260 GOTO 220
270 X=X-1
280 XS=XS-1
290 IF XS=0 THEN 600
300 ' LEFT
310 A=XS
320 POKE X,B
330 A=A-1
340 IF A=0 THEN 370
350 X=X-1
360 GOTO 320
370 X=X-32
380 YS=YS-1
390 IF YS=0 THEN 600
400 ' UP
410 A=YS
420 POKE X,B
430 A=A-1
440 IF A=0 THEN 470
450 X=X-32
460 GOTO 420
470 X=X+1
480 XS=XS-1
490 IF XS=0 THEN 600
500 GOTO 100
600 RETURN
If you wanted to try this yourself, without using a real Color Computer or even having an emulator installed on your computer, you could:
Select “Machine:” of Tandy CoCo (NTSC) (or PAL if you prefer). It will even run on a Dragon, so the default machine is fine.
Click its “Load…” button then browse/select the text file you just saved.
From the emulator, type “CLOAD” and the program will load as if it was loading from a cassette tape.
Type “RUN” and see it in all it’s 32×16 text mode glory.
The worst code is bad code.
This program is small, and it’s written in a rather odd way. While there were some BASICs that only allowed one command per line, Microsoft Color BASIC was not one of those. You could pack lines together (which reduced code size and improved speed). You will also notice it is missing using commands like FOR/NEXT. This was intentional, since this program was written like this to match a 6809 assembly implementation that I will be sharing later in this article series.
I suppose if BASIC did not have FOR/NEXT, this would be okay:
0 REM DO THIS 10 TIMES, SLOWLY
10 A=10
20 PRINT "HELLO"
30 A=A-1
40 IF A>1 THEN 20
But this is slow because it is doing variable math (A=A-1) and a comparison (A>1) each time through. Using FOR/NEXT would be much faster:
0 ROM DO THIS 10 TIMES, FASTER
10 FOR A=1 TO 10
20 PRINT "HELLO"
30 NEXT
The RIGHT/DOWN/LEFT/UP routines could be made about three times faster by changing them to FOR/NEXT loops:
100 ' RIGHT
110 FOR A=X TO X+XS-1
120 POKE A,B
160 NEXT
170 X=A+31
180 YS=YS-1
190 IF YS=0 THEN 600
200 ' DOWN
210 FOR A=X TO X+32*(YS-1) STEP 32
220 POKE A,B
260 NEXT
270 X=A-33
280 XS=XS-1
290 IF XS=0 THEN 600
300 ' LEFT
310 FOR A=X TO X-XS+1 STEP -1
320 POKE A,B
360 NEXT
370 X=A-31
380 YS=YS-1
390 IF YS=0 THEN 600
400 ' UP
410 FOR A=X TO X-32*(YS-1) STEP -32
420 POKE A,B
460 NEXT
470 X=A+33
480 XS=XS-1
490 IF XS=0 THEN 600
If I set TIMER=0 at the start of the first version, and print TIMER at the end, it prints around 973 (just over 16 seconds).
The FOR/NEXT version shows 360 (about 6 seconds). “Almost” three times faster.
spiralbas2.bas
And, by packing lines together and doing some other tricks, it could be made even faster.
So, as you can see, doing it the slow way wouldn’t make sense if this article was just about doing the spiral in BASIC.
In the next installment, I will share the 6809 assembly version, unless there are enough “here is a faster way” comments to this section that I need to share them, first.
2022-08-03 – Added note about “THEN ELSE” per a comment left by William Astle.
Please see the first part to understand what this is about, and why I blame Robin at 8-Bit Show and Tell for leading me down this rabbit hole.
This week, JohnD over at the CoCo Discord chat server mentioned that the Getting Started with Extended Color BASIC manual actually used “THEN IF” in an example. Indeed, on page 190 you find this example for the POS function:
THEN IF in Getting Started with Extended Color BASIC, page 190.
I still think IF THEN X and having the second condition in another X line number with its own single IF to be the fastest for action, otherwise, the IF THEN IF will save some memory if speed is not required. If speed is a must, IFs should be avoided and ON GOTO be used instead.
– @FUED_hq on Twitter
This, of course, made me want to run some benchmarks.
Skip to the end, my darling.
