Category Archives: Retro Computing

Announcing the MM/1

See also: Announcing the TC-70 and Introducing the Tomcat from Frank Hogg Labs.

I found some neat stuff going through my archives. Here is the original press release for the MM/1 OS-9 computer! Enjoy this trip down memory lane. It looks like I saved this file on June 9th, 1990.

 ****** ANNOUNCEMENT ******

Kenneth-Leigh Enterprises in association with Interactive Media
Systems, Inc. is pleased to announce the MM/1(tm), the next
computer of choice for Color Computer users. 

The MM/1 is a stand-alone system that can also be used with a
customer's existing Color Computer 3 for complete OS-9 Level 2
compatibility. It accepts existing RGB Analog monitors such as
the Magnavox and Tandy models popular with CoCo users. Most Tandy
drives and the Tandy Hi-Res mouse are also useable.

Several solutions are being weighed that offer a level of RS-DOS
(Disk Extended Color Basic) compatibility as well.

Four fully-functional prototypes of the MM/1 were demonstrated at
the Chicago RainbowFest April 6 - 8, 1990. Units are being
shipped to developers in April in order to assure prompt
availability of top-quality software. Planned software projects
will make popular Color Computer(tm), Amiga(tm), and MS-DOS(tm)
programs available to you on the MM/1. 

Kenneth-Leigh Enterprises and Interactive Media Systems, Inc.
would like to thank the vendors and developers who have worked
closely and quietly with us for the last six months to produce
the MM/1 computer and its software. Their expertise and
enthusiasm made the Chicago Rainbowfest an exciting debut for the
MM/1. 


The Technical Specs
===================

 Signetics 68070 CPU (Motorola 68000 compatible) at 15 MHz

 Graphics resolution from 320x200 to 720x540 (interlaced)

 From 16 to 256 colors on-screen, depending on resolution mode

 Two serial ports: DB-9 and DB-25 (DB-25 configurable for
 MIDI -- the Musical Instrument Digital Interface)

 PC keyboard port for 101-key XT-style keyboard

 RGB-Analog output for your CM-8 or Magnavox monitor

 Operating system included

 Direct Memory Access (DMA) floppy disk controller

 3.5" 1.44 MB floppy drive with 3 ms access track-to-track

 1 MB RAM



Technical Specs for Optional Input/Output Board
===============================================

 DMA SCSI host adapter built in -- supports hard drives, CD-ROM
 drives, and other 8-bit SCSI-compatible devices; transfer at
 2 MBytes/sec or faster

 Memory upgradeable to 2 or 8 MB with SIMM memory

 Stereo 8-bit DMA port for sound sampling and playback

 Two parallel ports for parallel printer and OS/Gateway support

 CoCo joystick port with 8-bit resolution

 Hi-res Tandy mouse port

 Real-time clock, battery-backed with 56 bytes of non-volatile
 memory



Technical Notes:
================

Graphics 
--------

The MM/1 can display up to 256 colors on screen simultaneously in
each of two resolutions -- 320x200 and 320x400.

It can also display 16 colors in each of the higher resolutions
-- 640x200, 640x400, and 720x540.

On the first board is a header for a palette controller that
extends the palette of available colors to 16 million. 
 
Much of the graphics is controlled by a special graphics chip
specifically designed to work with the MM/1's CPU. This chip
executes graphics logic extremely fast and includes a pixel
accelerator that substantially reduces CPU overhead.

Both the CPU and the graphics chip were designed by Signetics, a
Philips subsidiary, for the upcoming Compact Disk-Interactive
devices. This is the first home system to our knowledge that has
been based on this cutting-edge technology.

The higher resolution modes are possible with an interlace mode.
Unlike interlace mode on the Commodore Amiga, the MM/1 interlace
mode displays virtually no flicker. 

In interlace mode and with a montitor that supports overscan
(such as the multisynchronizing monitors from NEC), a customer
can view up to 720x540 pixels on one screen. This is an ideal
mode for previewing documents in desktop publishing applications
or CAD. For comparison, this mode has three times the number of
pixels as the Color Computer hi-res mode. It can show up to 60
lines of text.


CPU
---

The Signetics 68070 is a Motorola compatible CPU in a quad
flat-pack design. Extra features support DMA. It runs at 15 MHz,
providing an optimal system throughput of over 1000 Dhrystones
(for comparison, the Atari ST running OS-9 logs in at around 750
Dhrystones). 

Optimal speed is reached when you have both the CPU board and the
I/O board working together.

The CPU is proving to be a very popular chip for embedded
applications.


I/O Support
-----------

The MM/1 has unprecedented support for peripherals and sound. A
fully-configured system has three serial ports, two parallel
ports, PC keyboard port, RGB-A port, DMA sound (data acquisition
port). 

Many of the ports are expressly designed to support your
existing investment in hardware including MIDI and Tandy Hi-Res
mouse support. You can also use a Logitech serial mouse on this
system. It is trivial to use a terminal on the DB9 port, making a
multiuser system both low cost and simple.

On the first board, you will see two serial ports, one a DB9 and
one a DB25. The DB25 can be modified (either at the factory or by
the customer) to be a MIDI port with optional low-cost MIDI
hardware. 

As mentioned, the DB9 can be used for a terminal. 

The PC keyboard port is designed for standard XT-style keyboards.
Customers can take advantage of pricing competition in the PC
market, where excellent keyboards are extremely affordable.

Floppy disk controller is included at no extra charge. Also, a
1.4 Megabyte floppy drive is included. These drives are the
popular 3.5" variety that provide fast and reliable performance.
One disk contains as much data as nine (9) standard Tandy format
disks, or four (4) double-sided disks.

The MM/1 floppy controller uses DMA to access memory. This improves
system performance and makes for smoother multitasking. DMA permits
applications to play back sound while accessing large data or
graphics files.

The header for the daughterboard allows the factory or customer
to easily add a palette chip that lets one choose any 256 colors
from a palette of 16 million. (Graphics in the 320x400 mode
are breathtaking with 256 colors.)

The RGB-A port allows the use of your existing Tandy CM-8 or
Magnavox 8515 monitor. RGB-A to composite converters are already
available from Color Computer vendors if you wish to use an
inexpensive monochrome composite monitor on the MM/1. 


DMA port
--------

The DMA port on the MM/1 is a multifunction port that samples at
line levels at 350 KHz or faster. This allows the sampling of
sound from cassette decks or synthesizers for playback on cue.
The DMA port uses dual (stereo) AD/DA converters. Sampling rate
is variable so that the customer can select the optimum rate
(faster rates use more memory but record and playback higher
frequency sound).

The DMA port can also be used for data acquisition. The MM/1 is
already considered a viable platform for medical and industrial
data acq applications.

Joystick/mouse ports
--------------------

The second board contains a CoCo joystick port with 8-bit
resolution. This makes for smooth game playing. A port is provide
for the Tandy Hi-res mouse, too. A powered DB-9 port allows the
use of a professional Logitech serial mouse. These mice come in a
wide variety of packaging and features, and are competitively
priced.


Miscellaneous
-------------

The MM/1's second board contains a real-time clock that is
battery backed and contains some memory for variable storage.
This is included at the express request of the majority of
respondents to the Kenneth-Leigh Enterprises/Interactive Media
Systems, Inc. survey taken last October.

