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
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.
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
init
lda RVEC3 get op code
sta savedrvec save it
ldx RVEC3+1 get address
stx savedrvec+1 save it
lda #$7e op code for JMP
sta RVEC3 store it in RAM hook
ldx #newcode address of new code
stx RVEC3+1 store it in RAM hook
rts done
newcode
* Do this only if DEVNUM is 0 (console)
*pshs b save b
*ldb DEVNUM get device number
*puls b restore b
tst DEVNUM is DEVNUM 0?
bne continue not device #0 (console)
uppercase
cmpa #'a compare A to lowercase 'a'
blt continue if less than, goto continue
cmpa #'z compare A to lowercase 'z'
bgt continue if greater than, goto continue
suba #32 a = a - 32
continue
savedrvec rmb 3 call regular RAM hook
rts just in case...
The first thing to point out are the EQUates at the start of the code. They are just labels for two locations in BASIC memory we will be using: The CONSOLE OUT RAM hook entry, and the DEVNUM device number byte. DEVNUM is used by BASIC to know what device the output is going to.
Device Numbers
Devices include:
-3 – used by the DLOAD command in CoCo 1/2 Extended Color BASIC
-2 – printer
-1 – casette
0 – screen and keyboard
1-15 – disk
The BASIC ROM will set DEVNUM to the device being used, and routines use that to know what to do with the date being written. For example:
Device 0?
Device #0 may seem unnecessary, since it is assumed if #0 is not present:
PRINT "THIS GOES TO THE SCREEN"
PRINT #0,"SO DOES THIS"
Or…
10 INPUT "NAME";A$
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:
10 REM DEVICE0.BAS
20 DN=0
30 PRINT "OUTPUT TO:"
40 PRINT"S)CREEN, T)APE OR D)ISK:"
50 A$=INKEY$:IF A$="" THEN 50
60 LN=INSTR("STD",A$)
70 ON LN GOSUB 100,200,300
80 GOTO 30
100 REM SCREEN
110 DN=0:GOSUB 400
120 RETURN
200 REM TAPE
210 PRINT "SAVING TO TAPE"
220 OPEN"O",#-1,"FILENAME"
230 DN=-1:GOSUB 400
240 CLOSE #-1
250 RETURN
300 REM DISK
310 PRINT "SAVING TO DISK"
320 OPEN"O",#1,"FILENAME"
330 DN=1:GOSUB 400
340 CLOSE #1
350 RETURN
400 REM OUTPUT HEADER TO DEV
410 PRINT #DN,"+-----------------------------+"
420 PRINT #DN,"+ SYSTEM SECURITY REPORT: +"
430 PRINT #DN,"+-----------------------------+"
440 RETURN
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:
init
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:
newcode
* 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.
uppercase
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:
continue
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:
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 16128,16165,182,1,103,183,63,38,190,1,104,191,63,39,134,126,183,1,103,142,63,24,191,1,104,57,13,111,38,10,129,97,45,6,129,122,46,2,128,32,16169,16169,57,-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.
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:
rts
rts
rts
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:
LB9AF LDA #'? QUESTION MARK TO CONSOLE OUT
LB9B1 JMP PUTCHR JUMP TO CONSOLE OUT
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:
* CONSOLE OUT
PUTCHR JSR RVEC3
...rest of routine...
RTS
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).
* CONSOLE OUT RAM HOOK
XVEC3 TST DEVNUM CHECK DEVICE NUMBER
LBEQ L95AC BRANCH IF SCREEN
PSHS B SAVE CHARACTER
LDB DEVNUM *GET DEVICE NUMBER AND
CMPB #-3 *CHECK FOR DLOAD
PULS B GET CHARACTER BACK
BNE L8285 RETURN IF NOT DLOAD
LEAS $02,S *TAKE RETURN OFF STACK & GO BACK TO ROUTINE
*THAT CALLED CONSOLE OUT
RTS
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.
DVEC3 TST DEVNUM CHECK DEVICE NUMBER
LBLE XVEC3 BRANCH TO EX BASIC IF NOT A DISK FILE
...rest of routine...
RTS
Thus, with Color, Extended and Disk BASIC ROMs installed, a program wanting to output a character, such as “?”, is doing something like this:
LDA #'?
JMP PUTCHR (Color BASIC ROM)
\
PUTCHR JSR RVEC3 (RAM hook)
\
RVEC3 JMP DVEC3 (in Disk BASIC)
\
DVEC3 TST DEVNUM
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
init:
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
new:
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:
new:
inc $4000
rts
rts
rts
For Extended Color BASIC, where the RAM hook is turned in toJMP $827e, it would become:
new:
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:
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 16128,16154,182,1,103,183,63,27,190,1,104,191,63,28,134,126,183,1,103,142,63,24,191,1,104,57,124,4,0,-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:
OPEN COMMAND
DEVICE NUMBER VALIDITY CHECK
SET PRINT PARAMETERS
CONSOLE OUT
CONSOLE IN
INPUT DEVICE NUMBER CHECK
PRINT DEVICE NUMBER CHECK
CLOSE ALL FILES
CLOSE ONE FILE
PRINT
INPUT
BREAK CHECK
INPUTTING A BASIC LINE
TERMINATING BASIC LINE INPUT
EOF COMMAND
EVALUATE AN EXPRESSION
RESERVED FOR ON ERROR GOTO CMD
ERROR DRIVER
RUN
ASCII TO FLOATING POINT CONV.
