Category Archives: Retro Computing

Color BASIC string abuse – part 2

See also: part 1 and part 2.

In the first part, the following Color BASIC program was shared:

5 CLEAR 100*255
10 MX=99
20 DIM A$(MX):AL=0:DL=-1
30 SZ=RND(255):SZ=255
40 A$=STRING$(SZ,"X")
50 GOSUB 1000:GOTO 30
999 END

1000 REM
1001 REM ADD NEW STRING
1002 REM
1010 IF AL=DL THEN GOSUB 2000
1020 GOSUB 3000:IF Z<1024 THEN GOSUB 2000
1030 PRINT "ADDING";LEN(A$)"BYTES AT";AL;Z
1040 A$(AL)=A$
1050 AL=AL+1:IF AL>MX THEN AL=0
1060 IF DL=-1 THEN DL=0
1070 RETURN

2000 REM
2001 REM DELETE OLD STRING
2002 REM
2010 PRINT ,"DELETING";DL
2020 A$(DL)=""
2030 DL=DL+1:IF DL>MX THEN DL=0
2040 GOSUB 5000
2050 RETURN

3000 REM
3001 REM GET FREE STRING SPACE
3002 REM
3010 Z=(PEEK(&H23)*256+PEEK(&H24))-(PEEK(&H21)*256+PEEK(&H22))
3020 RETURN

5000 REM
5001 REM PAUSE
5002 REM
5010 PRINT"[PAUSE]";
5020 IF INKEY$="" THEN 5020
5030 PRINT STRING$(7,8);:RETURN

The program allocates enough string space to hold 100 strings of 255 bytes each. It then starts adding line after line until it detects string memory is getting low. When that happens, the oldest line is deleted (set to “”). The process continues…

The “gut feeling” was that this program should have been able to hold 100 full sized strings, but since it did use a temporary A$ (created to be 255 strings line, and the string we would be adding to the array), it seemed logical that it would have to start purging lines maybe a few entries before the end.

But instead, it starts deleting lines at around entry 47. And, the memory usage being printed out shows it drops by 510 byes each time instead of 255.

510 is an interesting number. That is 255 * 2. That makes it seem like each time we add a 255 byte string, we are using twice that memory.

And we are!

Strings may live again to see another day

The key to what is going on is in the main loop starting at line 30. We create a new A$ and set it to a string of 255 X’s. That string has to be stored somewhere, so it goes in to string memory. Then we do the GOSUB and add a string to the array, which copies our A$ in to the array A$(AL) entry.

When we go back to 30 for the next round, we create A$ again. The old copy of A$, in string memory, is deallocated, and a new A$ is created at the current string memory position. BASIC does not see if the old string space is large enough to be re-used. It just moves on to a new allocation of string space.

It looks like this… And note that strings fill from the end of the memory and move lower. Let’s say we have 16 bytes of reserved string memory (just to keep things fitting on this screen).

FRETOP points to where reserved string memory begins. MEMSIZ is the end of string memory. If we had done CLEAR 16, then FRETOP would be MEMSIZ-16.

STRTAB is where the next string will be added. It looks like this:

FRETOP                                     MEMSIZ
 |                                            |
[.][.][.][.][.][.][.][.][.][.][.][.][.][.][.][.]
                                              |
                                           STRTAB 

Let’s say we create a 4-byte A$=STRING(4, “X”) (“XXXX”) that we plan to add to an array. It will be stored in string memory:

FRETOP                                     MEMSIZ
 |                                            |
[.][.][.][.][.][.][.][.][.][.][.][.][X][X][X][X]
                                  |
                               STRTAB 

Later in the code, we assign that to the array, such as A$(0)=A$. Now A$(0) gets a copy of A$, and it looks like this (using lowercase ‘x’ to represent the copy of A$ that was put in A$(0)):

FRETOP                                     MEMSIZ
 |                                            |
[.][.][.][.][.][.][.][.][x][x][x][x][X][X][X][X]
                      |
                   STRTAB 

When we go back to do this again, a new A$ is created, and it gets stored next. The old string data is still there, but A$ has been updated to point to the new entry.

FRETOP                                     MEMSIZ
 |                                            |
[.][.][.][.][X][X][X][X][x][x][x][x][X][X][X][X]
          |
       STRTAB

…and so on. As you can see, the way this loop was written, it is creating a new A$ every time through, copying it to the array (a new entry for that) and so on. That is why we see 510 each time through instead of just 255.

Now, if the string was short, we could have done A$=”XXXXXXXXXXXXX”. If we did that, the string would exist in program space and not in string memory. But we wanted a 255 byte string, and you can’t type a line that long in BASIC so STRING$() was used instead, which requires putting the string in string memory.

However, since in THIS version we are just using the same 255 character A$ over and over again, let’s make one change so we don’t create it every time through the loop. Just change the GOTO 30 in line 50 to be GOTO 50:

30 SZ=RND(255):SZ=255
40 A$=STRING$(SZ,"X")
50 GOSUB 1000:GOTO 50

Now the program will create one A$, which will store at the start of string memory, and then loop over and over just making new entries in the array.

That small change will instantly change the results to be more like we might have expected. Now we get all the way to entry 94 before any string deleting happens:

And, from looking at that screen, each number is dropping by 255 bytes as we expected.

By the time it reached line 94, it saw that there were less than 1024 bytes of free string space left. 1024 would have held another four 255 byte strings, meaning actually had enough memory to have gotten to line 98 — just one line short of our max 99 before it rolls over. And that memory is where the initial 255-byte A$ is stored.

Tada! Mystery solved.

But wait! There’s more…

The reason I chose 1024 as a threshold was to allow for other temporary string use in the program. Things like LEFT$, MID$, STRING$ all make temporary strings. When you add two strings together it creates a third string that combines the first two. Be sure to check out my string theory article for more details on this — I learned quite a bit when researching it. I also learned that some things required strings that I did not expect to. Fun reads. Helps put you to sleep.

If I modify line 1020 to check for 255 bytes remaining instead of 1024, then re-run, I get this:

…and that is as perfect as it gets. Array is filled with strings 0-98, plus the temporary string, which is a total of 100 strings of 255-bytes each — and that is how much memory we set aside with CLEAR!

Now how much would you pay?

And because this program is self-aware when it comes to knowing how much string space is there, it can actually operate with much less string space. It will just delete old strings sooner.

You can change the CLEAR in line 5 to something smaller, like 2000, and it will still work. But, 2000/255 is 7, so it has room for the A$ plus six array entries. I expect it would DELETE every 6 lines. Let’s try…

Bingo! After lines 0-5 (six lines) it deleted and old one, then since everything was now full, it had to delete every time it added something new.

And the point is…?

Well, let’s just say I wish I knew about this back in 1983 when I wrote my cassette-based Bulletin Board System, *ALLRAM*.

I always wanted to write version 2.0.

Until next time…

Color BASIC string abuse – part 1

See also: part 1 and part 2.

This program demonstrates Color BASIC’s string garbage collection. As strings are manipulated, string memory used will continue to grow until BASIC decides to clean up the string space and move things around a bit.

The program creates a string array and fills each entry up with string data. Using code that checks how much string space is remaining, it will delete old strings if string memory is low.

Watching it run reveals some curious things…

The Program

On an Extended or Disk BASIC system, you will need to do a PCLEAR 1 to get enough memory to run it.

  • Initialization
    • Line 5 – We CLEAR enough string space to hold 100 lines at their largest size of 255 characters. Note that when you use DIM to set an array size, it is base-0. Doing a DIM A$(99) gives you A$(0) to A$(99) — 100 elements. Thus, the CLEAR uses 100, but the DIM in the next line uses 99.
    • Line 10 – MX represents the maximum number of lines in the array.
    • Line 20 – DIM A$(MX) creates an array of 0-99 entries (100). AL is set to 0, and will be the line (array entry) we will ADD next. DL will be used to track the next line (array entry) we need to delete. DL is set to -1 for “nothing to delete yet.”
  • Main Loop
    • Line 30 – SZ is set to the length of the string we want to add. It has an unused RND at the start, but then SZ is hard-coded to 255. The program was designed to test random lengths of strings, but for this demo, we will be overriding that and making every string the maximum size.
    • Line 40 – GOSUB 1000 goes to a routine that will ADD a line. Then we GOTO 30 to create a new line and do it again.
  • Add New String subroutine
    • Line 1010 checks to see if the ADD line has caught up to the DELETE line. If it has, we GOSUB 2000 to handle deleting the delete line.
    • Line 1020 – GOSUB 3000 will return the amount of free string space in Z. If Z is less than 104, GOSUB 2000 is called to delete a string.
    • Line 1030 – It prints how long of a string is being added to which line, followed by the current free string space before the add.
    • Line 1040 – The string is added to the A$ array at position AL.
    • Line 1050 – AL (add line) is incremented by 1, moving it to the next line of the array. If AL is larger than the MX (max array entries), it will wrap around to entry 0.
    • Line 1070 – Returns.
  • Delete Old String subroutine
    • Line 2010 – Print which line is about to be deleted (set to “”).
    • Line 2020 – The A$ entry at position DL is set to “”, releasing the string memory it was using.
    • Line 2030 – DL (delete line) is incremented by one. If DL is larger than MX (max array entries), it will wrap around to entry 0.
    • Line 2040 – GOSUB 5000 is a pause routine so we can see what just happened.
  • Get Free String Space routine
    • Line 3010 – Z is calculated as the difference between the FRETOP (start of string storage) memory location and the STRTAB (start of string variables) in the reserved string area. This gives us how many bytes of unused string memory is available.
    • Line 2030 – Returns.
  • Pause subroutine
    • Line 510 – Print the message “[PAUSE]” with no carriage return at the end.
    • Line 5020 – If INKEY$ returns nothing (no key pressed), keep checking.
    • Line 5030 – Prints a string of 7 CHR$(8)s (backspace character) which will erase over the “[PAUSE]” prompt.

