Category Archives: Color BASIC

Spiraling in Color BASIC and 6809 Assembly – part 1

See also: part 1.

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:


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:


10 CLS
20 X=1024
30 XS=32
40 YS=16
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


If you wanted to try this yourself, without using a real Color Computer or even having an emulator installed on your computer, you could:

  1. Save the above BASIC code to a text file.
  2. Go to the online XRoar emulator:
  3. Select “Machine:” of Tandy CoCo (NTSC) (or PAL if you prefer). It will even run on a Dragon, so the default machine is fine.
  4. Click its “Load…” button then browse/select the text file you just saved.
  5. From the emulator, type “CLOAD” and the program will load as if it was loading from a cassette tape.
  6. 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:

10 A=10
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:

10 FOR A=1 TO 10

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.


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.

Until next time…

IF AND/OR THEN versus IF THEN IF – part 2

See also: part 1 and part 2.


  • 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.

Meanwhile on Twitter, FUED responded to this as follows:

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 40 ELSE 60
40 IF A=2 THEN 50 ELSE 60
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



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


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


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
   // 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:

10 TIMER=0
20 FOR A=1 TO 1000

30 IF A=1 THEN ELSE 60
40 IF A=2 THEN ELSE 60


This gives me 315, basically matching the “<>” version without THEN. Thus, these seem comparable:

IF A<>1 THEN 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.

Until next time…

Color BASIC RAM hooks – part 2

See Also: part 1 and part 2.


  • 2022-08-02 – Minor assembly optimization using “TST” to replace “PSHS B / LDB DEVNUM / PULS B”, contributed by L. Curtis Boyle in the comments.

Since I wrote part 1, I have learned a bit more about using the Color BASIC RAM hooks. One thing I learned is that the BREAK CHECK RAM hook cannot be used to disable BREAK. This is because other parts of the BASIC ROM jump directly to the break check and do not call the RAM hook. Ah, well. If I really need to disable the break key, at least I know how to do it thanks to the 500 POKES, PEEKS ‘N EXECS for the TRS-80 Color Computer book.

I did want to revisit using the CONSOLE OUT RAM hook and do something perhaps almost useful. The MC6487 VDG chip used in the Color Computer lacks true lowercase, and displays those characters as inverse uppercase letters. Starting with later model CoCo’s labeled as “TANDY” instead of “TRS-80”, a new version of the VDG was used that did include true lowercase, but by default, BASIC still showed them as inverse uppercase.

I remembered having a terminal program for my CoCo 1 that would show all text in uppercase. This made the screen easier to read when calling in to a B.B.S. running on a system that had real lowercase. I thought it might be fun to make a quick assembly program that would intercept all characters going to the screen and translate any lowercase letters to uppercase.

Let’s start by looking at the code:

* lwasm consout2.asm -fbasic -oconsout2.bas --map

* Convert any lowercase characters written to the
* screen (device #0) to uppercase.

DEVNUM equ $6f
RVEC3 equ $167      console out RAM hook

    org $3f00

    lda RVEC3       get op code
    sta savedrvec   save it
    ldx RVEC3+1     get address
    stx savedrvec+1 save it

    lda #$7e        op code for JMP
    sta RVEC3       store it in RAM hook
    ldx #newcode    address of new code
    stx RVEC3+1     store it in RAM hook

    rts             done

    * Do this only if DEVNUM is 0 (console)
    *pshs b          save b
    *ldb DEVNUM      get device number
    *puls b          restore b
    tst DEVNUM      is DEVNUM 0?          
    bne continue    not device #0 (console)
    cmpa #'a        compare A to lowercase 'a'
    blt continue    if less than, goto continue
    cmpa #'z        compare A to lowercase 'z'
    bgt continue    if greater than, goto continue
    suba #32        a = a - 32
savedrvec rmb 3     call regular RAM hook
    rts             just in case...

The first thing to point out are the EQUates at the start of the code. They are just labels for two locations in BASIC memory we will be using: The CONSOLE OUT RAM hook entry, and the DEVNUM device number byte. DEVNUM is used by BASIC to know what device the output is going to.

Device Numbers

Devices include:

  • -3 – used by the DLOAD command in CoCo 1/2 Extended Color BASIC
  • -2 – printer
  • -1 – casette
  • 0 – screen and keyboard
  • 1-15 – disk

The BASIC ROM will set DEVNUM to the device being used, and routines use that to know what to do with the date being written. For example:

Device 0?

Device #0 may seem unnecessary, since it is assumed if #0 is not present:



10 INPUT #0,"NAME";A$

But, it is very useful if you are writing code that you want to be able to output to the screen, a printer, a cassette file, or disk file. For example:

20 DN=0
50 A$=INKEY$:IF A$="" THEN 50
70 ON LN GOSUB 100,200,300
80 GOTO 30

110 DN=0:GOSUB 400

220 OPEN"O",#-1,"FILENAME"
230 DN=-1:GOSUB 400
240 CLOSE #-1

330 DN=1:GOSUB 400
340 CLOSE #1

410 PRINT #DN,"+-----------------------------+"
430 PRINT #DN,"+-----------------------------+"

That is a pretty terrible example, but hopefully shows how useful device number 0 can be. In this case, the routine at 400 is able to output to tape, disk or screen (though in the case of tape or disk, code must open/create the file before calling 400, and then close it afterwards).

Installing the new code.

The code starts out by saving the three bytes currently in the RAM hook:

    lda RVEC3       get op code
    sta savedrvec   save it
    ldx RVEC3+1     get address
    stx savedrvec+1 save it

The three bytes are saved elsewhere in program memory, where they are reserved using the RMB statement in the assembly source:

savedrvec rmb 3     call regular RAM hook

More on that in a moment. Next, the RAM hook bytes are replaced with three new bytes, which will be a JMP instructions (byte $7e) and the two byte location of the “new code” routine in memory:

    lda #$7e        op code for JMP
    sta RVEC3       store it in RAM hook
    ldx #newcode    address of new code
    stx RVEC3+1     store it in RAM hook

    rts             done

There is not much to it. As soon as this code executes, the Color BASIC ROM will start calling the “newcode” routine every time a character is being output. After that RAM hook is done, the ROM continues with outputting to whatever device is selected.

Color BASIC came with support for screen, keyboard and cassette.

Extended BASIC used the RAM hook to patch in support for the DLOAD command (which uses device #-3).

Disk BASIC used the RAM hook to patch in support for disk devices.

And now our code uses the RAM hook to run our new code, and then we will call whatever was supposed to be there (which is why we save the 3 bytes that were in the RAM hook before we change it).

Now we look at “newcode” and what it does.

Most printers print lowercase.

Since a printer might print lowercase just fine, our code will not want to uppercase any output going to a printer. Likewise, we may want to write files to tape or disk using full upper or lowercase. Also, you can save binary data to a file on tape or disk. Translating lowercase characters to uppercase would be a bad thing if the characters being sent were actually supposed to be raw binary data.

Thus, DEVNUM is needed so the new code will ONLY translate if the output is going to the screen (device #0). That’s what happens here:

    * Do this only if DEVNUM is 0 (console)
    tst DEVNUM      is DEVNUM 0? 
    bne continue    not device #0 (console)

If that value at DEVNUM is not equal to zero, the code just skips the lowercase-to-uppercase code.

    cmpa #'a        compare A to lowercase 'a'
    blt continue    if less than, goto continue
    cmpa #'z        compare A to lowercase 'z'
    bgt continue    if greater than, goto continue
    suba #32        a = a - 32

For characters going to device #0, A will be the character to be output. This code just looks at the value of A and compares it to a lowercase ‘a’… If lower, skip doing anything else. If it wasn’t lower, it then compares it to lowercase ‘z’. If higher, skip doing anything. Only if it makes it past both checks does it subtract 32, converting ‘a’ through ‘z’ to ‘A’ through ‘Z’.

Lastly, when we are done (either converting to uppercase, or skipping it because it was not the screen), we have this:

savedrvec rmb 3     call regular RAM hook
    rts             just in case...

The double labels — continue and savedrvec — will be at the same location in memory. I just had two of them so I was brancing to “continue” so it looked better than “bra savedrvec”, or better than saving the vector bytes as “continue”.

By having those three remembered (RMB) bytes right there, whatever was in the original RAM hook is copied there and it will now be executed. When it’s done, we RTS back to the ROM.

When this code is built and ran, it immediately starts working. Here is a BASIC loader that will place this code in memory:

20 IF A=-1 THEN 70
30 FOR C = A TO B
60 GOTO 10
70 END
80 DATA 16128,16165,182,1,103,183,63,38,190,1,104,191,63,39,134,126,183,1,103,142,63,24,191,1,104,57,13,111,38,10,129,97,45,6,129,122,46,2,128,32,16169,16169,57,-1,-1

If you RUN that code, you can then to a CLEAR 200,&H3F00 to protect it from BASIC, and then EXEC &H3F00 to initialize it. Nothing will appear to happen, but if you try to do something like this:

PRINT "Lowercase looks weird on a CoCo"

…you will see “LOWERCASE LOOKS WEIRD ON A COCO”. To test it further, switch to lowercase (SHIFT-0 on a real CoCo, or SHIFT-ENTER on the XRoar emulator) and type a command like LIST.