The MM/1 comes with 1 Megabyte of RAM (256x4). The second board
accepts modern, inexpensive SIMMs (1 Megabyte x 8) that can
expand the system up to nine Megabytes total.

The first Megabyte is used for video memory once the second board
has been added. Otherwise, the system and video share the first
Megabyte.


Software support
----------------

Interactive Media Systems, Inc. is implementing a developers
program. Titled The MM/1 Early Developers Program, it provides
full MM/1s to developers, with operating system and languages, at
about 20% off of list prices. Members in the program receive
system software updates, information about the hardware that may
be required, on-line and telephone support, and advance notice of
many new products. At the end of the development, Interactive
Media Systems, Inc. guarantees a purchase of finished units for
reselling. This encourages developers to produce salable
products and reduces the ultimate cost of the computer to them.
For more information, please contact the address below.

In addition to work that current developers are planning,
Interactive Media Systems, Inc. is working with software
engineers from the Color Computer, IBM, and Amiga markets.
Planned projects include DOS emulation, versatile windowing
system with a mainstream Graphical User Interface (GUI),
hypertext, and multimedia support. Other plans include porting
major DOS development environments over to the MM/1, allowing key
players in the DOS world to simply recompile their source code on
the MM/1.

Interactive Media Systems, Inc. is aggressively supporting the
MM/1 in order to provide an irresistable value to Color Computer
owners who are ready to move up into the 680x0 world.


Expandibility
-------------

While the two-board MM/1 system does not require a bus, one will
be available in 1990. Designed as a single-master 96-pin 32-bit
bus, it will provide performance and flexibility unmatched in
home computers -- and in many office computers as well.

When the customer wishes to purchase the bus, he or she can
easily install it into the case, adding the two-board system on
the bus card. 

The specification for the bus will be published to encourage
third-party developers to create interesting and useful add-on
boards. Possible boards may include digitizers, tape backup to
streaming tape units or VCRs, networking support, additional I/O
for more involved setups (more users, more printers, and so on),
and even other processing units.

When a customer wishes to upgrade to another CPU and graphics
board, the two-board MM/1 can be removed from the case, inserted
in another with its own power supply, and used as a graphics
terminal. 

Graphics terminals such as this can be created at low cost to
construct a multiuser/networking environment ideal for small
offices and education.


Pricing
-------

In this price-sensitive market, Interactive Media Systems, Inc.
is offering a low-cost machine with high functionality. To keep
the price as low as possible, IMS is negotiating favorable
contracts with software vendors to ensure the best value for our
customers. As a result, all prices are preliminary. 

The preliminary list price is $899 for the base system, $1199 for
the full system with more memory.

Street prices in the Color Computer market will be much lower,
with anticipated discounts of twenty percent off of list price.

Availability
------------

The MM/1 and all other home computer systems must be FCC approved
to be sold legally. (Many products are sold illegally without
FCC approval. Interactive Media Systems, Inc. will not sell
illegal products.)

As a result, the MM/1 may not be generally available until late
summer, with an anticipated debut date of August 1, 1990.

Plans for debuting the MM/1 include VIP parties in North
Carolina, Chicago, New York, Quebec, and Washington, DC. Interested
potential customers should be sure to send in their name and
address to Kenneth-Leigh Enterprises to be invited to these
celebrations. Kenneth-Leigh Enterprises is handling the
marketing for Interactive Media Systems, Inc. 



For more information contact:
 Kenneth-Leigh Enterprises
 1840 Biltmore Avenue NW
 Suite 10
 Washington, DC 20009

Interested parties can subscribe to The Insider(c), a publication
of Interactive Media Systems, covering the MM/1 and other
multimedia topics. Cost is $9.95 for four quarterly issues. 

Stay tuned for the video of the MM/1!

An easier way to save your old floppies

Over in the Facebook CoCo group, Steve Batson pointed out an interesting Textfiles.com product review for a USB 5 1/4″ drive interface.

The FD5025 USB 5.25″ floppy controller by deviceside.com is a $55 interface that lets you plug up a “modern. 1.2M 5 1/4” floppy drive (provide your own drive, case and power supply) and run software on Mac, Windows or Linux to read older 360K floppy disks in to disk image files. Currently, the software understands the following disk formats:

  • Apple DOS 3.2 (13-sector)
  • Apple DOS 3.3 (16-sector)
  • Apple ProDOS
  • Atari 810
  • Calcomp Vistagraphics 4500
  • Commodore 1541
  • Kaypro 2 CP/M 2.2
  • Kaypro 4 CP/M 2.2
  • MS-DOS
  • Motorola VersaDOS
  • North Star MDS-A-D
  • PMC MicroMate
  • Tandy Color Computer Disk BASIC
  • TI-99/4A

Unless it’s doing something special with the file system, I would hope that it could also handle CoCo OS-9 disks (same track/sectors, just different data on the 256-byte sectors).

It looks like a very interesting interface and one that would have saved me a ton of time. BUT, my custom approach let me locate and flag the bad disks and identify the “lost” sectors in the copies (I would write a set pattern to any sector I could not read from the disk — easier to detect later with a disk editor or utility program).

Check it out, and if you have experience with this interface, please leave a comment with your comments…

Invaders09 updated to 1.04

Invaders09 1.04 title screen.
Invaders09 1.04 title screen.

Sub-Etha Software has released another update to our Color Computer 3 OS-9 space invaders-style game, Invaders09. Version 1.04 is now available and is a recommended upgrade for all users. It supplants previous February 1995 release of 1.03. As with all Sub-Etha Software products, bug fixes and maintenance releases are free upgrades.

You may download the 1.04 update as a self-booting .DSK image from our update server:

http://subethasoftware.com/files/coco/

The INVADE09.DSK image includes a fully bootable version of NitrOS-9 v3.3.0 and may be ran directly on a real Color Computer 3 or emulator just by mounting the image and typing “DOS”. You may also copy the invaders1.04.txt documentation file and CMDS/invaders1.04 binary to your existing OS-9 Level 2 or NitrOS-9 6309 or 6809 system.

1.04 RELEASE NOTES

  • Updated title screen (website, new message).
  • Added “secret” options to help screen.
  • Fixed bug that made font not always load.
  • Fixed shield and border graphics, palette cleanup.

KNOWN ISSUES

  • After 20 years, the game still doesn’t have an “attract mode” or “high score” listing. Maybe 1.05 will be out by 2025 to fix this. (Sorry about that, Bob Devries!)
  • The documentation refers to the binary as being called “invaders” but it is really “invaders1.04” on this release. Maybe the author won’t be so lazy next time and will name the binary correctly.

DOCUMENTATION

File:  INVADERS.TXT - Revision 1.2 (2/7/2015) - By Allen C. Huffman

|   I    NNNNN  VV  V   AAA   DDDD   EEEEE  RRRR   SSSSS   |
|   I    N   N  VV  V   A A   D   D  E      R  R   S       |
|   II   NN  N  VV VV  AAAAA  DD  D  EEEE   RRRRR  SSSSS   |
|   II   NN  N   V V   AA  A  DD  D  EE     RR  R     SS   |
|   II   NN  N    V    AA  A  DDDD   EEEEE  RR  R  SSSSS   |
| 
The Invasion Begins!