Based on the intent, one might think that running this would fill strings up to around entry 100, and then it would start deleting the old string

But is that what it will do?

Let’s run it and find out.

5 CLEAR 100*255
10 MX=99
20 DIM A$(MX):AL=0:DL=-1
30 SZ=RND(255):SZ=255
40 A$=STRING$(SZ,"X")
50 GOSUB 1000:GOTO 30
999 END

1000 REM
1001 REM ADD NEW STRING
1002 REM
1005 IF AL=DL THEN GOSUB 2000
1006 GOSUB 3000:IF Z<1024 THEN GOSUB 2000
1010 PRINT "ADDING";LEN(A$)"BYTES AT";AL;Z
1020 A$(AL)=A$
1030 AL=AL+1:IF AL>MX THEN AL=0
1040 IF DL=-1 THEN DL=0
1050 RETURN

2000 REM
2001 REM DELETE OLD STRING
2002 REM
2010 PRINT ,"DELETING";DL
2020 A$(DL)=""
2030 DL=DL+1:IF DL>MX THEN DL=0
2035 GOSUB5000
2040 RETURN

3000 REM
3001 REM GET FREE STRING SPACE
3002 REM
3010 Z=(PEEK(&H23)*256+PEEK(&H24))-(PEEK(&H21)*256+PEEK(&H22)):RETURN

5000 REM
5001 REM PAUSE
5002 REM
5010 PRINT"[PAUSE]";
5020 IF INKEY$="" THEN 5020
5030 PRINT STRING$(7,8);:RETURN

Running the Program

After a PCLEAR 1 and RUN, the program starts filling lines and we can see string memory going down. When it gets to line 47, there is only 1275 bytes of string space left.

And if we check those values, the difference between each one isn’t the 255 we might have expected. We clearly added a new 255 byte string, but memory went from 7905 to 7395 (510 bytes less) and continued down to 1785 to 1275 (510 bytes less). It appears each time we add a 255 byte string, it takes 510 bytes of string memory.

As we get to line 47, we must have had less than 1024 bytes of string memory left and the DELETE LINE subroutine is called. It deletes the oldest line, which is currently line 0. That should free up 255 bytes of string memory.

After pressing a key, we see the next few entries:

After deleting 0, memory has gone from 1275 to 756 (5120 bytes), so DELETE is called again. This time it deletes line 1.

We press a key and let it scroll a bit more until the next DELETE:

Here we see that, at some point, some string cleanup was done and our free string space grew larger. The trend of reducing by 510 bytes for each ned 255 byte string added continues…

And the process repeats, until eventually we roll over at line 99.

From here on, things get a bit more predictable, with a DELETE happening almost every line — though sometimes every two lines.

Eventually things settle in to a pattern of basically DELETING for every line ADDED.

Is it broken? Is it just poorly implemented? Or is it behaving exactly like it is supposed to?

Tune in next time for the exciting conclusion…

The mystery of MEMSIZ and why CoCo 3 BASIC has one more byte of it.

This is just a (hopefully) short article following up on some tangents I went on while learning about Color BASIC string memory and VARTPR and other related (and nonrelated) items.

The story so far…

Color BASIC has reserved string memory that is located at the very top of the 32K that is accessible by BASIC. There are three 16-bit pointers maintained by BASIC that contain the starting address for this memory, the address where the next string will be inserted (sorta), and the end of this memory.

The Color BASIC Unraveled book called them FRETOP, STRTAB and MEMSIZ.

You can get the address in BASIC by using PEEK(x)*256+PEEK(y) with these memory locations:

  • FRETOP – 33 and 34
  • STRTAB – 35 and 36
  • MEMSIZ – 39 and 40

When digging in to this, I noticed the the MEMSIZ location returned on a 32K CoCo was 32766, and on a 16K it was 16382, and on a 4K CoCo it was 4094. The actual last byte of RAM was one byte higher (32767, 16383, and 4095), making me wonder if this was a mistake.

Indeed, when I checked on a CoCo 3, which had newer patches to BASIC done by Microware, the 32K value “correctly” reported 32767 as would have expected.

Will the real MEMSIZ please stand up?

When I posted about this on the Color Computer mailing list, William “Lost Wizard” Astle was once again one of the first to chime in with an explanation:

… That missing byte is needed so VAL can work on a string stored at the very top of string space. It needs to temporarily put a NUL byte after the string so the number parser knows when to stop. After executing, VAL restores the byte to its original value. Things would fail if the byte after the string data was ROM though. On the Coco3, that byte is in RAM so it didn’t need an extra reserved byte. I suspect, however,  that Microware didn’t know that, or thought it was a bug in the original, or just didn’t notice when they replaced the now useless memory scan with a simple LDX. So, it’s not a bug in the original ROM and, accidental or not, … the behavior on the Coco3 [is] also correct.

– William Astle, 7/14/2022

This led me back to the ROM disassembly, where I did indeed locate where the VAL command will load a byte, store 0 there, then restore the original value later.

Color BASIC Unraveled, page B38.

Prove it or lose it.

Since Man cannot code on faith alone, Art “ADOS” Flexser provided a simple way to prove this to be true:

You can demonstrate the need for the extra byte on a 32/64K CoCo 1/2 by the following:

Change the top of string space to $7FFF rather than the usual $7FFE by POKE 40, 255:CLEAR, upping the LSB of MEMSIZ by one.

Then try PRINT VAL(“&H5”) and you get the rather surprising answer of 94! Why 94? Because that’s decimal for hex 5E, and the “E” has arisen from the first byte of Extended Basic at $8000.

On a CoCo 3, the top of string space is already at $7FFF, so you just need to put it into ROM/RAM mode with POKE&HFFDE,0 before entering PRINT VAL(“&H5”) to get the answer of 94.

Art Flexser, 7/17/2022

And there you have it — the reason why MEMSIZE is not actually pointing to the end of usable BASIC memory on a CoCo 1 or 2, and why it still works on a CoCo 3 after being changed to actually point to the end of usable BASIC memory.

The more you know …

Thanks, William and Art. Your knowledge is greatly apprecaited.

Until next time…

Color BASIC info memory locations.

From the “wish I knew then what I (almost) know now” department..

On the Color Computer, the first 1K (1024 bytes) of RAM is reserved for the BASIC ROM code to use. In this article, we will look at some memory locations that pertain to our BASIC code, variables, arrays and strings.

Here are the locations as described in the Color BASIC Unraveled book:

Color BASIC Unraveled, page A1.

Each location contains a 16-bit number which is the address in memory of that information. Here are the values we are interested in, translated to decimal:

  • TXTTAB – 25 and 26
  • VARTAB – 27 and 28
  • ARYTAB – 29 and 30
  • ARYEND – 31 and 32
  • FRETOP – 33 and 34
  • STRTAB – 35 and 36
  • MEMSIZ – 39 and 40

To turn two bytes in to the 16-bit address, we take the PEEK of the first byte, multiply it by 256, then add the PEEK of the second byte. For TXTTAB (Beginning of BASIC program) we would do:

PRINT PEEK(25)*256+PEEK(26)

That value returned will be different depending on the configuration of the Color Computer.

Let’s dig in to what each of these locations means.

TXTTAB: Beginning of BASIC program – 25/26 (&H19/&H1A)

This location represents where in RAM the BASIC program starts.

PRINT PEEK(25)*256+PEEK(26)

On a CoCo with only Color BASIC (no Extended or Disk BASIC), storage for a BASIC program will be right after the 512 bytes of screen memory. The CoCo’s screen is stored at 1024 to 1535, so BASIC programs load at 1536.

START   END   SIZE   DESC
-----  -----  -----  --------------
    0   1023   1024  ROM USE
 1024   1535    512  TEXT SCREEN
 1536  32767  31232  BASIC PROGRAM

With Extended BASIC added, some RAM after the text screen is used for high resolution graphics screens. By default, 6K is reserved on startup, but more or less can be specified using the PCEAR command. Since the smallest graphics screen using 1.5K (1536 bytes), allocation is done in multiples of that size. Thus, on startup, Extended BASIC has four 1.5K pages reserved for graphics. This means BASIC would start at 7668 on a CoCo with Extended BASIC.

START   END   SIZE   DESC
-----  -----  -----  --------------
    0   1023   1024  ROM USE
 1024   1535    512  TEXT SCREEN
 1536   7679   6144  HI-RES GFX
 7680  32767  25088  BASIC PROGRAM

With Disk BASIC, there is an additional 2K of RAM used just after screen memory at 1536, with the high resolution graphics screens after that.