If the code is working, it should still type out as “LIST” on the screen, and then give a “?SN ERROR” since it’s really lowercase, and BASIC does not accept lowercase commands.

Neat, huh?

No going back.

One warning: There is no uninstall routine. Once it’s installed, do not run it again or it will replace the modified RAM hook (that points to “newcode”) with a new RAM hook (which points to “newcode”) and then at the end of the newcode routine it will then jump to the saved RAM hook that points to “newcode”. Enjoy life in the endless loop!

To make this a better patch, ideally the code should also reserve a byte that represents “is it already installed” and check that first. The first time it’s installed, that byte will get set to some special value. If it is ran again, it checks for that value first, and only installs if the value is uninitialized. It’s not perfect, but it would help prevent running this twice.

An uninstall could also be written, which would simple restore the savedrvec bytes back in the original RAM hook.

But I’ll leave that as an exercise for you, if you are bored.

Until next time…

Color BASIC RAM hooks – part 1

See Also: part 1 and part 2.

7/27/2022 NOTE: William Astle left a comment pointing out that my RAM hook example should be using a JSR instead of a JMP. This has not been updated or corrected yet, but I will.

When the CoCo was released in 1980, it came with an 8K ROM containing Color BASIC. If the CoCo was expanded to at least 16K of RAM, a second 8K ROM could be added which contained Extended Color BASIC. If a disk controller were plugged in, that controller added a third 8K ROM containing Disk Extended Color BASIC.

Each ROM provided additional features and commands to what was provided in the original 8K Color BASIC.

To allow this, Color BASIC has a series of RAM hooks that initially point to routines inside Color BASIC, but can be modified by additional ROM code to point somewhere else. For example, Extended Color BASIC would modify these RAM hooks to point to new routines provided by that ROM.

According to the disassembly in Color BASIC Unravelled, there are 25 RAM hooks starting in memory at $15E (350). Each hook is 3 bytes long, which allows it to contain a JMP instruction followed by a 16-bit address.

As an example, there is a vector for “CONSOLE OUT” at $167 (359). On a Color BASIC system, that RAM hook contains $39 $39 $39 (57 57 57). That is the opcode for an RTS instuction, so effectively it looks like this:


In Color BASIC is a subroutine called PUTCHR. Any time BASIC wants to output a character to the device (such as the screen), it loads the character in register A then calls this routine. Here is an example that outputs a question mark:


The first thing this PUTCHR routine does is JMP to the RAM hook location, which is named RVEC3 (RAM hook vector 3) to run any extra code that might be needed. It looks like this:

PUTCHR JSR RVEC3 of routine...

Since Color BASIC just had “RTS” there, PUTCHR would JMP to the RAM hook bytes and immediately return back, then continue with the output.

The code in Color BASIC knows about outputting to several device numbers. Device #0 (default) is the screen. Device #-1 is the cassette. Device #-2 is the printer.

When Extended Color BASIC came along, it added device #-3 for use with the DLOAD command. (I don’t think I ever knew this, but I did use DLOAD to download my first CoCo terminal program.) Since Color BASIC knew nothing about this device number, these RAM hooks were used to add the new functionality,

Extended Color BASIC modifies the three bytes of this RAM hook to be $7e $82 $73. That represents:

jmp $8273

This jumps to a routine in the Extended Color BASIC ROM called XVEC3 (Extended Vector 3?). This is new code to check to see if we are using the DLOAD command (which outputs over the serial port, but not as a printer).

      CMPB #-3      *CHECK FOR DLOAD
                    *THAT CALLED CONSOLE OUT

When Disk Extended Color BASIC is added, the vector is modified to point to a new routine called DVEC3 (Disk Vector 3?) located at $cc1c. (For Disk BASIC 1.0, it is at $cb4a.) That code will test to see if we are outputting to a disk device and, if not, it will long branch to XVEC3 in the Extended ROM. I find this curious since it would seem to imply that this location could never change, else Disk BASIC would break.


Thus, with Color, Extended and Disk BASIC ROMs installed, a program wanting to output a character, such as “?”, is doing something like this:

LDA #'?
      RVEC3 JMP DVEC3 (in Disk BASIC)
         LBLE XVEC3 (in Extended BASIC)
             XVEC3 ...handle ECB
         ...handle rest of DECB...
   ...handle rest of CB...

…or something like that. There’s alot of branching and jumping going on, to be sure.

So what?

This means we should also be able to make use of these RAM hooks and patch our own code in to the process. Since the only thing we can alter is the hook itself, our code has to save the original RAM hook, then point the hook to our new code. At the end of our new code, we jump to where the original RAM hook went, allowing normal operations to continue. (Or, we could have made it jump to the ROM hook first, and after the normal ROM things are done, then run our new code…)

To test this, I made a simple assembly routine to hijack the CONSOLE OUT RAM hook located at $167.

RVEC3 equ $167      console out RAM hook

    org $3f00

    lda RVEC3       get op code
    sta saved       save it
    ldx RVEC3+1     get address
    stx saved+1     save it
    lda #$7e        op code for JMP
    sta RVEC3       store it in RAM hook
    ldx #new        address of new code
    stx RVEC3+1     store it in RAM hook

    rts             done

    inc $400
saved rmb 3

In the init routine, the first thing we do is load the first byte (which would be an RTS or a JMP) from the RAM hook and save it in a 3-byte buffer.

We then load the next two bytes (which would be a 16-bit address, or RTS RTS for Color BASIC).

Next we load A with the value of a JMP op code ($7e). We store it in the first byte of the RAM hook vector.

We then do the same thing for the two byte address.

The RTS is the end of the code which hijacked the RAM hook. We have now pointed the RAM hook to our “new” routine.

At new, all we do is increment whatever is in memory location $400 (the top left character of the 32-column screen). Right after that INC is our 3-byte “saved” buffer where the three bytes that used to be in the RAM hook are saved. This make our code do the INC and then the same three bytes that would have been done by the original RAM hook before we hijacked it.

On Color BASIC, the RAM hook starts out with 57 57 57 (RTS RTS RTS), so the new routine would appear as:

   inc $4000

For Extended Color BASIC, where the RAM hook is turned in to JMP $827e, it would become:

   inc $4000
   jmp $827e

When we EXEC the init code, out INC routine is patched in. From that point on, any output causes the top left character of the screen to increment. This will happen for ANY output, even to a printer or cassette file, since this code does not bother checking for the device type.

Here is a BASIC loader program, generated by LWTOOLS:

20 IF A=-1 THEN 70
30 FOR C = A TO B
60 GOTO 10
70 END
80 DATA 16128,16154,182,1,103,183,63,27,190,1,104,191,63,28,134,126,183,1,103,142,63,24,191,1,104,57,124,4,0,-1,-1

Load that in to a CoCo (or emulator), and RUN it to get the code in memory starting at $3f00.

After RUN, you should be able to EXEC &H3f00 and the hook will be installed.

Now, for something real, you’d want to find a safe place to store the new hook code. At the very least, we should have a CLEAR 200,&H3f00 or similar in this program to ensure BASIC doesn’t overwrite the assembly code. This should be enough for a simple proof-of-concept.

The RAM hooks we have available include:

  • RUN
  • CLS

There are many possibilities here, including adding new commands.

Until next time…


In this article, I want to talk a bit about how Color BASIC variables are stored in memory. This will help explain what the VARPTR (“variable pointer”) command is used for, and also be useful in the future when I get around to exploring how the Extended BASIC GET and PUT graphics commands work.

But first…

What’s in a (variable) name?

In Color BASIC, variable names (both string and numeric) start with a letter and may be followed by a second letter or a number. Valid variable names are:

  • A to Z
  • A0 to A9 through Z0 to Z9.
  • AA to ZZ

String variables follow the same convention, just with a $ after the name (A$, AB$, F5$, etc.).

What’s in a (long variable) name?

While BASIC to allow you to type longer variable names, only the first two characters are used. Thus, a variable such as:


…will actually let you…


…and see that the value is 1. However, any other variable starting with the first two characters (“LO”) would overwrite this variable (since it would be the same variable).

Color BASIC variables may be very long, but only the first two characters are used.

Each time you declare a new variable, you will see memory decrease by seven bytes:

Each Color BASIC numeric variable takes 7 bytes of memory.