BASIC’S COMMAND INTERP. LOOP
RESET/SET/POINT COMMANDS
CLS
SECONDARY TOKEN HANDLER
RENUM TOKEN CHECK
EXBAS’ GET/PUT
CRUNCH BASIC LINE
UNCRUNCH BASIC LINE
There are many possibilities here, including adding new commands.
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:
LONGVARIABLE=1
…will actually let you…
PRINT LONGVARIABLE
…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 $) are a bit different. The text of the string is stored elsewhere in string memory, and the five bytes that VARPTR points you to contain information on how to get to where the actual string lives:
Above you see the five bytes are 7, 0, 127, 248 and 0. The first byte is the length of the string. In this case, “ABCDEFG” is 7 bytes long, so the first byte is 7. The next byte is not used for a string, and is always 0. The third and fourth bytes are the memory location where the string text is actually stored. The fifth byte is not used and is always 0.
We know that each variable takes up 7 bytes of memory, and that VARPTR returns the location of the 5 bytes that are the actual variable. So where is the name? Directly before the 5-bytes. If you look at the two bytes before the VARPTR address, you will see the name bytes:
The 65 is the ASCII character for “A”, and since it was only one digit, the second location is 0. If the variable had been named “AA”, those two bytes would be 65 65.
And, if the variable is a string, the second byte will have the high bit set (128 added to it).
If the variable had been AA$, 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)
40 NEXT
50 FOR I=0 TO 9
60 PRINT I,A(I)
70 NEXT
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.
A WARNING ABOUT VARPTR AND ARRAYS
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
20 DIM DV,I,J,K,A(SZ,SZ,SZ)
30 ' 0=SCREEN, -2=PRINTER
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
90 PRINT #DV,"VARPTR(A(";
100 PRINT #DV,USING ("# # #");I;J;K;
110 PRINT #DV,")",;
120 PRINT #DV,VARPTR(A(I,J,K))
130 NEXT: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:
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
10 INPUT "NUMBER OF DIMENSIONS";ND
20 M=1
30 FOR I=0 TO ND-1
40 PRINT "ENTRIES FOR DIM";I;
50 INPUT J
60 M=M*J
70 NEXT
80 M=5+(2*ND)+(M*5)
90 PRINT "MEMORY USED:";M
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.
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 att.net 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 colorcomputerarchive.com . 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, 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.
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.
Numbers.
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).
80 L=L+1:IF PEEK(L)=34 THEN END
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…
100 PRINT "FORFORFORFORFORFORFORFORFORFOR"
…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:
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
60020 POKE1535,175:T$="WAR!":PRINT@99,"A YOUNG PERSON'S CARD GAME";:PRINT@80-LEN(T$)/2,T$;:PRINT@175,"BY";:PRINT@202,"JAMES GARON";:PRINT@263,"COPYRIGHT (C) 1982";:PRINT@298,"DATASOFT INC.";:PRINT@389,"LICENSED TO TANDY CORP.";:SCREEN0,1
More normal code… The POKE 1535,175 is what fills in the bottom right block of the screen, where PRINT did not go to. 175 is a blue block.
After this are just normal PRINT@ statements to put the text on the screen.
At the end, SCREEN 0,1 puts the CoCo in to its alternate screen color of pink/red/orange/whatever color that is.
This line is normal code, but the use of EXEC tells us some assembly language is being used.
The first thing it does is GOSUB 60030, then it gets any waiting keypress in I$. 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):
60025 GOSUB 60030:I$=INKEY$:FOR I=1 TO 300:FOR J=1 TO 30:NEXT:IF INKEY$=""THEN EXEC V:NEXT
6026 RETURN
But James Garon seems to know his stuff. Each line number takes up 5 bytes of space. The three keywords “RETURN ELSE RETURN” (without spaces) only takes up four (I’m guessing RETURN is a one byte token and ELSE is a two byte token.)
So indeed, the odd “RETURN ELSE RETURN” is less memory than putting one RETURN on the next line. (In my Benchmarking BASIC articles, I’ve focused on speed versus space, so perhaps I’ll have to do a series on “Making BASIC Smaller” some time…)
Line 60030 creates a string, but the string seems reminiscent of those PRINT lines seen earlier. Since we don’t see anything using this string, it’s probably not for displaying block graphics characters.
We do see the use of VARPTR(A$) 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.
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$=”…” then that location is EXECuted to run whatever the routine does.
To figure this one out is much simpler, since no PEEKing of BASIC code is needed. It’s in a string, so we can just print the ASC() value of each byte in the string:
60030 A$="RUN!SUBELSE,NEXTENDFORTHENFORDIM/!9"
60031 FOR I=1 TO LEN(A$):PRINT ASC(MID$(A$,I,1));:NEXT:END
By doing a RUN 60030 I then get a list of bytes that are inside of that string:
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 www.6809.uk 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:
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:
6809.uk
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
L4005
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)
L400D
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
L4005
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
L400D
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
190 RETURN
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:
start
ldx #1024 X points to top left of 32-col screen
loop
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
skip
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.
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?
BONUS!
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…)
Conclusion
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.