When Color BASIC begins parsing a line, it has to continue parsing every byte of that line even if it determines the rest of the line does not need to be executed. This means line like this are very slow when the condition is not met:
IF A=42 THEN a really long line of other stuff here
If BASIC determines that A is not 42, it still has to scan the rest of the line just in case there is an ELSE there. Even if there is not, it still has to keep scanning to know where the line ends so it can find the next line. Color BASIC do skip line data when scanning forward (i.e., GOTO xxx) — each line entry has a line number and length of that line — but it does not remember any of this once it decides it needs to parse the current line.
In part 1 I demonstrated how using “IF this AND that THEN” could be made faster by using “IF this THEN if that THEN”:
IF A=1 AND B=2 AND C=3 THEN this is slower
IF A=1 THEN IF B=2 THEN IF C=3 THEN this is faster
This is because BASIC no longer needs to do the “logical/mathematical” AND comparisons and retain the results as it moves through the line. It can just start skipping forward looking for an ELSE or end of line.
BUT, no matter what, it still has to scan the rest of the line. As FUED points out, shorter lines could be faster. Here are two examples:
30 IF A=1 THEN IF A=2 THEN IF A=3 THEN PRINT
30 IF A=1 THEN 40 ELSE 60
40 IF A=2 THEN 50 ELSE 60
50 IF A=3 THEN PRINT
60 ...
In the first version, no matter if A is “1” or “not 1”, it still will have to scan the rest of the line.
In the second version, if A is not 1 it will scan to the end of the line then start skipping lines as it looks for line 60 without needing to scan through any of the lines it is skipping.
Depending on what is faster — scanning to the end of a longer line, versus scanning a short line and skipping lines — this may be a simple way to make things faster.
Benchmark, anyone?
Here is a simple benchmark:
10 TIMER=0
20 FOR I=1 TO 1000
30 IF A=1 THEN IF A=2 THEN IF A=3 THEN PRINT
60 NEXT:PRINT TIMER,TIMER/60
Running that prints 324.
Now we try a version with short lines that will just skip any lines it doesn’t need to run:
10 TIMER=0
20 FOR I=1 TO 1000
30 IF A=1 THEN 40 ELSE 60
40 IF A=2 THEN 50 ELSE 60
50 IF A=3 THEN PRINT
60 NEXT:PRINT TIMER,TIMER/60
Running that prints 330 – just a tad slower.
This means that the overhead of skipping those lines is just a tad more than scanning to the end of one longer line.Scanning forward looking for ELSE or end of line must take less work than looking at line number entries and skipping ahead. Bummer.
But is that why it’s a tad slower? I think the main thing is it has to convert the line numbers (“60” in this case) from those two ASCII characters to BASIC’s floating point representation of them. That is probably way more overhead than just skipping bytes looking for an ELSE token.
To test, I reversed the logic to reduce the number of numbers we have to convert:
10 TIMER=0
20 FOR I=1 TO 1000
30 IF A<>1 THEN 60
40 IF A<>2 THEN 60
50 IF A=3 THEN PRINT
60 NEXT:PRINT TIMER,TIMER/60
This version gives me 315 – faster than the original! And, it’s smaller code, trading an “=” and “ELSE 60” for “<>”.
This means the real thing to consider is: Which takes more time? Scanning to the end of a long line, converting bytes in to a number, or skipping lines?
This is something that could be benchmarked and then we could predict which is better to use.
But for now, I’ll just leave this here for additional comments from readers who know more about how this works than I do.
UPDATE: In a comment left by William Astle, he mentioned you could also do “IF A=1 THEN ELSE 60” as valid Syntax. This effectively creates something similar to how C might do:
if (a == 1)
{
// Nothing to do
}
else
{
// Something to do
}
Looking at that in BASIC, that makes sense, though I’ve never seen it done and never used it like that. So let’s add this to the mix, going back to the version using “=” and original logic:
0 'THENBENCH.BAS
10 TIMER=0
20 FOR A=1 TO 1000
30 IF A=1 THEN ELSE 60
40 IF A=2 THEN ELSE 60
50 IF A=3 THEN PRINT
60 NEXT:PRINT TIMER,TIMER/60
This gives me 315, basically matching the “<>” version without THEN. Thus, these seem comparable:
IF A<>1 THEN 60
IF A=1 THEN ELSE 60
I expect it’s just parsing a byte for the ELSE token, versus a byte for the extra character (“>”) being similar in speed. And speaking of speed, removing the spaces in those IF lines reduces it to 310, versus 307 for the “<>” version. I think this is because the “THEN ELSE” started out with four spaces versus the “<>” version only having three.
For better benchmarks, testing the code itself, all spaces should be removed, but I usually don’t do that, just for readability in these articles.