By Allen C. Huffman
Copyright (C) 1994,1995,2015 by Sub-Etha Software
www.subethasoftware.com

INTRODUCTION

     For years, determined scientists have probed the endless boundries of the
universe for extra-terrestrial signals.  Countless satellites have been
launched, radio signals transmitted, and theories formulated...all without
results.  Until now...
     Far out in the eastern spiral arm of the galaxy, something was listening.
And this something didn't like what it heard.  Soon outposts around the planet
were picking up masses moving towards the Earth.  The planet was preparing for
first contact, but no signals came from the void.
     The scientists prepared their welcome speeches.  The government, of
course, prepared defense actions.  The tabloids prepared headlines about the
end of the world.  The invasion began.
     Without warning, waves of disc shaped ships filled the skies.  Blasts of
energy were fired on unsuspecting buildings, knocking out military
installations before any retaliation strikes could be launched.  The Earth was
defenseless except...of course...for one last hope.
     The E.T.H.A. (Extra Terrestrial Hope Association) had planned for the
worst when the big day of contact would arrive.  Along with an endless supply
of peaceful translation equipment they possessed an experimental plasma cannon.
 This would be Earth's only chance for survival.
     You, my friend, are the control operator of this cannon.  Good luck.

INSTALLATION

     Invaders09 is a self contained executable called "Invaders".  Copy it to
your CMDS directory.  Usage is as follows:

     Invaders 1.04 by Allen Huffman (alsplace@pobox.com)
     Copyright (C) 1994,95,2015 by Sub-Etha Software. www.subethasoftware.com

     Syntax: Invaders [-opts]
     Usage : LEFT/RIGHT to Move, SPACE to Fire, P to Pause, Q to Quit.
     Opts  : -? = display this message.
             -m = monochrome colors (for 'montype m' displays).
             -z = secret option if you think it is too slow.
             -* = secret cheat mode (press * to skip level).

PLAYING THE GAME

     At the title screen, joystick users should press "J" or the fire button to
start the game.  [Note:  The joystick must be plugged into the left joystick
port.]  For keyboard control, press "K".  "Q" will quit back to OS-9.
     The game will begin and the playfield will appear.  The object is simply
to move your cannon (at the bottom of the screen) left and right to shoot at
the bad guys.  Direct hits are required as any side shots will be absorbed
harmlessly by the invaders.  Also, equipment limitations prevent your plasma
cannon from moving and firing at the same time.  Readouts at the bottom of the
screen display your current score, round, power rating, and lives remaining.

     Scoring:  Each invader you hit earns you 10 points.  Occassionally, a
mother ship ufo will pass across the top of the playfied.  Destroying it is
worth 100 points.
     Rounds:  After clearing out all fifty invaders, a new round will begin. 
The invaders will start closer to the ground.
     Power:  This determines how many shots your cannon can fire at a time. 
Each round gives you an extra shot up to the maximum of "J" (10 shots).  Each
time you lose a life your power goes down by one to the minimum of "B" (two
shots).
     Lives:  You start with three cannons.  Use them wisely.  Without them the
dreaded "Game Over" message will appear.
     Pause:  During game play, press "P" to pause the game.
     Quit:  Pressing "Q" during a game will quit.

     You have three shields to hide under.  Be warned:  They do not protect you
from bombs dropped by the mothership.  Also, when the invaders get low enough
your shields will disappear.  Be warned again.

WINNING THE GAME

     As with all classic arcade games, the enemies are never ending.  Each
level causes the enemies to start closer and closer to the ground and they get
faster and faster.  Good luck!

THANKS

     Special thanks to YOU for helping support the future of the CoCo and OS-9
by supporting vendors such as ourselves.  Without you, our hobby would have
died years ago.

SPECIAL THANKS

     Thanks to Bob Devries, Robert Gault, Colin McKay, Alan DeKok and the late
Alex Forrest for helping beta test this product and get it to this stage.

RELEASE HISTORY

Programming on Invaders09 began on 8/21/94 and it debuted at the 1994 Atlanta
CoCoFest.

* 1.00 09/24/94 - Release version for 1994 Atlanta CoCoFest!
* 1.01 10/26/94 - Robert Gault patch for >512K systems
*                 Since NitrOS9 call does not work for >512K, call removed
* 1.02 01/29/95 - Converting to 16-color gfx screen (whew!)
* 1.03 02/04/95 - Added test for valid screen BEFORE mapping it into MEM R.G.
*                 Moved hiscore and packet (=enemies) to dp. A.H.
* 1.04 02/07/15 - Updated title screen (website, new message).
*                 Added "secret" options to help screen.
*                 Fixed bug that made font not always load.
*                 Fixed shield and border graphics, palette cleanup.

CONTACTING SUB-ETHA:

    Internet: www.subethasoftware.com
    Facebook: www.facebook.com/subethasoftware

Manually making a bootable NitrOS9 hard drive image – part 3

See also: part 1, part 2 and part 3.

  • 2016/04/26 – I had a HUGE mistake in STEP 5 about what to put in LSN0 for the os9boot file size. (It’s sectors, not bytes – oops!) Thanks to Travis Poppe for helping me figure out what was wrong in my instructions. I have marked the updates in red. I will do some testing soon to make sure it is correct now.
  • 2016/05/01 – A minor correction to the instructions, and I added links to DSK images of the BASIC and OS-9 programs in this article, as well as a link to the full 128MB NitrOS-9 image, ready for you to start customizing.
  • 2017/02/05 – Well, this is confusing. Ignore my first correction. LSN 0 needs file size in bytes, not sectors. Correcting again.

As promised in Part 1, and teased in Part 2, I finally present some simple steps to making a bootable OS-9 disk without using “cobbler” or “os9gen”. If I had understood this more back in the early 90s when I was using CoCo OS-9 Level 2 full-time, I don’t think I would have seen nearly as many BOOT FAILED messages :)

Step 0 – Creating a 128MB disk image.

This doesn’t have anything to do with the rest of the article, but it’s good to know. CoCoSDC creates disk images, by default as 35-track single sided images. As you write data past the end of those 35 tracks, the image expands. This can lead to fragmentation and performance issues as the CoCoSDC firmware has to juggle more bits and bytes. Instead, designer Darren Atkinson sent me a simple BASIC program that will create a .DSK image and expand it automatically to the size (in megabytes) you specify. I called mine SDCMAKE.DSK (download the SDCMAKE.DSK disk image here).

10 INPUT "DSK NAME";DN$
20 DRIVE 1,DN$,NEW
30 INPUT"SIZE MB";MB:IF MB>128 THEN 30
40 A=&HFF48:SC=INT(MB*4096)-1
50 B1=INT(SC/65536):B2=INT((SC-B1*65536)/256):B3=SC-B1*65536-B2*256
60 POKE &HFF40,67:POKE A+1,B1:POKE A+2,B2
70 POKE A+3,B3:POKE A,&HA1:POKE A+2,0
80 IF (PEEK(A) AND 2)=0 THEN 80
90 FOR I=1 TO 128:POKE A+3,0:NEXT
100 IF PEEK(A) AND 1 THEN 100
110 POKE &HFF40,0

You can run that from BASIC and make a fresh “128MB.DSK” file to experiment on under OS-9.