Without looking at the Color BASIC Unravelled BASIC ROM disassembly, we can speculate that two of those bytes are probably for the variable name, with the other five used for … whatever it takes to have a variable. (And with looking at those books, we can see exactly how this works. But exploring is more fun, so let’s do that instead…)

Thanks for the (variable) memory.

The Microsoft BASIC found in the Radio Shack Color Computer has an interesting command called VARPTR. It returns the memory address of a specified variable. In an earlier series on interfacing BASIC with assembly, I discussed VARPTR to some detail, but all we need to know here is that a standard numeric variable is stored as five bytes of memory.

Thus, if you use VARPTR to get the location of a numeric variable, you can print the five bytes at that location and see the raw data that BASIC uses to represent that floating point value:

Color BASIC VARPTR on a numeric variable.

Above, we see that the numeric variable “A” was located in memory at 9868 at that moment in time. The five bytes that represent “A=1” appear to be 129, 0, 0, 0, 0. All numbers in Color BASIC are floating point values, with the bytes representing an Exponent, Mantissa and Sign. I’d try to explain, but then my head would explode. (Though I do plan to figure it out and write about it at some point.)

For now, let’s just go with “numbers take up five bytes” and move on.

String me along.

String variables (variable names that end in $) are a bit different. The text of the string is stored elsewhere in string memory, and the five bytes that VARPTR points you to contain information on how to get to where the actual string lives:

Above you see the five bytes are 7, 0, 127, 248 and 0. The first byte is the length of the string. In this case, “ABCDEFG” is 7 bytes long, so the first byte is 7. The next byte is not used for a string, and is always 0. The third and fourth bytes are the memory location where the string text is actually stored. The fifth byte is not used and is always 0.

See my earlier article for more examples of this.

What’s in a (variable) name (revisited)?

We know that each variable takes up 7 bytes of memory, and that VARPTR returns the location of the 5 bytes that are the actual variable. So where is the name? Directly before the 5-bytes. If you look at the two bytes before the VARPTR address, you will see the name bytes:

The 65 is the ASCII character for “A”, and since it was only one digit, the second location is 0. If the variable had been named “AA”, those two bytes would be 65 65.

And, if the variable is a string, the second byte will have the high bit set (128 added to it).

If the variable had been AA$, those two bytes would have been 65 193 (65+128).

Hip, hip array!

Arrays are another variable type that I have not explored until shortly before writing this article. The DIM command can be used to declare an array of 1 to n numbers (or strings). It is a base-0 value (meaning elements count from 0 on up) so if you wanted ten entries, you could DIM A(9):

10 DIM A(9)
20 FOR I=0 TO 9
30 A(9)=RND(100)
50 FOR I=0 TO 9

The above code would declare room for 10 entries in the A array, then load each entry (0 to 9) with a random number. It then does another loop to print the contents of all ten array entries, showing the random numbers that were stored there.

When I first looked at this, I noticed declaring an array seemed to take 7 bytes of memory plus 5 bytes per entry, versus a normal variable taking just 7 bytes (2 bytes for the name plus 5 bytes of the number).

Above, you see we started with 22823 bytes free. We declared DIM A(0) to hold one entry and memory went down to 22811 — 12 bytes. Then doing a CLEAR to erase all variables and declaring the A array to hold two entries consumed 17 bytes. We know that 2 bytes is the variable name, and each value would take 5 bytes, so it looks like the array has 2 bytes for the name, 5 bytes for “something special to an array”, then 5-bytes for each entry.

CLEARing memory then declaring the A array to hold three entries (0-2) confirmed this, since it now took 22 bytes (7 bytes plus 15 for the three numbers).

But VARPTR still ends up pointing to something that looks just like a normal variable – 5 bytes that represent that variable or string. Here’s that normal variable again:

Color BASIC VARPTR on a numeric variable.

And here’s the same, but for an array variable:

So where are the other bytes? Just like the name, they are just before the value that VARPTR returns. To see them, we’d look at the 7 bytes just before what VARPTR returns.


The BASIC program is stored in memory, followed by variables, and then arrays. At the very end of memory is string storage. If you get a VARPTR to an array, and then create a new variable, the new variable will be inserted in variable memory, and array storage will be relocated. This can and will render the VARPTR value incorrect! To avoid this, make sure you declare any variables you plan to use before doing the VARPTR!

In this example, notice the use of DIM to declare “I”, since “I” will be used in a FOR/NEXT loop AFTER the VARPTR is obtained. If it had not been re-declared, the VARPTR would have been printed, then “I” would have been dynamically created, causing arrays to be moved up in memory. Everything would have been off by the 7 bytes that got inserted by allocating the new variable “I”.

65 is the ASCII value for “A”, the name of our variable. Just like normal variables, if the array is a string, the second byte of the name will have the high bit set, which adds 128 to it. DIM AA(0) would be 65 65, but DIM AA$(0) would be 65 193 (65+128).

  • Byte 1 – first letter of variable name
  • Byte 2 – second letter of variable name (add 128 if it’s a string)

Next is a 0, then 12. These values increased based on how large the array was, going up by 5 each time a new element was added. With only one entry, 12 seemed to be the size of the 7-byte header, plus a 5-byte variable. Therefore…

  • Bytes 3 and 4 – memory used by the array, from start of header to end of array data.

The next byte seems to increase based on the number of DIMensions. DIM A(0) would show 1. DIM A(0,0) would show two. Therefore…

  • Byte 5 – number of dimensions. DIM A(0)=1, DIM A(0,0)=2, DIM A(0,0,0)=3

The next two bytes seemed to change based on the size of the array — as in, DIM A(0) would give 1, and DIM A(99) would give 100:

  • Bytes 6 and 7 – number of elements in the array.

And then I realized this information was only correct for a single dimension array, such as DIM A(9).

What happens with a multi-dimensioned array, like DIM A(9,9)? Each dimension gets another two bytes added to the header. DIM A(0) would have a 7 byte header. DIM A(0,0) would have a 9 byte header. DIM A(0,0,0) would have an 11 byte header, and so on.

Here is what I see when I do DIM A(1,2,3):

We see three sets of two bytes each — 0 4, 0 3, and 0 2. That corresponds to our DIM A(1,2,3) since using base-0 that is 2 (0-1), 3 (0-2) and 4 (0-3). But, it’s in reverse order.

That tells us after the 2 byte name, and 2 byte size, the 1 byte number of dimensions will be 2 bytes containing the size of each array in the reverse order they were declared.

  • Bytes 6 and 7, 8 and 9, 10 and 11, etc. – number of elements in each array, in reverse order for some reason.

Good to know. Using that above example, maybe it looks like this:

DIM A(1,2,3)

 NAME    SIZE  #D   third  second first   data....
 |  |    |  |  |    |  |   |  |   |  |     |
[65][0] [x][x] [3] [0][4] [0][3] [0][2] [.....][.....]

The order of the data bytes was the next thing I wanted to figure out. If it was just a single dimension array, it would be simple. But with multiple dimensions I was curious what order they were stored.

I did a test where I made a two dimensional array, each holding two elements. This 2×2 array would hold four numbers. By checking the address of each entry, I was able to determine the order:

This showed me that the elements for the first array would be first, which surprised me because the order of the “how big is each array” entries was reversed.

I tested with a three dimensional array, each with two elements. This 2x2x2 array could hold eight elements. Again I saw that the first dimension was stored, then the second, and so on:

Looking at a two-element array looked quite like binary, representing 000, 100, 010, 110, 001, 101, 011, 111. That’s opposite of how binary counting is normally represented, where it starts with the right-most bit. But still interesting to see the familiar pattern.