START   END   SIZE   DESC
-----  -----  -----  --------------
    0   1023   1024  ROM USE
 1024   1535    512  TEXT SCREEN
 1536   3583   2048  DISK ROM USE
 3584   9727   6144  HI-RES GFX
 9728  32767  23040  BASIC PROGRAM

NOTE about “START”: As I calculated this, I see that the starting location for BASIC is actually one byte higher than I expected. On a 4K CoCo, I expected BASIC to start at 1536, but PEEK(25)*256+PEEK(27) shows 1537. On an Extended BASIC CoCo, those peeks show 7681 instead of 7680. And on a Disk BASIC system, they show 9729 instead of 9728. I am not sure why it is off by one, but I’m sure someone smarter than I will have the answer in a comment.

NOTE about “END”: You will notice in my table the end location for BASIC is listed as 32766. That would only be true if the machine has 32K or 64K. If the machine had only 4K or 16K, it would be less. (Basically, MEMSIZE – START OF BASIC PROGRAM). And then it’s also off by by one byte for some reason (4094 on a 4K machine, 16382 on a 16K machine, and 32766 on a 32K machine). I’ll have to look in to this. Maybe I’m the one who is off…

NOTE about BASIC Memory: You may note I just said a 32K and 64K CoCo will show the same location for the end of BASIC memory. This is because reasons. See this article for a discussion about getting the most memory for BASIC, or just read this excerpt:

64K NOTE: The reason BASIC memory is the same for 32K and 64K is due to legacy designs. The 6809 processor can only address 16-bits of memory space (64K). The BASIC ROMs started in memory at $8000 (32768, the 32K halfway mark). This allowed the first 32K to be RAM for programs, and the upper 32K was for BASIC ROM, Extended BASIC ROM, Disk BASIC ROM and Program Pak ROMs. Early CoCo hackers figured out how to piggy-pack 32K RAM chips to get 64K RAM in a CoCo, but by default that RAM was “hidden” under the ROM address space. In assembly language, you could map out the ROMs and access the full 64K of RAM. But, since a BASIC program needed the BASIC ROMs, only the first 32K was available.

this article

VARTAB: Start of Variables – 27/28 (&H1B/&H1C)

This location represents where the variable table begins.

PRINT PEEK(27)*256+PEEK(28)

Variables are stored directly after the BASIC program, so subtracting the value here from the value at 25/26 will give you the size of your program:

PRINT (PEEK(27)*256+PEEK(28))-(PEEK(25)*256+PEEK(26))

Note the use of parenthesis around each calculation. I was originally not using them, and was getting bad results because I made, as William Astle noted, “an elementary arithmetic error.”

Math is hard. Just ask Barbie.

Variable Table

The variable table is a series of 7 byte entries. The first two bytes are the variable name.

  • Variable Name (bytes 1 and 2) – If a variable is “LN”, the first two bytes would be “LN”. But, if the variable is a string such as LN$, the first byte would be “L” and the second byte would be the value of “L” + 128 (high bit set).
  • Variable Value (bytes 3-7) or String Descriptor (bytes 3, and 5-6)
    • If the variable is a number, the next five bytes are a floating point representation of the value.
    • If the variable is a string (high bit of the second name byte is set), the five bytes will be a string descriptor entry that contains the size and location of the string data bytes. A string descriptor only uses three of those five bytes. The first byte will be the length of the string (0-255), the next byte is unused, then the third and fourth bytes are the address of the string data in memory (located in reserved string space, to be discussed later in this article).
VARIABLE TABLE ENTRY
----------------------
[L][N][x][x][x][x][x] - numeric variable "LN"

Here is a short program that will print out all the variables. The variables MUST be declared before this code runs. If any new variables are created inside the FOR/NEXT loop, it will not work as expected since the table will have been changed.

0 ' SHOWVARS.BAS
5 DIM VS,VE,L,VN$
10 VS=PEEK(27)*256+PEEK(28)
20 VE=PEEK(29)*256+PEEK(30)
30 FOR L=VS TO VE-5 STEP 7
40 VN$=CHR$(PEEK(L))+CHR$(PEEK(L+1) AND 127)
50 IF PEEK(L+1) AND 128 THEN VN$=VN$+"$"
60 PRINT VN$;
70 FOR I=0 TO 4
80 PRINT TAB(5*I+6);PEEK(L+2+I);
90 NEXT:PRINT
100 NEXT

Running this will show a list of all the variables in use, and the five bytes after the name.

Above, the VN$ entry shows that it is a 3 byte string located in memory at location 127*256+236 (32748). More on this later in the article.

You can test this code further by declaring more variables before line 10, such as with the DIM statement, or just adding declarations like A=42 or ZZ$=”TOP”.

6 DIM A,B,C,D,A$,B$,AB$,ZZ$
7 AB$="ABBA":ZZ$="TOP"

ARYTAB: Start of Arrays – 29/30 (&H1D/&H1E)

This location represents where arrays will be stored.

PRINT PEEK(29)*256+PEEK(30)

And if we know the start…

ARYEND: End of Arrays (+1) – 31/32 (&H&1F/&H20)

And this location represents where arrays end (though it returns one byte past the last entry of the arrays).

PRINT PEEK(31)*256+PEEK(32)

Arrays

This part gets a bit complicated and messy, so unless you plan on doing stuff with arrays, feel free to skip this section completely… :)

Arrays get stored in their own block of memory. Each array entry starts with a 5-byte header that contains the name of the array (2-bytes), the length of the array (2-bytes) and how many dimensions the array is (1-byte). It looks like this:

ARRAY TABLE ENTRY HEADER (5 bytes)
--------------------
[  ][  ][  ][  ][  ] - numeric array "NM"
  N   M  AB  CD  #D  - ABCD = memory used (header to end)
                       #D = number of dimension
                            DIM(X)=1 DIM(X,Y)=2

This is followed by one or more 2-byte entries that contain the dimension size for each dimension. A one dimensional array such as DIM X(10) would have two bytes representing 11. Remember that in BASIC, DIMensions are base 0. DIM X(10) gives you X(0) through X(10) for a total of 11 entries.

Since an array has to have at least one entry, the header will really always have at least 7 bytes. Here is an example for a two dimension array like DIM X(10,20)

ARRAY TABLE ENTRY HEADER (5 bytes + at 2 bytes per each dimension)
------------------------------------
[  ][  ][  ][  ][  ][  ][  ][  ][  ]- numeric array "LN"
  N   M  AB  CD  #D  D1  D1  D2  D2 - ABCD = memory used
                                    - #D = number of dimensions
                                    - D1D1 = number of dimension 1 entries
                                    - D2D2 = number of dimension 1 entries

And, dimensions are backwards from how they are entered in BASIC. If you had this:

DIM AB(1,2,3,4)

You would have an array table entry that would be 15 bytes and look like this:

[65][66] [xx][xx] [4] [0][5] [0][4] [0][3] [0][2] [0][1]

[65][66] - name "AB"
        [xx][xx] - total bytes used from header to end
                [4] - four dimensions
                   [0][5] - DIM (x,x,x,4)
                         [0][4] - DIM (x,x,3,x)
                               [0][3] - DIM (x,2,x,x)
                                     [0][2] - DIM (1,x,x,x)

After each header are a series of 5-byte entries (one for each element in the array) in the same format as variables – either 5-bytes representing a floating point number, or 5-bytes that make up the string descriptor (size and location of string data).

The blocks of entries are in the order listed in the array table. i.e, if you have DIM(1,2) you will first have 3 5-byte entries for the second dimension DIM(x,2) followed by 2 5-byte entries for the first dimension DIM(1,x).

I think.

Here is a program that shows the Array Table:

0 ' SHOWARRAYS.BAS
5 DIM SA,EA,L,AN$,I,AL
6 DIM X(1),Y(10),XY(2,3),ZZ(10,15,20),A$(10),UL$(10,3)

10 SA=PEEK(29)*256+PEEK(30)
20 EA=PEEK(31)*256+PEEK(32)
30 IF SA=EA THEN PRINT "NO ARRAYS":END
40 PRINT "ARRAYS FROM";SA;"TO";EA
45 PRINT "NAME TSIZE DIM ..  ..  ..  .."
50 L=SA
60 AN$=CHR$(PEEK(L))+CHR$(PEEK(L+1) AND 127)
70 IF PEEK(L+1) AND 128 THEN AN$=AN$+"$"
80 PRINT AN$;
90 AL=PEEK(L+2)*256+PEEK(L+3)
100 PRINT TAB(4);AL;
110 PRINT TAB(11);PEEK(L+4);
120 FOR I=0 TO PEEK(L+4)-1
130 PRINT TAB(14+I*4);PEEK(L+5+I*2)*256+PEEK(L+5+I*2+1);
140 NEXT:PRINT
150 L=L+AL:IF L<EA THEN 60

And, with a bit of work, a program could be written to dump the 5-byte entrees for each array. I’ll add that to my “TODO” list…

FRETOP: Start of String Storage – 33/34 (&H21/&H22)

This location represents where reserved string memory begins. String space is reserved using the CLEAR command, with 200 bytes allocated by default. Strings are stored at the top of memory. Thus, on startup, this should print 200 bytes less than the end of BASIC memory:

PRINT PEEK(33)*256+PEEK(34)

If you change the amount of reserved string space, this number will change accordingly. Here we start out with 200 bytes reserved for strings, then change that to 0 bytes, then to 500 bytes:

If you wanted to know how much room is available for a BASIC program plus variables, you could take this value and subtract the start of BASIC location:

PRINT (PEEK(33)*256+PEEK(34))-(PEEK(25)*256+PEEK(26))

However, there is still some extra overhead so this value won’t match with what PRINT MEM shows. I guess it’s better to just PRINT MEM:

Maybe we’ll figure out what those “missing” 17 bytes are being used for.