Step 1 – Format the hard drive for the 128MB.

To do this, we must configure the /sd1 device descriptor so it provides 524,280 clusters – the most we can have (65535 bytes in the DAM, multiplied by 8 bits per = 524280). I use 65535 ($FFFF) cylinders, 8 sides, and 1 sector-per-track which works out to 524280 exactly.

dmode /sd1 cyl=ffff sid=8 sct=1 t0s=1
format /sd1

NOTE: There may be more values that need to be set. I tried this tonight (2/5/2017) on an old SyQuest EZ135 SCSI drive (128MB as well) and format showed some real weird stuff. I think there were some other options in my SCSI descriptor (clusters, etc.) that I needed to override.

Format should report “Disk capacity: 524280 sectors (134,215,680 bytes)” and you should see “Sectors/track” and “Track zero sect/trk” both at 1 (sct and t0s in the dmode command), and “Total physical cylinders” at 65,535 (cyl in the dmode command). Do not to a PHYSICAL format, and there is no need to Verify unless you just have some time to kill.

Format Note: During the research for this article, I realized that not only is cobbler and os9gen broken in regards to hard drive images, but it appears format is as well. There is a byte in LSN 0 that indicates the type/format (DD.FMT) of the disk. It has bits that are associated with various floppy disk formats, with one representing single-sided or double-sided. It appears that, by default, format will set that side bit if sides > 1. By formatting a hard drive like I suggested (with sid=8), the double-sided bit will be set, and that throws off cobbler and os9gen. If you format using the “1” option, for singled sided, it will NOT set that bit (thus, single-sided) BUT it will override the sid=8 settings (or whatever is in the descriptor). What we really need are versions of these commands that have a “it’s a HARD DRIVE, darnit!” option that will not set those floppy drive bits. I expect this was done long ago when hard drives started getting affordable, but reinventing the wheel is fun so maybe that will be another article…

Step 2 – Copy the kernel track from a bootable disk on sectors $264-$275 to sectors $264-$275 on /sd1.

I did this using a brute-force BASIC09 program: (Download the KERCOPY.DSK disk image here.)

PROCEDURE kercopy
DIM in,out:BYTE
DIM srcDev,dstDev:STRING
DIM sectorNum:REAL
DIM sectorData(256):BYTE

INPUT "Source drive with kernel:",srcDev
INPUT "Destination drive       :",dstDev

OPEN #in,srcDev+"@":READ
OPEN #out,dstDev+"@":UPDATE
FOR sectorNum=$0264 TO $0275
PRINT "Copying sector "; sectorNum; " from "; srcDev; " to "; dstDev
; "..."
SEEK #in,sectorNum*256
GET #in,sectorData
SEEK #out,sectorNum*256
PUT #out,sectorData
NEXT sectorNum
CLOSE #out
CLOSE #in
END

Please note that this program does no error checking. When you run it, you would type in “/sd0” for the source disk (if that is the one with your kernel boot track) and “/sd1” for the destination. It will then simply read all the boot track sectors from /sd0 and write them to the same place on /sd1.

Given a bit more time, I need to make that program take care of this next step so it does not have to be done manually… At that point, it would be a nice replacement for cobbler, almost.

Step 3 – Mark sectors $264-$275 as used to prevent files from overwriting the “hidden” kernel track.

I use dEd to edit the hard drive in raw mode (/sd1@)  and then just find the 18 appropriate bits in the DAM (disk allocation bitmap) that represent the 18 sectors of the kernel track and set them.

The boot track is located on sectors $264-$275 in the DAM (disk allocation bitmap). The DAM starts at LSN 1. You basically want to set the 18 bits that represent sectors $264-$275. They reside in bytes $14C, $14D and $1FE:

  • offset $14C = $0F (00001111)
  • offset $14D = $FF (11111111)
  • offset $14E = $FC (11111100)
ded /sd1@
CMD: s 1 [ENTER] (skip to LSN=$01 one)
CMD: e (edit mode)
Cursor over to row 04, column C and change that to $0F
Cursor over to row 04, column D and change that to $FF
Cursor over to row 04, column E and change that to $FC
[ENTER] to exit edit mode
CMD: w (to write sector)
Are you sure? y (yes, you are sure)

Step 4 – Copy your OS9Boot file over to /sd1. If this disk is freshly formatted, it should copy as a contiguous (non-fragmented) file.

copy /sd0/OS9Boot /sd1/OS9Boot

Step 5 – Mark the location and size of the bootfile in logical sector 0. This is how the booter knows where to find OS9Boot.

To do this, I do a “dir -e /sd1” and note the “Sector” and “Bytecount” (size) fields. In my example, dir reports OS9Boot is at Sector 109 and has a Bytecount (size) of $5EDD. The sector reported is NOT the one we want to use. That sector is where the File ID sector is for OS9Boot. File ID is what contains the attributes, owner, creation date, etc. as well as the segment list. For a fragmented file, the File ID sector may contain up to 48 entries of different file segments.

Using “ded /sd1@” again, first we want to verify where OS9Boot is. Open dEd, and skip to the sector that was shown in the “dir -e /sd1” output:

ded /sd1@
s 109 [ENTER] (skip to sector shown in the dir -e display)

That sector should have some data on the first row (00), and a few entries on the second row (10). The second row is what we really want. The first three bytes (offsets $10-$12) are the starting sector for the segment (where OS9Boot really begins), and the next two bytes (offsets $13-$14) are the size in sectors.

On a freshly formatted disk, the starting sector should be one higher than what “dir -e” showed. On my system, it is “00 01 0A” ($10A is the sector after the directory entry at $109).

Just to make sure you have the correct starting sector, in dEd you can skip to that sector (“s 10a [ENTER]”) to look at it and see if it is the kernel. On the top line of the ASCII display on the right you should see the module name embedded in there. In this case, “KrnP2”. That confirms sector $10A is indeed the kernel.

From the NitrOS-9 Technical Reference manual “Identification Sector (LSN 0)” on page 57:

Name    Rel.  Size  Use
        Addr  (Bytes)
DD.TOT  $00   3     Number of sectors on disk
DD.TKS  $03   1     Track size (in sectors)
DD.MAP  $04   2     Number of bytes in the allocation bit map
DD.BIT  $06   2     Number of sectors per cluster
DD.DIR  $08   3     Starting sector of the root directory
DD.OWN  $0B   2     Owner’s user number
DD.ATT  $0D   1     Disk attributes
DD.DSK  $0E   2     Disk identification (for internal use)
DD.FMT  $10   1     Disk format, density, number of sides
DD.SPT  $11   2     Number of sectors per track
DD.RES  $13   2     Reserved for future use
DD.BT   $15   3     Starting sector of the bootstrap file
DD.BSZ  $18   2     Size of the bootstrap file (in bytes)
DD.DAT  $1A   5     Time of creation (Y:M:D:H:M)
DD.NAM  $1F   32    Volume name in which the last character has the most significant bit set
DD.OPT  $3F         Path descriptor options

We will want to put the starting sector (that we got from dEd) as three bytes at offset $15 of LSN 0. We will want to put the byte count (that we got from dir) as two bytes at offset $18 of LSN0.