Here is the program I used to show the VARPTR of each dimension in the array:

0 ' showdims.bas
10 SZ=1
40 DV=0
50 PRINT #DV,"ENTRIES:";(SZ+1)^3
60 FOR K=0 TO SZ
70 FOR J=0 TO SZ
80 FOR I=0 TO SZ
100 PRINT #DV,USING ("# # #");I;J;K;
110 PRINT #DV,")",;
140 NEXT
150 NEXT

Since I could only fit all the entries from a small array on the 32 column screen’s 16 lines, and only a few more on a CoCo 3’s 24 column 40/80 screen, I made the program support outputting to the printer. Using XRoar’s “print to a file” feature, I was able to capture larger dimensions:

Here is a 3x3x3 “cube” dimension:

VARPTR(A(0 0 0)  10060 
VARPTR(A(1 0 0)  10065 
VARPTR(A(2 0 0)  10070 

VARPTR(A(0 1 0)  10075 
VARPTR(A(1 1 0)  10080 
VARPTR(A(2 1 0)  10085 

VARPTR(A(0 2 0)  10090 
VARPTR(A(1 2 0)  10095 
VARPTR(A(2 2 0)  10100 

VARPTR(A(0 0 1)  10105 
VARPTR(A(1 0 1)  10110 
VARPTR(A(2 0 1)  10115 

VARPTR(A(0 1 1)  10120 
VARPTR(A(1 1 1)  10125 
VARPTR(A(2 1 1)  10130 

VARPTR(A(0 2 1)  10135 
VARPTR(A(1 2 1)  10140 
VARPTR(A(2 2 1)  10145 

VARPTR(A(0 0 2)  10150 
VARPTR(A(1 0 2)  10155 
VARPTR(A(2 0 2)  10160 

VARPTR(A(0 1 2)  10165 
VARPTR(A(1 1 2)  10170 
VARPTR(A(2 1 2)  10175 

VARPTR(A(0 2 2)  10180 
VARPTR(A(1 2 2)  10185 
VARPTR(A(2 2 2)  10190 

And here is a 10x10x10:

ENTRIES: 1000 
VARPTR(A(0 0 0)  10060 
VARPTR(A(1 0 0)  10065 
VARPTR(A(2 0 0)  10070 
VARPTR(A(3 0 0)  10075 
VARPTR(A(4 0 0)  10080 
VARPTR(A(5 0 0)  10085 
VARPTR(A(6 0 0)  10090 
VARPTR(A(7 0 0)  10095 
VARPTR(A(8 0 0)  10100 
VARPTR(A(9 0 0)  10105 

VARPTR(A(0 1 0)  10110 
VARPTR(A(1 1 0)  10115 
VARPTR(A(2 1 0)  10120 
VARPTR(A(3 1 0)  10125 
VARPTR(A(4 1 0)  10130 
VARPTR(A(5 1 0)  10135 
VARPTR(A(6 1 0)  10140 
VARPTR(A(7 1 0)  10145 
VARPTR(A(8 1 0)  10150 
VARPTR(A(9 1 0)  10155 

VARPTR(A(0 2 0)  10160 
VARPTR(A(1 2 0)  10165 
VARPTR(A(2 2 0)  10170 
VARPTR(A(3 2 0)  10175 
VARPTR(A(4 2 0)  10180 
VARPTR(A(5 2 0)  10185 
VARPTR(A(6 2 0)  10190 
VARPTR(A(7 2 0)  10195 
VARPTR(A(8 2 0)  10200 
VARPTR(A(9 2 0)  10205 

...just kidding...

I really did start with 1000 lines of output in this article. I get paid per line ;-)

If you get bored, maybe you can figure out a program that would dump the bytes for each array element.

So how big is it?

Here is a short program which will calculate how much room an array will take. If it is a string array, it will be this size plus the size of all the bytes in the string data portion.

0 ' dimsize.bas
20 M=1
30 FOR I=0 TO ND-1
60 M=M*J
80 M=5+(2*ND)+(M*5)

In conclusion…

And that is about all I have to say on VARTPR. For now. Until I started writing about it, I knew nothing about how it worked with arrays. I had used it a few times to pass in a string to an assembly language routine, but that was the extent of my knowledge.

Let me know what I got wrong.

Until next time…

Color BASIC Attract Screen – part 6

See also: part 1, part 2, part 3, part 4, unrelated, and part 5.

War by James Garon

Just as I thought I had reached the conclusion to my epic masterpiece about classic CoCo game startup screens, Robert Gault made this post to the Color Computer mailing list:

Robert Gault robert.gault at
Sat Jul 2 09:56:21 EDT 2022

An author of games for Tandy, James Garon, put some lines in the Basic game WAR which is on . The code is in lines 60000 and up which can’t be LISTed with a CoCo3 but can be read with a CoCo2.  The lines in question contain PRINT commands which when listed with a CoCo2, look like the data inside the quotes have been converted into Basic commands. You can also see this if you use imgtool or wimgtool to extract the program from the .dsk image.  These lines generate PMODE graphics for the title screen.

Do anyone have a clue as to how these Basic lines work?

– Robert Gault, via CoColist

The game in question is available in tape or disk format from the Color Computer Archive:

And, you can even click the “Play Now” button and see it run right in your web browser. Click below and take a look at the title screen:

War by James Garon (title screen)

This title screen uses the CoCo’s lesser-known screen color, and has those iconic rotating color blocks.

And, it’s in BASIC! Well, almost. It contains an assembly language routine that rotates those colors, and it does it the same way I figured out in this article series. I am just thirty years too late with my solution.

Line 60000


As Robert mentioned, there’s some weirdness in the program starting at line 60000. When you LIST it, you get a rather odd output full of BASIC keywords and such:

WAR.BAS line 60000

The first bit looks okay… CLS to clear the screen, then A$ is created to be 28 spaces — CHR$(32). But that PRINT looks a bit … weird.

I’ve seen this trick before, and even mentioned it recently when talking about typing in an un-typable BAISC pogram. The idea is you can create a program that contains something in a string or PRINT statement, like:

PRINT "1234567890"

…and then you alter the bytes between those quotes somehow, such as locating them and using POKE to change them. Let’s figure out an easy way to do this.

First, I’ll start with a print statement that has characters I can look for later, such as the asterisk. I like that because it is ASCII 42. If you don’t know why I like forty-two, you must be new here. This wikipedia page will give you the details…

100 PRINT "**********"

Now we need to alter those bytes and change them to something we couldn’t normally type, such as graphics blocks (characters 128-255). To do this, we can use some code that scans from the start of the BASIC program to the end, and tries to replace the 42s with something else.

This is dangerous, since 42 could easily appear in a program as part of a keyword token or line number or other data. But, I know that a quote is CHR$(34), so I could specifically look for a series of 42s that is between two 34s.


So many numbers.

In Color BASIC, memory locations 25 and 26 contains the start of the BASIC program in memory. Locations 27 and 28 is the end of the program. Code to scan that range of memory looking for a quote byte (34) that has an asterisks byte (42) after it might look like this:

0 ' CODEHACK.bas
10 S=PEEK(25)*256+PEEK(26)
20 E=PEEK(27)*256+PEEK(28)
30 L=S
40 V=PEEK(L)
50 IF V=34 THEN IF PEEK(L+1)=42 THEN 80
60 L=L+1:IF L<E THEN 40
70 END

We could then add code to change all the 42s encountered up until the next quote (34).

90  POKE L,128:GOTO 80
100 PRINT "**********"

Line 80 moves to the next byte and will end if that byte is a quote.

In line 90, it uses POKE to change the character to a 128 — a black block. It continues to do this until it finds the closing quote.

If you load this program and LIST it, it looks like the code shown. But after you RUN, listing it reveals a garbled PRINT statement similar to the WAR line 60000. But, if you run that garbled PRINT statement, you get the output of black blocks:

CoCo code hack!

As you can see, line 100 changes ten asterisks to the keyword FOR ten times. I am guessing that the numeric token for “FOR” is 128.

Color BASIC Unravelled

…and my guess was correct! According to Color BASIC Unravelled, the token for FOR is hex 80 — which is 128. Perfect. So the BASIC “LIST” routine is dump, and tries to detokenize things even if they are surrounded by quotes. Interesting.

At this point, if you were to EDIT that line, it would detokenize it to be…


…and if you saved your edit, you’d now have a line that would print exactly that, no longer ten black blocks for the word FOR ten times as if you’d typed them all in.

This makes these changes uneditable. BUT, once the modification code has been ran, you can delete it, then SAVE/CSAVE the modified program. When it loads back up, it will have those changes.

In the case of WAR line 60000, it’s a PRINT that shows a series of color blocks used for the top of the attract screen.

Here is the garbled output of lines 60000 on in the WAR.BAS program:

60028 PRINTSTRING$(2,127+16*(9-I))TAB(30)STRING$(2,127+16*I);:RETURN
60060 V=VARPTR(A$):V=PEEK(V+2)*256+PEEK(V+3):RETURN

Line 60005 does two FOR/NEXT loops and both GOSUB 600028, so we’ll look at that next.

Line 60028

60028 PRINTSTRING$(2,127+16*(9-I))TAB(30)STRING$(2,127+16*I);:RETURN

This routine prints solid colored blocks on the left and right side of the screen, based on the value of I.

WAR.BAS line 60028

The two FOR loops are used to fill the entire screen. There are only 8 colors, so you can’t just do one loop from 1 to 14.

Line 60010


Look familiar? It’s just like the PRINT in line 60000, though the pattern of the blocks is different, and it is only printing 31. Since the one prints on the bottom of the screen, if it printed all the way to the bottom right position, the screen would scroll up one line.

WAR.BAS line 60010

Line 60020


More normal code… The POKE 1535,175 is what fills in the bottom right block of the screen, where PRINT did not go to. 175 is a blue block.

After this are just normal PRINT@ statements to put the text on the screen.

At the end, SCREEN 0,1 puts the CoCo in to its alternate screen color of pink/red/orange/whatever color that is.

Line 60025


This line is normal code, but the use of EXEC tells us some assembly language is being used.