STRTAB: Start of String Variables – 35/36 (&H22/&H24)

This location represents where the next string will be stored. Sorta.

PRINT PEEK(35)*256+PEEK(36)

Didn’t we just cover this? Not exactly. FRETOP shows where the string memory starts, but strings are actually stored from the top of memory, and grow downward. Meaning, if you have 200 bytes reserved, and place a ten byte string there (A$=”1234567890″), it will be located at the END of that 200 bytes, not at the start. This value points to where strings are stored within the reserved area.

If string memory were set to 16 bytes by using CLEAR 16, string memory would look like this:

FRETOP
 |
[.][.][.][.][.][.][.][.][.][.][.][.][.][.][.][.]
                                              |
                                           STRTAB

If we created a 5 byte string like A$=”12345″, it would then look like this:

FRETOP
 |
[.][.][.][.][.][.][.][.][.][.][.][1][2][3][4][5]
                               |
                            STRTAB

If we wanted to know how much string space is available, we could subtract FRETOP from STRTAB:

PRINT (PEEK(35)*256+PEEK(36))-(PEEK(33)*256+PEEK(34))

If we added another string of ten byte string like B$=”ABCDEFGHIJ”, it would look like:

FRETOP
 |
[.][A][B][C][D][E][F][G][H][I][J][1][2][3][4][5]
 |
STRTAB

At this point, we could add another one byte string, but anything longer would result in an ?OS ERROR (out of string space).

Here is a test program (and notice we are adding +”” to the end of each string. If that isn’t done, the string will be stored inside the BASIC program itself, and not in string memory.)

10 ' STRTAB.BAS
20 CLEAR 16
30 GOSUB 110
40 PRINT "ADDING 5 BYTE STRING"
50 A$="12345"+"":GOSUB 110
60 PRINT "ADDING 10 BYTE STRING"
70 B$="ABCDEFGHIJ"+"":GOSUB 110
80 PRINT "ADDING 2 BYTE STRING"
90 C$="??"+"":GOSUB 110
100 END
110 PRINT PEEK(33)*256+PEEK(34);
120 PRINT TAB(6);PEEK(35)*256+PEEK(36);
130 PRINT TAB(20);"FREE:";(PEEK(35)*256+PEEK(36))-(PEEK(33)*256+PEEK(34))
140 RETURN

Which leaves us with one final location…

MEMSIZ: Top of String Space – 39/40 (&H27/&H28)

This location represents where the end of string storage is, which will also be the end of RAM available to BASIC.

PRINT PEEK(39)*256+PEEK(40)

Using our diagram from STRTAB, let’s add MEMSIZ:

FRETOP                                     MEMSIZ
 |                                            |
[.][.][.][.][.][.][.][.][.][.][.][.][.][.][.][.]
                                              |
                                           STRTAB

MEMSIZE should never move, as it is the highest memory location available to BASIC. FRETOP will move, depending on how many bytes are reserved for strings using the CLEAR command.

After the two strings in the previous example were added, it would look like this:

FRETOP                                     MEMSIZ
 |                                            |
[.][A][B][C][D][E][F][G][H][I][J][1][2][3][4][5]
 |
STRTAB

This means we should be able to subtract STRTAB from MEMSIZ and know how many bytes of string space we are actually using:

PRINT (PEEK(39)*256+PEEK(40))-(PEEK(35)*256+PEEK(36))

Modifying the previous test program, we can print used/total string space at each step:

10 ' MEMSIZ.BAS
20 CLEAR 16
30 GOSUB 110
40 PRINT "ADDING 5 BYTE STRING"
50 A$="12345"+"":GOSUB 110
60 PRINT "ADDING 10 BYTE STRING"
70 B$="ABCDEFGHIJ"+"":GOSUB 110
80 PRINT "ADDING 2 BYTE STRING"
90 C$="??"+"":GOSUB 110
100 END
110 PRINT PEEK(33)*256+PEEK(34);
120 PRINT TAB(6);PEEK(35)*256+PEEK(36);
130 PRINT TAB(14);(PEEK(39)*256+PEEK(40))-(PEEK(35)*256+PEEK(36));
140 PRINT ;"/";
150 PRINT (PEEK(39)*256+PEEK(40))-(PEEK(33)*256+PEEK(34));
160 PRINT "USED"
170 RETURN

Yes … but what’s the point?

With these memory locations, we can determine how large a BASIC program is. We can detect how much string space is reserved, and calculate how much is being used or is free. We can figure out how much variable storage is being used, as well as array storage.

Most of these locations are never meant to be set by a program, but there is one exception. The CLEAR command can also be used to prevent BASIC from growing past a certain memory location. If you use a second parameter such as CLEAR 200,16000, it changes the MEMSIZ to that value.

10 ' CLEARIT.BAS
20 GOSUB 200
30 PRINT "CLEAR TO 16000"
40 CLEAR 200,16000
50 GOSUB 200
60 PRINT "CLEAR TO 10000"
70 CLEAR 200,10000
80 GOSUB 200
90 PRINT "CLEAR TO 32767"
100 CLEAR 200,32767
110 GOSUB 200
120 END
200 PRINT PEEK(39)*256+PEEK(40)
210 RETURN

The CLEAR command erases all variables, so there would be nothing for BASIC to relocate. Instead, this just changes MEMSIZE and adjusts the string values FRETOP and STRTOP and accordingly.

10 ' CLEARIT2.BAS
15 PRINT "FRETOP";TAB(10);"STRTAB";TAB(20);"MEMSIZ"
20 GOSUB 200
30 PRINT "CLEAR TO 16000"
40 CLEAR 200,16000
50 GOSUB 200
60 PRINT "CLEAR TO 10000"
70 CLEAR 200,10000
80 GOSUB 200
90 PRINT "CLEAR TO 32767"
100 CLEAR 200,32767
110 GOSUB 200
120 END
200 PRINT PEEK(33)*256+PEEK(34);
210 PRINT TAB(10);PEEK(35)*256+PEEK(36);
220 PRINT TAB(20);PEEK(39)*256+PEEK(40)
230 RETURN

While it would be possible to manually POKE those six values and accomplish the same thing, there could always be unintended consequences. (But for fun, a BASIC program could be written that moves the string memory somewhere else, then POKEs the values to update it so BASIC keeps running.)

Conclusion

There might be some interesting things one could do by monitoring string space closely… Perhaps all the research I did for this article may be leading somewhere…

Until then…


BONUS CONTENT

Here is the program I used to calculate the tables in this article.

0 ' MEMINFO.BAS

10 GOSUB 1500
20 ZL=0:ZS=1024:ZD$="ROM USE":GOSUB 1000
30 ZS=512:ZD$="TEXT SCREEN":GOSUB 1000
40 ZS=0:ZD$="BASIC PROGRAM":GOSUB 1000
50 GOSUB 2000

60 GOSUB 1500
70 ZL=0:ZS=1024:ZD$="ROM USE":GOSUB 1000
80 ZS=512:ZD$="TEXT SCREEN":GOSUB 1000
85 ZS=6144:ZD$="HI RES GFX":GOSUB 1000
90 ZS=0:ZD$="BASIC PROGRAM":GOSUB 1000
100 GOSUB 2000

110 GOSUB 1500
120 ZL=0:ZS=1024:ZD$="ROM USE":GOSUB 1000
130 ZS=512:ZD$="TEXT SCREEN":GOSUB 1000
135 ZS=2048:ZD$="DISK ROM USE":GOSUB 1000
140 ZS=6144:ZD$="HI RES GFX":GOSUB 1000
150 ZS=0:ZD$="BASIC PROGRAM":GOSUB 1000
160 GOSUB 2000

999 GOTO 999
1000 ' PRINT MEM INFO
1001 ' ZL=START LOCATION
1002 ' ZS=SIZE
1010 IF ZS=0 THEN ZS=32768-ZL
1020 PRINT USING("##### ##### ##### ");ZL;ZL+ZS-1;ZS;
1030 PRINT ZD$
1040 ZL=ZL+ZS:RETURN

1500 ' PRINT MEM INFO HEADER
1510 PRINT "STRT   END  SIZE  DESC"
1520 PRINT "----- ----- ----- -------------"
1530 RETURN

2000 ' WAIT FOR KEY
2010 IF INKEY$="" THEN 2010
2020 RETURN

Color BASIC and string concatenation

The C programming language has a few standard library functions that deal with strings, namely strcpy() (string copy) and strcat() (string concatenate).