Now just skip back to LSN 0 and type in the starting sector for the OS9Boot module and it’s size. These go at offset $15-$17 (starting sector) and $18-19 (size in bytes). Basically, you want to edit $15-$19 to be the three bytes that were at $10-$12 in the files’ ID sector, and the two byte size (from dir). In my case, I put in “00 01 0A FE DD” to match the start of my boot file ($00010A) and it’s file size ($FEDD).

s 0 [ENTER]  (skip to Logical Sector 0)
e (to enter edit mode)
Cursor over to row 10, column 5. Change three bytes to the start LSN:
00 01 0A (for me)
Cursor over to row 10, column 8. Change two bytes to the os9boot size:
5E DD (for me)
[ENTER] to exit edit mode
CMD: w (to write sector)
Are you sure? y (yes, you are sure)

Now the kernel track is where the “DOS” command will find it, and its sectors are marked as used to other files will not overwrite it.

OS9Boot has been copied over (and must be contiguous) and LSN0 has been updated to point to where the file starts and how big it is.

Step 6 – The only thing left to do is copy over the other needed files, which at a minimum should be “shell”, “grfdrv” and “sysgo”:

makdir /sd1/CMDS
copy /sd0/CMDS/shell /sd1/CMDS/shell
copy /sd0/CMDS/grfdrv /sd1/CMDS/grfdrv
copy /sd0/sysgo /sd1/sysgo

At this point, you now have a minimally bootable OS-9 hard drive (though it has no commands or anything useful on it yet). You might want to also include utilspak1 (common commands) and the base startup file (which will load them):

copy /sd0/CMDS/utilpak1 /sd1/CMDS/utilpak1
copy /sd0/startup /sd1/startup

I hope this walkthrough demystifies the OS-9 booting process. In a future article, maybe I can present code in BASIC09, C or assembly (or maybe all three versions) that does all of this for you.

2016/5/1: You can download a 128MB disk image here that is the results of me performing this steps tonight.

Until then … tips are always welcome :)

Manually making a bootable NitrOS9 hard drive image – part 2

See also: part 1, part 2 and part 3.

Updates:

  • 2016/05/02 – Added link to David Ladd’s experiment.

In the first installment, I discussed a bit about how the Radio Shack Color Computer boots OS-9 using the Disk BASIC “DOS” command. I ended the article by mentioning David Ladd’s exciting experiment to place the OS-9 boot track in ROM on a CoCoSDC interface. The advantages of this would be:

  1. No need to write out the kernel boot track to a boot floppy (or virtual floppy).
  2. A whole extra track of disk space on any boot disk.
  3. Faster booting, since copying from ROM would be faster than loading the 18 boot sectors from a floppy drive.

Number 2 is not a huge deal on a hard drive since 4.5K isn’t much space. Neither is number 3 since reading 18 sectors from a virtual floppy on the CoCoSDC is blazing fast. I can already do a complete OS-9 boot to a shell prompt in about 3 seconds. But, faster is faster. It’s number 1 I want to focus on.

The Problem With Cobbler

The OS-9 utilities cobbler and os9gen were written to work on floppy disks. historically, that’s all anyone has ever used them on — even if the floppy was a virtual one contained on an RGB-DOS/HDB-DOS hard drive partition, or .DSK image file across Drivewire.

CoCoSDC allows you to create .DSK image files and mount them as if they are a floppy disk. The CoCoSDC decides what to do with them based on the size of the .DSK file. See the “Disk Geometry Table for DSK Images (without header)” table on the CoCoSDC blog. Basically, any .DSK file with more than 2880 sectors (as many as an 80 track quad density floppy could have) will be treated as a hard drive image.

I’m not quite sure what this implies, since if you mount such an image, Disk BASIC will still see and use the first part of it as a 35-track single sided floppy disk*. To Disk BASIC, all it knows it Tracks 0-34 each contain Sectors 1-8 and each sector is 256-bytes. If you mount such a large .DSK image and then type “DOS”, Disk BASIC will go out to Track 34, Sector 1 and start loading things in to memory at $2600, same as if it was a real floppy disk.

* Is this true? It seems to be. If it’s not, what I am about to describe shouldn’t be working.

Track 34, Sector 1 is sector number 612 (34 tracks * 18 sectors per track = 612). As long as a kernel boot track is found there, you should be able to attach a 128MB .DSK image, type “DOS” and boot in to OS-9 (assuming the boot track has the proper OS-9 booter on it for the CoCoSDC hardware, and there is a OS9Boot file properly set up, too).

This is exactly how the NitrOS9 CoCoSDC sample .dsk image works. Mount it, type “DOS”, and in seconds you are at a NitrOS9 shell prompt. The NitrOS9 makefiles create the .dsk image using the Toolshed tool “os9”. Toolshed supports formatting a .DSK image for OS-9, os9gen-ing a bootfile on to it, and dsave-ing files and directories over to it. You end up with a large bootable .DSK file that is formatted for OS-9, has a “track 34” boot track, and the OS9Boot file linked in at sector 0. Magic.

You would think you could do the same thing via OS-9, but you would be wrong. os9gen and cobbler will not work because they were never written for anything but a physical floppy drive. In a moment, I will explain why this may be an incorrect statement.

If you mounted an OS-9 boot .dsk image in DRIVE 0, and a formatted 128MB OS-9 hard drive .dsk image in DRIVE 1:

DRIVE 0,"OS9BOOT.DSK"
DRIVE 1,"128MBHD.DSK"

…and then you boot in to OS-9 and try to “cobbler /sd1”, bad things happen. cobbler and os9gen will try to place the kernel boot track at track 34, sector 1. If this was a physical floppy interface, seeking to Track 34 and Sector 1 would work, but to OS-9, there is no such thing as physical tracks or sides. Every disk device is just a bunch of logical sectors, and it’s the device drivers job to translate whatever the hardware has to a series of logical sectors. The cobbler and os9gen utilities use something called “math” to figure out what logical sector corresponds to Track 34, Sector 1. It does this with a simple forumla:

logical_sector = 34 * 1 * sectors_per_track * sides (see side note)

Side Note: Sides is used because on a double sided floppy, tracks are interleaved between the two sides of the disk. On a single sided 40-track floppy, there are 720 sectors which make up the top side of the disk. On a double sided 40-track floppy, there are 1440 sectors. The first track’s worth of sectors (sectors 0-17) is written to the first track of the top side, then the next track’s worth (sectors 18-35) is written to the first track of the bottom side of the disk. The job of an OS-9 disk driver is to translate the logical sectors OS-9 uses to whatever format the hardware uses. In the case of floppy disks, it turns 1440 logical sectors of a double sided 40-track disk in to two sides of a physical floppy. On modern hard drives, the drive controller speaks sectors, so the only thing the OS-9 driver has to do is deal with the 512-sector size issue on modern drives, but that’s a topic for another series of articles.

If the hard drive is configured with a different number of sectors per track than the 18 used by a floppy disk, the math will be wrong. cobbler/os9gen will multiply the drive’s sct (sectors per track) setting by 18 (hard coded assumption) and either 1 or 2 sides (see note below) and try to write the kernel track at that location. The end result is a file being written in the wrong place on the .DSK image than where the “DOS” command expects it to be.