The first thing it does is GOSUB 60030, then it gets any waiting keypress in I$. I don’t see I$ used so I’m unsure of this purpose.

Next it does two FOR/NEXT loops. The first “FOR I” appears to be the number of times to do this routine. The second “FOR J/NEXT” is just a timing delay.

After this is a direct check for any waiting key by using INKEY$ directly. If no key is pressed, “EXEC V” is done… This would execute whatever machine language routine is loaded in to memory at wherever V is set to. But what is V? That must be the GOSUB 60030, which we will discuss after this.

After the NEXT (FOR I) is “RETURN ELSE RETURN”. That way it does a return whether or not the IF INKEY$ is true. Since either way will RETURN, with nothing executed after this line, this might have also worked (extra spaces added for readability):


But James Garon seems to know his stuff. Each line number takes up 5 bytes of space. The three keywords “RETURN ELSE RETURN” (without spaces) only takes up four (I’m guessing RETURN is a one byte token and ELSE is a two byte token.)

So indeed, the odd “RETURN ELSE RETURN” is less memory than putting one RETURN on the next line. (In my Benchmarking BASIC articles, I’ve focused on speed versus space, so perhaps I’ll have to do a series on “Making BASIC Smaller” some time…)

This leads us to the GOSUB 60030.

Lines 60030-60060

60060 V=VARPTR(A$):V=PEEK(V+2)*256+PEEK(V+3):RETURN

Line 60030 creates a string, but the string seems reminiscent of those PRINT lines seen earlier. Since we don’t see anything using this string, it’s probably not for displaying block graphics characters.

We do see the use of VARPTR(A$) on the next line. VARPTR returns the “variable pointer” for a specified variable. I’ve discussed VARPTR in earlier articles, but the Getting Started with Color BASIC manual describes it as:

VARPTR (var) Returns addresses of pointer to the specified variable.

– Getting Started with Color BASIC

When using VARPTR on a numeric (floating point) variable, it returns the location of the five bytes that make up the number, somewhere in variable space.

But strings are different. Strings live in separate string memory (reserved by using the CLEAR command, with a default of 200 bytes), or they could be contained in the program code itself. See my String Theory series for more on that. With a string, the VARPTR points to five bytes that point to where the string data is contained.

In part 3 of my my DEFUSR series, I describe it as:

The first byte where the string is stored will be the size of that string:


I forget what the second byte is used for, but bytes three and four are the actual address of the string character data:


– Interfacing assembly with BASIC via DEFUSR, part 3

This looks familiar, since the VARPTR(A$) in this code then gets the address of the string by PEEKing bytes three and four:

60060 V=VARPTR(A$):V=PEEK(V+2)*256+PEEK(V+3):RETURN

This tells me A$ contains a machine language routine. The GOSUB to this routine returns the address of the bytes between the quotes of the A$=”…” then that location is EXECuted to run whatever the routine does.

To figure this one out is much simpler, since no PEEKing of BASIC code is needed. It’s in a string, so we can just print the ASC() value of each byte in the string:


By doing a RUN 60030 I then get a list of bytes that are inside of that string:

142  3  255  48  1  166  132  44  4  139  16  138  128  167  128  140  6  1  47  241  57

I recognize 57 as the op code for an RTS instruction, so this does look like it’s machine code. And while I could use some 6809 data sheet and look up each of those bytes to figure out what they are, I’d rather have something else do the work for me.

Online 6809 Simulator to the rescue!

At is an incredible 6809 simulator that I recently wrote about. It lets you paste in assembly code and run it in a debugger, showing the registers, op codes, etc. To get these bytes in to the emulator, I just turned them in to a stream of DATA using the “fcb” command in the simulator’s assembler:

routine fcb 142,3,255,48,1,166,132,44
        fcb 4,139,16,138,128,167,128,140,6
        fcb 1,47,241,57

By pasting that in to the simulator’s “Assembly language input” box and then clicking “Assemble source code“, the code is built and then displays on the left side in the debugger, complete with op codes:

Now I can see the code is:

4000:	8E 03 FF      	LDX #$03FF
4003:	30 01         	LEAX $01,X
4005:	A6 84         	LDA ,X
4007:	2C 04         	BGE $400D
4009:	8B 10         	ADDA #$10
400B:	8A 80         	ORA #$80
400D:	A7 80         	STA ,X+
400F:	8C 06 01      	CMPX #$0601
4012:	2F F1         	BLE $4005
4014:	39            	RTS

Since I did not give any origination address for where this code should go, the simulator used hex 4000. There are two branch instructions that refer to memory locations, so I’ll change those to labels and convert this just to the source code. I’ll even include some comments:

    LDX #$03FF  * X points to 1023, one byte before screen memory
    LEAX $01,X  * Increment X by 1 so it is now 1024
    LDA ,X      * Load A with the byte pointed to by X
    BGE L400D   * If that byte is not a graphics char, branch to L400d
    ADDA #$10   * Add hex 10 (16) to the character, next color up
    ORA #$80    * Set the high bit (in case value rolled over)
    STA ,X+     * Store (possibly changed) value back at X and increment X.
    CMPX #$0601 * Compare X to two bytes past end of screen
    BLE L4005   * If X is less than that, branch to L4005
    RTS         * Return

This code scans each byte of the 23 column screen. If the character there has the high bit set, it is a graphics character (128-255 range). It adds 16 to the value, which moves it to the next color (16 possible combinations of a 2×2 character block for 8 colors). It stores the value back to the screen (either the original, or one that has been shifted) and then increments X to the next screen position. If X is less than two bytes past the end of the screen, it goes back and does it again.

Hmm, it seems this routine would actually write to one byte past the end of the screen memory if it contained a value 128-255. Hopefully nothing important is stored there. (Am I right?)

And, for folks more used to BASIC, here is the same code with BASIC-style comments:

    LDX #$03FF  * X=&H3FF (1023, byte before screen)
    LEAX $01,X  * X=X+1
    LDA ,X      * A=PEEK(X)
    BGE L400D   * IF A<128 GOTO L400D
    ADDA #$10   * A=A+&H10:IF A>&HFF THEN A=A-&HFF
    ORA #$80    * A=A OR &H80
    STA ,X+     * POKE X,A:X=X+1
    CMPX #$0601 * Compare X to &H601 (two bytes past end)
    BLE L4005   * IF X<=&H601 GOTO L4005
    RTS         * RETURN

My BASIC-style comments don’t exactly match what happens in assembly since. For example, “BGE” means “Branch If Greater Than”, but there was no compare instruction before it. In this case, it’s branching based on what was just loaded in to the A register, and would be compared to 0. That looks odd, but BGE is comparing the value based on it being signed — instead of the byte representing 0-255, it represents -127 to 128, with the high bit set to indicate the value is negative. So, if the high bit is set, it’s a negative value, and the BGE would NOT branch. Fun.

If you run this BASIC program, it will BASICally do the same thing … just much slower:

100 X=&H3FF
110 X=X+1
120 A=PEEK(X)
130 IF A<128 GOTO 160
140 A=A+&H10:IF A>&HFF THEN A=A-&HFF
150 A=A OR &H80
160 POKE A,X:X=X+1
170 'Compare X to &H601
180 IF X<=&H601 GOTO 120

So that is the magic to how this attract screen works so fast. It uses POKEd PRINT statements to quickly print the top and bottom of the screen, FOR/NEXT loops to print the sides, then this assembly routine to shift the colors and make them rotate around the screen.

And, this code is very similar to the routine I came up with earlier in this series:

    ldx #1024   X points to top left of 32-col screen
    lda ,x+     load A with what X points to and inc X
    bpl skip    if not >128, skip
    adda #16    add 16, changing to next color
    ora #$80    make sure high gfx bit is set
    sta -1,x    save at X-1
    cmpx #1536  compare X with last byte of screen
    bne loop    if not there, repeat
    sync        wait for screen sync
    rts         done

My routine starts with X at 1024, then uses BPL instead of BGE. I also increment X after I load the character, and I only update it if it gets modified by storing it 1 before where X is then.

At first, I thought mine was more clever. But I decided to see what LWASM said.

Counting cycles for fun and profit. Or just more speed.

LWASM can be made to display a listing of the compiled program and, optionally, list how many cycles each line will take. And, optionally optionally, keep a running total of cycles between places in the code you mark. (I have another article about how to use this.)

Here is my version, with (cycles) in parens, and running totals in the column next to it.

(3)         ldx #1024
(5)     5           lda ,x+
(3)     8           bpl skip
(2)     10          adda #16
(2)     12          ora #$80
(5)     17          sta -1,x
(3)     20          cmpx #1536
(3)     23          bne loop
(4)         rts

My routine uses 23 cycles from “loop” to “bne loop”.