Microsoft BASIC has similar string manipulation features built in to the language. For example, to copy an 8 character “string” in to a buffer (array of chars):

char buffer1[80];

strcpy(buffer1, "12345678");

printf("%s\n", buffer1);

In BASIC, you do not need to allocate space for individual strings. Color BASIC allows doing whatever you want with a string provided it is 255 characters or less, and provided the total string space is large enough. By default, Color BASIC reserves 200 bytes for string storage. If you wanted to strcpy() “12345678” to a string variable, you would just do:

BUFFER1$="12345678"

Yes, that’s legal, but Color BASIC only recognizes the first two characters of a string name, so in reality, that is just like doing:

BU$="12345678"

If you need more than the default 200 bytes, the CLEAR command will reserve more string storage. For example, “CLEAR 500” or “CLEAR 10000”.

“CLEAR 500” would let you have five 100 character strings, or 500 one character strings.

And, keep in mind, strings stored in PROGRAM MEMORY do not use this space. For example, if you reduced string space to only 9 bytes, then tried to make a 10 byte string direct from BASIC:

CLEAR 9
A$="1234567890"
?OS ERROR

The wonderful “?OS ERROR” (Out of String Space).

BUT, if strings are declared inside PROGRAM data, BASIC references them from within your program instead of string memory:

5 CLEAR 9
10 A$="1234567890"
20 B$="1234567890"
30 C$="1234567890"
40 D$="1234567890"
50 E$="1234567890"

Yes, that actually works. If you would like to know more, please see my String Theory series.

But I digress…

The other common C string function is strcat(), which appends a string at the end of another:

char buffer1[80];

strcpy(buffer1, "12345678");
strcat(buffer1, "plus this");

printf("%s\n", buffer1);

That code would COPY “12345678” in to the buffer1 memory, then concatenate “plus this” to the end of it, printing out “12345678plus this”.

In BASIC, string concatenation is done by adding the strings together, such as:

A$="12345678"
A$=A$+"plus this"

PRINT A$

Color BASIC allows for strings to be up to 255 characters long, and no more:

The wonderful “?LS ERROR” (Length of String).

Make it Bigger!

In something I am writing, I started out with an 8 character string, and wanted to duplicate it until it was 64 characters long. I did it like this:

10 A$="12345678"
20 A$=A$+A$+A$+A$+A$+A$+A$+A$

In C, if you tried to strcat() a buffer on top of the buffer, it would not work like that.

#include <stdlib.h>
#include <stdio.h>
#include <string.h>

int main(int argc, char **argv)
{
    char buffer1[80];
    
    // buffer1$ = "12345678"
    strcpy(buffer1, "12345678");
    // Result: buffer1="12345678"
    printf ("%s\n", buffer1);
    
    // buffer1$ = buffer1$ + buffer1$
    strcat(buffer1, buffer1);
    // Result: buffer1$="1234567812345678"
    printf ("%s\n", buffer1);

    // buffer1$ = buffer1$ + buffer1$    
    strcat(buffer1, buffer1);
    // Result: buffer1$="12345678123456781234567812345678"
    printf ("%s\n", buffer1);

    return EXIT_SUCCESS;
}

As you can see, each strcat() copies all of the previous buffer to the end of the buffer, doubling the size each time.

The same thing happens if you do it step by step in BASIC:

A$="12345678"
REM RESULT: A$="12345678"

A$=A$+A$
REM RESULT: A$="1234567812345678"

A$=A$+A$
REM RESULT: A$="12345678123456781234567812345678"

But, saying “A$=A$+A$+A$+A$” is not the same as saying “A$=A$+A$ followed by A$=A$+A$”

For example, if you add two strings three times, you get a doubling of string size at each step:

5 CLEAR 500
10 A$="12345678"
20 A$=A$+A$
30 A$=A$+A$
40 A$=A$+A$
50 PRINT A$

Above creates a 64 character string (8 added to 8 to make 16, then 16 added to 16 to make 32, then 32 added to 32 to make 64).

BUT, if you had done the six adds on one line:

5 CLEAR 500
10 A$="12345678"
20 A$=A$+A$ + A$+A$ + A$+A$
50 PRINT A$

…you would get a 48 character string (8 characters, added 6 times).

In C, using strcat(buffer, buffer) with the same buffer has a doubling effect each time, just like A$=A$+A$ does in BASIC each time.

And, adding a bunch of strings together like…

A$=A$+A$+A$+A$+A$+A$+A$+A$ '64 characters

…could also be done in three doubling steps like this:

A$=A$+A$:A$=A$+A$:A$=A$+A$ ' 64 characters

Two different ways to concatenate strings together to make a longer string. Which one should we use?

Must … Benchmark …

In my code, I just added my 8 character A$ up 8 times to make a 64 character string. Then I started thinking about it. And here we go…

Using my standard benchmark program, we will declare an 8 character string then add it together 8 times to make a 64 character string. Over and over and over, and time the results.

0 REM strcat1.BAS
5 DIM TE,TM,B,A,TT
10 FORA=0TO3:TIMER=0:TM=TIMER
20 FORB=0TO1000
30 A$="12345678"
40 A$=A$+A$+A$+A$+A$+A$+A$+A$
70 NEXT
80 TE=TIMER-TM:PRINTA,TE
90 TT=TT+TE:NEXT:PRINTTT/A:END

This produces an average of 1235.

Now we switch to the doubling three times approach:

0 REM strcat2.BAS
5 DIM TE,TM,B,A,TT
10 FORA=0TO3:TIMER=0:TM=TIMER
20 FORB=0TO1000
30 A$="12345678"
40 A$=A$+A$:A$=A$+A$:A$=A$+A$
70 NEXT
80 TE=TIMER-TM:PRINTA,TE
90 TT=TT+TE:NEXT:PRINTTT/A:END

This drops the time down to 888!

Adding separately three times versus add together eight times is a significant speed improvement.

Based on what I learned when exploring string theory (and being shocked when I realized how MID$, LEFT$ and RIGHT$ worked), I believe every time you do a string add, there is a new string created:

“A$=A$+A$+A$+A$+A$+A$+A$+A$” creates eight strings along the way.

“A$=A$+A$:A$=A$+A$:A$=A$+A$” creates six.

No wonder it is faster.

Looks like I need to go rewrite my experiment.

Until next time…

Erico’s CoCo revamp of the 1K ZX81 game

Earlier in December, @BASIC10Liners on Twitter retweeted a tweet from Tony Lyon. The original tweet contained a photograph of a ZX81 BASIC program listing found in ‘Computer & Video Games’ magazine. The game ran on a 1K machine, and was a Space Invaders-style game, featuring a single invader.

This tweet was picked up and shared in the Tandy CoCo group on Facebook, and led to a number of folks porting it over to the CoCo. Jim Gerrie also ported it to the MC-10:

Jim also did the research to find the issue that the full article appeared in:

For the past few weeks, folks have been sharing optimizations and game improvements on Facebook, and I wanted to highlight one in particular.

Erico Monteiro is known for doing some impressive graphics work using the 8-color 64×32 resolution “mode” of the CoCo. He took the basic framework of the game, then sped it up and added new colors, animations and features.

David Healey, if you are out there, thank you for inspiring so many with your 1981 ZX81 program in that magazine…

PRINT MEM is not accurate?

While writing up my article on Color BASIC memory, I ran across something I was unaware of. Special thanks to William “Lost Wizard” Astle for his responses on the CoCo mailing list that got me pointed in the right direction…

BASIC memory looks like this:

+-------------+ 0
| SYSTEM USE  |
+-------------+ 1024
| TEXT SCREEN |
+-------------+ 1536
| DISK USE    |
+-------------+
| HI-RES GFX  |
+-------------+
| BASIC PROG  |
+-------------+
| VARIABLES   |
+-------------+
| ARRAYS      |
+-------------+
| FREE MEMORY |
+-------------+
| STRINGS     |
+-------------+ 32767

Without Disk BASIC, “DISK USE” is not there, and without Extended BASIC, neither is “HI-RES GFX”.

To determine free memory available to BASIC (for program, variables or arrays), you would subtract the end of “ARRAYS” from the start of “STRINGS.” The locations that store this are at &H1F-&H20 (31-32) and &H21-&H22 (33-34).

Color BASIC Unraveled, page A1.

Each of those two byte locations holds a 16-bit address to some area of RAM. You can get the values by taking the first byte, multiplying it by 256, and adding the second byte.