Side Note 2: For sides, cobbler and os9gen aren’t using the actual sides field — they are using a bit in the DD.TYP field that indicates if the device is single or double sided. For a proper OS-9 hard drive descriptor, the hard drive bit is set and the sides bit is clear, so cobbler and os9gen should see a hard drive as a huge single sided floppy disk.)

But wait! It gets worse…

While OS-9/6809 can theoretically support a 4GB hard drive, it could only do so by using a large cluster size (having multiple sectors representing one cluster). For me, I am using the largest size possible when each cluster represents one sector. Below, when I mention “cluster” or “sector”, they effectively mean the same thing for me since I am using a cluster size of one sector. Get it? Good.

On my system, in order to get the largest 1 sector cluster hard drive possible (128MB, see note below), I configure my hard drive descriptor to be 65,535 tracks (cyl=$ffff), 8 sides (sid=$8) and 1 sector per track (sct=$1). This (65535 * 8 * 1) gives me 524,280 sectors, which is as large as we can get.

As part of the file system, a series of bits is used to represent which clusters are used or are free. This is called the DAM (disk allocation map) and it serves the same purpose as the FAT table does on a PC. The largest the DAM can be is 65,535 ($FFFF) bytes and since each byte represents 8 clusters. The more clusters, the larger the DAM must be.

DAM Note: Since there are only $FFFF (65535) bytes in the DAM table, with each byte representing eight clusters, the largest amount of  clusters OS-9/6809 can handle is 524280 (65535 * 8). 524280 * 256 bytes per sector is 134,215,680 which is just shy of 128MB (using 1024 bytes of a K). If only we had one more byte in the FAT, then we could fully use the 128MB. By using a larger cluster size, where each DAM bit represented 2, 4, 8, or 16 sectors, the total size of the hard drive can as much as 4GB. The 4GB limit is because OS-9 can only access up to 16,777,215 ($FFFFFF) logical sectors.

Sector Note: If you are clever, you might be thinking “oh, that’s with a 256-byte sector drive, so on an IDE drive where every sector is 512-bytes, we should be able to access 8GB!”. Very clever, but that would only be the case if OS-9 was not using deblocking drivers that split each physical 512-byte sector in to two logical 256-byte sectors. The max sector value that OS-9 can read is $FFFFFF 256-byte logical sectors. If those just happen to be half of each 512-byte sector on an IDE drive, then sure, it’s accessing an 8GB drive, but wasting half of each sector since OS-9 still only sees it as $FFFFFF 256-byte sectors. Now stop being clever so I can finish this article.

Where was I? Oh, right. Trying to use the largest hard drive I can…

If I ran cobbler or os9gen on this 128MB drive, it would multiple the number of tracks (cyl=$ffff) by 34 and then try to write the kernel boot track starting at sector 2,228,190. DOS will be looking for it at sector 612, so this clearly won’t work.

Theoretically, if I had made my hard drive use 29,126 tracks (cyl=$0x71C6), 18 sectors per track (sct=$12), and one side (sid=$1) like a simple floppy disk, I might be able to get this to work. cobbler and os9gen would do the math (track 34 * 18 sectors per track) and end up at sector 612 like it is supposed to and all would be well in the world. Except it isn’t.

First, that only gives a hard drive size of 524,268 sectors, which is 12 sectors shy of our max. I wouldn’t sleep well at night knowing I could be using 12 more sectors just by using more optimum settings. But that’s not the real issue. The real issue is that cobbler and os9gen were never written to work on hard drives. Taking a peek inside the cobbler source code, I find this:

 * Request memory for the FAT buffer + 256 bytes for stack space R.G.
 ldd <DD.MAP
 addd #size+256
 os9 F$Mem

First, the D register is loaded with the DD.MAP field from logical sector 0. That field holds the size of the DAM bitmap which, on a 128MB hard drive image, is $FFFF.

Next, it adds 256 to this value which, on a 16-bit register, rolls over and D ends up being 255.

Finally, it allocates memory which is will use for stuff. Instead of getting $FFFF+256 bytes, it’s really only getting 256 bytes and “bad things can happen.” This is a bug. Cobbler was not written to be used on a disk with that many clusters.

ERROR #244

Maybe that is why cobbler exits with an ERROR #244 when you try it on a hard drive configured that way. At least it does on mine.

As-written, cobbler and os9gen will fail here. They need to be updated to handle things differently, or at the very least, exit with an error if the drive is too large. And honestly, the easiest fix might be to do it like the Toolshed os9 utility does and just seek to sector 612 in the file (or 1224 in the case of a double sided disk). That’s really the only math we need for the boot track.

Up next: Finally, the original promise of this article… How to manually make a NitrOS9 hard drive bootable using only a disk editor, the copy command, and some duct tape.

Manually making a bootable NitrOS9 hard drive image – part 1

See also: part 1, part 2 and part 3.

Updates:

  • 2016/05/03 – Added link to David Ladd’s article on putting the OS-9 boot track in ROM on the CoCoSDC.

This article discusses how to manually make a hard drive bootable under the NitrOS9 operating system running on a Radio Shack Color Computer.

Creating an OS-9 Boot Disk

Creating a bootable OS-9 Level 2 disk in the past was always pretty simple. If you booted from a disk in drive /d0 and wanted to make a freshly formatted disk in drive /d1 bootable, all you had to do was run “cobbler /d1” (which wrote out the boot track and OS9Boot file based on what you currently were using) and then “dsave /d1 ! shell” (which copied all the files from your /d0 boot disk over to the newly bootable disk in drive /d1). Done! Beyond the infamous “BLOB” (bootlist order bug) that plagued users for years until someone figured out what caused it, you were pretty much guaranteed to have a new bootable OS-9 disk without any hassle.

Another method was to use the os9gen utility, which would read a text file list of individual modules and merge them together in to the OS9Boot file and write out the boot track. This was the method used when you wanted to customize what was in the boot disk, and the only option if you didn’t have any of the great 3rd party utilities that were written to make the job so much quicker and easier.

I almost never made a boot disk those ways. Once I had one that worked, I tended to just use utilities like Burke & Burke’s ezgen to edit the bootfile and insert, rename, remove or replace modules. Once I understood that OS9Boot was just a (contiguous) file on the disk and the only thing that made it special was two entries in logical sector 0 (LSN0) telling the booter where to find it, it became a simple thing to manipulate them without using any special tools. Between ezgen and the ded disk editor, and maybe a few other ones, I pretty much forgot how to use cobbler or os9gen.

NitrOS9 works the same way, however, today most folks are just using floppy disks for booting. The free Drivewire project lets OS-9 pretend it has a hard drive by communicating over the CoCo’s serial port to a Mac (or PC or Linux) machine running the Drivewire server. Still, you had to have something to load OS-9 from Disk Extended Color BASIC. Traditionally, that was the “DOS” command.

“DOS” Command Booting

The “DOS” command would go out to Track 34 of the floppy disk and, if the first two characters there were “OS”, it would load the entire track in to memory starting at address $2600. It would then execute the code starting at $2602 (just after the “OS” characters). That code could be anything, including a small standalone program that loaded up something else from the disk. Almost all of my RS-DOS disks had some form of “DOS” booter on it that would do things like set the drive seek speed to 6ms or turn on double speed mode. Sub-Etha Software sold Super Boot by Carl England which did things like this and allowed you to specify any command for “DOS” to execute.