Here is the routine from WAR.BAS:

(3)         LDX #$03FF
(5)         LEAX $01,X
(4)     4           LDA ,X 
(3)     7           BGE L400D
(2)     9           ADDA #$10
(2)     11          ORA #$80
(5)     16          STA ,X+
(3)     19          CMPX #$0601
(3)     22          BLE L4005
(4)         RTS

This one appears to use one cycle less — 22 — in it’s loop. Nice! Even though I thought it would be worse, once again, James Garon appears to know his stuff.

I think his routine may be a bit larger, and I wondered why he started X one byte before the screen memory and then incremented it. That seems wasteful.

However, William “Lost Wizard” Astle saw exactly why in a reply on the CoCo mailing list:

He uses that sequence instead of the more obvious one to avoid having a NUL byte in the code. A NUL would cause the interpreter to think it’s the end of the line and break things.

– William Astle via CoCo mailing list

It took me a moment, but I think I understand now. If he had done “LDA #$4000”, the byte sequence would have been whatever byte is LDA, followed by $04 and $00. You can’t put a 0 in a string, or BASIC will think that is the end of the string. Any assembly encoded this way must avoid using a zero. This is also the reason he doesn’t compare to the byte past the end of the screen, which is $6000. Though, I expect comparing to 1535 and using “Branch if less than OR equal to” would have worked and avoided the zero.

But James Garon knows his stuff, so I had to see if my way was larger or slower:

(3)         cmpx #1535
(3)         ble loop
(3)         CMPX #$0601
(3)         BLE L4005

Well, they look the same speed, and neither generates a zero byte in the machine code. I don’t know why he does it that way.

Any thoughts?


If one were to patch the Color BASIC “UNCRUNCH” routine to show things between quotes, here is what those lines would look like… (And if one did such a patch, I expect they’d be writing a future article about it…)


For some reason, James Garon chose to embed assembly code and graphics characters like this, rather than using DATA statements and building strings or POKEing assembly bytes in to memory somewhere.

It’s cool to see. But unless someone knows James Garon, I guess we don’t know why this method was done.

Other than “because it’s cool,” which is always a good reason to do something when programming.

Until next time…

More CoCo MC6847 VDG chip “draw black” challenge responses.

See also: challenge, responses, and more responses.

Today Sebastian Tepper submitted a solution to the “draw black” challenge. He wrote:

I think this is much faster and avoids unnecessary SETs. Instruction 100 will do the POKE only once per character block.

– Sebastian Tepper, 7/5/2022

The routine he presented (seen in lines 100 and 101) looked like this:

10 CLS
20 FOR A=0 TO 31
30 X=A:Y=A:GOSUB 100
50 GOTO 50
100 IF POINT(X,Y)<0 THEN POKE 1024+Y*16+X/2,143

It did see the criteria of the challenge, correctly drawing a diagonal line from (0,0) down to (31,31) on the screen. And, it was fast.

POINT() will return -1 if the location is not a graphics character. On the standard CLS screen, the screen is filled with character 96 — a space. (That’s the value you use to POKE to the screen, but when printing, it would be CHR$(32) instead.) His code would simply figure out which screen character contained the target pixel, and POKE it to 143 before setting the pixel.

So I immediately tried to break it. I wondered what would happen if it was setting two pixels next to each other in the same block. What would RESET do?

I added a few lines to the original test program so it drew the diagonal line in both directions PLUS draw a box (with no overlapping corners). My intent was to make it draw a horizontal line on an even pixel line, and odd pixel line, and the same for verticals. It looks like this (and the original article has been updated):

10 CLS
20 FOR A=0 TO 15

30 X=A:Y=A:GOSUB 100
31 X=15-A:Y=16+A:GOSUB 100

32 X=40+A:Y=7:GOSUB 100
33 X=40+A:Y=24:GOSUB 100

34 X=39:Y=8+A:GOSUB 100
35 X=56:Y=8+A:GOSUB 100

50 GOTO 50

And this did break Sebastian’s routine… and he immediately fixed it:

100 IF POINT(X,Y)<0 THEN POKE 1024+INT(Y/2)*32+INT(X/2),143

I haven’t looked at what changed, but I see it calculates the character memory location by dividing Y by two (and making sure it’s an integer with no floating point decimals — so for 15 becomes 7 rather than 7.5), and then adds half of X. (Screen blocks are half as many as the SET/RESET pixels).

And it works. And it works well — all cases are satisfied.

And if that wasn’t enough, some optimizations came next:

And for maximum speed you could change line 100 from:

100 IF POINT(X,Y)<0 THEN POKE 1024+INT(Y/2)*32+INT(X/2),143


100 IFPOINT(X,Y)<.THEN POKE&H400+INT(Y/2)*&H20+INT(X/2),&H8F

To time the difference, I added these extra lines:

15 TIMER=0



This lowers execution time from 188 to 163 timer units, i.e., down to 87% of the original time.

– Sebastian Tepper, 7/5/2022

Any time I see TIMER in the mix, I get giddy.

Spaces had been removed, 0 was changed to . (which BASIC will see a much faster-to-parse zero), and integer values were changed to base-16 hex values.

Also, in doing speed tests about the number format I verified that using hexadecimal numbers was more convenient only when the numbers in question have two or more digits.

– Sebastian Tepper, 7/5/2022


Perhaps final improvement could be to change the screen memory location from 1024/&H400 to a variable set to that value, the multiplication value of 32/&h20, as well as the 143/&H8F. Looking up a variable, if there are not too many of them in the list before the ones you’re looking up, can be even faster.

Using the timer value of 163 for our speed to beat, first I moved that extra space just to see if it mattered. No change.

Then I declared three new variables, and used DIM to put them in the order I wanted them (the A in the FOR/NEXT loop initially being the last):

11 DIM S,C,W,A
12 S=1024:W=32:C=143

No change. I still got 163. So I moved A to the start. A is used more than any other variable, so maybe that will help:

11 DIM A,S,C,W

No change — still 163.

Are there any other optimizations we could try? Let us know in the comments.

Thank you for this contribution, Sebastian. I admire your attention to speed.

Until next time…

Color BASIC Attract Screen – part 5

See also: part 1, part 2, part 3, part 4, unrelated, and part 5.

In part 4 of this series, Jason Pittman provided several variations of creating the attract screen:

Jason Pittman variation #1

If those four corners bother you, then my attempt will really kick in that OCD when you notice how wonky the colors are moving…

Jason Pittman
10 CLS0:C=143:PRINT@268,"ATTRACT!";
20 FOR ZZ=0TO1STEP0:FORX=0TO15:POKEX+1024,C:POKEX+1040,C:POKE1535-X,C:POKE1519-X,C:POKE1055+(32*X),C:POKE1472-(32*X),C:GOSUB50:NEXT:GOSUB50:NEXT
50 C=C+16:IF C>255 THEN C=143

Jason Pittman variation #2

Also, another option using the substrings might be to fill the sides by printing two-character strings on the 32nd column so that a character spills over to the first column of the next line:

Jason Pittman
10 CLS 0:C=143:OF=1:CH$=""
40 PRINT@0,MID$(CH$,OF,31):GOSUB 120
60 PRINT@481,MID$(CH$,OF,30);:GOSUB120
90 C=C+16:IF C>255 THEN C=143
120 OF=OF+2:IF OF>7 THEN OF=OF-8

Jason Pittman variation #3

One more try at O.C.D-compliant “fast”:

Jason Pittman
10 DIM CL(24):FORX=0TO7:CL(X)=143+(X*16):CL(X+8)=CL(X):CL(X+16)=CL(X):NEXT
190 DATA 1024,8,1,0,1032,8,1,0,1040,8,1,0,1048,6,1,0,1055,8,32,6,1311,6,32,6,1535,8,-1,4,1527,8,-1,4,1519,8,-1,4,1511,6,-1,4,1504,8,-32,2,1248,6,-32,2

The #3 variation using DATA statements is my favorite due to its speed. Great work!

The need for speed: Some assembly required.

It seems clear that even the fastest BASIC tricks presented so far are still not as fast as an attract screen really needs to be. When this happens, assembly code is the solution. There are also at least two C compilers for Color BASIC that I need to explore, since writing stuff in C would be much easier for me than 6809 assembly.

Shortly after part 4, I put out a plea for help with some assembly code that would rotate graphical color blocks on the 32 column screen. William “Lost Wizard” Astle answered that plea, so I’ll present the updated routine in his LWASM 6809 compiler format instead of as an EDTASM+ screen shot in the original article.

* lwasm attract32.asm -fbasic -oattract32.bas --map

    org $3f00

    ldx #1024   X points to top left of 32-col screen
    lda ,x+     load A with what X points to and inc X
    bpl skip    if not >128, skip
    adda #16    add 16, changing to next color
    ora #$80    make sure high gfx bit is set
    sta -1,x    save at X-1
    cmpx #1536  compare X with last byte of screen
    bne loop    if not there, repeat
    sync        wait for screen sync
    rts         done


The code will scan all 512 bytes of the 32-column screen, and any byte that has the high bit set (indicating it is a graphics character) will be incremented to the next color. This would allow us to draw our attract screen border one time, then let assembly cycle through the colors.

How it works:

  • The X register is loaded with the address of the top left 32-column screen.
  • The A register is loaded with the byte that X points to, then X is incremented.
  • BPL is used to skip any bytes that do not have the high bit set. This optimization was suggested by William. An 8-bit value can be treated as an unsigned value from 0-255, or as a signed value of -127 to 128. A signed byte uses the high bit to indicate a negative. Thus, a positive number would not have the high bit set (and is therefor not in the 128-255 graphics character range).
  • If the high bit was set, then 16 is added to A.
  • ORA is used to set the high bit, in case it was in the final color range (240-255) and had 16 added to it, turning it in to a non-graphics block. Setting the high bit changes it from 0-16 to 128-143.
  • The modified value is stored back at one byte before where X now points. (This was another William optimization, since originally I was not incrementing X until after the store, using an additional instruction to do that.)
  • Finally, we compare X to see if it has passed the end of screen memory.
  • If it hasn’t, we do it all again.
  • Finally, we have a SYNC instruction, that waits for the next screen interrupt. This is not really necessary, but it prevents flickering of the screen if the routine is being called too fast. (I’m not 100% sure if this should be here, or at the start of the code.)

The LWASM compiler has an option to generate a BASIC program full of DATA statements containing the machine code. You can then type that program in and RUN it to get this routine in memory. The command line to do this is in the first comment of the source code above.

20 IF A=-1 THEN 70
30 FOR C = A TO B
60 GOTO 10
70 END
80 DATA 16128,16147,142,4,0,166,128,42,6,139,16,138,128,167,31,140,6,0,38,241,19,57,-1,-1

The program loads at $3f00 (16128), meaning it would only work on a 16K+ system. There is no requirement for that much memory, and it could be loaded anywhere else (even on a 4K system). The machine code itself is only 20 bytes. Since the code was written to be position independent (using relate branch instructions instead of hard-coded jump instructions), you could change where it loads just by altering the first two numbers in the DATA statement (start address, end address).

For instance, on a 4K CoCo, memory is from 0 to 4095. Since the assembly code only uses 20 bytes, one could load it at 4076, and use CLEAR 200,4076 to make sure BASIC doesn’t try to overwrite it. However, I found that the SYNC instruction hangs the 4K CoCo, at least in the emulator I am using, so to run on a 4K system you would have to remove that.

Here is the BASIC program modified for 4K. I added a CLEAR to protect the code from being overwritten by BASIC, changed the start and end addresses in the data statements, and altered the SYNC code to be an RTS (changing SYNC code of 19 to a 57, which I knew was an RTS because it was the last byte of the program in the DATA statements). This means it is wasting a byte, but here it is:

5 CLEAR 200,4076
20 IF A=-1 THEN 70
30 FOR C = A TO B
60 GOTO 10
70 END
80 DATA 4076,4095,142,4,0,166,128,42,6,139,16,138,128,167,31,140,6,0,38,241,57,57,-1,-1

Using the code

Lastly, here is an example that uses this routine. I’ll use the BASIC loader for the 32K version, then add Jason’s variation #1 to it, modified by renaming it to start at line 100, and removing the outer infinite FOR Z loop so it only draws once. I’ll then add a GOTO loop that just executes this assembly routine over and over.

5 CLEAR 200,16128
20 IF A=-1 THEN 70
30 FOR C = A TO B
60 GOTO 10
70 GOTO 100
80 DATA 16128,16147,142,4,0,166,128,42,6,139,16,138,128,167,31,140,6,0,38,241,19,57,-1,-1
100 CLS0:C=143:PRINT@268,"ATTRACT!";
120 FORX=0TO15:POKEX+1024,C:POKEX+1040,C:POKE1535-X,C:POKE1519-X,C:POKE1055+(32*X),C:POKE1472-(32*X),C:GOSUB150:NEXT:GOSUB150
130 EXEC 16128:GOTO 130
150 C=C+16:IF C>255 THEN C=143

And there you have it! An attract screen for BASIC that uses assembly so it’s really not a BASIC attract screen at all except for the code that draws it initially using BASIC.

I think that about covers it. And, this routine also looks cool on normal 32-column VDG graphics screens, too, causing the colors to flash as if there is palette switching in use. (You can actually palette switch the 32-column screen colors on a CoCo 3.)

Addendum: WAR by James Garon

On 7/2/2022, Robert Gault posted to the CoCo list a message titled “Special coding in WAR“. He mentioned some embedded data inside this BASIC program. You can download it as a cassette or disk image here:

You can even go to that link and click “Play Now” to see the game in action.

I found this particularly interesting because this BASIC program starts with one of the classic CoCo attract screens this article series is about. In the program, the author did two tricks: One was to embed graphics characters in a PRINT statement, and the other was to embedded a short assembly language routine in a string that would cycle through the screen colors, just like my approach! I feel my idea has been validated, since it was already used by this game in 1982. See it in action:

And if you are curious, the code in question starts at line 60000. I did a reply about this on the CoCo mailing list as I dug in to what it is doing. That sounds like it might make a part 6 of this series…

Until next time…

TIL: Color BASIC device numbers and more.

When I moved from my Commodore VIC-20 to a TRS-80 Color Computer, I spent much time going through the “Getting Started with Color BASIC” and “Getting Started with Extended Color BASIC” manuals that came with it.

If you had the original manual revision, you may have been taught things slightly different from later editions. For instance, clearing the screen. The CLS command can be followed by a number to fill the screen with a color.

But the early edition manual demonstrated this using parenthesis, which I’ve never seen done:


It works. Try it :)

After a moment of thinking about this, I realized it’s just normal math grouping for numbers, like this:

PRINT 3*(5-1)

The parenthesis make sense there. But they sure look odd if you do this:

PRINT (42)

It works. Try it :)

And whoever wrote the manual was using them for CLS too. But why?

Not too long ago, I learned that the BASIC ROMs had other undocumented syntax. For instance, there is a Syntax for the PRINT command where you give a screen position using the @ symbol:


But the BASIC ROMs also look for (but do not require) the @ symbol after keywords LINE@, PAINT@, GET@ and PUT@. But I’ve never seen anyone code:


It works. Try it :)

I expect there are other oddities in there, as well. One I recently discovered, just by trying it, had to do with device numbers.

Device numbers

I was surprised to find that the original Color BASIC manual did not cover all of the commands available. For example, printer listing with LLIST and PRINT#-2, or opening and reading/writing to/from cassettes. I expect later revisions may have added these, and maybe other, missing commands.

Folks using a printer learned that, while PRINT by itself goes to the screen, doing PRINT#-2 makes the output go to the printer.

#-2 is a device number. When accessing a cassette file, device #-1 is used:


Disk Extended Color BASIC added disk device numbers, and allowed opening up to ten files at a time using devices #1 to #10.


At some point, I became aware that device #0 was the screen. The use of it was optional, since PRINT by itself assumed screen.


It works. Try it :)

But, it was useful when creating a program that allowed the user to select output to screen or printer.

20 IF A$="S" THEN DV=0
30 IF A$="P" THEN DV=-2

I recall writing programs that would also allow outputting to a tape or disk file, so if one of those options was chosen, I would make sure to create the output file:

20 IF A$="S" THEN DV=0
30 IF A$="P" THEN DV=-2
40 IF A$="T" THEN DV=-1:OPEN "O",#-1,"TAPEFILE"
70 IF DV=-1 THEN CLOSE #-1

Yuck. But you get the idea.

On a whim, I wondered what happened if you tried to CLOSE #0 (nothing). Or CLOSE #-2 (nothing). Then I wondered what happened if you tried to open those devices:

10 OPEN "O",#0,"SCREEN"
30 CLOSE #0

It appears BASIC just ignores OPEN/CLOSE to the screen device. And the printer:

10 OPEN "O",#-2,"PRINTER"
30 CLOSE #-2

This means my multi-output program could have been made much, much simpler:

20 IF A$="S" THEN DV=0
30 IF A$="P" THEN DV=-2
40 IF A$="T" THEN DV=-1
50 IF A$="D" THEN DV=1

The only extra thing one might want to do is name the file different if going to disk (adding an extension), though you can do that to a tape file without error:


For tape, the filename can be up to 8 characters, with no extension. So the name would be “TAPE.TXT”. But if you had done “OUTPUT.TXT”, the tape name would be “OUTPUT.T” (8 characters). Not pretty, but it works.

Maybe we take care of that with:

20 IF A$="S" THEN DV=0
30 IF A$="P" THEN DV=-2
40 IF A$="T" THEN DV=-1
50 IF A$="D" THEN DV=1:EX$=".TXT"

That would add an extension (“.TXT”) only for disk files.

Anyway, I thought it was interesting that BASIC allowed OPEN/CLOSE on printer and screen devices, and I expect if I looked at the ROM disassembly, I’d find extra code there that just returns (not doing anything) when those device numbers are used.

Oh, and there is also a device #-2 in Extended Color BASIC, but you can’t do anything with it. That device number seems to be associated with the DLOAD command (which was removed on the CoCo 3) and is just used internally. But that’s the subject of a potential future article…

Until next time…

Installing LWTOOLS on Windows using Cygwin


  • 2022-06-30 – Added details about adding Mercurial and retrieving source that way. Also added notes about building Toolshed (currently does not work) and NitrOS9.

A quick tutorial on how to get the Lost Wizard LWTOOLS running under Windows. I have tested this under Windows 11.

To build under Windows, you will need to use a compatibility layer that makes Linux-style code work under Windows. Lost Wizard recommends mingw or Cygwin. This tutorial will use Cygwin.

Step 1: Download Cygwin.

Go to and download the current Windows installer. It is called “setup-x86_64.exe“.

Run the installer:

Click Next, then choose “Install from Internet”:

Click Next, then either use the default install location, or customize if you know what you are doing. Same thing for installing for “All Users” or “Just Me.” In my example, I am just using the defaults:

Click Next, then select where it will download files. I will just use the defaults:

Click Next, and just use the default Internet Connection settings unless you know what you are doing and need to change them:

Click Next, then select one of the download sites. It shouldn’t matter which one you choose, but since I used to read the old Maddox website hosted on, I selected that:

Click Next, and it will retrieve a list of available packages. For building LWTOOLS, you need a C compiler and “make” utility. I went with the standard GCC compiler and standard make.

Expand the “All” then “Devel” items.

Locate the entry that says “gcc-core” (or use the Search box) and click on the “Skip” to the right of it. It should change from “Skip” to a version number (currently 11.3.0-1 as I type this).

Locate the entry that says “make” and do the same (currently 4.3-1 as I type this).

If you would like to download LWTOOLS (and other items) source directly rather than having to download “the most recent release”, you will also need to install “mercurial“. This will give you the “hg” command used to retrieve the latest source code for the projects. (And if you are doing all of this, might as well do this, too.)

Click Next, and you will see a list of all the required packages that will be download. (When you select an item, this installer will download any other items that are required for the one you selected.)

Click Next, and the download will begin.

When completed, you can click Next and then choose if you want to add a Cygwin icon on your Desktop and/or in the Start Menu. Since you will need to run Cygwin to build LWTOOLS, you may want one or both.

Click Finish. You now have Cygwin!

Step 2: Download and extract the LWtools source code.

You can either download the source code and build that, OR you can use Mercurial to retrieve the latest version of the source (which currently includes a bug fix that is not in the release archive yet). Plus, it saves all the steps of extracting the gzipped tar file in 2b ;-)

For either way, you will want to run “Cygwin64 Terminal” that is now installed. This will open up a console prompt.

You will need to change directories to where you plan to download the LWTOOLS source code. Cygwin translates the Windows directories like “C:\Users\huffm\Downloads” to a Unix-style directory path like “/cygdrive/c/Users/huffm/Downloads” on my system. If you know how to change directories from a Windows Command Prompt, instead of going to “C:\whatever” you would change backslashes to forward slashes, and start with “/cygdrive/c/whatever”

Use the change directory (“cd”) command and change to where you downloaded the LWTOOLS .gz file.

An easy way to get this path is to type the change directory command in the Cygwin terminal window, followed by a space, (“cd “) and then drag the “Downloads” folder from a Windows Explore window IN to the Cygwin Terminal. It will type out the path to whatever folder you drag and drop there:

Press enter, and you should now be in the directory where you downloaded the LWTOOLS file. The Cygwin prompt will change to show you what directory you are in. Mine looks like this:

huffm@Allen-LT /cygdrive/c/Users/huffm/Downloads

2a. Use Mercurial to get the latest source.

From that location, enter this mercurial (“hg”) command:

hg clone lwtools

That will retrieve the latest source and place it in a subdirectory called “lwtools” from here you are. Once complete, proceed to Step 3.

2b. Download and extract the latest release.

OR, if you want to manually download the latest release…

Go to and download the latest version (currently 4.19 as I type this). Save it to wherever you chose, above.

The download will be a gzipped .tar file, so you will need some tool to extract it. You can find something in the Windows Store, or just use a command line utility from Cygwin. For this tutorial, we will use the command line.

From this terminal, many Linux-style commands are available, including gzip (which we will use to extract the LWTOOLS .tar file) and tar (which we will use to un-tar that file).

Extract the .gzip file by typing “gzip -d” (for decompress) followed by the lwtools filename:

gzip -d lwtools-4.19.tar.gz

This should extract the “lwtools-4.19.tar” file in to that directory. Now un-tar that file by typing:

tar -xf lwtools-4.19.tar

That will finally leave you with a directory called “lwtools-4.19” (or whatever version you downloaded.

Step 3: Build and install LWTOOLS

Change directories in to the “lwtools-4.19” directory (or, if you downloaded with Mercurial, in to “lwtools” or whatever you called it):

cd lwtools-4.19

Once you are there, all you need to do is type “make” to begin the build process.

Once complete (it may take awhile), the binaries have been built, but they aren’t located where Cygwin can run them yet. To copy them over in to the proper location, type “make install“:

You now have some new command line programs available from within Cygwin. To verify that they worked, you can try typing them to see if they bring up their usage display. Try typing:

lwasm --usage

If you get back a “Usage:” message, you should now be ready to use LWTOOLS to compile 6809 assembly language for the CoCo.

4. Other things you may want to install

Toolshed is a series of commands for copying files from your PC in to disk image files used by emulators or things like the CoCoSDC.

NOTE: Currently, this will not work. Some rules have changed in the compiler and it will error out. There are about 12 places in the source that can easily be fixed to make it build, but I’m going to wait and see if the Toolshed maintainers have a solution.

hg clone toolshed
cd toolshed
make -C build/unix install
cd ..

NitrOS9 is a 6809 (or 6309) operating system based on Microware OS-9/6809.

hg clone nitros9
cd nitros9
make dsk

BONUS: Building a simple program.

As a simple test, use a text or code editor to create the following “helloworld.asm” file. You will need to know where you save this file, since you will be typing that on the command line to build it. On my system, I have all my .asm files in a directory, and I just “cd” to that directory from the Cygwin terminal.

* helloasm.asm

    org $3f00

    ldx #message
    lda ,x+
    beq done
    jsr [$a002]
    bra loop

message fcc "HELLO WORLD!"
    fcb 13
    fcb 0

This simple program will display the message “HELLO WORLD!”. It does this by using the Color BASIC “CHROUT” ROM call. This code starts by loading X with the address of a text message that is a series of characters, followed by a 13 (carriage return) and a 0 to mark the end of the message. The main loop loads the A register with whatever is at X, and if it is zero it ends. Otherwise, it calls the CHROUT routine indirectly by jumping to the location stored at $a002 in the ROM. It will repeat this until it gets to the 0 at the end of the message.

LWTOOLS can build .bin files that can be transferred to a CoCo (or emulator) on a disk image (using other tools), and then you can LOADM that file and EXEC it:

lwasm helloasm.asm -fdecb -ohelloasm.bin

Above, that takes the input file “helloasm.asm” and compiles it in format “decb” (a .bin binary) and calls the output file “helloasm.bin”. (You’d probably want all uppercase for filenames on the CoCo.) That should give a LOADM-able file to try.

But, a nifty feature of LWTOOLS is the ability to generate a BASIC program that loads the assembly language. Use the format “basic” and make the output file a “.bas” instead:

lwasm helloasm.asm -fbasic -ohelloasm.bas

That will create a text file called “helloasm.bas”:

20 IF A=-1 THEN 70
30 FOR C = A TO B
60 GOTO 10
70 END
80 DATA 16128,16155,142,63,14,166,128,39,6,173,159,160,2,32,246,57,72,69,76,76,79,32,87,79,82,76,68,33,13,0,-1,-1

I like to use the XRoar emulator, since it lets me load a text file as if it was a cassette file. You can run XRoar, then use Ctrl-L (or File->Load) then select the “helloasm.bas” file. After that is done, typing “CLOAD” in XRoar will load this text file as if it was coming from tape!

Then you can “RUN” the program and load your assembly in to memory. For this example, the address of $3f00 was specified in the source codes “org” address (16128 in decimal) so that is where the code would load. After the “RUN”, you should be able to type “EXEC &H3f00” (or EXEC 16128 if not using Extended Color BASIC) and see the program run:

Have fun!

Until next time…