PRINT "MEMSIZE:";PEEK(&H27)*256+PEEK(&H28)

Here is a program that prints out some pertinent information:

0 ' BASINFO2.BAS

10 ' START OF BASIC PROGRAM
20 BS=PEEK(25)*256+PEEK(26)

30 ' START OF VARIABLES
40 VS=PEEK(27)*256+PEEK(28)

50 ' START OF ARRAYS
60 SA=PEEK(29)*256+PEEK(30)

70 ' END OF ARRAYS (+1)
80 EA=PEEK(31)*256+PEEK(32)

90 ' START OF STRING STORAGE
100 SS=PEEK(33)*256+PEEK(34)

110 ' START OF STRING VARIABLES
120 SV=PEEK(35)*256+PEEK(36)

130 ' TOP OF STRING SPACE/MEMSIZ
140 ST=PEEK(39)*256+PEEK(40)

150 PRINT "PROG  SIZE";(VS-BS),"STR SPACE";(ST-SS)
170 PRINT "ARRAY SIZE";(EA-SA)," STR USED";(ST-SV)
180 PRINT " VARS SIZE";(SA-VS)," FREE MEM";(SS-EA)

999 END

And here is that PRINT code, without using any variables. It could be made a subroutine that you could GOSUB to and see status of your memory usage:

10 PRINT "PROG  SIZE";(PEEK(27)*256+PEEK(28))-(PEEK(25)*256+PEEK(26)),;
20 PRINT "STR SPACE";(PEEK(39)*256+PEEK(40))-(PEEK(33)*256+PEEK(34))
30 PRINT "ARRAY SIZE";(PEEK(31)*256+PEEK(32))-(PEEK(29)*256+PEEK(30)),;
40 PRINT " STR USED";(PEEK(39)*256+PEEK(40))-(PEEK(35)*256+PEEK(36))
50 PRINT " VARS SIZE";(PEEK(29)*256+PEEK(30))-(PEEK(27)*256+PEEK(28)),;
60 PRINT " FREE MEM";(PEEK(33)*256+PEEK(34))-(PEEK(31)*256+PEEK(32))

There are a few mysteries here. First, if I wanted to get the size of my program, I would take MEMSIZE and subtract ARYEND. That would be this:

PRINT (PEEK(33)*256+PEEK(34))-(PEEK(31)*256+PEEK(32))

But that disagrees with that PRINT MEM shows:

There are some bytes missing somewhere. This made me wonder which was correct, so I consulted the PRINT MEM code in Color BASIC Unravelled. It had comments that shed some light on what is going on:

Color BASIC Unraveled, page B34.

“This is not a true indicator of free memory because BASIC requires a STKBUF size buffer for the stack for which MEM does not allow.”

– Color BASIC Unraveled, page B34.

On page A1, I see the definition for STKBUF:

STKBUF  EQU  58    STACK BUFFER ROOM

I see code in the ROM that takes this in to consideration, adding the value of ARYEND plus the value of STKBUF.

Color BASIC Unraveled, page B20.

That routine is used to test if enough memory is available for something, and if there isn’t, it returns the ?OM ERROR.

But the difference I get is 12 bytes, not 58. What it BOTSTK? It looks like it is just before the pointer variables I have been working with. I just did not know what it was.

0017    BOTSTK  RMB  2    BOTTOM OF STACK AT LAST CHECK

&H17 would be memory location 23. Let’s see where it is by doing…

PRINT PEEK(23)*256+PEEK(24)

That gives me a location about 30 bytes before FRETOP (start of string storage). Here is the program I am using:

0 ' BASPTRS.BAS

10 ' BOTTOM OF STACK
20 SP=PEEK(23)*256+PEEK(24)

30 ' START OF BASIC PROGRAM
40 BS=PEEK(25)*256+PEEK(26)

50 ' START OF VARIABLES
60 VS=PEEK(27)*256+PEEK(28)

70 ' START OF ARRAYS
80 SA=PEEK(29)*256+PEEK(30)

90 ' END OF ARRAYS (+1)
100 EA=PEEK(31)*256+PEEK(32)

110 ' START OF STRING STORAGE
120 SS=PEEK(33)*256+PEEK(34)

130 ' START OF STRING VARIABLES
140 SV=PEEK(35)*256+PEEK(36)

150 ' TOP OF STRING SPACE/MEMSIZ
160 ST=PEEK(39)*256+PEEK(40)

180 PRINT "START OF PROG",BS;(VS-BS)
190 PRINT "START OF VARS",VS;(SA-VS)

200 PRINT "START OF ARRAYS",SA;(EA-SA)
210 PRINT "END OF ARRAYS+1",EA

215 PRINT "BOTTOM OF STACK",SP

229 PRINT "START/STR STORE",SS;(ST-SS)
230 PRINT "START/STR VARS",SV;(ST-SV)
240 PRINT "TOP OF STRINGS",ST

250 PRINT "FREE MEMORY",(SP-EA)

999 END

William clarified a bit of this in a follow-up post.

Actually, currently available memory would be approximately the difference between BOTSTK and ARYEND less the STKBUF amount. MEM neglects to add the STKBUF adjustment in when it calculates the difference. Total usable memory under current PMODE/FILES/CLEAR settings would be the difference between BOTSTK and TXTTAB.

Note that the stack (and consequently the BOTSTK value) will grow downward from FOR loops, GOSUB, and expression evaluation. Expression evaluation can use a surprising amount of stack space depending on how many times it has to save state to evaluate a higher precedence operation, how many function calls are present, etc.

ARYEND is the top of all the memory used by the program itself, PMODE graphics pages, disk buffers and file descriptors, scalar variables, and arrays.

When calculating OM errors, it takes ARYEND, adds the amount of memory requested, adds the STKBUF amount, and then compares that with the current stack pointer. It does the comparison by storing S since you can’t directly compare two registers.

STKBUF is 58 for whatever reason. That’s sufficient to allow for a full interrupt frame (12 bytes) plus a buffer so routines can use the stack for saving registers, routine calls, etc., within reason, without having to continually do OM checks. It does this to prevent corrupting variables when memory is tight. Even so, there may be a few routines in Disk Basic that may still cause the stack to overflow into variable space when memory is very tight.

– William Astle, 7/8/2022

So how can we test? Using the XRoar emulator, I started with a standard 64K CoCo with Disk BASIC. PRINT MEM returns 22832 bytes free.

On startup, a disk-based CoCo has 22823 bytes available for BASIC.

For testing, I’ll create one line of BASIC that is just a REM statement:

10 REM

Now PRINT MEM shows 22817 bytes free. That is 6 bytes less, which is two bytes for where the next line will be (38 7), two bytes for the line number (00 10), the token for REM (130), and a NULL byte (0). Each new line number takes up 5 bytes plus whatever the content of the line is.

Now I want to reserve most of that memory for strings. I’ll do CLEAR 22800. After this, PRINT MEM shows 207… That can’t be right. Shouldn’t it really be 17?

In this case, the original PRINT MEM was already counting 200 bytes reserved for strings. When I did CLEAR 22800, it was release that 200 bytes, then redoing it as 22800 (so, 228600+200).

Let’s start over…

Okay, so let’s redo this. I restarted the CoCo back to where PRINT MEM shows 22823.

The next thing I did was type CLEAR 0 to reserve NO string space, then check PRINT MEM. It shows 23023 — the largest BASIC program I can have on this disk-based machine, unless I deallocate some graphics memory (6K is reserved for that, by default).

Now I enter in the “10 REM” line, and PRINT MEM again. It shows 23017 — 6 bytes less, as expected.

I try to type CLEAR 23017, which gives ?OM ERROR.

I back that off a bit to CLEAR 22960. PRINT MEM shows ?OM ERROR. And now I have hosed BASIC. Even CLEAR 0 now returns ?OM ERROR.

Is this a bug? I can still EDIT my line 10, and LIST it, but while CLEAR by itself works, it changes nothing. I’ve managed to consume so much memory, I can’t run the command I need to give it back.

Let’s start over again…

CoCo reset. CLEAR 0 entered. PRINT MEM shows 22823. 10 REM typed. PRINT MEM shows 23017.

This time I’ll try CLEAR 22950 to give BASIC a bit more room. PRINT MEM shows 67.

If this is accurate, I should be able to add 67 characters to the end of that REM statement.

I type “EDIT 10”, then “X” to extend to the end. I enter ten characters, then ENTER.

10 REM1234567890

PRINT MEM gives me an ?OM ERROR.

Now, the program still LISTS and would run (if it did anything), but clearly other things are broken.

I EDIT 10 and try to add another ten characters.

10 REM12345678901234567890

?OM ERROR.

And now, LINE 10 is completely gone! EDIT must try to “add” a line when it’s done, and if there’s no memory, the line is … erased?

PRINT MEM still shows 67, even though the “10 REM” seems to be gone. Where did that memory go? I try adding a total of 15 characters after the REM:

10 REM123456789012345

That works. PRINT MEM shows ?OM ERROR.

Let’s start over again again.

I reboot the CoCo, then CLEAR 22950. PRINT MEM shows 73 (there is no line number yet).

This “should” mean I could enter a line (5 bytes) that has 73-5=68 characters. But, if I tried to type anything longer than 16, I get ?OM ERROR (REM token is one byte, then 15 characters).

This tells me that when PRINT MEM shows me 67, I really only had 5+16=21 bytes available. 67-21=46 bytes difference.

Looking back at my BASIC POINTERS program output:

…I see the calculated free memory was 22042, versus PRINT MEM showing 22038. That is only four bytes different.

Questions keep stacking up

It is clear you cannot use PRINT MEM to know how much room you will have for a BASIC program. It is more of a guideline, within 50 or so bytes.

The wildcard is probably this mysterious (to me) “stack” that BASIC needs for operation. Depending on what is going on, the stack in-use may be larger or smaller, but the max limit is 58 bytes. And, STKBOT notes that is is “bottom of stack at last check” so it may not be reflecting the actual stack at the particular moment when the code looked at it.

I really don’t have any conclusions from this. When I started writing, I expected I’d find a set of PEEKs I could subtract to get a more accurate PRINT MEM value.

But I failed.

Anyone have any suggestions?

Until then…

Invisible lines in Color BASIC

Updates:

  • 2022-09-19 – John K pointed out a typo in the program listing, which has been corrected.

This one comes from Carl England. We met him at the 1990 Atlanta CoCoFest. That was the first time Sub-Etha Software appeared anywhere, and we couldn’t afford a full booth so we split on with Carl. He will always be the SuperBoot guy to me (my all time favorite utility), but most may know him as the programmer being The Defeater – a disk copy tool that could make clones of copy protected disk. (Download some of his items here.)

Carl popped up in some Facebook comments recently with this odd bit of code.

10 PRINT"THIS LINE IS INVISIBLE":'%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
20 FORI=PEEK(25)*256+PEEK(26)TOPEEK(27)*256+PEEK(28)
30 IFPEEK(I)=37THENPOKEI,8
40 NEXT

Line 10 is a PRINT statement, followed by a comment and a bunch of percent symbols.

Line 20 is a loop that goes from the Start of BASIC to the End of BASIC.

Line 30 uses PEEK to look for a 37, which is the ASCII code for a percent sign. If it finds one, it POKEs it to 8 — a backspace.

Line 40 is just the NEXT for the loop.

If you run this program, it will modify line to and replace all those %’s with backspace characters. Then, if you LIST it, BASIC displays the line then immediately backspaces over it, too quick to see, making it look like there is no line there.

You could RUN this to modify the program, then DELete lines 20-40, and save it to tape or disk. You could then have a program you could load and run that would print a message, but LISTing it would appear as if nothing was there.

Carl said he used this to hide lines in some of his programs, but mentioned you could still see the code if you sent it to a printer using LLIST. Also, if you knew there was a line 10, you could EDIT 10 and SPACE through the line, revealing the code. I suppose you could SPACE until you got to the colon and then Hack the rest of the line, removing those backspace.

Fun.

Until next time…

Counting 6809 cycles with LWASM

Followers of my ramblings know that I enjoy benchmarking BASIC. It is interesting to see how minor changes can produce major speed differences. And while BASIC is supposedly “completely predictable,” there are so many items that must be considered — line numbers, line length, number of variables, amount of strings, etc. — you can’t really look at any bit of code and know how fast it will run unless it’s something self contained like this:

10 FOR A=1 TO 1000
20 NEXT

Beyond things like that, there’s a lot of trail-and-error needed. Code like this:

...
100 FOR A=1 TO 100
110 Z=Z+1
120 NEXT
...

…can have dramatically different speeds depending on how many other variables there are, and where Z was declared in the list of them.

6809 assembly language is far more predictable. Every machine language instruction has a known amount of CPU cycles it takes to operate — based on variations of that code. For example, loading register A with a value:

lda #42

…should be 100% predictable simply by looking up the cycle counts for “load A” in some 6809 reference guide. The Motorola data sheet for the 6809 tells me that “LDA” takes 2 cycles.

So, really, there’s no benchmarking needed. You just have to look up the instructions (and their specific type — direct, indirect, etc.) and add up some numbers.

But where’s the fun in that?

William “Lost Wizard” Astle‘s LWTOOLS provides us with the lwasm assembler for Mac, Windows, Linux, etc. One of its features is cycle counting. It can generate a list of all the machine language bytes that the assembly source code turns in to and, optionally, include the cycle count for each line of assembly code.

I just learned about this and had to experiment…

Here is a simple assembly loop that clears the 32-column screen. I’ll add some comments that explain what it does, as if it were BASIC…

clear
    lda #96     * A=96 (green space)
clearwitha
    ldx #1024   * X=1024 (top left of screen)
loop
    sta ,x+     * POKE X,A:X=X+1
    cmpx #1536  * Compare X to 1536 
    bne loop    * If X<>1536, GOTO loop
    rts         * RETURN

To clear the screen to spaces (character 96), it is called with:

 bsr clear

To clear the screen with a different value, such as 128 for black, it can be called like this:

 lda #128
 bsr clearwitha

LWASM is able to tell me how many CPU cycles each instruction will take. To generate this, you have to include a special pragma command in the source code, or pass it in on the command line. In source code, it is done by using the special “opt” keyword followed by the pragma. The ones we are interested in are listed in the manual:

opt c  - enable cycle counts: [8]
opt cd - enable detailed cycle counts breaking down addressing modes: [5+3]
opt ct - show a running subtotal of cycles
opt cc - clear the running subtotal

Adding ” opt c” at the top of the source code will enable it, and then you would use the “-l” command line option to generate the list file which will not contain cycle counts. (You can also send the list output to a file using -lfilename if you prefer.)

You can also pass in this pragma using a command line “–pragma=c”, like this:

lwasm clear.asm -fbasic -oclear.bas --pragma=c -l

Above, I am assembling the program in to a BASIC loader which I can load from BASIC, and then RUN to load the machine language program in to memory. Here is what that command displays for me:

allenh@alsmacbookpro asm % lwasm clear.asm -fbasic -oclear.bas --pragma=c -l
0000                  (        clear.asm):00001         clear
0000 8660             (        clear.asm):00002 (2)         lda #96     * A=96 (green space)
0002                  (        clear.asm):00003         clearwitha
0002 8E0400           (        clear.asm):00004 (3)         ldx #1024   * X=1024 (top left of screen)
0005                  (        clear.asm):00005         loop
0005 A780             (        clear.asm):00006 (5)         sta ,x+     * POKE X,A:X=X+1
0007 8C0600           (        clear.asm):00007 (3)         cmpx #1536  * Compare X to 1536 
000A 26F9             (        clear.asm):00008 (3)         bne loop    * If X<>1536, GOTO loop
000C 39               (        clear.asm):00009 (4)         rts         * RETURN
                      (        clear.asm):00010         
                      (        clear.asm):00011             END

That’s a bit too wide of a listing for my comfort, so from now on I’ll just include the right portion of it — starting with the (number) in parenthesis. That is the cycle count. If you look at the “lda #96” line you will see it confirms “lda” takes two cycles:

(2)         lda #96     * A=96 (green space)

Another pragma of interest is one that will start counting the total number of cycles code takes.

opt ct - show a running subtotal of cycles

If you just turned it on, it would be not be very useful since it would just be adding up all the instructions from top to bottom of the source, not taking in to consideration branching or subroutines or loops. But, we can clear that counter and start it at any point by including the “opt” keyword in the code around routines we are interested in.

opt cc - clear the running subtotal

And we can turn them off by putting “no” in front:

opt noct - STOP showing a running subtotal of cycles

In the case of my clear.asm program, I would want to clear the counter and turn it on right at the start of loop, and turn it off at the end of the loop. This would show me a running count of how many cycles that loop takes:

        clear
(2)         lda #96
        clearA
(3)         ldx #1024
            opt ct,cc
                loop
(5)     5           sta ,x+
(3)     8           cmpx #1536
(3)     11          bne loop
                    opt noct
(4)         rts

The numbers to the right of the (cycle) count numbers are the sum of all instructions from the moment the counter was enabled.

The code from “loop” to “bne loop” takes 11 cycles. Since each loop sets one byte on the screen, and since there are 512 bytes on the screen, clearing the screen this way will take 11 * 512 = 5632 cycles (plus a few extra before the loop, setting up X and A).

Instead of clearing the screen 8-bits at a time, I learned that using a 16-bit register would be faster. I changed the code to use a 16-bit D register instead of the 8-bit A register, like this:

clear16
    lda #96     * A=96
    tfr a,b     * B=A (D=A*256+B)
clearA16
    ldx #1024   * X=1024 (top left of screen)
    opt ct,cc   * Clear counter, turn it on.
loop16
    std ,x++    * POKE X,A:POKE X+1,B:X=X+1
    cmpx #1536  * Compare X to 1536.
    bne loop16  * If X<>1536, GOTO loop16
    opt noct    * Turn off counter.
    rts         * RETURN

Since 16-bit register D is made up of 8-bit registers A and B, I simply transfer whatever is in A to B and that makes both bytes of D the same as A. Then in the loop, I store D at X, and increment it by 2 (to get to the next two bytes). Looking at cycles again…

        clear16
(2)         lda #96
(4)         tfr a,b
        clearA16
(3)         ldx #1024
            opt ct,cc
                loop16
(7)     7           std ,x++
(3)     10          cmpx #1536
(3)     13          bne loop16

The code from “loop16” to “bne loop16” takes 13 cycles, which is longer than the original. But, each loop does two bytes instead of one. Instead of needing 512 times through the loop, it only needs 256. 13 * 256 = 3328 cycles. Progress!

And, if we can do 16-bits at a time, why not 32? Currently, D is the value to store, and X is where to store it. We could just store D twice in a row…

clear32
    lda #96     * A=96
    tfr a,b     * B=A (D=A*256+B)
clearA32
    ldx #1024   * X=1024 (top left of screen)
    opt ct,cc   * Clear counter, turn it on.
loop32
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    cmpx #1536  * Compare X to 1536.
    bne loop32  * If X<>1536, GOTO loop32
    opt noct    * Turn off counter.
    rts         * RETURN

Let’s see what that does…

        clear32
(2)         lda #96     * A=96
(4)         tfr a,b     * B=A (D=A*256+B)
        clearA32
(3)         ldx #1024   * X=1024 (top left of screen)
            opt ct,cc   * Clear counter, turn it on.
                loop32
(7)     7           std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(7)     14          std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(3)     17          cmpx #1536  * Compare X to 1536.
(3)     20          bne loop32  * If X<>1536, GOTO loop32
                    opt noct    * Turn off counter.
(4)         rts         * RETURN

Above, the “loop32” to “bne loop32” takes 20 cycles. Each loop does four bytes, so only 128 times through the loop to clear all 512 bytes of the screen. 20 * 128 = 2560 cycles. More than double the speed of the original one byte version.

We could do 48-bits at a time by storing three times, but that math doesn’t work out since 512 is not divisible by 6 (I get 85.33333333). Perhaps we could do the loop 85 times to clear the first 510 bytes (6 * 85 = 510), then manually do one last 16-bit store to complete it. Maybe like this:

clear48
    lda #96     * A=96
    tfr a,b     * B=A (D=A*256+B)
clearA48
    ldx #1024   * X=1024 (top left of screen)
    opt ct,cc   * Clear counter, turn it on.
loop48
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    cmpx #1536  * Compare X to 1536.
    bne loop48  * If X<>1536, GOTO loop32
    opt noct    * Turn off counter.
    std ,x      * POKE X,A:POKE X+1,B:X=X+2
    rts         * RETURN

And LWASM shows me:

        clear48
(2)         lda #96     * A=96
(4)         tfr a,b     * B=A (D=A*256+B)
        clearA48
(3)         ldx #1024   * X=1024 (top left of screen)
            opt ct,cc   * Clear counter, turn it on.
                loop48
(7)     7           std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(7)     14          std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(7)     21          std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(3)     24          cmpx #1536  * Compare X to 1536.
(3)     27          bne loop48  * If X<>1536, GOTO loop32
                    opt noct    * Turn off counter.
(5)                 std ,x      * POKE X,A:POKE X+1,B:X=X+2
(4)         rts         * RETURN

We have jumped to 27 cycles per loop. Each loop stores 6 bytes, and it takes 85 times to get 510 bytes, plus 5 extra after it is over for the last two bytes. 27 * 85 = 2295 cycles + 5 = 2300 cycles! We are still moving in the right direction.

Just for fun, what if we did four stores, 8 bytes at a time?

clear64
    lda #96     * A=96
    tfr a,b     * B=A (D=A*256+B)
clearA64
    ldx #1024   * X=1024 (top left of screen)
    opt ct,cc   * Clear counter, turn it on.
loop64
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    std ,x++    * POKE X,A:POKE X+1,B:X=X+2
    cmpx #1536  * Compare X to 1536.
    bne loop64  * If X<>1536, GOTO loop32
    opt noct    * Turn off counter.
    rts         * RETURN

And that gives us:

        clear64
(2)         lda #96     * A=96
(4)         tfr a,b     * B=A (D=A*256+B)
        clearA64
(3)         ldx #1024   * X=1024 (top left of screen)
            opt ct,cc   * Clear counter, turn it on.
                loop64
(7)     7           std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(7)     14          std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(7)     21          std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(7)     28          std ,x++    * POKE X,A:POKE X+1,B:X=X+2
(3)     31          cmpx #1536  * Compare X to 1536.
(3)     34          bne loop64  * If X<>1536, GOTO loop32
                    opt noct    * Turn off counter.
(4)         rts         * RETURN

34 cycles stores 8 bytes. 64 times through the loop to do all 512 screen bytes, so 64 * 34 = 2176 cycles.

By now, I think you can see where this is going. I believe this is called “loop unrolling”, since, if you wanted the fewest cycles, you could just code 256 “std ,x++” in a row (7 * 256) for 1792 cycles which would be fast but bulky code (each std ,x++ takes two bytes, so 512 bytes just for this copy routine).

There is always some balance between code size and speed. Larger programs took longer to load from tape or disk. But, if you didn’t mind load time, and you had extra memory available, tricks like this could really speed things up.

Blast it…

I have also read about “stack blasting” where you load values in to registers and then, instead of storing each register, you set a stack pointer to the destination and just push the registers on the stack. I’ve never done that before. Let’s see if we can figure it out.

There are two stacks in the 6809 — one is the normal one used by the program (SP, I believe is the register?), and the other is the User Stack (register U). If we aren’t using it for a stack, we can use it as a 16-bit register, too.

The stack grows “up”, so if the stack pointer is 5000, and you push an 8-bit register, the pointer will move to 4999 (pointing to the most recent register pushed). If you then push a 16-bit register, it will move to 4997. This means it will have to work in reverse from our previous examples. By pointing the stack register to the end of the screen, we should be able to push registers on to the stack causing it to grow “up” to the top of the screen.

At first glance, it doesn’t look promising, since pushing D on to the user stack (U) takes more cycles than storing D at U:

(5)         std ,u

(6)         pshu d

But, it seems we make that up when pushing multiple registers since the cycle count does not grow as much as multiple stores do:

(7)         std ,U++
(7)         stx ,U++
(8)         sty ,U++
        
(10)        pshu d,x,y

I also I see that STY is one cycle longer than STD or STX. This tells me to maybe avoid using Y like this…?

It looks good, though. 22 cycles compared to 10 seems quite the win. Let me see if I can do a clear routine using the User stack pointer and three 16-bit registers. We’ll compare this to the 48-bit clear shown earlier.

clear48s
    lda #96     * A=96
clearA48s
    tfr a,b     * B=A (D=A*256+B)
    tfr d,x     * X=D
    tfr d,y     * Y=D
    ldu #1536   * U=1536 (1 past end of screen)
    opt ct,cc   * Clear counter, turn it on.
loop48s
    pshu d,x,y
    cmpu #1026  * Compare U to 1026 (two bytes from start).
    bgt loop48s * If X<>1026, GOTO loop48s. 
    opt noct    * Turn off counter.
    pshu d      * Final 2 bytes.
    rts         * RETURN

And the results are…

        clear48s
(2)         lda #96     * A=96
        clearA48s
(4)         tfr a,b     * B=A (D=A*256+B)
(4)         tfr d,x     * X=D
(4)         tfr d,y     * Y=D
(3)         ldu #1536   * U=1536 (1 past end of screen)
            opt ct,cc   * Clear counter, turn it on.
                loop48s
(10)    10          pshu d,x,y
(4)     14          cmpu #1026  * Compare U to 1026 (two bytes from start).
(3)     17          bgt loop48s * If X>1026, GOTO loop48s
                    opt noct    * Turn off counter.
(6)                 pshu d      * Final 2 bytes.
(4)         rts         * RETURN

From “loop48s” to “bgt loop48s” we end up with 17 cycles compared to 27 using the std method. 85 * 17 = 1445 cycles + 6 final cycles = 1551 cycles. It looks like using stack push/pulls might be a real nice way to do this type of thing, provided the user stack is available, of course.

Side Note: here is a fantastic writeup of this and the techniques on the 6809, as used in some unnamed CoCo 3 game back in the day: https://blog.moertel.com/posts/2013-12-14-great-old-timey-game-programming-hack.html

The fastest way to zero

But wait! There’s more…

When setting a register to zero, I have been told to use “CLR” instead of “LDx #0”. Let’s see what that is all about…

(2)         lda #0
(1)         clra

(3)         ldd #0
(2)         clrd

Ah, now know a CLRA is twice as fast as LDA #0, and CLRD is one cycle faster than LDD #0. Nice.

Other 16-bit registers such as X, Y, and U do not have a CLR op code, so LDx will be have to be used there, I suppose.

I then wondered if it made more sense to CLR a memory location, or clear a register then store that register there.

(6)         clr 1024
        
(1)         clra
(4)         sta 1024

It appears in this case, it is less cycles to clear a register then store it in memory. Interesting. And using a 16-bit value:

(3)         ldd #0
(5)         std 1024

That is one cycle faster than doing a “clra / sta 1024 / sta 1025” it seems. It is also one byte less in size, so win win.

There is a lot to learn here, and from these experiments, I’m already seeing some things are not like I would have guessed.

I hope this inspires you to play with these LWASM options and see what your code is doing. During the writing of this article, I learned how to use that User Stack, and I expect that will come in handy if I decide to do any updates to my Invaders09 game some day…

Until next time…

Disk BASIC and drive numbers BEFORE the filename?

In a follow up to an article I posted about undocumented syntax, here we go again…

When all you had was a cassette recorder, loading and saving was simple:

CLOAD "PROGRAM"

CSAVE "PROGRAM"

When all you had was a single disk drive, loading and saving was simple:

LOAD "PROGRAM.BAS"

SAVE "PROGRAM.BAS"

When you had more than one disk drive, loading and saving was still simple… Just add the drive number:

LOAD "PROGRAM.BAS:0"

LOAD "PROGRAM.BAS:1"

COPY "PROGRAM.BAS:0" TO "PROGRAM.BAS:1"

And we liked it that way…

0:, 1:, 2: and 3:???

Over in the CoCo Discord chat, I just learned from William “Lost Wizard” Astle that the drive number can also be put at the start of the filename:

SAVE "1:PROGRAM.BAS"

LOAD "1:PROGRAM.BAS"
Disk BASIC drive numbers … BEFORE the file???

Huh??? He points out that DOS modifications, such as RGB-DOS/HDB-DOS, do not support this.

And it’s just weird.