For OS-9, the code on track 34 contained a booter, which knew how to find the “OS9Boot” file, and the OS-9 kernel module. DOS would load that in to memory and the boot process would begin, hopefully ending with an OS9: prompt.

Since booting begins with the “DOS” command, we can only boot from whatever device it supports. If the CoCo only had Disk Extended Color BASIC, that device has to be a floppy disk. The boot track on that floppy disk could then contain a hard drive boot module that goes on and finds OS9Boot on a hard drive (MFM/RLL, SCSI, IDE, Drivewire, CoCoSDC, whatever the booter knows how to work with).  Thus, we had a two stage boot: Boot is loaded from floppy, then boot loads OS-9 from the hard drive.

The only way to boot fully from the hard drive was to use a Disk BASIC replacement like RGB-DOS (today known as HDB-DOS and freely available). RGB-DOS altered Disk BASIC so commands that normally read from a WD1773 floppy drive controller would read from a SCSI hard drive. (HDB-DOS was later updated with versions for IDE hard drive controllers, Drivewire, etc.). Using RGB-DOS, it was possible to put that initial OS-9 boot floppy on a virtual hard drive floppy and boot entirely from the hard drive. The “DOS” command was still acting like it was reading sectors from a floppy disk, they were coming from a hard drive.

When using RGB-DOS, typing “DOS” would go to a virtual floppy disk, load in the boot track, and then proceed. Once the booter track was loaded from the virtual floppy drive, it took over and then … would look for OS9Boot on the physical floppy drive. Why? Because the boot code on track 34 was still floppy drive code. As mentioned earlier, replacement boot modules were needed to finish loading OS9Boot off of whatever hardware was being used.

The boot process, therefore, includes:

  1. Typing “DOS” to load the boot track. If using Disk BASIC, this was a physical floppy disk. If using RGB-DOS/HDB-DOS, this was a virtual track from a hard drive parition.
  2. Low level “booter” takes over and loads “OS9Boot” and starts OS-9. If using stock OS-9, the booter looked for OS9Boot on a physical floppy disk. If using an alternate booter, it could look for it using SCSI, IDE, Drivewire, or whatever.
  3. OS9Boot takes over, and OS-9 is running using whatever OS-9 hardware drivers it has to access floppy drives, hard drives, serial ports, etc.

That may seem like a lot of pieces, but it’s really only three steps.

CoCoSDC Changes Everything

Historically, the only way to boot CoCo OS-9 was through the “DOS” command, whether that be the standard version that loaded from a physical floppy drive, or a modified version that loaded from a hard drive. There was nothing that required this to be so — it was just how it was done.

When Jeff Vavasour wrote the first CoCo 3 emulator, he created a replacement for the BASIC ROM that did nothing but simulate the DOS command by loading a virtual track from a virtual hard drive image. This let OS-9 users who had no use for BASIC boot directly in to OS-9 without even needing the CoCo ROM files. This could have easily been done on a real CoCo, perhaps by replacing the ROM on a KenTon SCSI hard drive interface with code that did nothing but boot OS-9. It seems likely this was done, but I never heard about it.

Recently, David Ladd began working to do this using the CoCoSDC. The CoCoSDC is an incredible floppy drive replacement that. Unlike RGB-DOS, it let you copy a standard floppy boot disk to a virtual .dsk image file and “DOS” boot from it. Both Disk BASIC’s floppy code and OS-9’s floppy booter code still think they are talking to a real floppy so “it just works.” But, another feature of CoCoSDC is virtual ROMs. There is 128K of flash onboard that can be configured to look like up to eight different 16K ROMs to the CoCo. It ships with SDC-DOS in bank 0, and pure Disk Extended Color BASIC 1.1 in bank 1

David wondered if he could just take the track 34 boot code and put it in ROM somehow, and thus never need a boot track again. By theory, this should be very simple, but If you simply clone all of track 34 and write that out to a flash bank (starting at $C000),  that won’t do anything but crash the system when the CoCo starts up and tries to execute $C000. Instead, $C000 needs to contain a small bit of code that will copy the boot track code (from just after it in the ROM) down to $2600, and then JMP $2602 to start it — just like DOS does. Easy!

With six available ROM banks in the CoCoSDC, one bank could have the KenTon SCSI boot track, another the Cloud-9 SuperIDE boot track, and another the Driverwire boot track. What a great idea!

But … there is a problem.

In the next installment, I will discuss that problem and how to solve it.

Preserving the past 8-bits at a time

There have traditionally been two types of computer owners: Users and Creators (programmers). In the early days of home computers, long before the existence of software stores, if you had a computer, you had to be a programmer to do anything with it — even if doing something with it just meant blinking some lights.

Soon, these Creators had become so prolific that they created their biggest creation: Users. By the time the home computer market exploded during the 1980s, there were people buying computers who would never create anything. Their technical skills may have only required them to know how to plug everything up and type some commands to load a program.

The days of the Creator as the primary computer owner have passed. Slowly over the 90s and 2000s, Creators became just a small percentage of the computer owning population. Many early Creators themselves went on to become Users as they no longer has the desire (or perhaps skills) to create the things they needed to make a computer useful. Why reinvent the wheel by writing your own word processor if you could just buy Word Star?

Certainly, if you were a Creator, you may have the only copies in existence of anything you created, whether that be a BASIC program, a love letter to an old girlfriend, or version of the Ghostbusters theme song you hand entered from sheet music.

If you were just a User, there is a much greater chance that someone else also has a copy of that Color Baseball you used to play so much on the family TV when you were twelve. However, relying on “someone else” to preserve it doesn’t always work. Today there is much software that has been lost, seemingly, forever. Even if you were just a User, it might be worth looking through all your old stuff you have in storage. You might have the only copy of something left in existence. (At least, until someone else does the same. But if you find it first, that saves them the work, right?)

As to myself, I was a Creator. I had cassette tapes and floppy disks and hard drives full of programs, documents, letters, music files, home movie scripts, song lyrics, ideas, and more. These are mostly items I have not seen since the 1980s as I moved from one piece of technology to another (cassette to floppy drive to hard drive), never looking back. I expect only the current “needed” stuff ever got transferred to the next new format. Sadly, some of the things I Created are now gone forever as the only floppy disk the contained them are unreadable.

If you still have some old tapes, diskettes or hard drives from an early computer, consider doing an archiving project. You never know what you might find.

In future articles, I plan to start sharing some of the really cool things I have found from my past, and sharing some tips on migrating your old data — at least if you are migrating it from an old Radio Shack Color Computer.

CoCo/OS-9 escavation update…

Floppies. Lots of floppies!

A few weeks ago I dug out my old Tandy Color Computer 3 and began the project of archiving all my old floppy disks to disk image files. I am using Darren Atkinson’s CoCoSDC interface for this project, and it has been an amazing pleasure to work with so far.

I have backed up probably well over 300 Disk BASIC floppy disks, and have hundreds more OS-9 disks to get to next. I am also dealing with files that are on Compact Flash cards plugged in to the Cloud-9 SuperIDE interface (I never bothered with a physical IDE drive by the time I got that interface in 2004), and even some on my old SyQuest EZ135 SCSI drive using a KenTon SCSI interface.

IDE, SD, SCSI and Floppy interfaces.
IDE, SD, SCSI and Floppy interfaces.

This mixture of controllers, device drivers and “hard drives” has given me much time to revisit how things worked back then. Right now, I have a fresh 128MB .dsk image on an SD card in my CoCoSDC and I am backing up an EZ135 SCSI disk to it. It is taking hours (and just finished as I type this), but the end result is an exact clone sector-by-sector, including any deleted files I may want to peek at again. (It would probably have been much faster just to use a file copy tool, like “arc”, and go “arc -am /h0 /sd1”).

Along the way, I have discovered programs I had forgotten writing. For instance, in my pre-OS-9 days, I knew I had written a MIDI librarian program for the Kawai K1 synthesizer. It was sold by Rulaford Research:

I wrote a MIDI librarian for the Kawai K1.
I wrote a MIDI librarian for the Kawai K1.

…but I had forgotten I wrote a Layaway program for an East Texas furniture store:

Apparently, I wrote a layaway program, too.
Apparently, I wrote a layaway program, too. This was before spell checkers, and as a teenager, my spelling were not good.

During my disk-cavations, I unearthed many more projects I had forgotten about. Some were completed and deployed (freeware tools, music demos, utilities), and others were work-in-progress items.

An unfinished CoCo 3 OS-9 3-D maze game inspired by the old "Phantom Slayer" by MED SYSTEMS.
An unfinished CoCo 3 OS-9 3-D maze game inspired by the old “Phantom Slayer” by MED SYSTEMS.

And so much more! I have also found old documentation to the Sub-Etha products, and discovered I wrote an MM/1 program I had completely forgotten about – MegaBanners (an updated MiniBanners, but using Joel Hegberg’s high-resolution font engine). Wild.

I guess since most of this was twenty years ago, and has been packed away since then, I can be forgiven for my faulty memories. It sure has been fun rediscovering things.

After a few more weeks, I expect to have all of my old floppies and hard drives archived to the CoCoSDC. After that, a huge project begins: sorting and organizing everything.

Once I get to this point, I plan to put together some .dsk images of the old Sub-Etha Software items for folks to check out. They will be made available as shareware with the hope of making a few dollars. We’ll see if that works in 2015.

More to come…

PCLEAR 0 to get more CoCo BASIC memory

Updates:

  • 2021-12-15: Added screen shot of BASIC ROM assembly.

On the Radio Shack Color Computer, Extended Color BASIC added new commands to access high resolution graphics modes. The following modes of the CoCo’s Motoroal 6847 VDG chip (video display generator) were implemented:

  • PMODE 0 – 128×96 2-color (1536 bytes)
  • PMODE 1 – 128×96 4-color (3072 bytes)
  • PMODE 2 – 128×192 2-color (3072 bytes)
  • PMODE 3 – 128×192 4-color (6144 bytes)
  • PMODE 4 – 256×192 2-color (6144 bytes)

Extended Color BASIC allows a program to allocate up to eight 1536 byte pages of memory for graphics. If you wanted to use a single 128×96 PMODE 0 screen, you would want to reserve on page of memory for it (PCLEAR 1). If you wanted to use a 256×192 PMODE 4 screen, you would want to reserve four pages of memory (PCLEAR 4).

In BASIC, you could reserve eight pages (PCLEAR 8), and then draw on eight different PMODE 0 screens and flip between them, creating simple page-flipping animation. It was amazingly fun back then.

But this isn’t an article about graphics (though now that I think about it, I really want to write one).

By default, BASIC reserves four pages of graphics memory (6144 bytes) which, I guess, saves a BASIC program from having to do “PCLEAR 4” in it before using PMODE 4. Proper BASIC programs always did the PCLEAR anyway just to make sure the memory was available (for instance, if you typed PCLEAR 1 before you ran, the program would error out if it was assuming PCLEAR 4 was available). There have always been bad programmers.

The point of this article is to point out that, by default, BASIC has 6K less memory available to it. On startup, a 32K or 64K disk-based CoCo shows 22823 bytes free to BASIC:

On startup, the CoCo has 22823 bytes available for BASIC.
On startup, the CoCo has 22823 bytes available for BASIC.

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.

To get the most memory possible for BASIC we would want to not reserve any graphics pages. However, the PCLEAR command does not allow typing PCLEAR 0. The best we can do is PCLEAR 1, which still reserves 1536 bytes. Doing” PCLEAR 1″ and then “PRINT MEM” will show 27431 bytes free. I am not really sure why PCLEAR 0 was not implemented, but without it, there is always 1.5 K of memory wasted for BASIC programs that do not use high-resolution graphics.

However, it is very simple to achieve a PCLEAR 0 by using a few bytes of assembly language. The short program I use to do it is this:

10 CLS:FORA=0TO8:READA$:POKE1024+A,VAL("&H"+A$):NEXTA:EXEC1024:DATAC6,1,96,BC,1F,2,7E,96,A3

This program reads the 9-byte assembly code and POKEs it in to memory, then EXECutes the routine. I chose to store it at memory location 1024, which is the start of the 32 column text screen. As a result, when it runs, it will put garbage on the first 9 characters of the screen. I just chose that memory since I knew no other program would use it (unless it was a temporary thing like this). If you understand the CoCo memory map, you can change that 1024 to any other safe location in memory and avoid having the text screen temporarily corrupted.

After running this, now a “PRINT MEM” will show 28967. Now we have 6144 bytes extra for our program! Big win.

However … 28K still isn’t quite the 32K we may have hoped for. This is because there is also memory reserved for the text screen (512 bytes, 1/2 K), cassette load buffers, BASIC input buffers, etc. There is additional memory reserved for Disk BASIC, so you actually have a bit more BASIC memory on a cassette-only system.

On startup, a cassette-based CoCo has 24871  bytes available for BASIC.
On startup, a cassette-based CoCo has 24871 bytes available for BASIC.

As you see above, 24871 bytes are available on a cassette-based CoCo on startup, which means there is about 2K of overhead to support Disk Extended Color BASIC. (Note to self: check these numbers.)

If we do the PCLEAR 0 on a cassette-based CoCo, we end up with 31015 bytes available to BASIC, and that is the most we can get (easily). If you do this:

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

…you will see what memory location your BASIC program starts at. After a PLCEAR 0 on a cassette-based CoCo, the value returned is 1537. The 32-column text screen is in memory from 1024 to 1536, meaning this is the very earliest in memory that a BASIC program can start. The only way to get more memory would be to extend the end, and we can’t because at the 32K mark, the BASIC ROMs begin. (Thus, 1537 to 32676 in memory is 31230, which is 215 bytes still missing. 200 bytes is reserved for strings, but a CLEAR 0 removes that, meaning there are only 15 bytes of BASIC overhead we can’t actually use.)

Not bad.

BONUS: Here is the nine bytes of assembly that my program POKEs in:

ldb #1
lda <$bc
tfr d,y
jmp >$96a3

Thanks to William Astle (Lost Wizard Enterprises, creator of LWTools) for translating my POKE bytes back in to the assembly code for me. It’ s been so long, I couldn’t remember what it was doing. In this case, it’s setting up the Y register and jumping in to a ROM routine that handles the PCLEAR, which I assume is being done to bypass the “?FC ERROR” check if the value of 0 is used from BASIC.

Here is the routine from Extended Color BASIC Unravelled: