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| ********* | |
| Welcome to Project 64! | |
| The goal of Project 64 is to preserve Commodore 64 related documents | |
| in electronic text format that might otherwise cease to exist with the | |
| rapid advancement of computer technology and declining interest in 8- | |
| bit computers on the part of the general population. If you would like | |
| to help by converting C64 related hardcopy documents to electronic | |
| texts please contact the manager of Project 64, Cris Berneburg, at | |
| <74171.2136@compuserve.com>. | |
| Extensive efforts were made to preserve the contents of the original | |
| document. However, certain portions, such as diagrams, program | |
| listings, and indexes may have been either altered or sacrificed due | |
| to the limitations of plain vanilla text. Diagrams may have been | |
| eliminated where ASCII-art was not feasible. Program listings may be | |
| missing display codes where substitutions were not possible. Tables | |
| of contents and indexes may have been changed from page number | |
| references to section number references. Please accept our apologies | |
| for these limitations, alterations, and possible omissions. | |
| The author(s) of the original document and members of Project 64 make | |
| no representations about the accuracy or suitability of this material | |
| for any purpose. This etext is provided "as-is". Please refer to the | |
| warantee of the original document, if any, that may included in this | |
| etext. No other warantees, express or implied, are made to you as to | |
| the etext or any medium it may be on. Neither the author(s) nor the | |
| members of Project 64 will assume liability for damages either from | |
| the direct or indirect use of this etext or from the distribution of | |
| or modification to this etext. | |
| ********* | |
| The Project 64 etext of the Commodore 64 Programmer's Reference Guide, | |
| first edition. Converted to etext by Ville Muikkula. Some errors in | |
| the original document were corrected in this etext. | |
| C64PRG10.TXT, June 1996, etext #46 | |
| ********* | |
| ~ | |
| I would like to thank the following persons for their valuable help: | |
| Jouko Valta for the memory maps on pages 310-334. | |
| Marko Makela for the combined table of memory maps on pages 264-266. | |
| Cris Berneburg for proof reading. | |
| Kimmo Hamalainen for proof reading. | |
| There was a lot of work, but finally, after five weeks of correcting | |
| OCR-errors and formatting the text to readable format, it is ready. I | |
| hope that this massive project shows to the C= community that it is in | |
| a fact possible for one man to convert a 500 page book to ASCII text. | |
| One just have to be dedicated, believe that it can be done and have | |
| the PATIENCE for it... and lots of free time. So, who's going to etext | |
| Inside Commodore DOS? | |
| If you find errors in the text, please report them so that they can | |
| be fixed. There should not be many, though... | |
| There are some pictures missing on pages 132,157,162-163,195,364-365, | |
| 377-378,380-381,404,406-407,416-417,421,459,476-477 and 481. Also the | |
| schematics of C-64 are not available. I apologize for the possible | |
| inconvenience this might cause. | |
| Ville Muikkula <vmuikku@yrttis.ratol.fi> or <vmuikku@raahenet.ratol.fi>. | |
| ********* | |
| Note: To extract the ascii text basic programs all at once from this | |
| etext use "tok64" by Cris Berneburg <74171.2136@compuserve.com>. | |
| ********* | |
| Windows 95 MS-DOS Edit is the ideal program for reading this | |
| etext. Just check that ANSI.SYS is loaded in CONFIG.SYS and issue | |
| the command: | |
| mode con lines=50 | |
| Now a whole page fits nicely on the screen and you can use Page Up/Page | |
| Down keys to flip pages. Just be sure that the ~ characters are always | |
| on the last line of the screen. | |
| ********* | |
| ~ | |
| COMMODORE 64 | |
| PROGRAMMER'S | |
| REFERENCE GUIDE | |
| Published by | |
| Commodore Business Machines, Inc. | |
| and | |
| Howard W. Sams & Co., Inc. | |
| i | |
| ~ | |
| FIRST EDITION | |
| FOURTH PRINTING-1983 | |
| Copyright (C) 1982 by Commodore Business Machines, Inc. | |
| All rights reserved. | |
| This manual is copyrighted and contains proprietary information. No part | |
| of this publication may be reproduced, stored in a retrieval system, or | |
| transmitted in any form or by any means, electronic, mechanical, photo- | |
| copying, recording, or otherwise, without the prior written permission | |
| of COMMODORE BUSINESS MACHINES, Inc. | |
| ii | |
| ~ | |
| TABLE OF CONTENTS | |
| INTRODUCTION ....................................................... ix | |
| o What's Included? .............................................. x | |
| o How to Use This Reference Guide ............................... xi | |
| o Commodore 64 Applications Guide ............................... xii | |
| o Commodore Information Network ................................. xvii | |
| 1. BASIC PROGRAMMING RULES ......................................... 1 | |
| o Introduction .................................................. 2 | |
| o Screen Display Codes (BASIC Character Set) .................... 2 | |
| The Operating System (OS) ................................... 2 | |
| o Programming Numbers and Variables ............................. 4 | |
| Integer, Floating-Point and String Constants ................ 4 | |
| Integer, Floating-Point and String Variables ................ 7 | |
| Integer, Floating-Point and String Arrays ................... 8 | |
| o Expressions and Operators ..................................... 9 | |
| Arithmetic Expressions ...................................... 10 | |
| Arithmetic Operations ....................................... 10 | |
| Relational Operators ........................................ 12 | |
| Logical Operators ........................................... 13 | |
| Hierarchy of Operations ..................................... 15 | |
| String Operations ........................................... 16 | |
| String Expressions .......................................... 17 | |
| o Programming Techniques ........................................ 18 | |
| Data Conversions ............................................ 18 | |
| Using the INPUT Statement ................................... 18 | |
| Using the GET Statement ..................................... 22 | |
| How to Crunch BASIC Programs ................................ 24 | |
| 2. BASIC LANGUAGE VOCABULARY ....................................... 29 | |
| o Introduction .................................................. 30 | |
| o BASIC Keywords, Abbreviations, and Function Types ............. 31 | |
| o Description of BASIC Keywords (Alphabetical) .................. 35 | |
| o The Commodore 64 Keyboard and Features ........................ 93 | |
| o Screen Editor ................................................. 94 | |
| iii | |
| ~ | |
| 3. PROGRAMMING GRAPHICS ON THE | |
| COMMODORE 64 .................................................... 99 | |
| o Graphics Overview ............................................. 100 | |
| Character Display Modes ..................................... 100 | |
| Bit Map Modes ............................................... 100 | |
| Sprites ..................................................... 100 | |
| o Graphics locations ............................................ 101 | |
| Video Bank Selection ........................................ 101 | |
| Screen Memory ............................................... 102 | |
| Color Memory ................................................ 103 | |
| Character Memory ............................................ 103 | |
| o Standard Character Mode ....................................... 107 | |
| Character Definitions ....................................... 107 | |
| o Programmable Characters ....................................... 108 | |
| o Multi-Color Mode Graphics ..................................... 115 | |
| Multi-Color Mode Bit ........................................ 115 | |
| o Extended Background Color Mode ................................ 120 | |
| o Bit Mapped Graphics ........................................... 121 | |
| Standard High-Resolution Bit Map Mode ....................... 122 | |
| How It Works ................................................ 122 | |
| o Multi-Color Bit Map Mode ...................................... 127 | |
| o Smooth Scrolling .............................................. 128 | |
| o Sprites ....................................................... 131 | |
| Defining a Sprite ........................................... 131 | |
| Sprite Pointers ............................................. 133 | |
| Turning Sprites On .......................................... 134 | |
| Turning Sprites Off ......................................... 135 | |
| Colors ...................................................... 135 | |
| Multi-Color Mode ............................................ 135 | |
| Setting a Sprite to Multi-Color Mode ........................ 136 | |
| Expanded Sprites ............................................ 136 | |
| Sprite Positioning .......................................... 137 | |
| Sprite Positioning Summary .................................. 143 | |
| Sprite Display Priorities ................................... 144 | |
| Collision Detects ........................................... 144 | |
| o Other Graphics Features ....................................... 150 | |
| Screen Blanking ............................................. 150 | |
| Raster Register ............................................. 150 | |
| Interrupt Status Register ................................... 151 | |
| Suggested Screen and Character Color Combinations ........... 152 | |
| iv | |
| ~ | |
| o Programming Sprites-Another Look .............................. 153 | |
| Making Sprites in BASIC-A Short Program ..................... 153 | |
| Crunching Your Sprite Programs .............................. 156 | |
| Positioning Sprites on the Screen ........................... 157 | |
| Sprite Priorities ........................................... 161 | |
| Drawing a Sprite ............................................ 162 | |
| Creating a Sprite ... Step by Step .......................... 163 | |
| Moving Your Sprite on the Screen ............................ 165 | |
| Vertical Scrolling .......................................... 166 | |
| The Dancing Mouse-A Sprite Program Example .................. 166 | |
| Easy Spritemaking Chart ..................................... 176 | |
| Spritemaking Notes .......................................... 177 | |
| 4. PROGRAMMING SOUND AND MUSIC | |
| ON YOUR COMMODORE 64 ............................................ 183 | |
| o Introduction .................................................. 184 | |
| Volume Control .............................................. 186 | |
| Frequencies of Sound Waves .................................. 186 | |
| o Using Multiple Voices ......................................... 187 | |
| Controlling Multiple Voices ................................. 191 | |
| o Changing Waveforms ............................................ 192 | |
| Understanding Waveforms ..................................... 194 | |
| o The Envelope Generator ........................................ 196 | |
| o Filtering ..................................................... 199 | |
| o Advanced Techniques ........................................... 202 | |
| o Synchronization and Ring Modulation ........................... 207 | |
| 5. BASIC TO MACHINE LANGUAGE ....................................... 209 | |
| o What is Machine Language? ..................................... 210 | |
| What Does Machine Code Look Like? ........................... 211 | |
| Simple Memory Map of the Commodore 64 ....................... 212 | |
| The Registers Inside the 6510 Microprocessor ................ 213 | |
| o How Do You Write Machine Language Programs? ................... 214 | |
| 64MON ....................................................... 215 | |
| o Hexadecimal Notation .......................................... 215 | |
| Your First Machine Language Instruction ..................... 218 | |
| Writing Your First Program .................................. 220 | |
| o Addressing Modes .............................................. 221 | |
| Zero Page ................................................... 221 | |
| The Stack ................................................... 222 | |
| v | |
| ~ | |
| o Indexing ...................................................... 223 | |
| Indirect Indexed ............................................ 223 | |
| Indexed Indirect ............................................ 224 | |
| Branches and Testing ........................................ 226 | |
| o Subroutines ................................................... 228 | |
| o Useful Tips for the Beginner .................................. 229 | |
| o Approaching a Large Task ...................................... 230 | |
| o MCS6510 Microprocessor Instruction Set- | |
| Alphabetic Sequence ........................................... 232 | |
| Instruction Addressing Modes and | |
| Related Execution Times ................................... 254 | |
| o Memory Management on the Commodore 64 ......................... 260 | |
| o The KERNAL .................................................... 268 | |
| o KERNAL Power-Up Activities .................................... 269 | |
| How to Use the KERNAL ....................................... 270 | |
| User Callable KERNAL Routines ............................... 272 | |
| Error Codes ................................................. 306 | |
| o Using Machine Language From BASIC ............................. 307 | |
| Where to Put Machine Language Routines ...................... 309 | |
| How to Enter Machine language ............................... 309 | |
| o Commodore 64 Memory Map ....................................... 310 | |
| Commodore 64 Input/Output Assignments ....................... 320 | |
| 6. INPUT/OUTPUT GUIDE .............................................. 335 | |
| o Introduction .................................................. 336 | |
| o Output to the TV .............................................. 336 | |
| o Output to Other Devices ....................................... 337 | |
| Output to Printer ........................................... 338 | |
| Output to Modem ............................................. 339 | |
| Working With Cassette Tape .................................. 340 | |
| Data Storage on Floppy Diskettes ............................ 342 | |
| o The Game Ports ................................................ 343 | |
| Paddles ..................................................... 346 | |
| Light Pen ................................................... 348 | |
| o RS-232 Interface Description .................................. 348 | |
| General Outline .............................................. 348 | |
| Opening an RS-232 Channel .................................... 349 | |
| Getting Data From an RS-232 Channel .......................... 352 | |
| Sending Data to an RS-232 Channel ............................ 353 | |
| Closing an RS-232 Data Channel ............................... 354 | |
| Sample BASIC Programs ........................................ 356 | |
| vi | |
| ~ | |
| Receiver/Transmitter Buffer Base Location Pointers ........... 357 | |
| Zero-Page Memory Locations and Usage | |
| for RS-232 System Interface ................................ 358 | |
| Nonzero-Page Memory Locations and Usage | |
| for RS-232 System Interface ................................ 358 | |
| o The User Port ................................................. 359 | |
| Port Pin Description ........................................ 359 | |
| o The Serial Bus ................................................ 362 | |
| Serial Bus Pinouts .......................................... 363 | |
| o The Expansion Port ............................................ 366 | |
| o Z-80 Microprocessor Cartridge ................................. 368 | |
| Using Commodore CP/M (R) .................................... 369 | |
| Running Commodore CP/M (R) .................................. 369 | |
| APPENDICES ......................................................... 373 | |
| A. Abbreviations for BASIC Keywords ............................ 374 | |
| B. Screen Display Codes ........................................ 376 | |
| C. ASCII and CHR$ Codes ........................................ 379 | |
| D. Screen and Color Memory Maps ................................ 382 | |
| E. Music Note Values ........................................... 384 | |
| F. Bibliography ................................................ 388 | |
| G. VIC Chip Register Map ....................................... 391 | |
| H. Deriving Mathematical Functions ............................. 394 | |
| I. Pinouts for Input/Output Devices ............................ 395 | |
| J. Converting Standard BASIC Programs to | |
| Commodore 64 BASIC ........................................ 398 | |
| K. Error Messages .............................................. 400 | |
| L. 6510 Microprocessor Chip Specifications ..................... 402 | |
| M. 6526 Complex Interface Adapter (CIA) | |
| Chip Specifications ....................................... 419 | |
| N. 6566/6567 (VIC-II) Chip Specifications ...................... 436 | |
| 0. 6581 Sound Interface Device (SID) Chip Specifications ....... 457 | |
| P. Glossary .................................................... 482 | |
| INDEX .............................................................. 483 | |
| COMMODORE 64 QUICK REFERENCE CARD .................................. 487 | |
| SCHEMATIC DIAGRAM OF THE COMMODORE 64 .............................. 491 | |
| vii | |
| ~~ | |
| INTRODUCTION | |
| The COMMODORE 64 PROGRAMMER'S REFERENCE GUIDE has been developed as a | |
| working tool and reference source for those of you who want to maximize | |
| your use of the built-in capabilities of your COMMODORE 64. This manual | |
| contains the information you need for your programs, from the simplest | |
| example all the way to the most complex. The PROGRAMMER'S REFERENCE GUIDE | |
| is designed so that everyone from the beginning BASIC programmer to the | |
| professional experienced in 6502 machine language can get information to | |
| develop his or her own creative programs. At the same time this book | |
| shows you how clever your COMMODORE 64 really is. | |
| This REFERENCE GUIDE is not designed to teach the BASIC programming | |
| language or the 6502 machine language. There is, however, an extensive | |
| glossary of terms and a "semi-tutorial" approach to many of the sections | |
| in the book. If you don't already have a working knowledge of BASIC and | |
| how to use it to program, we suggest that you study the COMMODORE 64 | |
| USER'S GUIDE that came with your computer. The USER'S GUIDE gives you an | |
| easy to read introduction to the BASIC programming language. If you still | |
| have difficulty understanding how to use BASIC then turn to the back of | |
| this book (or Appendix N in the USER'S GUIDE) and check out the | |
| Bibliography. | |
| The COMMODORE 64 PROGRAMMER'S REFERENCE GUIDE is just that; a | |
| reference. Like most reference books, your ability to apply the | |
| information creatively really depends on how much knowledge you have | |
| about the subject. In other words if you are a novice programmer you will | |
| not be able to use all the facts and figures in this book until you | |
| expand your current programming knowledge. | |
| ix | |
| ~ | |
| What you can do with this book is to find a considerable amount of | |
| valuable programming reference information written in easy to read, | |
| plain English with the programmer's jargon explained. On the other hand | |
| the programming professional will find all the information needed to use | |
| the capabilities of the COMMODORE 64 effectively. | |
| WHAT'S INCLUDED? | |
| o Our complete "BASIC dictionary" includes Commodore BASIC language | |
| commands, statements and functions listed in alphabetical order. | |
| We've created a "quick list" which contains all the words and their | |
| abbreviations. This is followed by a section containing a more | |
| detailed definition of each word along with sample BASIC programs | |
| to illustrate how they work. | |
| o If you need an introduction to using machine language with BASIC | |
| programs our layman's overview will get you started. | |
| o A powerful feature of all Commodore computers is called the KERNAL. | |
| It helps insure that the programs you write today can also be used | |
| on your Commodore computer of tomorrow. | |
| o The Input/Output Programming section gives you the opportunity to | |
| use your computer to the limit. It describes how to hook-up and use | |
| everything from lightpens and joysticks to disk drives, printers, | |
| and telecommunication devices called modems. | |
| o You can explore the world of SPRITES, programmable characters, and | |
| high resolution graphics for the most detailed and advanced animated | |
| pictures in the microcomputer industry. | |
| o You can also enter the world of music synthesis and create your own | |
| songs and sound effects with the best built-in synthesizer available | |
| in any personal computer. | |
| o If you're an experienced programmer, the soft load language section | |
| gives you information about the COMMODORE 64's ability to run CP/M* | |
| and high level languages. This is in addition to BASIC. | |
| Think of your COMMODORE 64 PROGRAMMER'S REFERENCE GUIDE as a useful | |
| tool to help you and you will enjoy the -hours of programming ahead | |
| of you. | |
| ----------- | |
| * CP/M is a registered trademark of Digital Research, Inc. | |
| x INTRODUCTION | |
| ~ | |
| HOW TO USE THIS REFERENCE GUIDE | |
| Throughout this manual certain conventional notations are used to de- | |
| scribe the syntax (programming sentence structure) of BASIC commands or | |
| statements and to show both the required and optional parts of each BASIC | |
| keyword. The rules to use for interpreting statement syntax are as | |
| follows: | |
| 1. BASIC keywords are shown in capital letters. They must appear where | |
| shown in the statement, entered and spelled exactly as shown. | |
| 2. Items shown within quotation marks (" ") indicate variable data | |
| which you must put in. Both the quotation marks and the data inside | |
| the quotes must appear where shown in each statement. | |
| 3. Items inside the square brackets ([ ]) indicate an optional state- | |
| ment parameter. A parameter is a limitation or additional qualifier | |
| for your statements. If you use an optional parameter you must | |
| supply the data for that optional parameter. In addition, ellipses | |
| (...) show that an optional item can be repeated as many times as | |
| a programming line allows. | |
| 4. If an item in the square brackets ([ ]) is UNDERLINED, that means | |
| that you MUST use those certain characters in the optional para- | |
| meters, and they also have to be spelled exactly as shown. | |
| 5. Items inside angle brackets (< >) indicate variable data which you | |
| provide. While the slash (/) indicates that you must make a choice | |
| between two mutually exclusive options. | |
| EXAMPLE OF SYNTAX FORMAT: | |
| OPEN <file-num>,<device>[,<address>],["<drive>:<filename>][,<mode>]" | |
| EXAMPLES OF ACTUAL STATEMENTS: | |
| 10 OPEN 2,8,6,"0:STOCK FOLIO,S,W" | |
| 20 OPEN 1,1,2,"CHECKBOOK" | |
| 30 OPEN 3,4 | |
| When you actually apply the syntax conventions in a practical situa- | |
| tion, the sequence of parameters in your statements might not be exactly | |
| the same as the sequence shown in syntax examples. The examples are not | |
| meant to show every possible sequence. They are intended to present all | |
| required and optional parameters. | |
| INTRODUCTION xi | |
| ~ | |
| Programming examples in this book are shown with blanks separating | |
| words and operators for the sake of readability. Normally though, BASIC | |
| doesn't require blanks between words unless leaving them out would give | |
| you an ambiguous or incorrect syntax. | |
| Shown below are some examples and descriptions of the symbols used for | |
| various statement parameters in the following chapters. The list is not | |
| meant to show every possibility, but to give you a better understanding | |
| as to how syntax examples are presented. | |
| SYMBOL EXAMPLE DESCRIPTION | |
| <file-num> 50 A logical file number | |
| <device> 4 A hardware device number | |
| <address> 15 A serial bus secondary | |
| device address number | |
| <drive> 0 A physical disk drive number | |
| <file-name> "TEST.DATA" The name of a data or program file | |
| <constant> "ABCDEFG" Literal data supplied by | |
| the programmer | |
| <variable> X145 Any BASIC data variable name or | |
| constant | |
| <string> AB$ Use of a string type variable required | |
| <number> 12345 Use of a numeric type variable | |
| required | |
| <line-number> 1000 An actual program line number | |
| <numeric> 1.5E4 An integer or floating-point variable | |
| COMMODORE 64 APPLICATIONS GUIDE | |
| When you first thought about buying a computer you probably asked | |
| yourself, "Now that I can afford to buy a computer, what can I do with | |
| it once I get one?" | |
| The great thing about your COMMODORE 64 is that you can make it do what | |
| YOU want it to do! You can make it calculate and keep track of home and | |
| business budget needs. You can use it for word processing. You can make | |
| it play arcade-style action games. You can make it sing. You can even | |
| create your own animated cartoons, and more. The best part of owning a | |
| COMMODORE 64 is that even if it did only one of the things listed below | |
| it would be well worth the price you paid for it. But the 64 is a | |
| complete computer and it does do EVERYTHING listed and then some! | |
| xii INTRODUCTION | |
| ~ | |
| By the way, in addition to everything here you can pick up a lot of | |
| other creative and practical ideas by signing up with a local Commodore | |
| Users' Club, subscribing to the COMMODORE and POWER/PLAY magazines, and | |
| joining the COMMODORE INFORMATION NETWORK on CompuServe(TM) | |
| APPLICATION COMMENTS/REQUIREMENTS | |
| ACTION PACKED You can get real Bally Midway arcade games GAMES | |
| like Omega Race, Gorf and Wizard of War, as well | |
| as "play and learn" games like Math Teacher 1, | |
| Home Babysitter and Commodore Artist. | |
| ADVERTISING & Hook your COMMODORE 64 to a TV, put it in | |
| MERCHANDISING a store window with a flashing, animated, and | |
| musical message and you've got a great point of | |
| purchase store display. | |
| ANIMATION Commodore's Sprite Graphics allow you to create | |
| real cartoons with 8 different levels so that | |
| shapes can move in front of or behind each | |
| other. | |
| BABYSITTING The COMMODORE 64 HOME BABYSITTER cartridge can | |
| keep your youngest child occupied for hours and | |
| teach alphabet/ keyboard recognition at the same | |
| time. It also teaches special learning concepts | |
| and relationships. | |
| BASIC PROGRAMMING Your COMMODORE 64 USER'S GUIDE and the TEACH | |
| YOURSELF PROGRAMMING series of books and tapes | |
| offer an excellent starting point. | |
| BUSINESS The COMMODORE 64 offers the "Easy" series | |
| SPREADSHEET of business aids including the most powerful | |
| word processor and largest spreadsheet | |
| available for any personal computer. | |
| COMMUNICATION Enter the fascinating world of computer "net- | |
| working." If you hook a VICMODEM to your | |
| COMMODORE 64 you can communicate with other | |
| computer owners all around the world. | |
| INTRODUCTION xiii | |
| ~ | |
| Not only that, if you join the COMMODORE | |
| INFORMATION NETWORK on CompuServe(TM) you can | |
| get the latest news and updates on all Commodore | |
| products, financial information, shop at home | |
| services, you can even play games with the | |
| friends you make through the information systems | |
| you join. | |
| COMPOSING SONGS The COMMODORE 64 is equipped with the most | |
| sophisticated built-in music synthesizer | |
| available on any computer. It has three com- | |
| pletely programmable voices, nine full music | |
| octaves, and four controllable waveforms. | |
| Look for Commodore Music Cartridges and | |
| Commodore Music books to help you create or | |
| reproduce all kinds of music and sound effects. | |
| CP/M* Commodore offers a CP/M* add-on and access to | |
| software through an easy-to-load cartridge. | |
| DEXTERITY TRAINING Hand/Eye coordination and manual dexterity | |
| are aided by several Commodore games... | |
| including "Jupiter lander" and night driving | |
| simulation. | |
| EDUCATION While working with a computer is an education in | |
| itself, The COMMODORE Educational Resource Book | |
| contains general information on the educational | |
| uses of computers. We also have a variety of | |
| learning cartridges designed to teach everything | |
| from music to math and art to astronomy. | |
| FOREIGN LANGUAGE The COMMODORE 64 programmable character set | |
| lets you replace the standard character set | |
| with user defined foreign language characters. | |
| GRAPHICS AND ART In addition to the Sprite Graphics mentioned | |
| above, the COMMODORE 64 offers high-resolution, | |
| multi-color graphics plotting, programmable | |
| ----------- | |
| * CP/M is a Registered trademark of Digital Research, Inc. | |
| xiv INTRODUCTION | |
| ~ | |
| characters, and combinations of all the | |
| different graphics and character display modes. | |
| INSTRUMENT Your COMMODORE 64 has a serial port, RS-232 port | |
| CONTROL and a user port for use with a variety of special | |
| industrial applications. An IEEE/488 cartridge is | |
| also available as an optional extra. | |
| JOURNALS AND The COMMODORE 64 will soon offer an exceptional | |
| CREATIVE WRITING wordprocessing system that matches or exceeds | |
| the qualities and flexibilities of most "high- | |
| priced" wordprocessors available. Of course you | |
| can save the information on either a 1541 Disk | |
| Drive or a Datassette TM recorder and have it | |
| printed out using a VIC-PRINTER or PLOTTER. | |
| LIGHTPEN CONTROL Applications requiring the use of a lightpen | |
| can be performed by any lightpen that will fit | |
| the COMMODORE 64 game port connector. | |
| MACHINE CODE Your COMMODORE 64 PROGRAMMER'S REFERENCE GUIDE | |
| PROGRAMMING includes a machine language section, as well as | |
| a BASIC to machine code interface section. | |
| There's even a bibliography available for more | |
| in-depth study. | |
| PAYROLL & FORMS The COMMODORE 64 can be programmed to handle | |
| PRINTOUT a variety of entry-type business applications. | |
| Upper/lower case letters combined with C64 | |
| "business form" graphics make it easy for you | |
| to design forms which can then be printed on | |
| your printer. | |
| PRINTING The COMMODORE 64 interfaces with a variety of | |
| dot matrix and letter quality printers as well | |
| as plotters. | |
| RECIPES You can store your favorite recipes on your | |
| COMMODORE 64 and its disk or cassette storage | |
| unit, and end the need for messy recipe cards | |
| that often get lost when you need them most. | |
| INTRODUCTION xv | |
| ~ | |
| SIMULATIONS Computer simulations let you conduct dangerous | |
| or expensive experiments at minimum risk and | |
| cost. | |
| SPORTS DATA The Source (TM) and CompuServe (TM) both offer | |
| sports information which you can get using | |
| your COMMODORE 64 and a VICMODEM. | |
| STOCK QUOTES With a VICMODEM and a subscription to any of the | |
| appropriate network services, your COMMODORE 64 | |
| becomes your own private stock ticker. | |
| These are just a few of the many applications for you and your | |
| COMMODORE 64. As you can see, for work or play, at home, in school | |
| or the office, your COMMODORE 64 gives you a practical solution for | |
| just about any need. | |
| Commodore wants you to know that our support for users only STARTS | |
| with your purchase of a Commodore computer. That's why we've created | |
| two publications with Commodore information from around the world, and | |
| a "two-way" computer information network with valuable input for users | |
| in the U.S. and Canada from coast to coast. | |
| In addition, we wholeheartedly encourage and support the growth of | |
| Commodore Users' Clubs around the world. They are an excellent source | |
| of information for every Commodore computer owner from the beginner | |
| to the most advanced. The magazines and network, which are more fully | |
| described below, have the most up-to-date information about how to get | |
| involved with the Users' Club in your area. | |
| Finally, your local Commodore dealer is a useful source of Commodore | |
| support and information. | |
| POWER/PLAY | |
| The Home Computer Magazine | |
| When it comes to entertainment, learning at home and practical home | |
| applications, POWER/PLAY is THE prime source of information for Com- | |
| modore home users. Find out where your nearest user clubs are and | |
| what they're doing, learn about software, games, programming techniques, | |
| telecommunications, and new products. POWER/PLAY is your personal | |
| connection to other Commodore users, outside software and hardware | |
| developers, and to Commodore itself. Published quarterly. Only $10.00 | |
| for a year of home computing excitement. | |
| xvi INTRODUCTION | |
| ~ | |
| COMMODORE | |
| The Microcomputer Magazine | |
| Widely read by educators, businessmen and students, as well as home | |
| computerists, COMMODORE Magazine is our main vehicle for sharing | |
| exclusive information on the more technical use of Commodore systems. | |
| Regular departments cover business, science and education, programming | |
| tips, "excerpts from a technical notebook," and many other features of | |
| interest to anyone who uses or is thinking about purchasing Commodore | |
| equipment for business, scientific or educational applications. | |
| COMMODORE is the ideal complement to POWER/PLAY. Published bimonthly. | |
| Subscription price: $15.00 per year. | |
| AND FOR EVEN MORE INFORMATION... | |
| ...DIAL UP OUR PAPERLESS USER MAGAZINE | |
| COMMODORE INFORMATION NETWORK | |
| The magazine of the future is here. To supplement and enhance your | |
| subscription to POWER/PLAY and COMMODORE magazines, the COMMODORE | |
| INFORMATION NETWORK - our "paperless magazine" - is available now over | |
| the telephone using your Commodore computer and modem. | |
| Join our computer club, get help with a computing problem, "talk" to | |
| other Commodore friends, or get up-to-the-minute information on new | |
| products, software and educational resources. Soon you will even be | |
| able to save yourself the trouble of typing in the program listings you | |
| find in POWER/PLAY or COMMODORE by downloading direct from the | |
| Information Network (a new user service planned for early 1983). The | |
| best part is that most of the answers are there before you even ask the | |
| questions. (How's that for service?) | |
| To call our electronic magazine you need only a modem and a sub- | |
| scription to CompuServe TM, one of the nation's largest telecommunica- | |
| tions networks. (To make it easy for you Commodore includes a FREE year's | |
| subscription to CompuServe TM in each VICMODEM package.) Just dial your | |
| local number for the CompuServe (TM) data bank and connect your phone to | |
| the modem. When the CompuServe (TM) video text appears on your screen | |
| type G CBM on your computer keyboard. When the COMMODORE INFORMATION | |
| NETWORK'S table of contents, or "menu," appears on your screen choose | |
| from one of our sixteen departments, make yourself comfortable, and enjoy | |
| the paperless magazine other magazines are writing about. | |
| INTRODUCTION xvii | |
| ~ | |
| For more information, visit your Commodore dealer or contact Com- | |
| puserve(TM) customer service at 800-848-8990 (in Ohio, 614-457-8600). | |
| COMMODORE INFORMATION NETWORK | |
| +-----------------------------------+-----------------------------------+ | |
| | Main Menu Description | Commodore Dealers | | |
| | Direct Access Codes | Educational Resources | | |
| | Special Commands | User Groups | | |
| | User Questions | Descriptions | | |
| | Public Bulletin Board | Questions and Answers | | |
| | Magazines and Newsletters | Software Tips | | |
| | Products Announced | Technical Tips | | |
| | Commodore News Direct | Directory Descriptions | | |
| +-----------------------------------+-----------------------------------+ | |
| xviii INTRODUCTION | |
| ~ | |
| CHAPTER 1 | |
| BASIC | |
| PROGRAMMING | |
| RULES | |
| o Introduction | |
| o Screen Display Codes (BASIC | |
| Character Set) | |
| o Programming Numbers and | |
| variables | |
| o Expressions and Operators | |
| o Programming Techniques | |
| 1 | |
| ~ | |
| INTRODUCTION | |
| This chapter talks about how BASIC stores and manipulates data. The | |
| topics include: | |
| 1) A brief mention of the operating system components and functions | |
| as well as the character set used in the Commodore 64. | |
| 2) The formation of constants and variables. What types of variables | |
| there are. And how constants and variables are stored in memory. | |
| 3) The rules for arithmetic calculations, relationship tests, string | |
| handling, and logical operations. Also included are the rules for | |
| forming expressions, and the data conversions necessary when you're | |
| using BASIC with mixed data types. | |
| SCREEN DISPLAY CODES (BASIC CHARACTER SET) | |
| THE OPERATING SYSTEM (OS) | |
| The Operating System is contained in the Read Only Memory (ROM) chips | |
| and is a combination of three separate, but interrelated, program | |
| modules. | |
| 1) The BASIC Interpreter | |
| 2) The KERNAL | |
| 3) The Screen Editor | |
| 1) The BASIC Interpreter is responsible for analysing BASIC statement | |
| syntax and for performing the required calculations and/or data | |
| manipulation. The BASIC Interpreter has a vocabulary of 65 | |
| "keywords" which have special meanings. The upper and lower case | |
| alphabet and the digits 0-9 are used to make both keywords and | |
| variable names. Certain punctuation characters and special symbols | |
| also have meanings for the Interpreter. Table 1-1 lists the special | |
| characters and their uses. | |
| 2) The KERNAL handles most of the interrupt level processing in the | |
| system (for details on interrupt level processing, see Chapter 5). | |
| The KERNAL also does the actual input and output of data. | |
| 3) The Screen Editor controls the output to the video screen (tele- | |
| vision set) and the editing of BASIC program text. In addition, the | |
| Screen Editor intercepts keyboard input so that it can decide | |
| whether the characters put in should be acted upon immediately, or | |
| passed on to the BASIC Interpreter. | |
| 2 BASIC PROGRAMMING RULES | |
| ~ | |
| Table 1 - 1. CBM BASIC Character Set | |
| +-------------+---------------------------------------------------------+ | |
| | CHARACTER | NAME and DESCRIPTION | | |
| +-------------+---------------------------------------------------------+ | |
| | | BLANK - separates keywords and variable names | | |
| | ; | SEMI-COLON - used in variable lists to format output | | |
| | = | EQUAL SIGN - value assignment and relationship testing | | |
| | + | PLUS SIGN - arithmetic addition or string concatenation | | |
| | | (concatenation: linking together in a chain) | | |
| | - | MINUS SIGN - arithmetic subtraction, unary minus | | |
| | * | ASTERISK - arithmetic multiplication | | |
| | / | SLASH - arithmetic division | | |
| | ^ | UP ARROW - arithmetic exponentiation | | |
| | ( | LEFT PARENTHESIS - expression evaluation and functions | | |
| | ) | RIGHT PARENTHESIS - expression evaluation and functions | | |
| | % | PERCENT - declares variable name as an integer | | |
| | # | NUMBER - comes before logical file number in input/ | | |
| | | output statements | | |
| | $ | DOLLAR SIGN - declares variable name as a string | | |
| | , | COMMA - used in variable lists to format output; also | | |
| | | separates command parameters | | |
| | . | PERIOD - decimal point in floating point constants | | |
| | " | QUOTATION MARK - encloses string constants | | |
| | : | COLON - separates multiple BASIC statements in a line | | |
| | ? | QUESTION MARK - abbreviation for the keyword PRINT | | |
| | < | LESS THAN - used in relationship tests | | |
| | > | GREATER THAN - used in relationship tests | | |
| | {pi} | PI - the numeric constant 3.141592654 | | |
| +-------------+---------------------------------------------------------+ | |
| The Operating System gives you two modes of BASIC operation: | |
| 1) DIRECT Mode | |
| 2) PROGRAM Mode | |
| 1) When you're using the DIRECT mode, BASIC statements don't have | |
| line numbers in front of the statement. They are executed whenever | |
| the <RETURN> key is pressed. | |
| 2) The PROGRAM mode is the one you use for running programs. | |
| BASIC PROGRAMMING RULES 3 | |
| ~ | |
| When using the PROGRAM mode, all of your BASIC statements must have | |
| line numbers in front of them. You can have more than one BASIC | |
| statement in a line of your program, but the number of statements is | |
| limited by the fact that you can only put 80 characters on a logical | |
| screen line. This means that if you are going to go over the 80 | |
| character limit you have to put the entire BASIC statement that | |
| doesn't fit on a new line with a new line number. | |
| Always type NEW and hit <RETURN> before starting a new program. | |
| The Commodore 64 has two complete character sets that you can use | |
| either from the keyboard or in your programs. | |
| In SET 1, the upper case alphabet and the numbers 0-9 are available | |
| without pressing the <SHIFT> key. If you hold down the <SHIFT> key | |
| while typing, the graphics characters on the RIGHT side of the front of | |
| the keys are used. If you hold down the <C=> key while typing, the | |
| graphics characters on the LEFT side of the front of the key are used. | |
| Holding down the <SHIFT> key while typing any character that doesn't | |
| have graphic symbols on the front of the key gives you the symbol on the | |
| top most part of the key. | |
| In SET 2, the lower case alphabet and the numbers 0-9 are available | |
| without pressing the <SHIFT> key. The upper case alphabet is available | |
| when you hold down the <SHIFT> key while typing. Again, the graphic | |
| symbols on the LEFT side of the front of the keys are displayed by press- | |
| ing the <C=> key, while the symbols on the top most part of any key | |
| without graphics characters are selected when you hold down the <SHIFT> | |
| key while typing. | |
| To switch from one character set to the other press the <C=> and | |
| the <SHIFT> keys together. | |
| PROGRAMMING NUMBERS AND VARIABLES | |
| INTEGER, FLOATING-POINT AND STRING CONSTANTS | |
| Constants are the data values that you put in your BASIC statements. | |
| BASIC uses these values to represent data during statement execution. | |
| CBM BASIC can recognize and manipulate three types of constants: | |
| 1) INTEGER NUMBERS | |
| 2) FLOATING-POINT NUMBERS | |
| 3) STRINGS | |
| 4 BASIC PROGRAMMING RULES | |
| ~ | |
| Integer constants are whole numbers (numbers without decimal points). | |
| Integer constants must be between -32768 and +32767. Integer constants | |
| do not have decimal points or commas between digits. If the plus (+) sign | |
| is left out, the constant is assumed to be a positive number. Zeros | |
| coming before a constant are ignored and shouldn't be used since they | |
| waste memory and slow down your program. However, they won't cause an | |
| error. Integers are stored in memory as two-byte binary numbers. Some | |
| examples of integer constants are: | |
| -12 | |
| 8765 | |
| -32768 | |
| +44 | |
| 0 | |
| -32767 | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Do NOT put commas inside any number. For example, always type | | |
| | 32,000 as 32000. If you put a comma in the middle of a number you | | |
| | will get the BASIC error message ?SYNTAX ERROR. | | |
| +-----------------------------------------------------------------------+ | |
| Floating-point constants are positive or negative numbers and can | |
| contain fractions. Fractional parts of a number may be shown using a | |
| decimal point. Once again remember that commas are NOT used between | |
| numbers. If the plus sign (+) is left off the front of a number, the | |
| Commodore 64 assumes that the number is positive. If you leave off the | |
| decimal point the computer will assume that it follows the last digit of | |
| the number. And as with integers, zeros that come before a constant | |
| are ignored. Floating-point constants can be used in two ways: | |
| 1) SIMPLE NUMBER | |
| 2) SCIENTIFIC NOTATION | |
| Floating-point constants will show you up to nine digits on your | |
| screen. These digits can represent values between -999999999. and | |
| +999999999. If you enter more than nine digits the number will be | |
| rounded based on the tenth digit. if the tenth digit is greater than or | |
| equal to 5 the number will be rounded upward. Less than 5 the number | |
| be rounded downward. This could be important to the final totals of | |
| some numbers you may want to work with. | |
| Floating-point numbers are stored (using five bytes of memory) and | |
| are manipulated in calculations with ten places of accuracy. However, | |
| BASIC PROGRAMMING RULES 5 | |
| ~ | |
| the numbers are rounded to nine digits when results are printed. Some | |
| examples of simple floating-point numbers are: | |
| 1.23 .7777777 | |
| -.998877 -333. | |
| +3.1459 .01 | |
| Numbers smaller than .01 or larger than 999999999. will be printed in | |
| scientific notation. In scientific notation a floating-point constant is | |
| made up of three parts: | |
| 1) THE MANTISSA | |
| 2) THE LETTER E | |
| 3) THE EXPONENT | |
| The mantissa is a simple floating-point number. The letter E is used to | |
| tell you that you're seeing the number in exponential form. In other | |
| words E represents * 10 (eg., 3E3 = 3*10^3 = 3000). And the exponent is | |
| what multiplication power of 10 the number is raised to. | |
| Both the mantissa and the exponent are signed (+ or -) numbers. The | |
| exponent's range is from -39 to +38 and it indicates the number of places | |
| that the actual decimal point in the mantissa would be moved to the left | |
| (-) or right (+) if the value of the constant were represented as a | |
| simple number. | |
| There is a limit to the size of floating-point numbers that BASIC can | |
| handle, even in scientific notation: the largest number is | |
| +1.70141183E+38 and calculations which would result in a larger number | |
| will display the BASIC error message ?OVERFLOW ERROR. The smallest | |
| floating-point number is +2.93873588E-39 and calculations which result | |
| in a smaller value give you zero as an answer and NO error message. Some | |
| examples of floating-point numbers in scientific notation (and their | |
| decimal values) are: | |
| 235.988E-3 (.235988) | |
| 2359E6 (2359000000.) | |
| -7.09E-12 (-.00000000000709) | |
| -3.14159E+5 (-314159.) | |
| String constants are groups of alphanumeric information like letters, | |
| numbers and symbols. When you enter a string from the keyboard, it | |
| can have any length up to the space available in an 80-character line | |
| 6 BASIC PROGRAMMING RULES | |
| ~ | |
| (that is, any character spaces NOT taken up by the line number and other | |
| required parts of the statement). | |
| A string constant can contain blanks, letters, numbers, punctuation | |
| and color or cursor control characters in any combination. You can even | |
| put commas between numbers. The only character which cannot be included | |
| in a string is the double quote mark ("). This is because the double | |
| quote mark is used to define the beginning and end of the string. | |
| A string can also have a null value-which means that it can contain no | |
| character data. You can leave the ending quote mark off of a string if | |
| it's the last item on a line or if it's followed by a colon (:). Some | |
| examples of string constants are: | |
| "" ( a null string) | |
| "HELLO" | |
| "$25,000.00" | |
| "NUMBER OF EMPLOYEES" | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Us CHR$(34) to include quotes (") in strings. | | |
| +-----------------------------------------------------------------------+ | |
| INTEGER, FLOATING-POINT AND STRING VARIABLES | |
| Variables are names that represent data values used in your BASIC | |
| statements. The value represented by a variable can be assigned by | |
| setting it equal to a constant, or it can be the result of calculations | |
| in the program. Variable data, like constants, can be integers, floating- | |
| point numbers, or strings. If you refer to a variable name in a program | |
| before a value has been assigned, the BASIC Interpreter will auto- | |
| matically create the variable with a value of zero if it's an integer or | |
| floating-point number. Or it will create a variable with a null value if | |
| you're using strings. | |
| Variable names can be any length but only the first two characters are | |
| considered significant in CBM BASIC. This means that all names used for | |
| variables must NOT have the same first two characters. Variable names may | |
| NOT be the same as BASIC keywords and they may NOT contain keywords in | |
| the middle of variable names. Keywords include all BASIC commands, state- | |
| ments, function names and logical operator names. If you accidentally use | |
| a keyword in the middle of a variable name, the BASIC error message | |
| ?SYNTAX ERROR will show up on your screen. | |
| The characters used to form variable names are the alphabet and the | |
| numbers 0-9. The first character of the name must be a letter. Data | |
| BASIC PROGRAMMING RULES 7 | |
| ~ | |
| type declaration characters (%) and ($) can be used as the last char- | |
| acter of the name. The percent sign declares the variable to be an | |
| integer and the dollar sign ($) declares a string variable. If no type | |
| declaration character is used the Interpreter will assume that the vari- | |
| able is a floating-point. Some examples of variable names, value as- | |
| signments and data types are: | |
| A$="GROSS SALES" (string variable) | |
| MTH$="JAN"+A$ (string variable) | |
| K%=5 (integer variable) | |
| CNT%=CNT%+1 (integer variable) | |
| FP=12.5 (floating-point variable) | |
| SUM=FP*CNT% (floating-point variable) | |
| INTEGER, FLOATING-POINT AND STRING ARRAYS | |
| An array is a table (or list) of associated data items referred to by | |
| a single variable name. In other words, an array is a sequence of related | |
| variables. A table of numbers can be seen as an array, for example. | |
| The individual numbers within the table become "elements" of the array. | |
| Arrays are a useful shorthand way of describing a large number of | |
| related variables. Take a table of numbers for instance. Let's say that | |
| the table has 10 rows of numbers with 20 numbers in each row. That makes | |
| total of 200 numbers in the table. Without a single array name to call | |
| on you would have to assign a unique name to each value in the table. But | |
| because you can use arrays you only need one name for the array and all | |
| the elements in the array are identified by their individual locations | |
| within the array. | |
| Array names can be integers, floating-points or string data types and | |
| all elements in the array have the same data type as the array name. | |
| Arrays can have a single dimension (as in a simple list) or they can have | |
| multiple dimensions (imagine a grid marked in rows and columns or a | |
| Rubik's Cube(R)). Each element of an array is uniquely identified and re- | |
| ferred to by a subscript (or index variable) following the array name, | |
| enclosed within parentheses ( ). | |
| The maximum number of dimensions an array can have in theory is 255 | |
| and the number of elements in each dimension is limited to 32767. But | |
| for practical purposes array sizes are limited by the memory space | |
| available to hold their data and/or the 80 character logical screen line. | |
| If an array has only one dimension and its subscript value will never | |
| 8 BASIC PROGRAMMING RULES | |
| ~ | |
| exceed 1 0 (1 I items: 0 thru 1 0) then the array will be created by the | |
| Interpreter and filled with zeros (or nulls if string type) the first | |
| time any element of the array is referred to, otherwise the BASIC DIM | |
| statement must be used to define the shape and size of the array. The | |
| amount of memory required to store an array can be determined as follows: | |
| 5 bytes for the array name | |
| + 2 bytes for each dimension of the array | |
| + 2 bytes per element for integers | |
| OR + 5 bytes per element for floating-point | |
| OR + 3 bytes per element for strings | |
| AND + 1 byte per character in each string element | |
| Subscripts can be integer constants, variables, or an arithmetic ex- | |
| pression which gives an integer result. Separate subscripts, with com- | |
| mas between them, are required for each dimension of an array. Sub- | |
| scripts can have values from zero up to the number of elements in the | |
| respective dimensions of the array. Values outside that range will cause | |
| the BASIC error message ?BAD SUBSCRIPT. Some examples of array names, | |
| value assignments and data types are: | |
| A$(0)="GROSS SALES" (string array) | |
| MTH$(K%)="JAN" (string array) | |
| G2%(X)=5 (integer array) | |
| CNT%(G2%(X))=CNT%(1)-2 (integer array) | |
| FP(12*K%)=24.8 (floating-point array) | |
| SUM(CNT%(1))=FP^K% (floating-point array) | |
| A(5)=0 (sets the 5th element in the 1 dimensional | |
| array called "A" equal to 0) | |
| B(5,6)=0 (sets the element in row position 5 and column position 6 | |
| in the 2 dimensional array called "B" equal to 0) | |
| C(1,2,3)=0 (sets the element in row position 1, column position 2, | |
| and depth position 3 in the 3 dimensional array called | |
| "C" equal to 0) | |
| EXPRESSIONS AND OPERATORS | |
| Expressions are formed using constants, variables and/or arrays. An | |
| expression can be a single constant, simple variable, or an array vari- | |
| BASIC PROGRAMMING RULES 9 | |
| ~ | |
| able of any type. It can also be a combination of constants and variables | |
| with arithmetic, relational or logical operators designed to produce a | |
| ingle value. How operators work is explained below. Expressions can be | |
| separated into two classes: | |
| 1) ARITHMETIC | |
| 2) STRING | |
| Expressions are normally thought of as having two or more data items | |
| called operands. Each operand is separated by a single operator to | |
| produce the desired result. This is usually done by assigning the value | |
| of the expression to a variable name. All of the examples of constants | |
| and variables that you've seen so for, were also examples of expressions. | |
| An operator is a special symbol the BASIC Interpreter in your Commodore | |
| 64 recognizes as representing an operation to be performed on the | |
| variables or constant data. One or more operators, combined with one or | |
| more variables and/or constants form an expression. Arithmetic, | |
| relational and logical operators are recognized by Commodore 64 BASIC. | |
| ARITHMETIC EXPRESSIONS | |
| Arithmetic expressions, when solved, will give an integer or floating- | |
| point value. The arithmetic operators (+, -, *, /, ^) are used to perform | |
| addition, subtraction, multiplication, division and exponentiation opera- | |
| tions respectively. | |
| ARITHMETIC OPERATIONS | |
| An arithmetic operator defines an arithmetic operation which is per- | |
| formed on the two operands on either side of the operator. Arithmetic | |
| operations are performed using floating-point numbers. Integers are | |
| converted to floating-point numbers before an arithmetic operation is | |
| performed. The result is converted back to an integer if it is assigned | |
| to an integer variable name. | |
| ADDITION (+): The plus sign (+) specifies that the operand on the | |
| right is added to the operand on the left. | |
| 10 BASIC PROGRAMMING RULES | |
| ~ | |
| EXAMPLES: | |
| 2+2 | |
| A+B+C | |
| X%+1 | |
| BR+10E-2 | |
| SUBTRACTION (-): The minus sign (-) specifies that the operand on the | |
| right is subtracted from the operand on the left. | |
| EXAMPLES: | |
| 4-1 | |
| 100-64 | |
| A-B | |
| 55-142 | |
| The minus can also be used as a unary minus. That means that it is the | |
| minus sign in front of a negative number. This is equal to subtracting | |
| the number from zero (0). | |
| EXAMPLES: | |
| -5 | |
| -9E4 | |
| -B | |
| 4-(-2) same as 4+2 | |
| MULTIPLICATION (*): An asterisk (*) specifies that the operand on the | |
| left is multiplied by the operand on the right. | |
| EXAMPLES: | |
| 100*2 | |
| 50*0 | |
| A*X1 | |
| R%*14 | |
| DIVISION (/): The slash (/) specifies that the operand on the left is | |
| divided by the operand on the right. | |
| EXAMPLES: | |
| 10/2 | |
| 6400/4 | |
| A/B | |
| 4E2/XR | |
| BASIC PROGRAMMING RULES 11 | |
| ~ | |
| EXPONENTIATION The up arrow (^) specifies that the operand on the | |
| left is raised to the power specified by the operand on the right (the | |
| exponent). If the operand on the right is a 2, the number on the left is | |
| squared; if the exponent is a 3, the number on the left is cubed, etc. | |
| The exponent can be any number so long as the result of the operation | |
| gives a valid floating-point number. | |
| EXAMPLES: | |
| 2^2 Equivalent to: 2*2 | |
| 3^3 Equivalent to: 3*3*3 | |
| 4^4 Equivalent to: 4*4*4*4 | |
| AB^CD | |
| 3^-2 Equivalent to: 1/3*1/3 | |
| RELATIONAL OPERATORS | |
| The relational operators (<, =, >, <=, >=, <>) are primarily used | |
| to compare the values of two operands, but they also produce an arith- | |
| metic result. The relational operators and the logical operators (AND, | |
| OR, and NOT), when used in comparisons, actually produce an arithmetic | |
| true/false evaluation of an expression. If the relationship stated in | |
| the expression is true the result is assigned an integer value of - 1 | |
| and if it's false a value of 0 is assigned. These are the relational | |
| operators: | |
| < LESS THAN | |
| = EQUAL TO | |
| > GREATER THAN | |
| <= LESS THAN OR EQUAL TO | |
| >= GREATER THAN OR EQUAL TO | |
| <> NOT EQUAL TO | |
| EXAMPLES: | |
| 1 =5-4 result true (-1) | |
| 14>66 result false (0) | |
| 15>=15 result true (-1) | |
| Relational operators can be used to compare strings. For comparison | |
| purposes, the letters of the alphabet have the order A<B<C<D, etc. | |
| Strings are compared by evaluating the relationship between corre- | |
| sponding characters from left to right (see String Operations). | |
| 12 BASIC PROGRAMMING RULES | |
| ~ | |
| EXAMPLES: | |
| "A" < "B" result true (-1) | |
| "X" = "YY" result false (0) | |
| BB$ <> CC$ | |
| Numeric data items can only be compared (or assigned) to other numeric | |
| items. The same is true when comparing strings, otherwise the BASIC error | |
| message ?TYPE MISMATCH will occur. Numeric operands are compared by first | |
| converting the values of either or both operands from integer to | |
| floating-point form, as necessary. Then the relationship of the floating- | |
| point values is evaluated to give a true/false result. | |
| At the end of all comparisons, you get an integer no matter what data | |
| type the operand is (even if both are strings). Because of this, | |
| a comparison of two operands can be used as an operand in performing | |
| calculations. The result will be - 1 or 0 and can be used as anything but | |
| a divisor, since division by zero is illegal. | |
| LOGICAL OPERATORS | |
| The logical operators (AND, OR, NOT) can be used to modify the meanings | |
| of the relational operators or to produce an arithmetic result. Logical | |
| operators can produce results other than -1 and 0, though any nonzero | |
| result is considered true when testing for a true/false condition. | |
| The logical operators (sometimes called Boolean operators) can also be | |
| used to perform logic operations on individual binary digits (bits) in | |
| two operands. But when you're using the NOT operator, the operation is | |
| performed only on the single operand to the right. The operands must be | |
| in the integer range of values (-32768 to +32767) (floating-point | |
| numbers are converted to integers) and logical operations give an integer | |
| result. | |
| Logical operations are performed bit-by-corresponding-bit on the two | |
| operands. The logical AND produces a bit result of 1 only if both operand | |
| bits are 1. The logical OR produces a bit result of I if either operand | |
| bit is 1. The logical NOT is the opposite value of each bit as a single | |
| operand. In other words, it's really saying, "if it's NOT 1 then it is 0. | |
| If it's NOT 0 then it is 1." | |
| The exclusive OR (XOR) doesn't have a logical operator but it is per- | |
| formed as part of the WAIT statement. Exclusive OR means that if the bits | |
| of two operands are equal then the result is 0 otherwise the result is 1. | |
| Logical operations are defined by groups of statements which, taken | |
| together, constitute a Boolean "truth table" as shown in Table 1-2. | |
| BASIC PROGRAMMING RULES 13 | |
| ~ | |
| Table 1-2. Boolean Truth Table | |
| +-----------------------------------------------------------------------+ | |
| | The AND operation results in a 1 only if both bits are 1: | | |
| | | | |
| | 1 AND 1 = 1 | | |
| | 0 AND 1 = 0 | | |
| | 1 AND 0 = 0 | | |
| | 0 AND 0 = 0 | | |
| | | | |
| | The OR operation results in a 1 if either bit is 1: | | |
| | | | |
| | 1 OR 1 = 1 | | |
| | 0 OR 1 = 1 | | |
| | 0 OR 0 = 1 | | |
| | 0 OR 0 = 0 | | |
| | | | |
| | The NOT operation logically complements each bit: | | |
| | | | |
| | NOT 1 = 0 | | |
| | NOT 0 = 1 | | |
| | | | |
| | The exclusive OR (XOR) is part of the WAIT statement! | | |
| | | | |
| | 1 XOR 1 = 0 | | |
| | 1 XOR 0 = 1 | | |
| | 0 XOR 1 = 1 | | |
| | 0 XOR 0 = 0 | | |
| +-----------------------------------------------------------------------+ | |
| The logical operators AND, OR and NOT specify a Boolean arithmetic | |
| operation to be performed on the two operand expressions on either side | |
| of the operator. In the case of NOT, ONLY the operand on the RIGHT is | |
| considered. Logical operations (or Boolean arithmetic) aren't performed | |
| until all arithmetic and relational operations in an expression have been | |
| completed. | |
| EXAMPLES: | |
| IF A=100 AND B=100 THEN 10 (if both A and B have a value | |
| of 100 then the result is true) | |
| A=96 AND 32: PRINT A (A = 32) | |
| 14 BASIC PROGRAMMING RULES | |
| ~ | |
| IF A=100 OR B=100 THEN 20 (if A or B is 100 then the | |
| result is true) | |
| A=64 OR 32: PRINT A (A = 96) | |
| IF NOT X<Y THEN 30 (if X>=Y the result is true) | |
| X= NOT 96 (result is -97 (two's complement)) | |
| HIERARCHY OF OPERATIONS | |
| All expressions perform the different types of operations according to | |
| a fixed hierarchy. In other words, certain operations are performed be- | |
| fore other operations. The normal order of operations can be modified | |
| by enclosing two or more operands within parentheses ( ), creating a | |
| "subexpression." The parts of an expression enclosed in parentheses will | |
| be reduced to a single value before working on parts outside the par- | |
| entheses. | |
| When you use parentheses in expressions, they must be paired so that | |
| you always have an equal number of left and right parentheses. Otherwise, | |
| the BASIC error message ?SYNTAX ERROR will appear. | |
| Expressions which have operands inside parentheses may themselves | |
| be enclosed in parentheses, forming complex expressions of multiple | |
| levels. This is called nesting. Parentheses can be nested in expressions | |
| to a maximum depth of ten levels-ten matching sets of parentheses. | |
| The inner-most expression has its operations performed first. Some | |
| examples of expressions are: | |
| A+B | |
| C^(D+E)/2 | |
| ((X-C^(D+E)/2)*10)+1 | |
| GG$>HH$ | |
| JJ$+"MORE" | |
| K%=1 AND M<>X | |
| K%=2 OR (A=B AND M<X) | |
| NOT (D=E) | |
| The BASIC Interpreter will normally perform operations on expressions | |
| by performing arithmetic operations first, then relational operations, | |
| and logical operations lost. Both arithmetic and logical operators have | |
| BASIC PROGRAMMING RULES 15 | |
| ~ | |
| an order of precedence (or hierarchy of operations) within themselves. On | |
| the other hand, relational operators do not have an order of precedence | |
| and will be performed as the expression is evaluated from left to right. | |
| If all remaining operators in an expression have the same level of | |
| precedence then operations happen from left to right. When performing | |
| operations on expressions within parentheses, the normal order of pre- | |
| cedence is maintained. The hierarchy of arithmetic and logical opera- | |
| tions is shown in Table 1-3 from first to last in order of precedence. | |
| Table 1-3. Hierarchy of Operations Performed on Expressions | |
| +---------------+---------------------------------+---------------------+ | |
| | OPERATOR | DESCRIPTION | EXAMPLE | | |
| +---------------+---------------------------------+---------------------+ | |
| | ^ | Exponentiation | BASE ^ EXP | | |
| | | | | | |
| | - | Negation (Unary Minus) | -A | | |
| | | | | | |
| | * / | Multiplication | AB * CD | | |
| | | Division | EF / GH | | |
| | | | | | |
| | + - | Addition | CNT + 2 | | |
| | | Subtraction | JK - PQ | | |
| | | | | | |
| | > = < | Relational Operations | A <= B | | |
| | | | | | |
| | NOT | Logical NOT | NOT K% | | |
| | | (Integer Two's Complement) | | | |
| | | | | | |
| | AND | Logical AND | JK AND 128 | | |
| | | | | | |
| | OR | Logical OR | PQ OR 15 | | |
| +---------------+---------------------------------+---------------------+ | |
| STRING OPERATIONS | |
| Strings are compared using the same relational operators (=, <>, | |
| <=, >=, <, >) that are used for comparing numbers. String compari- | |
| sons are mode by taking one character at a time (left-to-right) from | |
| each string and evaluating each character code position from the PET/ | |
| CBM character set. If the character codes are the same, the characters | |
| are equal. If the character codes differ, the character with the lower | |
| code number is lower in the character set. The comparison stops when | |
| 16 BASIC PROGRAMMING RULES | |
| ~ | |
| the end of either string is reached. All other things being equal, the | |
| shorter string is considered less than the longer string. Leading or | |
| trailing blanks ARE significant. | |
| Regardless of the data types, at the end of all comparisons you get | |
| an integer result. This is true even if both operands are strings. | |
| Because of this a comparison of two string operands can be used as an | |
| operand in performing calculations. The result will be - 1 or 0 (true or | |
| false) and can be used as anything but a divisor since division by zero | |
| is illegal. | |
| STRING EXPRESSIONS | |
| Expressions are treated as if an implied "<>0" follows them. This means | |
| that if an expression is true then the next BASIC statements on. the same | |
| program line are executed. If the expression is false the rest of the | |
| line is ignored and the next line in the program is executed. | |
| Just as with numbers, you can also perform operations on string vari- | |
| ables. The only string arithmetic operator recognized by CBM BASIC is the | |
| plus sign (+) which is used to perform concatenation of strings. When | |
| strings are concatenated, the string on the right of the plus sign is | |
| appended to the string on the left, forming a third string as a result. | |
| The result can be printed immediately, used in a comparison, or assigned | |
| to a variable name. If a string data item is compared with (or set equal | |
| to) a numeric item, or vice-versa, the BASIC error message ?TYPE MISMATCH | |
| will occur. Some examples of string expressions and concatenation are: | |
| 10 A$="FILE": B$="NAME" | |
| 20 NAM$=A$+B$ (gives the string: FILENAME) | |
| 30 RES$="NEW "+A$+B$ (gives the string: NEW FILENAME) | |
| ^ | |
| | +-----------------+ | |
| +-------+ Note space here.| | |
| +-----------------+ | |
| BASIC PROGRAMMING RULES 17 | |
| ~ | |
| PROGRAMMING TECHNIQUES | |
| DATA CONVERSIONS | |
| When necessary, the CBM BASIC Interpreter will convert a numeric | |
| data item from an integer to floating-point. or vice-versa, according to | |
| the following rules: | |
| o All arithmetic and relational operations are performed in floating | |
| point format. Integers are converted to floating-point form for | |
| evaluation of the expression, and the result is converted back to | |
| integer. logical operations convert their operands to integers an | |
| return an integer result. | |
| o If a numeric variable name of one type is set equal to a numeric | |
| data item of a different type, the number will be converted and | |
| stored as the data type declared in the variable name. | |
| o When a floating-point value is converted to an integer, the frac- | |
| tional portion is truncated (eliminated) and the integer result is | |
| less than or equal to the floating-point value. If the result is | |
| outside the range of +32767 thru -32768, the BASIC error message | |
| ?ILLEGAL QUANTITY will occur. | |
| USING THE INPUT STATEMENT | |
| Now that you know what variables are, let's take that information an | |
| put it together with the INPUT statement for some practical program- | |
| ming applications. | |
| In our first example, you can think of a variable as a "storage com- | |
| partment" where the Commodore 64 stores the user's response to your | |
| prompt question. To write a program which asks the user to type in a | |
| name, you might assign the variable N$ to the name typed in. Now | |
| every time you PRINT N$ in your program, the Commodore 64 will | |
| automatically PRINT the name that the user typed in. | |
| Type the word NEW on your Commodore 64. Hit the <RETURN> key | |
| and try this example: | |
| 10 PRINT"YOUR NAME": INPUT N$ | |
| 20 PRINT"HELLO",N$ | |
| 18 BASIC PROGRAMMING RULES | |
| ~ | |
| In this example you used N to remind yourself that this variable stands | |
| for "NAME". The dollar sign ($) is used to tell the computer that you're | |
| using a string variable. It is important to differentiate between the two | |
| types of variables: | |
| 1) NUMERIC | |
| 2) STRING | |
| You probably remember from the earlier sections that numeric vari- | |
| ables are used to store number values such as 1, 100, 4000, etc. A | |
| numeric variable can be a single letter (A), any two letters (AB), a | |
| letter and a number (AI), or two letters and a number (AB1). You can save | |
| memory space by using shorter variables. Another helpful hint is to use | |
| letters and numbers for different categories in the same program (AI, | |
| A2, A3). Also, if you want whole numbers for an answer instead of | |
| numbers with decimal points, all you have to do is put a percent sign | |
| (%) at the end of your variable name (AB%, AI%, etc.) | |
| Now let's look at a few examples that use different types of variables | |
| and expressions with the INPUT statement. | |
| 10 PRINT"ENTER A NUMBER": INPUT A | |
| 20 PRINT A | |
| 10 PRINT"ENTER A WORD": INPUT A$ | |
| 20 PRINT A$ | |
| 10 PRINT"ENTER A NUMBER": INPUT A | |
| 20 PRINT A "TIMES 5 EQUALS" A*5 | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Example 3 shows that MESSAGES or PROMPTS are inside the | | |
| | quotation marks (" ") while the variables are outside. Notice, too, | | |
| | that in line 20 the variable A was printed first, then the message | | |
| | "TIMES 5 EQUALS", and then the calculation, multiply variable A by 5 | | |
| | (A*5). | | |
| +-----------------------------------------------------------------------+ | |
| Calculations are important in most programs. You have a choice of using | |
| "actual numbers" or variables when doing calculations, but if you're | |
| working with numbers supplied by a user you must use numeric variables. | |
| Begin by asking the user to type in two numbers like this: | |
| 10 PRINT"TYPE 2 NUMBERS": INPUT A: INPUT B | |
| BASIC PROGRAMMING RULES 19 | |
| ~ | |
| INCOME/EXPENSE BUDGET EXAMPLE | |
| start tok64 page20.prg | |
| 5 print"{clear}" | |
| 10 print"monthly income":input in | |
| 20 print | |
| 30 print"expense category 1":input e1$ | |
| 40 print"expense amount":input e1 | |
| 50 print | |
| 60 print"expense category 2":input e2$ | |
| 70 print"expense amount":input e2 | |
| 80 print | |
| 90 print"expense category 3":input e3$ | |
| 100 print"expense amount":input e3 | |
| 110 print"{clear}" | |
| 120 e=e1+e2+e3 | |
| 130 ep=e/in | |
| 140 print"monthly income: $"in | |
| 150 print"total expenses: $"e | |
| 160 print"balance equals: $"in-e | |
| 170 print | |
| 180 print e1$"="(e1/e)*100"% of total expenses" | |
| 190 print e2$"="(e2/e)*100"% of total expenses" | |
| 200 print e3$"="(e3/e)*100"% of total expenses" | |
| 210 print | |
| 220 print"your expenses="ep*100"% of your total income" | |
| 230 forx=1to5000:next:print | |
| 240 print"repeat? (y or n)":input y$:if y$="y"then 5 | |
| 250 print"{clear}":end | |
| stop tok64 | |
| +-----------------------------------------------------------------------+ | |
| | NOTE:IN can NOT = 0, and E1, E2, E3 can NOT all be 0 at the same time.| | |
| +-----------------------------------------------------------------------+ | |
| 20 BASIC PROGRAMMING RULES | |
| ~ | |
| LINE-BY-LINE EXPLANATION OF | |
| INCOME/EXPENSE BUDGET EXAMPLE | |
| +-----------+-----------------------------------------------------------+ | |
| | Line(s) | Description | | |
| +-----------+-----------------------------------------------------------+ | |
| | 5 | Clears the screen. | | |
| | 10 | PRINT/INPUT statement. | | |
| | 20 | Inserts blank line. | | |
| | 30 | Expense Category 1 = E1$. | | |
| | 40 | Expense Amount = E1. | | |
| | 50 | Inserts blank line. | | |
| | 60 | Expense Category 2 = E2. | | |
| | 70 | Expense Amount 2 = E2. | | |
| | 80 | Inserts blank line. | | |
| | 90 | Expense Category 3 = E3. | | |
| | 100 | Expense Amount 3 = E3. | | |
| | 110 | Clears the screen. | | |
| | 120 | Add Expense Amounts = E. | | |
| | 130 | Calculate Expense/income%. | | |
| | 140 | Display Income. | | |
| | 150 | Display Total Expenses. | | |
| | 160 | Display Incomes - Expenses. | | |
| | 170 | Inserts blank line. | | |
| | 180-200 | lines 180-200 calculate % each expense | | |
| | | amount is of total expenses. | | |
| | 210 | Inserts blank line. | | |
| | 220 | Display E/IN %. | | |
| | 230 | Time delay loop. | | |
| +-----------+-----------------------------------------------------------+ | |
| Now multiply those two numbers together to create a new variable C as | |
| shown in line 20 below: | |
| 20 C=A*B | |
| To PRINT the result as a message type | |
| 30 PRINT A "TIMES" B "EQUALS" C | |
| Enter these 3 lines and RUN the program. Notice that the messages are | |
| inside the quotes while the variables are not. | |
| BASIC PROGRAMMING RULES 21 | |
| ~ | |
| Now let's say that you wanted a dollar sign ($) in front of the number | |
| represented by variable C. The $ must be PRINTed inside quotes and in | |
| front of variable C. To add the $ to your program hit the <RUN/STOP> | |
| and <RESTORE> keys. Now type in line 40 as follows: | |
| 40 PRINT"$" C | |
| Now hit <RETURN>, type RUN and hit <RETURN> again. | |
| The dollar sign goes in quotes because the variable C only represents | |
| a number and can't contain a $. If the number represented by C was | |
| 100 then the Commodore 64 screen would display $ 100. But, if you | |
| tried to PRINT $C without using the quotes, you would get a ?SYNTAX | |
| ERROR message. | |
| One last tip about $$$: You can create a variable that represents a | |
| dollar sign which you can then substitute for the $ when you want to use | |
| it with numeric variables. For example: | |
| 10 Z$="$" | |
| Now whenever you need a dollar sign you can use the string variable | |
| Z$. Try this: | |
| 10 Z$="$": INPUT A | |
| 20 PRINT Z$A | |
| line 10 defines the $ as a string variable called Z$, and then INPUTs a | |
| number called A. line 20 PRINTs Z$ ($) next to A (number). | |
| You'll probably find that it's easier to assign certain characters, | |
| like dollar signs, to a string variable than to type "$" every time you | |
| want to calculate dollars or other items which require "" like %. | |
| USING THE GET STATEMENT | |
| Most simple programs use the INPUT statement to get data from the | |
| person operating the computer. When you're dealing with more complex | |
| needs, like protection from typing errors, the GET statement gives you | |
| more flexibility and your program more "intelligence." This section shows | |
| you how to use the GET statement to add some special screen editing | |
| features to your programs. | |
| 22 BASIC PROGRAMMING RULES | |
| ~ | |
| The Commodore 64 has a keyboard buffer that holds up to 10 characters. | |
| This means that if the computer is busy doing some operation and it's | |
| not reading the keyboard, you can still type in up to 10 characters, | |
| which will be used as soon as the Commodore 64 finishes what it was | |
| doing. To demonstrate this, type in this program on your Commodore 64: | |
| NEW | |
| 10 TI$="000000" | |
| 20 IF TI$ < "000015" THEN 20 | |
| Now type RUN, hit <RETURN> and while the program is RUNning type in the | |
| word HELLO. | |
| Notice that nothing happened for about IS seconds when the program | |
| started. Only then did the message HELLO appear on the screen. | |
| Imagine standing in line for a movie. The first person in the line is | |
| the first to get a ticket and leave the line. The last person in line is | |
| last for a ticket. The GET statement acts like a ticket taker. First it | |
| looks to see if there are any characters "in line." In other words have | |
| any keys been typed. If the answer is yes then that character gets placed | |
| in the appropriate variable. If no key was pressed then an empty value is | |
| assigned to a variable, | |
| At this point it's important to note that if you try to put more than | |
| 10 characters into the buffer at one time, all those over the 10th | |
| character will be lost. | |
| Since the GET statement will keep going even when no character is | |
| typed, it is often necessary to put the GET statement into a loop so that | |
| it will have to wait until someone hits a key or until a character is | |
| received through your program. | |
| Below is the recommended form for the GET statement. Type NEW to erase | |
| your previous program. | |
| 10 GET A$: IF A$ ="" THEN 10 | |
| Notice that there is NO SPACE between the quote marks("") on this line. | |
| This indicates an empty value and sends the program back to the GET | |
| statement in a continuous loop until someone hits a key on the computer. | |
| Once a key is hit the program will continue with the line following line | |
| 10. Add this line to your program: | |
| 100 PRINT A$;: GOTO 10 | |
| BASIC PROGRAMMING RULES 23 | |
| ~ | |
| Now RUN the program. Notice that no cursor appears on the screen, but | |
| any character you type will be printed in the screen. This 2-line program | |
| can be turned into part of a screen editor program as shown below. | |
| There are many things you can do with a screen editor. You can have | |
| a flashing cursor. You can keep certain keys like <CLR/HOME> from | |
| accidentally erasing the whole screen. You might even want to be able to | |
| use your function keys to represent whole words or phrases. And speaking | |
| of function keys, the following program lines give each function key a | |
| special purpose. Remember this is only the beginning of a program that | |
| you can customize for your needs. | |
| 20 IF A$ = CHR$(133) THEN POKE 53280,8: GOTO 10 | |
| 30 IF A$ = CHR$(134) THEN POKE 53281,4: GOTO 10 | |
| 40 IF A$ = CHR$(135) THEN A$="DEAR SIR:"+CHR$(13) | |
| 50 IF A$ = CHR$(136) THEN A$="SINCERELY,"+CHR$(13) | |
| The CHR$ numbers in parentheses come from the CHR$ code chart in | |
| Appendix C. The chart lists a different number for each character. The | |
| four function keys are set up to perform the tasks represented by the | |
| instructions that follow the word THEN in each line. By changing the | |
| CHR$ number inside each set of parentheses you can designate different | |
| keys. Different instructions would be performed if you changed the | |
| information after the THEN statement. | |
| HOW TO CRUNCH BASIC PROGRAMS | |
| You can pack more instructions - and power - into your BASIC programs by | |
| making each program as short as possible. This process of shortening | |
| programs is called "crunching." | |
| Crunching programs lets you squeeze the maximum possible number of | |
| instructions into your program. It also helps you reduce the size of | |
| programs which might not otherwise run in a given size; and if you're | |
| writing a program which requires the input of data such as inventory | |
| items, numbers or text, a short program will leave more memory space free | |
| to hold data. | |
| ABBREVIATING KEYWORDS | |
| A list of keyword abbreviations is given in Appendix A. This is helpful | |
| when you program because you can actually crowd more information on each | |
| line using abbreviations. The most frequently used abbreviation is | |
| 24 BASIC PROGRAMMING RULES | |
| ~ | |
| the question mark (?) which is the BASIC abbreviation for the PRINT | |
| command. However, if you LIST a program that has abbreviations, the | |
| Commodore 64 will automatically print out the listing with the full- | |
| length keywords. If any program line exceeds 80 characters (2 lines on | |
| the screen) with the keywords unabbreviated, and you want to change it, | |
| you will have to re-enter that line with the abbreviations before saving | |
| the program. SAVEing a program incorporates the keywords without | |
| inflating any lines because BASIC keywords are tokenized by the Commodore | |
| 64. Usually, abbreviations are added after a program is written and it | |
| isn't going to be LISTed any more before SAVEing. | |
| SHORTENING PROGRAM LINE NUMBERS | |
| Most programmers start their programs at line 100 and number each fine | |
| at intervals of 10 (i.e., 100, 110, 120). This allows extra lines of | |
| instruction to be added (111, 112, etc.) as the program is developed. | |
| One means of crunching the program after it is completed is to change | |
| the fine numbers to the lowest numbers possible (i.e., 1, 2, 3) because | |
| longer line numbers take more memory than shorter numbers when referenced | |
| by GOTO and GOSUB statements. For instance, the number 100 uses 3 bytes | |
| of memory (one for each number) while the number I uses only 1 byte. | |
| PUTTING MULTIPLE INSTRUCTIONS ON EACH LINE | |
| You can put more than one instruction on each numbered line in your | |
| program by separating them by a colon. The only limitation is that all | |
| the instructions on each line, including colons, should not exceed the | |
| standard 80-character line length. Here is an example of two programs, | |
| before and after crunching: | |
| BEFORE CRUNCHING: AFTER CRUNCHING: | |
| 10 PRINT"HELLO..."; 10 PRINT "HELLO...";:FORT=1TO500:NEXT: | |
| 20 FOR T=1 TO 500: NEXT PRINT"HELLO, AGAIN...":GOTO10 | |
| 30 PRINT"HELLO, AGAIN..." | |
| 40 GOTO 10 | |
| REMOVING REM STATEMENTS | |
| REM statements are helpful in reminding yourself-or showing other | |
| programmers - what a particular section of a program is doing. However, | |
| when the program is completed and ready to use, you probably | |
| BASIC PROGRAMMING RULES 25 | |
| ~ | |
| won't need those REM statements anymore and you can save quite a bit of | |
| space by removing the REM statements. If you plan to revise or study the | |
| program structure in the future, it's a good idea to keep a copy on file | |
| with the REM statements intact. | |
| USING VARIABLES | |
| If a number, word or sentence is used repeatedly in your program it's | |
| usually best to define those long words or numbers with a one or two | |
| letter variable. Numbers can be defined as single letters. Words and | |
| sentences can be defined as string variables using a letter and dollar | |
| sign. Here's one example: | |
| BEFORE CRUNCHING: AFTER CRUNCHING: | |
| 10 POKE 54296,15 10 V=54296:F=54273 | |
| 20 POKE 54276,33 20 POKEV,15:POKE54276,33 | |
| 30 POKE 54273,10 30 POKEF,10:POKEF,40:POKEF,70 | |
| 40 POKE 54273,40 40 POKEV,0 | |
| 50 POKE 54273,70 | |
| 60 POKE 54296,0 | |
| USING READ AND DATA STATEMENTS | |
| Large amounts of data can be typed in as one piece of data at a time, | |
| over and over again ... or you can print the instructional part of the | |
| program ONCE and print all the data to be handled in a long running list | |
| called the DATA statement. This is especially good for crowding large | |
| lists of numbers into a program. | |
| USING ARRAYS AND MATRICES | |
| Arrays and matrices are similar to DATA statements in that long amounts | |
| of data can be handled as a list, with the data handling portion of the | |
| program drawing from that list, in sequence. Arrays differ in that the | |
| list can be multi-dimensional | |
| ELIMINATING SPACES | |
| One of the easiest ways to reduce the size of your program is to | |
| eliminate all the spaces. Although we often include spaces in sample | |
| 26 BASIC PROGRAMMING RULES | |
| ~ | |
| programs to provide clarity, you actually don't need any spaces in your | |
| program and will save space if you eliminate them. | |
| USING GOSUB ROUTINES | |
| If you use a particular line or instruction over and over, it might be | |
| wise to GOSUB to the line from several places in your program, rather | |
| than write the whole line or instruction every time you use it. | |
| USING TAB AND SPC | |
| Instead of PRINTing several cursor commands to position a character | |
| on the screen, it is often more economical to use the TAB and SPC in- | |
| structions to position words or characters on the screen. | |
| BASIC PROGRAMMING RULES 27 | |
| ~~ | |
| CHAPTER 2 | |
| BASIC LANGUAGE | |
| VOCABULARY | |
| o Introduction | |
| o BASIC Keywords, Abbreviations, | |
| and Function Types | |
| o Description of BASIC Keywords | |
| (Alphabetical) | |
| o The Commodore 64 Keyboard and | |
| Features | |
| o Screen Editor | |
| ~ | |
| INTRODUCTION | |
| This chapter explains CBM BASIC Language keywords. First we give you an | |
| easy to read list of keywords, their abbreviations and what each letter | |
| looks like on the screen. Then we explain how the syntax and operation of | |
| each keyword works in detail, and examples are shown to give you an idea | |
| as to how to use them in your programs. | |
| As a convenience, Commodore 64 BASIC allows you to abbreviate most | |
| keywords. Abbreviations are entered by typing enough letters of the | |
| keyword to distinguish it from all other keywords, with the last letter | |
| or graphics entered holding down the <SHIFT> key. | |
| Abbreviations do NOT save any memory when they're used in programs, | |
| because all keywords are reduced to single-character "tokens" by the | |
| BASIC Interpreter. When a program containing abbreviations is listed, all | |
| keywords appear in their fully spelled form. You can use abbreviations to | |
| put more statements onto a program line even if they won't fit onto the | |
| 80-character logical screen line. The Screen Editor works on an 80- | |
| character line. This means that if you use abbreviations on any line that | |
| goes over 80 characters, you will NOT be able to edit that line when | |
| LISTed. Instead, what you'll have to do is (1) retype the entire line | |
| including all abbreviations, or (2) break the single line of code into | |
| two lines, each with its own line number, etc. | |
| A complete list of keywords, abbreviations, and their appearance on the | |
| screen is presented in Table 2-1. They are followed by an alphabetical | |
| description of all the statements, commands, and functions available on | |
| your Commodore 64. | |
| This chapter also explains the BASIC functions built into the BASIC | |
| Language Interpreter. Built-in functions can be used in direct mode | |
| statements or in any program, without having to define the function | |
| further. This is NOT the case with user-defined functions. The results of | |
| built-in BASIC functions can be used as immediate output or they can be | |
| assigned to a variable name of an appropriate type. There are two types | |
| of BASIC functions: | |
| 1) NUMERIC | |
| 2) STRING | |
| Arguments of built-in functions are always enclosed in parentheses (). | |
| The parentheses always come directly after the function keyword and NO | |
| SPACES between the last letter of the keyword and the left parenthesis (. | |
| 30 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| The type of argument needed is generally decided by the data type in | |
| the result. Functions which return a string value as their result are | |
| identified by having a dollar sign ($) as the last character of the | |
| keyword. In some cases string functions contain one or more numeric | |
| argument. Numeric functions will convert between integer and floating- | |
| point format as needed. In the descriptions that follow, the data type of | |
| the value returned is shown with each function name. The types of argu- | |
| ments are also given with the statement format. | |
| Table 2-1. COMMODORE 64 BASIC KEYWORDS | |
| +-----------+----------------------+----------------+-------------------+ | |
| | COMMAND | ABBREVIATION | SCREEN | FUNCTION TYPE | | |
| +-----------+----------------------+----------------+-------------------+ | |
| | | | | | | |
| | ABS | A <SHIFT+B> | | NUMERIC | | |
| | | | | | | |
| | AND | A <SHIFT+N> | | | | |
| | | | | | | |
| | ASC | A <SHIFT+S> | | NUMERIC | | |
| | | | | | | |
| | ATN | A <SHIFT+T> | | NUMERIC | | |
| | | | | | | |
| | CHR$ | C <SHIFT+H> | | STRING | | |
| | | | | | | |
| | CLOSE | CL <SHIFT+O> | | | | |
| | | | | | | |
| | CLR | C <SHIFT+L> | | | | |
| | | | | | | |
| | CMD | C <SHIFT+M> | | | | |
| | | | | | | |
| | CONT | C <SHIFT+O> | | | | |
| | | | | | | |
| | COS | none | COS | NUMERIC | | |
| | | | | | | |
| | DATA | D <SHIFT+A> | | | | |
| | | | | | | |
| | DEF | D <SHIFT+E> | | | | |
| | | | | | | |
| | DIM | D <SHIFT+I> | | | | |
| BASIC LANGUAGE VOCABULARY 31 | |
| ~ | |
| +-----------+----------------------+----------------+-------------------+ | |
| | COMMAND | ABBREVIATION | SCREEN | FUNCTION TYPE | | |
| +-----------+----------------------+----------------+-------------------+ | |
| | | | | | | |
| | END | E <SHIFT+N> | | | | |
| | | | | | | |
| | EXP | E <SHIFT+X> | | NUMERIC | | |
| | | | | | | |
| | FN | none | FN | | | |
| | | | | | | |
| | FOR | F <SHIFT+O> | | | | |
| | | | | | | |
| | FRE | F <SHIFT+R> | | NUMERIC | | |
| | | | | | | |
| | GET# | none | GET# | | | |
| | | | | | | |
| | GOSUB | GO <SHIFT+S> | | | | |
| | | | | | | |
| | GOTO | G <SHIFT+O> | | | | |
| | | | | | | |
| | IF | none | IF | | | |
| | | | | | | |
| | INPUT | none | INPUT | | | |
| | | | | | | |
| | INPUT# | I <SHIFT+N> | | | | |
| | | | | | | |
| | INT | none | INT | NUMERIC | | |
| | | | | | | |
| | LEFT$ | LE <SHIFT+F> | | STRING | | |
| | | | | | | |
| | LEN | none | LEN | NUMERIC | | |
| | | | | | | |
| | LET | L <SHIFT+E> | | | | |
| | | | | | | |
| | LIST | L <SHIFT+I> | | | | |
| | | | | | | |
| | LOAD | L <SHIFT+O> | | | | |
| | | | | | | |
| | LOG | none | LOG | NUMERIC | | |
| 32 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| +-----------+----------------------+----------------+-------------------+ | |
| | COMMAND | ABBREVIATION | SCREEN | FUNCTION TYPE | | |
| +-----------+----------------------+----------------+-------------------+ | |
| | | | | | | |
| | MID$ | M <SHIFT+I> | | STRING | | |
| | | | | | | |
| | NEW | none | NEW | | | |
| | | | | | | |
| | NEXT | N <SHIFT+E> | | | | |
| | | | | | | |
| | NOT | N <SHIFT+O> | | | | |
| | | | | | | |
| | ON | none | ON | | | |
| | | | | | | |
| | OPEN | O <SHIFT+P> | | | | |
| | | | | | | |
| | OR | none | OR | | | |
| | | | | | | |
| | PEEK | P <SHIFT+E> | | NUMERIC | | |
| | | | | | | |
| | POKE | P <SHIFT+O> | | | | |
| | | | | | | |
| | POS | none | POS | NUMERIC | | |
| | | | | | | |
| | PRINT | ? | ? | | | |
| | | | | | | |
| | PRINT# | P <SHIFT+R> | | | | |
| | | | | | | |
| | READ | R <SHIFT+E> | | | | |
| | | | | | | |
| | REM | none | REM | | | |
| | | | | | | |
| | RESTORE| RE <SHIFT+S> | | | | |
| | | | | | | |
| | RETURN | RE <SHIFT+T> | | | | |
| | | | | | | |
| | RIGHT$ | R <SHIFT+I> | | STRING | | |
| | | | | | | |
| | RND | R <SHIFT+N> | | NUMERIC | | |
| | | | | | | |
| | RUN | R <SHIFT+U> | | | | |
| BASIC LANGUAGE VOCABULARY 33 | |
| ~ | |
| | | | | | | |
| | SAVE | S <SHIFT+A> | | | | |
| | | | | | | |
| | SGN | S <SHIFT+G> | | NUMERIC | | |
| | | | | | | |
| | SIN | S <SHIFT+I> | | NUMERIC | | |
| | | | | | | |
| | SPC( | S <SHIFT+P> | | SPECIAL | | |
| | | | | | | |
| | SQR | S <SHIFT+Q> | | NUMERIC | | |
| | | | | | | |
| | STATUS | ST | ST | NUMERIC | | |
| | | | | | | |
| | STEP | ST <SHIFT+E> | | | | |
| | | | | | | |
| | STOP | S <SHIFT+T> | | | | |
| | | | | | | |
| | STR$ | ST <SHIFT+R> | | STRING | | |
| | | | | | | |
| | SYS | S <SHIFT+Y> | | | | |
| | | | | | | |
| | TAB( | T <SHIFT+A> | | SPECIAL | | |
| | | | | | | |
| | TAN | none | TAN | NUMERIC | | |
| | | | | | | |
| | THEN | T <SHIFT+H> | | | | |
| | | | | | | |
| | TIME | TI | TI | NUMERIC | | |
| | | | | | | |
| | TIME$ | TI$ | TI$ | STRING | | |
| | | | | | | |
| | TO | none | TO | | | |
| | | | | | | |
| | USR | U <SHIFT+S> | | NUMERIC | | |
| | | | | | | |
| | VAL | V <SHIFT+A> | | NUMERIC | | |
| | | | | | | |
| | VERIFY | V <SHIFT+E> | | | | |
| | | | | | | |
| | WAIT | W <SHIFT+A> | | | | |
| +-----------+----------------------+----------------+-------------------+ | |
| 34 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| DESCRIPTION OF BASIC KEYWORDS | |
| ABS | |
| TYPE: Function-Numeric | |
| FORMAT: ABS(<expression>) | |
| Action: Returns the absolute value of the number, which is its value | |
| without any signs. The absolute value of a negative number is that | |
| number multiplied by -1. | |
| EXAMPLES of ABS Function: | |
| 10 X = ABS (Y) | |
| 10 PRINT ABS (X*J) | |
| 10 IF X = ABS (X) THEN PRINT"POSITIVE" | |
| AND | |
| TYPE: Operator | |
| FORMAT: <expression> AND <expression> | |
| Action: AND is used in Boolean operations to test bits. it is also used | |
| in operations to check the truth of both operands. | |
| In Boolean algebra, the result of an AND operation is 1 only if both | |
| numbers being ANDed are 1. The result is 0 if either or both is 0 | |
| (false). | |
| EXAMPLES of 1-Bit AND operation: | |
| 0 1 0 1 | |
| AND 0 AND 0 AND 1 AND 1 | |
| ------ ----- ----- ----- | |
| 0 0 0 1 | |
| The Commodore 64 performs the AND operation on numbers in the range | |
| from -32768 to +32767. Any fractional values are not used, and numbers | |
| beyond the range will cause an ?ILLEGAL QUANTITY error message. When | |
| BASIC LANGUAGE VOCABULARY 35 | |
| ~ | |
| converted to binary format, the range allowed yields 16 bits for each | |
| number. Corresponding bits are ANDed together, forming a 16-bit result | |
| in the same range. | |
| EXAMPLES of 16-Bit AND Operation: | |
| 17 | |
| AND 194 | |
| -------- | |
| 0000000000010001 | |
| AND 0000000011000010 | |
| -------------------------- | |
| (BINARY) 0000000000000000 | |
| -------------------------- | |
| (DECIMAL) 0 | |
| 32007 | |
| AND 28761 | |
| ---------- | |
| 0111110100000111 | |
| AND 0111000001011001 | |
| -------------------------- | |
| (BINARY) 0111000000000001 | |
| -------------------------- | |
| (DECIMAL) 28673 | |
| -241 | |
| AND 15359 | |
| ---------- | |
| 1111111100001111 | |
| AND 0011101111111111 | |
| -------------------------- | |
| (BINARY) 0011101100001111 | |
| -------------------------- | |
| (DECIMAL) 15119 | |
| 36 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| When evaluating a number for truth or falsehood, the computer assumes | |
| the number is true as long as its value isn't 0. When evaluating a | |
| comparison, it assigns a value of -I if the result is true, while false | |
| has a value of 0. In binary format, -1 is all 1's and 0 is all 0's. | |
| Therefore, when ANDing true/false evaluations, the result will be true if | |
| any bits in the result are true. | |
| EXAMPLES of Using AND with True/False Evaluations: | |
| 50 IF X=7 AND W=3 THEN GOTO 10: REM ONLY TRUE IF BOTH X=7 | |
| AND W=3 ARE TRUE | |
| 60 IF A AND Q=7 THEN GOTO 10: REM TRUE IF A IS NON-ZERO | |
| AND Q=7 IS TRUE | |
| ASC | |
| TYPE: Function-Numeric | |
| FORMAT: ASC(<string>) | |
| Action: ASC will return a number from 0 to 255 which corresponds to | |
| the Commodore ASCII value of the first character in the string. The table | |
| of Commodore ASCII values is shown in Appendix C. | |
| EXAMPLES OF ASC Function: | |
| 10 PRINT ASC("Z") | |
| 20 X = ASC("ZEBRA") | |
| 30 J = ASC(J$) | |
| If there are no characters in the string, an ?ILLEGAL QUANTITY error | |
| results. In the third example above, if J$="", the ASC function will not | |
| work. The GET and GET# statement read a CHR$(0) as a null string. To | |
| eliminate this problem, you should add a CHR$(0) to the end of the | |
| string as shown below. | |
| EXAMPLE of ASC Function Avoiding ILLEGAL QUANTITY ERROR: | |
| 30 J = ASC(J$ + CHR$(0)) | |
| BASIC LANGUAGE VOCABULARY 37 | |
| ~ | |
| ATN | |
| TYPE: Function-Numeric | |
| FORMAT: ATN(<number>) | |
| Action: This mathematical function returns the arctangent of the | |
| number. The result is the angle (in radians) whose tangent is the number | |
| given. The result is always in the range -pi/2 to +pi/2. | |
| EXAMPLES of ATN Function: | |
| 10 PRINT ATN(0) | |
| 20 X = ATN(J)*180/ {pi} : REM CONVERT TO DEGREES | |
| CHR$ | |
| TYPE: Function-String | |
| FORMAT: CHR$ (<number>) | |
| Action: This function converts a Commodore ASCII code to its character | |
| equivalent. See Appendix C for a list of characters and their codes. The | |
| number must have a value between 0 and 255, or an ?ILLEGAL QUANTITY error | |
| message results. | |
| EXAMPLES of CHR$ Function: | |
| 10 PRINT CHR$(65) : REM 65 = UPPER CASE A | |
| 20 A$=CHR$(13) : REM 13 = RETURN KEY | |
| 50 A=ASC(A$) : A$ = CHR$(A) : REM CONVERTS TO C64 ASCII CODE AND BACK | |
| 38 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| CLOSE | |
| TYPE: I/O Statement | |
| FORMAT: CLOSE <file number> | |
| Action: This statement shuts off any data file or channel to a device. | |
| The file number is the same as when the file or device was OPENed (see | |
| OPEN statement and the section on INPUT/OUTPUT programming). | |
| When working with storage devices like cassette tape and disks, the | |
| CLOSE operation stores any incomplete buffers to the device. When this | |
| is not performed, the file will be incomplete on the tape and unreadable | |
| on the disk. The CLOSE operation isn't as necessary with other devices, | |
| but it does free up memory for other files. See your external device | |
| manual for more details. | |
| EXAMPLES of CLOSE Statement: | |
| 10 CLOSE 1 | |
| 20 CLOSE X | |
| 30 CLOSE 9*(1+J) | |
| CLR | |
| TYPE: Statement | |
| FORMAT: CLR | |
| Action: This statement makes available RAM memory that had been used | |
| but is no longer needed. Any BASIC program in memory is untouched, but | |
| all variables, arrays, GOSUB addresses, FOR...NEXT loops, user-defined | |
| functions, and files are erased from memory, and their space is mode | |
| available to new variables, etc. | |
| BASIC LANGUAGE VOCABULARY 39 | |
| ~ | |
| In the case of files to the disk and cassette tape, they are not | |
| properly CLOSED by the CLR statement. The information about the files is | |
| lost to the computer, including any incomplete buffers. The disk drive | |
| will still think the file is OPEN. See the CLOSE statement for more | |
| information on this. | |
| EXAMPLE of CLR Statement: | |
| 10 X=25 | |
| 20 CLR | |
| 30 PRINT X | |
| RUN | |
| 0 | |
| READY | |
| CMD | |
| TYPE: I/O Statement | |
| FORMAT: <file number> [,string] | |
| Action: This statement switches the primary- output device from the TV | |
| screen to the file specified. This file could be on disk, tape, printer, | |
| or an I/O device like the modem. The file number must be specified in a | |
| prior OPEN statement. The string, when specified, is sent to the file. | |
| This is handy for titling printouts, etc. | |
| When this command is in effect, any PRINT statements and LIST commands | |
| will not display on the screen, but will send the text in the same | |
| format to the file. | |
| To re-direct the output back to the screen, the PRINT# command should | |
| send a blank line to the CMD device before CLOSEing, so it will | |
| stop expecting data (called "un-listening" the device). | |
| 40 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| Any system error (like ?SYNTAX ERROR) will cause output to return to | |
| the screen. Devices aren't un-listened by this, so you should send a | |
| blank line after an error condition. (See your printer or disk manual for | |
| more details.) | |
| EXAMPLES of CMD Statement: | |
| OPEN 4,4: CMD 4,"TITLE" : LIST: REM LISTS PROGRAM ON PRINTER | |
| PRINT#4: CLOSE 4: REM UN-LISTENS AND CLOSES PRINTER | |
| 10 OPEN 1,1,1,"TEST" : REM CREATE SEQ FILE | |
| 20 CMD 1 : REM OUTPUT TO TAPE FILE, NOT SCREEN | |
| 30 FOR L = 1 TO 100 | |
| 40 PRINT L: REM PUTS NUMBER IN TAPE BUFFER | |
| 50 NEXT | |
| 60 PRINT#1 : REM UNLISTEN | |
| 70 CLOSE 1 : REM WRITE UNFINISHED BUFFER, PROPERLY FINISH | |
| CONT | |
| TYPE: Command | |
| FORMAT: CONT | |
| Action: This command re-starts the execution of a program which was | |
| halted by a STOP or END statement or the <RUN/STOP> key being pressed. | |
| The program will re-start at the exact place from which it left off. | |
| While the program is stopped, the user can inspect or change any | |
| variables or look at the program. When debugging or examining a program, | |
| STOP statements can be placed at strategic locations to allow examination | |
| of variables and to check the flow of the program. | |
| The error message CAN'T CONTINUE will result from editing the program | |
| (even just hitting <RETURN> with the cursor on an unchanged line), or if | |
| the program halted due to an error, or if you caused an error before | |
| typing CONT to re-start the program. | |
| EXAMPLE of CONT Command: | |
| 10 PI=0:C=1 | |
| 20 PI=PI+4/C-4/(C+2) | |
| 30 PRINT PI | |
| 40 C=C+4:GOTO 20 | |
| BASIC LANGUAGE VOCABULARY 41 | |
| ~ | |
| This program calculates the value of PI. RUN this program, and after | |
| a short while hit the <RUN/STOP> key. You will see the display: | |
| +----------------------------------+ | |
| BREAK IN 20 | NOTE: Might be different number. | | |
| +----------------------------------+ | |
| Type the command PRINT C to see how far the Commodore 64 has gotten. | |
| Then use CONT to resume from where the Commodore 64 left off. | |
| COS | |
| TYPE: Function | |
| FORMAT: COS (<number>) | |
| Action: This mathematical function calculates the cosine of the number, | |
| where the number is an angle in radians. | |
| EXAMPLES of COS Function: | |
| 10 PRINT COS(0) | |
| 20 X = COS(Y* {pi} /180) : REM CONVERT DEGREES TO RADIANS | |
| DATA | |
| TYPE: Statement | |
| FORMAT: DATA <list of constants> | |
| Action: DATA statements store information within a program. The program | |
| uses the information by means of the READ statement, which pulls | |
| successive constants from the DATA statements. | |
| The DATA statements don't have to be executed by the program, they | |
| only have to be present. Therefore, they are usually placed at the end of | |
| the program. | |
| All data statements in a program are treated as a continuous list. Data | |
| is READ from left to right, from the lowest numbered line to the highest. | |
| If the READ statement encounters data that doesn't fit the type requested | |
| (if it needs a number and finds a string) an error message occurs. | |
| 42 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| Any characters can be included as data, but if certain ones are used | |
| the data item must be enclosed by quote marks (" "). These include | |
| punctuation like comma (,), colon (:), blank spaces, and shifted letters, | |
| graphics, and cursor control characters. | |
| EXAMPLES of DATA Statement: | |
| 10 DATA 1,10,5,8 | |
| 20 DATA JOHN,PAUL,GEORGE,RINGO | |
| 30 DATA "DEAR MARY, HOW ARE YOU, LOVE, BILL" | |
| 40 DATA -1.7E-9, 3.33 | |
| DEF FN | |
| TYPE: Statement | |
| FORMAT: DEF FN <name> ( <variable> ) = <expression> | |
| Action: This sets up a user-defined function that can be used later in | |
| the program. The function can consist of any mathematical formula. User- | |
| defined functions save space in programs where a long formula is used in | |
| several places. The formula need only be specified once, in the | |
| definition statement, and then it is abbreviated as a function name. It | |
| must be executed once, but any subsequent executions are ignored. | |
| The function name is the letters FN followed by any variable name. This | |
| can be 1 or 2 characters, the first being a letter and the second a | |
| letter or digit. | |
| EXAMPLES of DEF FN Statement: | |
| 10 DEF FN A(X)=X+7 | |
| 20 DEF FN AA(X)=Y*Z | |
| 30 DEF FN A9(Q) = INT(RND(1)*Q+1) | |
| The function is called later in the program by using the function name | |
| with a variable in parentheses. This function name is used like any other | |
| variable, and its value is automatically calculated, | |
| BASIC LANGUAGE VOCABULARY 43 | |
| ~ | |
| EXAMPLES of FN Use: | |
| 40 PRINT FN A(9) | |
| 50 R=FN AA(9) | |
| 60 G=G+FN A9(10) | |
| In line 50 above, the number 9 inside the parentheses does not affect | |
| the outcome of the function, because the function definition in line 20 | |
| doesn't use the variable in the parentheses. The result is Y times Z, | |
| regardless of the value of X. In the other two functions, the value in | |
| parentheses does affect the result. | |
| DIM | |
| TYPE: Statement | |
| FORMAT: DIM <variable> ( <subscripts> )[ | |
| <variable> ( <subscripts> )...] | |
| Action: This statement defines an array or matrix of variables. This | |
| allows you to use the variable name with a subscript. The subscript | |
| points to the element being used. The lowest element number in an array | |
| is zero, and the highest is the number given in the DIM statement, which | |
| has a maximum of 32767. | |
| The DIM statement must be executed once and only once for each array. | |
| A REDIM'D ARRAY error occurs if this line is re-executed. Therefore, | |
| most programs perform all DIM operations at the very beginning. | |
| There may be any number of dimensions and 255 subscripts in an array, | |
| limited only by the amount of RAM memory which is available to hold the | |
| variables. The array may be mode up of normal numeric variables, as shown | |
| above, or of strings or integer numbers. If the variables are other than | |
| normal numeric, use the $ or % signs after the variable name to indicate | |
| string or integer variables, | |
| 44 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| If an array referenced in a program was never DiMensioned, it is | |
| automatically dimensioned to 11 elements in each dimension used in the | |
| first reference. | |
| EXAMPLES of DIM Statement: | |
| 10 DIM A(100) | |
| 20 DIM Z (5,7), Y(3,4,5) | |
| 30 DIM Y7%(Q) | |
| 40 DIM PH$(1000) | |
| 50 F(4)=9 : REM AUTOMATICALLY PERFORMS DIM F(10) | |
| EXAMPLE of FOOTBALL SCORE-KEEPING Using DIM: | |
| 10 DIM S(1,5), T$(1) | |
| 20 INPUT"TEAM NAMES"; T$(0), T$(1) | |
| 30 FOR Q=1 TO 5: FOR T=0 TO 1 | |
| 40 PRINT T$(T),"SCORE IN QUARTER" Q | |
| 50 INPUT S(T,Q): S(T,0)= S(T,0)+ S(T,Q) | |
| 60 NEXT T,Q | |
| 70 PRINT CHR$(147) "SCOREBOARD" | |
| 80 PRINT "QUARTER" | |
| 90 FOR Q= 1 TO 5 | |
| 100 PRINT TAB(Q*2+9) Q; | |
| 110 NEXT: PRINT TAB(15) "TOTAL" | |
| 120 FOR T=0 TO 1: PRINT T$(T); | |
| 130 FOR Q= 1 TO 5 | |
| 140 PRINT TAB(Q*2+9) S(T,Q); | |
| 150 NEXT: PRINT TAB(15) S(T,0) | |
| 160 NEXT | |
| CALCULATING MEMORY USED BY DIM: | |
| 5 bytes for the array name | |
| 2 bytes for each dimension | |
| 2 bytes/element for integer variables | |
| 5 bytes/element for normal numeric variables | |
| 3 bytes/element for string variables | |
| 1 byte for each character in each string element | |
| BASIC LANGUAGE VOCABULARY 45 | |
| ~ | |
| END | |
| TYPE: Statement | |
| FORMAT: END | |
| Action: This finishes a program's execution and displays the READY | |
| message, returning control to the person operating the computer. There | |
| may be any number of END statements within a program. While it is not | |
| necessary to include any END statements at all, it is recommended that | |
| a program does conclude with one, rather than just running out of lines. | |
| The END statement is similar to the STOP statement. The only difference | |
| is that STOP causes the computer to display the message BREAK IN LINE XX | |
| and END just displays READY. Both statements allow the computer to resume | |
| execution by typing the CONT command. | |
| EXAMPLES of END Statement: | |
| 10 PRINT"DO YOU REALLY WANT TO RUN THIS PROGRAM" | |
| 20 INPUT A$ | |
| 30 IF A$ = "NO" THEN END | |
| 40 REM REST OF PROGRAM . . . | |
| 999 END | |
| EXP | |
| TYPE: Function-Numeric | |
| FORMAT: EXP ( <number> ) | |
| Action: This mathematical function calculates the constant e | |
| (2.71828183) raised to the power of the number given. A value greater | |
| than 88.0296919 causes an ?OVERFLOW error to occur. | |
| EXAMPLES of EXP Function: | |
| 10 PRINT EXP (1) | |
| 20 X = Y*EXP (Z*Q) | |
| 46 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| FN | |
| TYPE: Function-Numeric | |
| FORMAT: FN <name> ( <number> ) | |
| Action: This function references the previously DEFined formula spec- | |
| ified by name. The number is substituted into its place (if any) and the | |
| formula is calculated. The result will be a numeric value. | |
| This function can be used in direct mode, as long as the statement | |
| DEFining it has been executed. | |
| If an FN is executed before the DEF statement which defines it, an | |
| UNDEF'D FUNCTION error occurs. | |
| EXAMPLES of FN (User-Defined) Function: | |
| PRINT FN A(Q) | |
| 1100 J = FN J(7)+ FN J(9) | |
| 9990 IF FN B7 (1+1)= 6 THEN END | |
| FOR ... TO ... [STEP ... | |
| TYPE: Statement | |
| FORMAT: FOR <variable> = <start> TO <limit> [ STEP <increment> ] | |
| Action: This is a special BASIC statement that lets you easily use a | |
| variable as a counter. You must specify certain parameters: the | |
| floating-point variable name, its starting value, the limit of the count, | |
| and how much to add during each cycle. | |
| Here is a simple BASIC program that counts from 1 to 10, PRINTing | |
| each number and ENDing when complete, and using no FOR statements: | |
| 100 L = 1 | |
| 110 PRINT L | |
| 120 L = 1 + 1 | |
| 130 IF L <= 10 THEN 110 | |
| 140 END | |
| BASIC LANGUAGE VOCABULARY 47 | |
| ~ | |
| Using the FOR statement, here is the same program: | |
| 100 FOR L = 1 TO 10 | |
| 110 PRINT L | |
| 120 NEXT L | |
| 130 END | |
| As you can see, the program is shorter and easier to understand using | |
| the FOR statement. | |
| When the FOR statement is executed, several operations take place. | |
| The <start> value is placed in the <variable> being used in the | |
| counter. In the example above, a I is placed in L. | |
| When the NEXT statement is reached, the <increment> value is added to | |
| the <variable>. If a STEP was not included, the <increment> is set to | |
| + 1. The first time the program above hits line 120, 1 is added to L, | |
| so the new value of L is 2. | |
| Now the value in the <variable> is compared to the <limit>. If the | |
| <limit> has not been reached yet, the program G0es TO the line after | |
| the original FOR statement. In this case, the value of 2 in L is less | |
| than the limit of 10, so it GOes TO line 110. | |
| Eventually, the value of <limit> is exceeded by the <variable>. At | |
| that time, the loop is concluded and the program continues with the line | |
| following the NEXT statement. In our example, the value of L reaches | |
| 11, which exceeds the limit of 10, and the program goes on with line | |
| 130. | |
| When the value of <increment> is positive, the <variable> must | |
| exceed the <limit>, and when it is negative it must become less than | |
| the <limit>. | |
| +---------------------------------------------+ | |
| | NOTE: A loop always executes at least once. | | |
| +---------------------------------------------+ | |
| EXAMPLES of FOR...TO...STEP...Statement: | |
| 100 FOR L = 100 TO 0 STEP -1 | |
| 100 FOR L = PI TO 6* {pi} STEP .01 | |
| 100 FOR AA = 3 TO 3 | |
| 48 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| FRE | |
| TYPE: Function | |
| FORMAT: FRE ( <variable> ) | |
| Action: This function tells you how much RAM is available for your | |
| program and its variables. If a program tries to use more space than is | |
| available, the OUT OF MEMORY error results. | |
| The number in parentheses can have any value, and it is not used in | |
| the calculation. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: If the result of FRE is negative, add 65536 to the FRE number | | |
| | get the number of bytes available in memory. | | |
| +-----------------------------------------------------------------------+ | |
| EXAMPLES of FRE Function: | |
| PRINT FRE(0) | |
| 10 X = (FRE(K)-1000)/7 | |
| 950 IF FRE(0)< 100 THEN PRINT "NOT ENOUGH ROOM" | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The following always tells you the current available RAM: | | |
| | PRINT FRE(0) - (FRE(0) < 0)* 65536 | | |
| +-----------------------------------------------------------------------+ | |
| GET | |
| TYPE: Statement | |
| FORMAT: GET <variable list> | |
| Action: This statement reads each key typed by the user. As the user is | |
| typing, the characters are stored in the Commodore 64's keyboard buffer. | |
| Up to 10 characters are stored here, and any keys struck after the 10th | |
| are lost. Reading one of the characters with the GET statement makes room | |
| for another character. | |
| If the GET statement specifies numeric data, and the user types a key | |
| other than a number, the message ?SYNTAX ERROR appears. To be safe, read | |
| the keys as strings and convert them to numbers later. | |
| BASIC LANGUAGE VOCABULARY 49 | |
| ~ | |
| The GET statement can be used to avoid some of the limitations of the | |
| INPUT statement. For more on this, see the section on Using the GET | |
| Statement in the Programming Techniques section. | |
| EXAMPLES of GET Statement: | |
| 10 GET A$: IF A$ ="" THEN 10: REM LOOPS IN 10 UNTIL ANY KEY HIT | |
| 20 GET A$, B$, C$, D$, E$: REM READS 5 KEYS | |
| 30 GET A, A$ | |
| GET# | |
| TYPE: I/O Statement | |
| FORMAT: GET# <file number>, <variable list> | |
| Action: This statement reads characters one-at-a-time from the device | |
| or file specified. It works the same as the GET statement, except that | |
| the data comes from a different place than the keyboard. If no character | |
| is received, the variable is set to an empty string (equal to "") or to 0 | |
| for numeric variables. Characters used to separate data in files, like | |
| the comma (,) or <RETURN> key code (ASC code of 13), are received like | |
| any other character. | |
| When used with device #3 (TV screen), this statement will read char- | |
| acters one by one from the screen. Each use of GET# moves the cursor 1 | |
| position to the right. The character at the end of the logical line is | |
| changed to a CHR$ (13), the <RETURN> key code. | |
| EXAMPLES of GET# Statement: | |
| 5 GET#1, A$ | |
| 10 OPEN 1,3: GET#1, Z7$ | |
| 20 GET#1, A, B, C$, D$ | |
| 50 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| GOSUB | |
| TYPE: Statement | |
| FORMAT: GOSUB <line number> | |
| Action: This is a specialized form of the GOTO statement, with one | |
| important difference: GOSUB remembers where it came from. When the | |
| RETURN statement (different from the <RETURN> key on the keyboard) | |
| is reached in the program, the program jumps back to the statement | |
| immediately following the original GOSUB statement. | |
| The major use of a subroutine (GOSUB really means GO to a SUBroutine) | |
| is when a small section of program is used by different sections of the | |
| program. By using subroutines rather than repeating the same lines over | |
| and over at different places in the program, you can save lots of program | |
| space. In this way, GOSUB is similar to DEF FN. DEF FN lets you save | |
| space when using a formula, while GOSUB saves space when using a several- | |
| line routine. Here is an inefficient program that doesn't use GOSUB: | |
| 100 PRINT "THIS PROGRAM PRINTS" | |
| 110 FOR L = 1 TO 500:NEXT | |
| 120 PRINT "SLOWLY ON THE SCREEN" | |
| 130 FOR L = 1 TO 500:NEXT | |
| 140 PRINT "USING A SIMPLE LOOP" | |
| 150 FOR L = 1 TO 500:NEXT | |
| 160 PRINT "AS A TIME DELAY." | |
| 170 FOR L = 1 TO 500:NEXT | |
| Here is the same program using GOSUB: | |
| 100 PRINT "THIS PROGRAM PRINTS" | |
| 110 GOSUB 200 | |
| 120 PRINT "SLOWLY ON THE SCREEN" | |
| 130 GOSUB 200 | |
| 140 PRINT "USING A SIMPLE LOOP" | |
| 150 GOSUB 200 | |
| 160 PRINT "AS A TIME DELAY." | |
| 170 GOSUB 200 | |
| 180 END | |
| 200 FOR L = 1 TO 500 NEXT | |
| 210 RETURN | |
| BASIC LANGUAGE VOCABULARY 51 | |
| ~ | |
| Each time the program executes a GOSUB, the line number and position | |
| in the program line are saved in a special area called the "stack," | |
| which takes up 256 bytes of your memory. This limits the amount of data | |
| that can be stored in the stack. Therefore, the number of subroutine | |
| return addresses that can be stored is limited, and care should be taken | |
| to make sure every GOSUB hits the corresponding RETURN, or else you'll | |
| run out of memory even though you have plenty of bytes free. | |
| GOTO | |
| TYPE: Statement | |
| FORMAT :GOTO <line number> | |
| or GO TO <line number> | |
| Action: This statement allows the BASIC program to execute lines out | |
| of numerical order. The word GOTO followed by a number will make the | |
| program jump to the line with that number. GOTO NOT followed by a number | |
| equals GOTO 0. It must have the line number after the word GOTO. | |
| It is possible to create loops with GOTO that will never end. The | |
| simplest example of this is a line that GOes TO itself, like 10 GOTO 10. | |
| These loops can be stopped using the <RUN/STOP> key on the keyboard. | |
| EXAMPLES of GOTO Statement: | |
| GOTO 100 | |
| 10 GO TO 50 | |
| 20 GOTO 999 | |
| IF...THEN... | |
| TYPE: Statement | |
| FORMAT: IF <expression> THEN <line number> | |
| IF <expression> GOTO <line number> | |
| IF <expression> THEN <statements> | |
| Action: This is the statement that gives BASIC most of its "intelli- | |
| gence," the ability to evaluate conditions and take different actions de- | |
| pending on the outcome. | |
| 52 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| The word IF is followed by an expression, which can include variables, | |
| strings, numbers, comparisons, and logical operators. The word THEN | |
| appears on the same line and is followed by either a line number or one | |
| or more BASIC statements. When the expression is false, everything after | |
| the word THEN on that line is ignored, and execution continues with the | |
| next line number in the program. A true result makes the program either | |
| branch to the line number after the word THEN or execute whatever other | |
| BASIC statements are found on that line. | |
| EXAMPLE of IF...GOTO...Statement: | |
| 100 INPUT "TYPE A NUMBER"; N | |
| 110 IF N <= 0 GOTO 200 | |
| 120 PRINT "SQUARE ROOT=" SQR(N) | |
| 130 GOTO 100 | |
| 200 PRINT "NUMBER MUST BE >0" | |
| 210 GOTO 100 | |
| This program prints out the square root of any positive number. The IF | |
| statement here is used to validate the result of the INPUT. When the | |
| result of N <= 0 is true, the program skips to line 200, and when the | |
| result is false the next line to be executed is 120. Note that THEN GOTO | |
| is not needed with IF...THEN, as in line 110 where GOTO 200 actually | |
| means THEN GOTO 200. | |
| EXAMPLE OF IF...THEN...Statement: | |
| 100 FOR L = 1 TO 100 | |
| 110 IF RND(1) < .5 THEN X=X+1: GOTO 130 | |
| 120 Y=Y+1 | |
| 130 NEXT L | |
| 140 PRINT "HEADS=" X | |
| 150 PRINT "TAILS= " Y | |
| The IF in line 110 tests a random number to see if it is less than .5. | |
| When the result is true, the whole series of statements following the | |
| word THEN are executed: first X is incremented by 1, then the program | |
| skips to line 130. When the result is false, the program drops to the | |
| next statement, line 120. | |
| BASIC LANGUAGE VOCABULARY 53 | |
| ~ | |
| INPUT | |
| TYPE: Statement | |
| FORMAT: INPUT [ "<prompt>" ; ] <variable list> | |
| Action: This is a statement that lets the person RUNning the program | |
| "feed" information into the computer. When executed, this statement | |
| PRINTs a question mark (?) on the screen, and positions the cursor 1 | |
| space to the right of the question mark. Now the computer waits, cursor | |
| blinking, for the operator to type in the answer and press the <RETURN> | |
| key. | |
| The word INPUT may be followed by any text contained in quote marks | |
| (""). This text is PRINTed on the screen, followed by the question mark. | |
| After the text comes a semicolon (;) and the name of one or more | |
| variables separated by commas. This variable is where the computer | |
| stores the information that the operator types. The variable can be any | |
| legal variable name, and you can have several different variable | |
| names, each for a different input. | |
| EXAMPLES of INPUT Statement: | |
| 100 INPUT A | |
| 110 INPUT B, C, D | |
| 120 INPUT "PROMPT"; E | |
| When this program RUNs, the question mark appears to prompt the | |
| operator that the Commodore 64 is expecting an input for line 100. Any | |
| number typed in goes into A, for later use in the program. If the answer | |
| typed was not a number, the ?REDO FROM START message appears, which means | |
| that a string was received when a number was expected. | |
| If the operator just hits <RETURN> without typing anything, the vari- | |
| able's value doesn't change. | |
| Now the next question mark, for line 110, appears. If we type only | |
| one number and hit the <RETURN>, Commodore 64 will now display 2 | |
| question marks (??), which means that more input is required. You can | |
| 54 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| just type as many inputs as you need separated by commas, which prevents | |
| the double question mark from appearing. If you type more data than the | |
| INPUT statement requested, the ?EXTRA IGNORED message appears, which | |
| means that the extra items you typed were not put into any variables. | |
| Line 120 displays the word PROMPT before the question mark appears. The | |
| semicolon is required between the prompt and any list of variables. | |
| The INPUT statement can never be used outside a program. The Commodore | |
| 64 needs space for a buffer for the INPUT variables, the same space that | |
| is used for commands. | |
| INPUT# | |
| TYPE: I/O Statement | |
| FORMAT: INPUT# <file number> , <variable list> | |
| Action: This is usually the fastest and easiest way to retrieve data | |
| stored in a file on disk or tape. The data is in the form of whole vari- | |
| ables of up to 80 characters in length, as opposed to the one-at-a-time | |
| method of GET#. First, the file must have been OPENed, then INPUT# can | |
| fill the variables. | |
| The INPUT# command assumes a variable is finished when it reads a | |
| RETURN code (CHR$ (13)), a comma (,), semicolon (;), or colon (:). | |
| Quote marks can be used to enclose these characters when writing if | |
| they are needed (see PRINT# statement). | |
| If the variable type used is numeric, and non-numeric characters are | |
| received, a BAD DATA error results. INPUT# can read strings up to 80 | |
| characters long, beyond which a STRING TOO LONG error results. | |
| When used with device #3 (the screen), this statement will read an | |
| entire logical line and move the cursor down to the next line. | |
| EXAMPLES of INPUT# Statement: | |
| 10 INPUT#1,A | |
| 20 INPUT#2,A$,B$ | |
| BASIC LANGUAGE VOCABULARY 55 | |
| ~ | |
| INT | |
| TYPE: Integer Function | |
| FORMAT: INT (<numeric>) | |
| Action: Returns the integer value of the expression. If the expression | |
| is positive, the fractional part is left off. If the expression is | |
| negative, any fraction causes the next lower integer to be returned. | |
| EXAMPLES of INT Function: | |
| 120 PRINT INT(99.4343), INT(-12.34) | |
| 99 -13 | |
| LEFT$ | |
| TYPE: String Function | |
| FORMAT: LEFT$ (<string>, <integer>) | |
| Action: Returns a string comprised of the leftmost <integer> char- | |
| acters of the <string>. The integer argument value must be in the range | |
| 0 to 255. If the integer is greater than the length of the string, the | |
| entire string will be returned. If an <integer> value of zero is used, | |
| then a null string (of zero length) is returned. | |
| EXAMPLES of LEFT$ Function: | |
| 10 A$ = "COMMODORE COMPUTERS" | |
| 20 B$ = LEFT$(A$,9): PRINT B$ | |
| RUN | |
| COMMODORE | |
| 56 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| LEN | |
| TYPE: Integer Function | |
| Format: LEN (<string>) | |
| Action: Returns the number of characters in the string expression. | |
| Non-printed characters and blanks are counted. | |
| EXAMPLE of LEN Function: | |
| CC$ = "COMMODORE COMPUTER": PRINT LEN(CC$) | |
| 18 | |
| LET | |
| TYPE: Statement | |
| FORMAT: [LET] <variable> = <expression> | |
| Action: The LET statement can be used to assign a value to a variable. | |
| But the word LET is optional and therefore most advanced programmers | |
| leave LET out because it's always understood and wastes valuable memory. | |
| The equal sign (=) alone is sufficient when assigning the value of an | |
| expression to a variable name. | |
| EXAMPLES of LET Statement: | |
| 10 LET D= 12 (This is the same as D = 12) | |
| 20 LET E$ = "ABC" | |
| 30 F$ = "WORDS" | |
| 40 SUM$= E$ + F$ (SUM$ would equal ABCWORDS) | |
| BASIC LANGUAGE VOCABULARY 57 | |
| ~ | |
| LIST | |
| TYPE: Command | |
| FORMAT: LIST [[<first-line>]-[<last-line>]] | |
| Action: The LIST command allows you to look at lines of the BASIC | |
| program currently in the memory of your Commodore 64. This lets you use | |
| your computer's powerful screen editor, to edit programs which you've | |
| LISTed both quickly and easily. | |
| The LIST system command displays all or part of the program that is | |
| currently in memory on the default output device. The LIST will normally | |
| be directed to the screen and the CMD statement can be used to switch | |
| output to an external device such as a printer or a disk. The LIST com- | |
| mand can appear in a program, but BASIC always returns to the system | |
| READY message after a LIST is executed. | |
| When you bring the program LIST onto the screen, the "scrolling" of | |
| the display from the bottom of the screen to the top can be slowed by | |
| holding down the ConTRoL <CTRL> key. LIST is aborted by typing the | |
| <RUN/STOP> key. | |
| If no line-numbers are given the entire program is listed. If only the | |
| first-line number is specified, and followed by a hyphen (-), that line | |
| and all higher-numbered lines are listed. If only the last line-number is | |
| specified, and it is preceded by a hyphen, then all lines from the | |
| beginning of the program through that line are listed. If both numbers | |
| are specified, the entire range, including the line-numbers LISTed, is | |
| displayed. | |
| EXAMPLES of LIST Command: | |
| LIST (Lists the program currently in memory.) | |
| LIST 500 (Lists line 500 only.) | |
| LIST 150- (Lists all lines from 150 to the end.) | |
| LIST -1000 (Lists all lines from the lowest through 1000.) | |
| LIST 150-1000 (Lists lines 150 through 1000, inclusive.) | |
| 10 PRINT "THIS IS LINE 10" | |
| 20 LIST (LIST used in Program Mode) | |
| 30 PRINT "THIS IS LINE 30" | |
| 58 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| LOAD | |
| TYPE: Command | |
| FORMAT: LOAD["<file-name>"][,<device>][,<address>] | |
| Action: The LOAD statement reads the contents of a program file from | |
| tape or disk into memory. That way you can use the information LOADed | |
| or change the information in some way. The device number is optional, | |
| but when it is left out the computer will automatically default to 1, the | |
| cassette unit. The disk unit is normally device number 8. The LOAD closes | |
| all open files and, if it is used in direct mode, it performs a CLR | |
| (clear) before reading the program. If LOAD is executed from within a | |
| program, the program is RUN. This means that you can use LOAD to "chain" | |
| several programs together. None of the variables are cleared during a | |
| chain operation. | |
| If you are using file-name pattern matching, the first file which | |
| matches the pattern is loaded. The asterisk in quotes by itself ("*") | |
| causes the first file-name in the disk directory to be loaded. if the | |
| filename used does not exist or if it is not a program file, the BASIC | |
| error message ?FILE NOT FOUND occurs. | |
| When LOADing programs from tape, the <file-name> can be left out, and | |
| the next program file on the tape will be read. The Commodore 64 will | |
| blank the screen to the border color after the PLAY key is pressed. When | |
| the program is found, the screen clears to the background color and the | |
| "FOUND" message is displayed. When the <C=> key, <CTRL> key, <ARROW LEFT> | |
| key, or <SPACE BAR> is pressed, the file will be loaded. Programs will | |
| LOAD starting at memory location 2048 unless a secondary <address> of 1 | |
| is used. If you use the secondary address of 1 this will cause the | |
| program to LOAD to the memory location from which it was saved. | |
| BASIC LANGUAGE VOCABULARY 59 | |
| ~ | |
| EXAMPLES of LOAD Command: | |
| LOAD (Reads the next program on tape) | |
| LOAD A$ (Uses the name in A$ to search) | |
| LOAD"*",8 (LOADs first program from disk) | |
| LOAD"",1,1 (Looks for the first program on | |
| tape, and LOADs it into the same | |
| part of memory that it came from) | |
| LOAD"STAR TREK" (LOAD a file from tape) | |
| PRESS PLAY ON TAPE | |
| FOUND STAR TREK | |
| LOADING | |
| READY. | |
| LOAD"FUN",8 (LOAD a file from disk) | |
| SEARCHING FOR FUN | |
| LOADING | |
| READY. | |
| LOAD"GAME ONE",8,1 (LOAD a file to the specific | |
| SEARCHING FOR GAME ONE memory location from which the | |
| LOADING program was saved on the disk) | |
| READY. | |
| 60 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| LOG | |
| TYPE: Floating-Point Function | |
| FORMAT: LOG(<numeric>) | |
| Action: Returns the natural logarithm (log to the base of e) of the | |
| argument. If the value of the argument is zero or negative the BASIC | |
| error message ?ILLEGAL QUANTITY will occur. | |
| EXAMPLES of LOG Function: | |
| 25 PRINT LOG(45/7) | |
| 1.86075234 | |
| 10 NUM=LOG(ARG)/LOG(10) (Calculates the LOG of ARG to the base 10) | |
| MID$ | |
| TYPE: String Function | |
| FORMAT: MID$(<string>,<numeric-1>[,<numeric-2>]) | |
| Action: The MID$ function returns a sub-string which is taken from | |
| within a larger <string> argument. The starting position of the sub- | |
| string is defined by the <numeric-1> argument and the length of the | |
| sub-string by the <numeric-2> argument. Both of the numeric arguments | |
| can have values ranging from 0 to 255. | |
| If the <numeric-1> value is greater than the length of the <string>, | |
| or if the <numeric-2> value is zero, then MID$ gives a null string value. | |
| If the <numeric-2> argument is left out, then the computer will assume | |
| that a length of the rest of the string is to be used. And if the source | |
| string has fewer characters than <numeric-2>, from the starting position | |
| to the end of the string argument, then the whole rest of the string is | |
| used. | |
| EXAMPLE of MID$ Function: | |
| 10 A$="GOOD" | |
| 20 B$="MORNING EVENING AFTERNOON" | |
| 30 PRINT A$ + MID$(B$,8,8) | |
| GOOD EVENING | |
| BASIC LANGUAGE VOCABULARY 61 | |
| ~ | |
| NEW | |
| TYPE: Command | |
| FORMAT: NEW | |
| Action: The NEW command is used to delete the program currently in | |
| memory and clear all variables. Before typing in a new program, NEW | |
| should be used in direct mode to clear memory. NEW can also be used in | |
| a program, but you should be aware of the fact that it will erase | |
| everything that has gone before and is still in the computer's memory. | |
| This can be particularly troublesome when you're trying to debug your | |
| program. | |
| +-----------------------------------------------------------------------+ | |
| | BE CAREFUL: Not clearing out an old program before typing a new one | | |
| | can result in a confusing mix of the two programs. | | |
| +-----------------------------------------------------------------------+ | |
| EXAMPLES of NEW Command: | |
| NEW (Clears the program and all variables) | |
| 10 NEW (Performs a NEW operation and STOPs the program.) | |
| NEXT | |
| TYPE: Statement | |
| FORMAT: NEXT[<counter>][,<counter>]... | |
| Action: The NEXT statement is used with FOR to establish the end of a | |
| FOR...NEXT loop. The NEXT need not be physically the last statement | |
| in the loop, but it is always the last statement executed in a loop. The | |
| <counter> is the loop index's variable name used with FOR to start the | |
| loop. A single NEXT can stop several nested loops when it is followed by | |
| each FOR's <counter> variable name(s). To do this each name must appear | |
| in the order of inner-most nested loop first, to outer-most nested loop | |
| last. When using a single NEXT to increment and stop several variable | |
| names, each variable name must be separated by commas. Loops can be | |
| nested to 9 levels. If the counter variable(s) are omitted, the counter | |
| associated with the FOR of the current level (of the nested loops) is | |
| incremented. | |
| 62 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| When the NEXT is reached, the counter value is incremented by 1 or by | |
| an optional STEP value. It is then tested against an end-value to see if | |
| it's time to stop the loop. A loop will be stopped when a NEXT is found | |
| which has its counter value greater than the end-value. | |
| EXAMPLES of NEXT Statement: | |
| 10 FOR J=1 TO 5: FOR K=10 TO 20: FOR N=5 TO -5 STEP - 1 | |
| 20 NEXT N,K,J (Stopping Nested Loops) | |
| 10 FOR L=1 TO 100 | |
| 20 FOR M=1 TO 10 | |
| 30 NEXT M | |
| 400 NEXT L (Note how the loops do NOT cross each other) | |
| 10 FOR A=1 TO 10 | |
| 20 FOR B=1 TO 20 | |
| 30 NEXT | |
| 40 NEXT (Notice that no variable names are needed) | |
| NOT | |
| TYPE: Logical Operator | |
| FORMAT: NOT <expression> | |
| Action: The NOT logical operator "complements" the value of each bit | |
| in its single operand, producing an integer "twos-complement" result. In | |
| other words, the NOT is really saying, "if it isn't. When working with a | |
| floating-point number, the operands are converted to integers and any | |
| fractions are lost. The NOT operator can also be used in a comparison to | |
| reverse the true/false value which was the result of a relationship test | |
| and therefore it will reverse the meaning of the comparison. In the first | |
| example below, if the "twos-complement" of "AA" is equal to "BB" and if | |
| "BB" is NOT equal to "CC" then the expression is true. | |
| BASIC LANGUAGE VOCABULARY 63 | |
| ~ | |
| EXAMPLES of NOT Operator: | |
| 10 IF NOT AA = BB AND NOT(BB = CC) THEN... | |
| NN% = NOT 96: PRINT NN% | |
| -97 | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: TO find the value of NOT use the expression X=(-(X+1)). (The | | |
| | two's complement of any integer is the bit complement plus one.) | | |
| +-----------------------------------------------------------------------+ | |
| ON | |
| TYPE: Statement | |
| FORMAT: ON <variable> GOTO / GOSUB <line-number>[,<line-number>]... | |
| Action: The ON statement is used to GOTO one of several given line- | |
| numbers, depending upon the value of a variable. The value of the | |
| variables can range from zero through the number of lines given. if the | |
| value is a non-integer, the fractional portion is left off. For example, | |
| if the variable value is 3, ON will GOTO the third line-number in the | |
| list. | |
| If the value of the variable is negative, the BASIC error message | |
| ?ILLEGAL QUANTITY occurs. If the number is zero, or greater than the | |
| number of items in the list, the program just "ignores" the statement and | |
| continues with the statement following the ON statement. | |
| ON is really an underused variant of the IF...THEN...statement. Instead | |
| of using a whole lot of IF statements each of which sends the program to | |
| 1 specific line, 1 ON statement can replace a list of IF statements. When | |
| you look at the first example you should notice that the 1 ON statement | |
| replaces 4 IF...THEN... statements. | |
| EXAMPLES of ON Statement: | |
| ON -(A=7)-2*(A=3)-3*(A<3)-4*(A>7)GOTO 400,900,1000,100 | |
| ON X GOTO 100,130,180,220 | |
| ON X+3 GOSUB 9000,20,9000 | |
| 100 ON NUM GOTO 150,300,320,390 | |
| 500 ON SUM/2 + 1 GOSUB 50,80,20 | |
| 64 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| OPEN | |
| TYPE: I/O Statement | |
| FORMAT: OPEN <file-num>,[<device>][,<address>] | |
| [,"<File-name> [,<type>] [,<mode>]"] | |
| Action: This statement OPENs a channel for input and/or output to a | |
| peripheral device. However, you may NOT need all those parts for every | |
| OPEN statement. Some OPEN statements require only 2 codes: | |
| 1) LOGICAL FILE NUMBER | |
| 2) DEVICE NUMBER | |
| The <file-num> is the logical file number, which relates the OPEN, | |
| CLOSE, CMD, GET#, INPUT#, and PRINT# statements to each other and | |
| associates them with the file-name and the piece of equipment being used. | |
| The logical file number can range from 1 to 255 and you can assign it any | |
| number you want in that range. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: File numbers over 128 were really designed for other uses so | | |
| | it's good practice to use only numbers below 127 for file numbers. | | |
| +-----------------------------------------------------------------------+ | |
| Each peripheral device (printer, disk drive, cassette) in the system | |
| has its own number which it answers to. The <device> number is used with | |
| OPEN to specify on which device the data file exists. Peripherals like | |
| cassette decks, disk drives or printers also answer to several secondary | |
| addresses. Think of these as codes which tell each device what operation | |
| to perform. The device logical file number is used with every GET#, | |
| INPUT#, and PRINT#. | |
| If the <device> number is left out the computer will automatically | |
| assume that you want your information to be sent to and received from | |
| the Datassette(TM), which is device number 1. The file-name can also be | |
| left out, but later on in your program, you can NOT call the file by name | |
| if you have not already given it one. When you are storing files on cas- | |
| sette tape, the computer will assume that the secondary <address> is | |
| zero (0) if you omit the secondary address (a READ operation). | |
| BASIC LANGUAGE VOCABULARY 65 | |
| ~ | |
| A secondary address value of one (1) OPENs cassette tape files for | |
| writing. A secondary address value of two (2) causes an end-of-tape | |
| marker to be written when the file is later closed. The end-of-tape | |
| marker prevents accidentally reading past the end of data which results | |
| in the BASIC error message ?DEVICE NOT PRESENT. | |
| For disk files, the secondary addresses 2 thru 14 are available for | |
| data-files, but other numbers have special meanings in DOS commands. | |
| You must use a secondary address when using your disk drive(s). (See | |
| your disk drive manual for DOS command details.) | |
| The <file-name> is a string of 1-16 characters and is optional for | |
| cassette or printer files. If the file <type> is left out the type of | |
| file will automatically default to the Program file unless the <mode> is | |
| given. | |
| Sequential files are OPENed for reading <mode>=R unless you specify that | |
| files should be OPENed for writing <mode> =W is specified. A file <type> | |
| can be used to OPEN an existing Relative file. Use REL for <type> with | |
| Relative files. Relative and Sequential files are for disk only. | |
| If you try to access a file before it is OPENed the BASIC error message | |
| ?FILE NOT OPEN will occur. If you try to OPEN a file for reading which | |
| does not exist the BASIC error message ?FILE NOT FOUND will occur. If | |
| a file is OPENed to disk for writing and the file-name already exists, | |
| the DOS error message FILE EXISTS occurs. There is no check of this type | |
| available for tape files, so be sure that the tape is properly positioned | |
| or you might accidentally write over some data that had previously been | |
| SAVED. If a file is OPENed that is already OPEN, the BASIC error message | |
| FILE OPEN occurs. (See Printer Manual for further details.) | |
| 66 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| EXAMPLES of OPEN Statements: | |
| 10 OPEN 2,8,4,"DISK-OUTPUT,SEQ,W" (Opens sequential file on disk) | |
| 10 OPEN 1,1,2,"TAPE-WRITE" (Write End-of-File on Close) | |
| 10 OPEN 50,0 (Keyboard input) | |
| 10 OPEN 12,3 (Screen output) | |
| 10 OPEN 130,4 (Printer output) | |
| 10 OPEN 1,1,0,"NAME" (Read from cassette) | |
| 10 OPEN 1,1,1,"NAME" (Write to cassette) | |
| 10 OPEN 1,2,0,CHR$(10) (open channel to RS-232 device) | |
| 10 OPEN 1,4,0,"STRING" (Send upper case/graphics to | |
| the printer) | |
| 10 OPEN 1,4,7,"STRING" (Send upper/lower case to | |
| printer) | |
| 10 OPEN 1,5,7,"STRING" (Send upper/lower case to | |
| printer with device # 5) | |
| 10 OPEN 1,8,15,"COMMAND" (Send a command to disk) | |
| BASIC LANGUAGE VOCABULARY 67 | |
| ~ | |
| OR | |
| TYPE: Logical Operator | |
| FORMAT: <operand> OR <operand> | |
| Action: Just as the relational operators can be used to make decisions | |
| regarding program flow, logical operators can connect two or more re- | |
| lations and return a true or false value which can then be used in a | |
| decision. When used in calculations, the logical OR gives you a bit | |
| result of I if the corresponding bit of either or both operands is 1. | |
| This will produce an integer as a result depending on the values of the | |
| operands. When used in comparisons the logical OR operator is also used | |
| to link two expressions into a single compound expression. If either of | |
| the expressions are true, the combined expression value is true (-1). In | |
| the first example below if AA is equal to BB OR if XX is 20, the | |
| expression is true. | |
| Logical operators work by converting their operands to 16-bit, signed, | |
| two's complement integers in the range of -32768 to +32767. If the | |
| operands are not in the range an error message results. Each bit of the | |
| result is determined by the corresponding bits in the two operands. | |
| EXAMPLES of OR Operator: | |
| 100 IF (AA=BB) OR (XX=20) THEN... | |
| 230 KK%=64 OR 32: PRINT KK% (You typed this with a bit | |
| value of 1000000 for 64 | |
| and 100000 for 32) | |
| 96 (The computer responded with | |
| bit value 1100000. | |
| 1100000=96.) | |
| 68 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| PEEK | |
| TYPE: Integer Function | |
| FORMAT: PEEK(<numeric>) | |
| Action: Returns an integer in the range of 0 to 255, which is read | |
| from a memory location. The <numeric> expression is a memory location | |
| which must be in the range of 0 to 65535. If it isn't then the BASIC | |
| error message ?ILLEGAL QUANTITY occurs. | |
| EXAMPLES of PEEK Function: | |
| 10 PRINT PEEK(53280) AND 15 (Returns value of screen border color) | |
| 5 A%=PEEK(45)+PEEK(46)*256 (Returns address of BASIC variable table) | |
| POKE | |
| TYPE: Statement | |
| FORMAT: POKE <location>,<value> | |
| Action: The POKE statement is used to write a one-byte (8-bits) binary | |
| value into a given memory location or input/output register. The | |
| <location> is an arithmetic expression which must equal a value in the | |
| range of 0 to 65535. The <value> is an expression which can be reduced to | |
| an integer value of 0 to 255. If either value is out of its respective | |
| range, the BASIC error message ?ILLEGAL QUANTITY occurs. | |
| The POKE statement and PEEK statement (which is a built-in function | |
| that looks at a memory location) are useful for data storage, controlling | |
| graphics displays or sound generation, loading assembly language sub- | |
| routines, and passing arguments and results to and from assembly language | |
| subroutines. In addition, Operating System parameters can be examined | |
| using PEEK statements or changed and manipulated using POKE statements. | |
| A complete memory map of useful locations is given in Appendix G. | |
| BASIC LANGUAGE VOCABULARY 69 | |
| ~ | |
| EXAMPLES of POKE Statement: | |
| POKE 1024, 1 (Puts an "A" at position 1 on the screen) | |
| POKE 2040, PTR (Updates Sprite #0 data pointer) | |
| 10 POKE RED,32 | |
| 20 POKE 36879,8 | |
| 2050 POKE A,B | |
| POS | |
| TYPE: Integer Function | |
| FORMAT: POS (<dummy>) | |
| Action: Tells you the current cursor position which, of course, is in | |
| the range of 0 (leftmost character) though position 79 on an 80-character | |
| logical screen line. Since the Commodore 64 has a 40-column screen, any | |
| position from 40 through 79 will refer to the second screen line. The | |
| dummy argument is ignored. | |
| EXAMPLE of POS Function: | |
| 1000 IF POS(0)>38 THEN PRINT CHR$(13) | |
| TYPE: Statement | |
| FORMAT: PRINT [<variable>][<,/;><variable>]... | |
| Action: The PRINT statement is normally used to write data items to | |
| the screen. However, the CMD statement may be used to re-direct that | |
| output to any other device in the system. The <variable(s)> in the | |
| output-list are expressions of any type. If no output-list is present, a | |
| blank line is printed. The position of each printed item is determined by | |
| the punctuation used to separate items in the output-list. | |
| The punctuation characters that you can use are blanks, commas, or | |
| semicolons. The 80-character logical screen line is divided into 8 print | |
| zones of 10 spaces each. In the list of expressions, a comma causes the | |
| next value to be printed at the beginning of the next zone. A semicolon | |
| causes the next value to be printed immediately following the previous | |
| value. However, there are two exceptions to this rule: | |
| 70 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| 1) Numeric items are followed by an added space. | |
| 2) Positive numbers have a space preceding them. | |
| When you use blanks or no punctuation between string constants or | |
| variable names it has the same effect as a semicolon. However, blanks | |
| between a string and a numeric item or between two numeric items will | |
| stop output without printing the second item. | |
| If a comma or a semicolon is at the end of the output-list, the next | |
| PRINT statement begins printing on the same line, and spaced accord- | |
| ingly. If no punctuation finishes the list, a carriage-return and a line- | |
| feed are printed at the end of the data. The next PRINT statement will | |
| begin on the next line. If your output is directed to the screen and the | |
| data printed is longer than 40 columns, the output is continued on the | |
| next screen line. | |
| There is no statement in BASIC with more variety than the PRINT | |
| statement. There are so many symbols, functions, and parameters | |
| associated with this statement that it might almost be considered as a | |
| language of its own within BASIC; a language specially designed for | |
| writing on the screen. | |
| EXAMPLES of PRINT Statement: | |
| 1) | |
| 5 X = 5 | |
| 10 PRINT -5*X,X-5,X+5,X^5 | |
| -25 0 10 3125 | |
| 2) | |
| 5 X=9 | |
| 10 PRINT X;"SQUARED IS";X*X;"AND"; | |
| 20 PRINT X "CUBED IS" X^3 | |
| 9 SQUARED IS 81 AND 9 CUBED IS 729 | |
| 3) | |
| 90 AA$="ALPHA":BB$="BAKER":CC$="CHARLIE":DD$="DOG":EE$="ECHO" | |
| 100 PRINT AA$BB$;CC$ DD$,EE$ | |
| ALPHABAKERCHARLIEDOG ECHO | |
| BASIC LANGUAGE VOCABULARY 71 | |
| ~ | |
| Quote Mode | |
| Once the quote mark <SHIFT+2> is typed, the cursor controls stop | |
| operating and start displaying reversed characters which actually stand | |
| for the cursor control you are hitting. This allows you to program these | |
| cursor controls, because once the text inside the quotes is PRINTed they | |
| perform their functions. The <INST/DEL> key is the only cursor control | |
| not affected by "quote mode." | |
| 1. Cursor Movement | |
| The cursor controls which can be "programmed" in quote mode are: | |
| KEY APPEARS AS | |
| <CLR/HOME> | |
| <SHIFT+CLR/HOME> | |
| <CRSR UP/DOWN> | |
| <SHIFT+CRSR UP/DOWN> | |
| <CRSR LEFT/RIGHT> | |
| <SHIFT+CRSR LEFT/RIGHT> | |
| If you wanted the word HELLO to PRINT diagonally from the upper left | |
| corner of the screen, you would type: | |
| PRINT"<HOME>H<DOWN>E<DOWN>L<DOWN>L<DOWN>O" | |
| 2. Reverse Characters | |
| Holding down the <CTRL> key and hitting <9> will cause <R> to appear | |
| inside the quotes. This will make all characters start printing in | |
| reverse video (like a negative of a picture). To end the reverse printing | |
| hit <CTRL+0>, or else PRINT a <RETURN> (CHR$(13)). (Just ending the PRINT | |
| statement without a semicolon or comma will take care of this.) | |
| 3.Color Controls | |
| Holding down the <CTRL> key or <C=> key with any of the 8 color keys | |
| will make a special reversed character appear in the quotes. When the | |
| character is PRINTed, then the color change will occur. | |
| 72 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| KEY COLOR APPEARS AS | |
| <CTRL+1> Black | |
| <CTRL+2> White | |
| <CTRL+3> Red | |
| <CTRL+4> Cyan | |
| <CTRL+5> Purple | |
| <CTRL+6> Green | |
| <CTRL+7> Blue | |
| <CTRL+8> Yellow | |
| <C=+1> Orange | |
| <C=+2> Brown | |
| <C=+3> Light Red | |
| <C=+4> Grey 1 | |
| <C=+5> Grey 2 | |
| <C=+6> Light Green | |
| <C=+7> Light Blue | |
| <C=+8> Grey 3 | |
| If you wanted to PRINT the word HELLO in cyan and the word THERE | |
| in white, type: | |
| PRINT "<CTRL+4>HELLO <CTRL+2>THERE" | |
| 4. Insert Mode | |
| The spaces created by using the <INST/DEL> key have some of the same | |
| characteristics as quote mode. The cursor controls and color controls | |
| show up as reversed characters. The only difference is in the <INST> and | |
| <DEL>, which performs its normal function even in quote mode, now | |
| BASIC LANGUAGE VOCABULARY 73 | |
| ~ | |
| creates the <T>. And <INST>, which created a special character in quote | |
| mode, inserts spaces normally. | |
| Because of this, it is possible to create a PRINT statement containing | |
| DELetes, which cannot be PRINTed in quote mode. Here is an example | |
| of how this is done: | |
| 10 PRINT"HELLO"<DEL><INST><INST><DEL><DEL>P" | |
| When the above line is RUN, the word displayed will be HELP, because | |
| the last two letters are deleted and the P is put in their place. | |
| +-----------------------------------------------------------------------+ | |
| | WARNING: The DELetes will work when LISTing as well as PRINTing, so | | |
| | editing a line with these characters will be difficult. | | |
| +-----------------------------------------------------------------------+ | |
| The "insert mode" condition is ended when the <RETURN> (or | |
| <SHIFT+RETURN>) key is hit, or when as many characters have been typed as | |
| spaces were inserted. | |
| 5. Other Special Characters | |
| There are some other characters that can be PRINTed for special | |
| functions, although they are not easily available from the keyboard. In | |
| order to get these into quotes, you must leave empty spaces for them in | |
| the line, hit <RETURN> or <SHIFT+RETURN>, and go back to the spaces with | |
| the cursor controls. Now you must hit <RVS ON>, to start typing reversed | |
| characters, and type the keys shown below: | |
| Function Type Appears As | |
| <SHIFT+RETURN> <SHIFT+M> | |
| switch to lower case <N> | |
| switch to upper case <SHIFT+N> | |
| disable case-switching keys <H> | |
| enable case-switching keys <I> | |
| 74 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| The <SHIFT+RETURN> will work in the LISTing as well as PRINTing, so | |
| editing will be almost impossible if this character is used. The LISTing | |
| will also look very strange. | |
| PRINT# | |
| TYPE: I/O Statement | |
| FORMAT: PRINT#<file-number>[<variable>][<,/;><variable>]... | |
| Actions: The PRINT# statement is used to write data items to a logical | |
| file. It must use the same number used to OPEN the file. Output goes to | |
| the device-number used in the OPEN statement. The <variable> expressions | |
| in the output-list can be of any type. The punctuation characters between | |
| items are the same as with the PRINT statement and they can be used in | |
| the same ways. The effects of punctuation are different in two | |
| significant respects. | |
| When PRINT# is used with tape files, the comma, instead of spacing | |
| by print zones, has the same effect as a semicolon. Therefore, whether | |
| blanks, commas, semicolons or no punctuation characters are used between | |
| data items, the effect on spacing is the same. The data items are written | |
| as a continuous stream of characters. Numeric items are followed by a | |
| space and, if positive, are preceded by a space. | |
| If no punctuation finishes the list, a carriage-return and a line-feed | |
| are written at the end of the data. If a comma or semicolon terminates | |
| the output-list, the carriage-return and line-feed are suppressed. Re- | |
| gardless of the punctuation, the next PRINT# statement begins output in | |
| the next available character position. The line-feed will act as a stop | |
| when using the INPUT# statement, leaving an empty variable when the next | |
| INPUT# is executed. The line-feed can be suppressed or compensated for as | |
| shown in the examples below. | |
| The easiest way to write more than one variable to a file on tape or | |
| disk is to set a string variable to CHR$(13), and use that string in be- | |
| tween all the other variables when writing the file. | |
| BASIC LANGUAGE VOCABULARY 75 | |
| ~ | |
| EXAMPLES of PRINT# Statement: | |
| 1) | |
| 10 OPEN 1,1,1,"TAPE FILE" | |
| 20 R$=CHR$(13) (By Changing the CHR$(13) to | |
| 30 PRINT#1,1;R$;2;R$;3;R$;4;R$;5 CHR$(44) you put a "," between | |
| 40 PRINT#1,6 each variable. CHR$(59) would | |
| 50 PRINT# 1,7 put a ";" between each variable.) | |
| 2) | |
| 10 CO$=CHR$(44):CR$=CHR$(13) | |
| 20 PRINT#1,"AAA"CO$"BBB", AAA,BBB CCCDDDEEE | |
| "CCC";"DDD";"EEE"CR$ (carriage return) | |
| "FFF"CR$; FFF(carriage return) | |
| 30 INPUT#1,A$,BCDE$,F$ | |
| 3) | |
| 5 CR$=CHR$(13) | |
| 10 PRINT#2,"AAA";CR$;"BBB" (10 blanks) AAA | |
| 20 PRINT#2,"CCC"; BBB | |
| (10 blanks)CCC | |
| 30 INPUT#2,A$,B$,DUMMY$,C$ | |
| READ | |
| TYPE: Statement | |
| FORMAT: READ <variable>[,<variable>]... | |
| Action: The READ statement is used to fill variable names from con- | |
| stants in DATA statements. The data actually read must agree with the | |
| variable types specified or the BASIC error message ?SYNTAX ERROR will | |
| result.(*) Variables in the DATA input-list must be separated by commas. | |
| A single READ statement can access one or more DATA statements, | |
| which will be accessed in order (see DATA), or several READ statements | |
| can access the same DATA statement. If more READ statements are executed | |
| than the number of elements in DATA statements(s) in the program, the | |
| 76 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| BASIC error message ?OUT OF DATA is printed. If the number of variables | |
| specified is fewer than the number of elements in the DATA statement(s), | |
| subsequent READ statements will continue reading at the next data | |
| element. (See RESTORE.) | |
| +-----------------------------------------------------------------------+ | |
| | *NOTE: The ?SYNTAX ERROR will appear with the line number from the | | |
| | DATA statement, NOT the READ statement. | | |
| +-----------------------------------------------------------------------+ | |
| EXAMPLES of READ Statement: | |
| 110 READ A,B,C$ | |
| 120 DATA 1,2,HELLO | |
| 100 FOR X=1 TO 10: READ A(X):NEXT | |
| 200 DATA 3.08, 5.19, 3.12, 3.98, 4.24 | |
| 210 DATA 5.08, 5.55, 4.00, 3.16, 3.37 | |
| (Fills array items (line 1) in order of constants shown (line 5)) | |
| 1 READ CITY$,STATE$,ZIP | |
| 5 DATA DENVER,COLORADO, 80211 | |
| REM | |
| TYPE: Statement | |
| FORMAT: REM [<remark>] | |
| Action:The REM statement makes your programs more easily understood | |
| when LISTed. It's a reminder to yourself to tell you what you had in | |
| mind when you were writing each section of the program. For instance, | |
| you might want to remember what a variable is used for, or some other | |
| useful information. The REMark can be any text, word, or character | |
| including the colon (:) or BASIC keywords. | |
| The REM statement and anything following it on the same line-number | |
| are ignored by BASIC, but REMarks are printed exactly as entered when | |
| the program is listed. A REM statement can be referred to by a GOTO or | |
| GOSUB statement, and the execution of the program will continue with | |
| the next higher program line having executable statements. | |
| BASIC LANGUAGE VOCABULARY 77 | |
| ~ | |
| EXAMPLES of REM Statement: | |
| 10 REM CALCULATE AVERAGE VELOCITY | |
| 20 FOR X= 1 TO 20 :REM LOOP FOR TWENTY VALUES | |
| 30 SUM=SUM + VEL(X): NEXT | |
| 40 AVG=SUM/20 | |
| RESTORE | |
| TYPE: Statement | |
| FORMAT: RESTORE | |
| Action: BASIC maintains an internal pointer to the next DATA constant | |
| to be READ. This pointer can be reset to the first DATA constant in a | |
| program using the RESTORE statement. The RESTORE statement can be | |
| used anywhere in the program to begin re-READing DATA. | |
| EXAMPLES of RESTORE Statement: | |
| 100 FOR X=1 TO 10: READ A(X): NEXT | |
| 200 RESTORE | |
| 300 FOR Y=1 TO 10: READ B(Y): NEXT | |
| 4000 DATA 3.08, 5.19, 3.12, 3.98, 4.24 | |
| 4100 DATA 5.08, 5.55, 4.00, 3.16, 3.37 | |
| (Fills the two arrays with identical data) | |
| 10 DATA 1,2,3,4 | |
| 20 DATA 5,6,7,8 | |
| 30 FOR L= 1 TO 8 | |
| 40 READ A: PRINT A | |
| 50 NEXT | |
| 60 RESTORE | |
| 70 FOR L= 1 TO 8 | |
| 80 READ A: PRINT A | |
| 90 NEXT | |
| 78 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| RETURN | |
| TYPE: Statement | |
| FORMAT: RETURN | |
| Action: The RETURN statement is used to exit from a subroutine called | |
| for by a GOSUB statement. RETURN restarts the rest of your program at | |
| the next executable statement following the GOSUB. If you are nesting | |
| subroutines, each GOSUB must be paired with at least one RETURN | |
| statement. A subroutine can contain any number of RETURN statements, | |
| but the first one encountered will exit the subroutine. | |
| EXAMPLE of RETURN Statement: | |
| 10 PRINT"THIS IS THE PROGRAM" | |
| 20 GOSUB 1000 | |
| 30 PRINT"PROGRAM CONTINUES" | |
| 40 GOSUB 1000 | |
| 50 PRINT"MORE PROGRAM" | |
| 60 END | |
| 1000 PRINT"THIS IS THE GOSUB":RETURN | |
| RIGHT$ | |
| TYPE: String Function | |
| FORMAT: RIGHT$ (<string>,<numeric>) | |
| Action: The RIGHT$ function returns a sub-string taken from the right- | |
| most end of the <string> argument. The length of the sub-string is | |
| defined by the <numeric> argument which can be any integer in the range | |
| of 0 to 255. If the value of the numeric expression is zero, then a null | |
| string ("") is returned. If the value you give in the <numeric> argument | |
| is greater than the length of the <string> then the entire string is | |
| returned. | |
| EXAMPLE of RIGHT$ Function: | |
| 10 MSG$="COMMODORE COMPUTERS" | |
| 20 PRINT RIGHT$(MSG$,9) | |
| RUN | |
| COMPUTERS | |
| BASIC LANGUAGE VOCABULARY 79 | |
| ~ | |
| RND | |
| TYPE: Floating-Point Function | |
| FORMAT: RND (<numeric>) | |
| Action: RND creates a floating-point random from 0.0 to 1.0. The | |
| computer generates a sequence of random numbers by performing cal- | |
| culations on a starting number, which in computer jargon is called a | |
| seed. The RND function is seeded on system power-up. The <numeric> | |
| argument is a dummy, except for its sign (positive, zero, or negative). | |
| If the <numeric> argument is positive, the same "pseudorandom" | |
| sequence of numbers is returned, starting from a given seed value. Dif- | |
| ferent number sequences will result from different seeds, but any se- | |
| quence is repeatable by starting from the same seed number. Having a | |
| known sequence of "random" numbers is useful in testing programs. | |
| If you choose a <numeric> argument of zero, then RND generates a | |
| number directly from a free-running hardware clock (the system "jiffy | |
| clock"). Negative arguments cause the RND function to be re-seeded | |
| with each function call. | |
| EXAMPLES of RND Function: | |
| 220 PRINT INT(RND(0)*50) (Return random integers 0-49) | |
| 100 X=INT(RND(1)*6)+INT(RND(1)*6)+2 (Simulates 2 dice) | |
| 100 X=INT(RND(1)*1000)+1 (Random integers from 1-1000) | |
| 100 X=INT(RND(1)*150)+100 (Random numbers from 100-249) | |
| 100 X=RND(1)*(U-L)+L (Random numbers between | |
| upper (U) and lower (L) limits) | |
| 80 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| RUN | |
| TYPE: Command | |
| FORMAT: RUN [<line-number>] | |
| Action: The system command RUN is used to start the program currently | |
| in memory. The RUN command causes an implied CLR operation to be | |
| performed before starting the program. You can avoid the CLeaRing | |
| operation by using CONT or GOTO to restart a program instead of RUN. If | |
| a <line-number> is specified, your program will start on that line. | |
| Otherwise, the RUN command starts at first line of the program. The RUN | |
| command can also be used within a program. If the <line-number> you | |
| specify doesn't exist, the BASIC error message UNDEF'D STATEMENT occurs. | |
| A RUNning program stops and BASIC returns to direct mode when an END or | |
| STOP statement is reached, when the last line of the program is finished, | |
| or when a BASIC error occurs during execution. | |
| EXAMPLES of RUN Command: | |
| RUN (Starts at first line of program) | |
| RUN 500 (Starts at line-number 500) | |
| RUN X (Starts at line X, or UNDEF'D STATEMENT ERROR | |
| if there is no line X) | |
| SAVE | |
| TYPE: Command | |
| FORMAT: SAVE ["<file-name>"][,<device-number>][,<address>] | |
| Action: The SAVE command is used to store the program that is cur- | |
| rently in memory onto a tape or diskette file. The program being SAVED | |
| is only affected by the command while the SAVE is happening. The program | |
| remains in the current computer memory even after the SAVE operation is | |
| completed until you put something else there by using another command. | |
| The file type will be "prg" (program). If the <device-number> is left | |
| out, then the C64 will automatically assume that you want the program | |
| saved on cassette, device number 1. If the <device-number> is an <8>, | |
| then the program is written onto disk. The SAVE statement can be used | |
| BASIC LANGUAGE VOCABULARY 81 | |
| ~ | |
| be used in your programs and execution will continue with the next | |
| statement after the SAVE is completed. | |
| Programs on tape are automatically stored twice, so that your Com- | |
| modore 64 can check for errors when LOADing the program back in. When | |
| saving programs to tape, the <file-name> and secondary <address> are | |
| optional. But following a SAVE with a program name in quotes ("") or | |
| by a string variable (---$) helps your Commodore 64 find each program | |
| more easily. If the file-name is left out it can NOT be LOADed by name | |
| later on. | |
| A secondary address of I will tell the KERNAL to LOAD the tape at a | |
| later time, with the program currently in memory instead of the normal | |
| 2048 location. A secondary address of 2 will cause an end-of-tape marker | |
| to follow the program. A secondary address of 3 combines both functions. | |
| When saving programs onto a disk, the <file-name> must be present. | |
| EXAMPLES of SAVE Command. | |
| SAVE (Write to tape without a name) | |
| SAVE"ALPHA",1 (Store on tape as file-name "alpha") | |
| SAVE"ALPHA",1,2 (Store "alpha" with end-of-tape marker) | |
| SAVE"FUN.DISK",8 (SAVES on disk (device 8 is the disk)) | |
| SAVE A$ (Store on tape with the name A$) | |
| 10 SAVE"HI" (SAVEs program and then move to next program line) | |
| SAVE"ME",1,3 (Stores at same memory location and puts an | |
| end-of-tope marker on) | |
| 82 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| SGN | |
| TYPE: Integer Function | |
| FORMAT: SGN (<numeric>) | |
| Action: SGN gives you an integer value depending upon the sign of the | |
| <numeric> argument. If the argument is positive the result is 1, if zero | |
| the result is also 0, if negative the result is -1. | |
| EXAMPLE of SGN Function: | |
| 90 ON SGN(DV)+2 GOTO 100, 200, 300 | |
| (jump to 100 if DV=negative, 200 if DV=0, 300 if DV=positive) | |
| SIN | |
| TYPE: Floating-Point Function | |
| FORMAT: SIN (<numeric>) | |
| Action: SIN gives you the sine of the <numeric> argument, in radians. | |
| The value of COS(X) is equal to SIN(x+3.14159265/2). | |
| EXAMPLE of SIN Function: | |
| 235 AA=SIN(1.5):PRINT AA | |
| .997494987 | |
| SPC | |
| TYPE: String Function | |
| FORMAT: SPC (<numeric>) | |
| Action: The SPC function is used to control the formatting of data, as | |
| either an output to the screen or into a logical file. The number of | |
| SPaCes given by the <numeric> argument are printed, starting at the first | |
| available position. For screen or tape files the value of the argument | |
| is in the range of 0 to 255 and for disk files up to 254. For printer | |
| files, an automatic carriage-return and line-feed will be performed by | |
| the printer if a SPaCe is printed in the last character position of a | |
| line. No SPaCes are printed on the following line. | |
| BASIC LANGUAGE VOCABULARY 83 | |
| ~ | |
| EXAMPLE of SPC Function: | |
| 10 PRINT"RIGHT "; "HERE &"; | |
| 20 PRINT SPC(5)"OVER" SPC(14)"THERE" | |
| RUN | |
| RIGHT HERE & OVER THERE | |
| SQR | |
| TYPE: Floating-Point Function | |
| FORMAT: SQR (<numeric>) | |
| Action: SQR gives you the value of the SQuare Root of the <numeric> | |
| argument. The value of the argument must not be negative, or the BASIC | |
| error message ?ILLEGAL QUANTITY will happen. | |
| EXAMPLE of SQR Function: | |
| FOR J = 2 TO 5: PRINT J*S, SQR(J*5): NEXT | |
| 10 3.16227766 | |
| 15 3.87298335 | |
| 20 4.47213595 | |
| 25 5 | |
| READY | |
| STATUS | |
| TYPE: Integer Function | |
| FORMAT: STATUS | |
| Action: Returns a completion STATUS for the last input/output operation | |
| which was performed on an open file. The STATUS can be read from any | |
| peripheral device. The STATUS (or simply ST) keyword is a system defined | |
| 84 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| variable-name into which the KERNAL puts the STATUS of I/O operations. | |
| A table of STATUS code values for tape, printer, disk and RS-232 file | |
| operations is shown below: | |
| +---------+------------+---------------+------------+-------------------+ | |
| | ST Bit | ST Numeric | Cassette | Serial | Tape Verify | | |
| | Position| Value | Read | Bus R/W | + Load | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 0 | 1 | | time out | | | |
| | | | | write | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 1 | 2 | | time out | | | |
| | | | | read | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 2 | 4 | short block | | short block | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 3 | 8 | long block | | long block | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 4 | 16 | unrecoverable | | any mismatch | | |
| | | | read error | | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 5 | 32 | checksum | | checksum | | |
| | | | error | | error | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 6 | 64 | end of file | EOI | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 7 | -128 | end of tape | device not | end of tape | | |
| | | | | present | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| EXAMPLES of STATUS Function: | |
| 10 OPEN 1,4:OPEN 2,8,4,"MASTER FILE,SEQ,W" | |
| 20 GOSUB 100:REM CHECK STATUS | |
| 30 INPUT#2,A$,B,C | |
| 40 IF STATUS AND 64 THEN 80:REM HANDLE END-OF-FILE | |
| 50 GOSUB 100:REM CHECK STATUS | |
| 60 PRINT#1,A$,B;C | |
| 70 GOTO 20 | |
| 80 CLOSE1:CLOSE2 | |
| 90 GOSUB 100:END | |
| 100 IF ST > 0 THEN 9000:REM HANDLE FILE I/O ERROR | |
| 110 RETURN | |
| BASIC LANGUAGE VOCABULARY 85 | |
| ~ | |
| STEP | |
| TYPE: Statement | |
| FORMAT: [STEP <expression>] | |
| Action: The optional STEP keyword follows the <end-value> expression in | |
| a FOR statement. It defines an increment value for the loop counter | |
| variable. Any value can be used as the STEP increment. Of course, a STEP | |
| value of zero will loop forever. If the STEP keyword is left out, the | |
| increment value will be + 1. When the NEXT statement in a FOR loop is | |
| reached, the STEP increment happens. Then the counter is tested against | |
| the end-value to see if the loop is finished. (See FOR statement for more | |
| information.) | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The STEP value can NOT be changed once it's in the loop. | | |
| +-----------------------------------------------------------------------+ | |
| EXAMPLES of STEP Statement: | |
| 25 FOR XX=2 TO 20 STEP 2 (Loop repeats 10 times) | |
| 35 FOR ZZ=0 TO -20 STEP -2 (Loop repeats 11 times) | |
| STOP | |
| TYPE: Statement | |
| FORMAT: STOP | |
| Action: The STOP statement is used to halt execution of the current | |
| program and return to direct mode. Typing the <RUN/STOP> key on the | |
| keyboard has the same effect as a STOP statement. The BASIC error message | |
| ?BREAK IN LINE nnnnn is displayed on the screen, followed by READY. The | |
| "nnnnn" is the line-number where the STOP occurs. Any open files remain | |
| open and all variables are preserved and can be examined. The program can | |
| be restarted by using CONT or GOTO statements. | |
| EXAMPLES of STOP Statement: | |
| 10 INPUT#1,AA,BB,CC | |
| 20 IF AA=BB AND BB=CC THEN STOP | |
| 30 STOP | |
| (If the variable AA is -1 and BB is equal to CC then:) | |
| BREAK IN LINE 20 | |
| BREAK IN LINE 30 (For any other data values) | |
| 86 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| STR$ | |
| TYPE: String Function | |
| FORMAT: STR$ (<numeric>) | |
| Action: STR$ gives you the STRing representation of the numeric value | |
| of the argument. When the STR$ value is converted to each variable | |
| represented in the <numeric> argument, any number shown is followed by | |
| a space and, if it's positive, it is also preceded by a space. | |
| EXAMPLE of STR$ Function: | |
| 100 FLT = 1.5E4: ALPHA$ = STR$(FLT) | |
| 110 PRINT FLT, ALPHA$ | |
| 15000 15000 | |
| SYS | |
| TYPE: Statement | |
| FORMAT: SYS <memory-location> | |
| Action: This is the most common way to mix a BASIC program with a | |
| machine language program. The machine language program begins at the | |
| location given in the SYS statement. The system command SYS is used in | |
| either direct or program mode to transfer control of the microprocessor | |
| to an existing machine language program in memory. The memory-location | |
| given is by numeric expression and can be anywhere in memory, RAM or ROM. | |
| When you're using the SYS statement you must end that section of | |
| machine language code with an RTS (ReTurn from Subroutine) instruction | |
| so that when the machine language program is finished, the BASIC | |
| execution will resume with the statement following the SYS command. | |
| EXAMPLES of SYS Statement: | |
| SYS 64738 (Jump to System Cold Start in ROM) | |
| 10 POKE 4400,96:SYS 4400 (Goes to machine code location 4400 | |
| and returns immediately) | |
| BASIC LANGUAGE VOCABULARY 87 | |
| ~ | |
| TAB | |
| TYPE: String Function | |
| FORMAT: TAB (<numeric>) | |
| Action: The TAB function moves the cursor to a relative SPC move | |
| position on the screen given by the <numeric> argument, starting with | |
| the left-most position of the current line. The value of the argument can | |
| range from 0 to 255. The TAB function should only be used with the PRINT | |
| statement, since it has no effect if used with PRINT# to a logical | |
| file. | |
| EXAMPLE of TAB Function: | |
| 100 PRINT"NAME" TAB(25) "AMOUNT": PRINT | |
| 110 INPUT#1, NAM$, AMT$ | |
| 120 PRINT NAM$ TAB(25) AMT$ | |
| NAME AMOUNT | |
| G.T. JONES 25. | |
| TAN | |
| TYPE: Floating-Point Function | |
| FORMAT: TAN (<numeric>) | |
| Action: Returns the tangent of the value of the <numeric> expression | |
| in radians. If the TAN function overflows, the BASIC error message | |
| ?DIVISION BY ZERO is displayed. | |
| EXAMPLE of TAN Function: | |
| 10 XX=.785398163: YY=TAN(XX):PRINT YY | |
| 1 | |
| 88 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| TIME | |
| TYPE: Numeric Function | |
| FORMAT: TI | |
| Action: The TI function reads the interval Timer. This type of "clock" | |
| is called a "jiffy clock." The "jiffy clock" value is set at zero | |
| (initialized) when you power-up the system. This 1/60 second interval | |
| timer is turned off during tape I/O. | |
| EXAMPLE of TI Function: | |
| 10 PRINT TI/60 "SECONDS SINCE POWER UP" | |
| TIME$ | |
| TYPE: String Function | |
| FORMAT: TI$ | |
| Action: The TI$ timer looks and works like a real clock as long as your | |
| system is powered-on. The hardware interval timer (or jiffy clock) is | |
| read and used to update the value of TI$, which will give you a TIme | |
| $tring of six characters in hours, minutes and seconds. The TI$ timer can | |
| also be assigned an arbitrary starting point similar to the way you set | |
| your wristwatch. The value of TI$ is not accurate after tape I/O. | |
| EXAMPLE of TI$ Function: | |
| 1 TI$ = "000000": FOR J=1 TO 10000: NEXT: PRINT TI$ | |
| 000011 | |
| BASIC LANGUAGE VOCABULARY 89 | |
| ~ | |
| USR | |
| TYPE: Floating-Point Function | |
| FORMAT: USR (<numeric>) | |
| Action: The USR function jumps to a User callable machine language | |
| SubRoutine which has its starting address pointed to by the contents of | |
| memory locations 785-786. The starting address is established before | |
| calling the USR function by using POKE statements to set up locations | |
| 785-786. Unless POKE statements are used, locations 785-786 will give | |
| you an ?ILLEGAL QUANTITY error message. | |
| The value of the <numeric> argument is stored in the floating-point | |
| accumulator starting at location 97, for access by the Assembler code, | |
| and the result of the USR function is the value which ends up there when | |
| the subroutine returns to BASIC. | |
| EXAMPLES of USR Function: | |
| 10 B=T*SIN(Y) | |
| 20 C=USR(B/2) | |
| 30 D=USR(B/3) | |
| VAL | |
| TYPE: Numeric Function | |
| FORMAT: VAL (<string>) | |
| Action: Returns a numeric VALue representing the data in the <string> | |
| argument. If the first non-blank character of the string is not a plus | |
| sign (+), minus sign (-), or a digit the VALue returned is zero. String | |
| conversion is finished when the end of the string or any non-digit | |
| character is found (except decimal point or exponential e). | |
| EXAMPLE of VAL Function: | |
| 10 INPUT#1, NAM$, ZIP$ | |
| 20 IF VAL(ZIP$) < 19400 OR VAL(ZIP$) > 96699 | |
| THEN PRINT NAM$ TAB(25) "GREATER PHILADELPHIA" | |
| 90 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| VERIFY | |
| TYPE: Command | |
| FORMAT: VERIFY ["<file-name>"][,<device>] | |
| Action: The VERIFY command is used, in direct or program mode, to compare | |
| the contents of a BASIC program file on tape or disk with the program | |
| currently in memory. VERIFY is normally used right after a SAVE, to make | |
| sure that the program was stored correctly on tape or disk. | |
| If the <device> number is left out, the program is assumed to be on | |
| the Datassette(TM) which is device number 1. For tape files, if the | |
| <file-name> is left out, the next program found on the tape will be com- | |
| pared. For disk files (device number 8), the file-name must be present. | |
| If any differences in program text are found, the BASIC error message | |
| ?VERIFY ERROR is displayed. | |
| A program name can be given either in quotes or as a string variable. | |
| VERIFY is also used to position a tape just past the last program, so | |
| that a new program can be added to the tape without accidentally writing | |
| over another program. | |
| EXAMPLES of VERIFY Command: | |
| VERIFY (Checks 1st program on tape) | |
| PRESS PLAY ON TAPE | |
| OK | |
| SEARCHING | |
| FOUND <FILENAME> | |
| VERIFYING | |
| 9000 SAVE "ME",8: | |
| 9010 VERIFY "ME",8 (Looks at device 8 for the program) | |
| BASIC LANGUAGE VOCABULARY 91 | |
| ~ | |
| WAIT | |
| TYPE: Statement | |
| FORMAT: WAIT <location>,<mask-1>[,<mask-2>] | |
| Action: The WAIT statement causes program execution to be suspended | |
| until a given memory address recognizes a specified bit pattern. In other | |
| words WAIT can be used to halt the program until some external event has | |
| occurred. This is done by monitoring the status of bits in the input/ | |
| output registers, The data items used with WAIT can be any numeric | |
| expressions, but they will be converted to integer values. For most | |
| programmers, this statement should never be used. It causes the program | |
| to halt until a specific memory location's bits change in a specific way. | |
| This is used for certain I/O operations and almost nothing else. | |
| The WAIT statement takes the value in the memory location and performs | |
| a logical AND operation with the value in mask-1. If there is a mask-2 in | |
| the statement, the result of the first operation is exclusive-ORed with | |
| mask-2. In other words mask-1 "filters out" any bits that you don't want | |
| to test. Where the bit is 0 in mask-1, the corresponding bit in the | |
| result will always be 0. The mask-2 value flips any bits, so that you | |
| can test for an off condition as well as an on condition, Any bits being | |
| tested for a 0 should have a I in the corresponding position in mask-2. | |
| If corresponding bits of the <mask-1> and <mask-2> operands differ, the | |
| exclusive-OR operation gives a bit result of 1. If corresponding bits get | |
| the same result the bit is 0. It is possible to enter an infinite pause | |
| with the WAIT statement, in which case the <RUN/STOP> and <RESTORE> keys | |
| can be used to recover. Hold down the <RUN/STOP> key and then press | |
| <RESTORE>. The first example below WAITs until a key is pressed on the | |
| tape unit to continue with the program. The second example will WAIT | |
| until a sprite collides with the screen background. | |
| EXAMPLES of WAIT Statement: | |
| WAIT 1,32,32 | |
| WAIT 53273,6,6 | |
| WAIT 36868,144,16 (144 & 16 are masks. 144=10010000 in binary | |
| and 16=10000 in binary. The WAIT statement | |
| will halt the program until the 128 bit is | |
| on or until the 16 bit is off) | |
| 92 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| THE COMMODORE 64 KEYBOARD | |
| AND FEATURES | |
| The Operating System has a ton-character keyboard "buffer" that is used | |
| to hold incoming keystrokes until they can be processed. This buffer, or | |
| queue, holds keystrokes in the order in which they occur so that the | |
| first one put into the queue is the first one processed. For example, if | |
| a second keystroke occurs before the first can be processed, the second | |
| character Is stored in the buffer, while processing of the first | |
| character continues. After the program has finished with the first | |
| character, the keyboard buffer is examined for more data, and the second | |
| keystroke processed. Without this buffer, rapid keyboard input would | |
| occasionally drop characters. | |
| In other words, the keyboard buffer allows you to "type-ahead" of the | |
| system, which means it can anticipate responses to INPUT prompts or GET | |
| statements. As you type on the keys their character values are lined up, | |
| single-file (queued) into the buffer to wait for processing in the order | |
| the keys were struck. This type-ahead feature can give you an occasional | |
| problem where an accidental keystroke causes a program to fetch an | |
| incorrect character from the buffer. | |
| Normally, incorrect keystrokes present no problem, since they can be | |
| corrected by the CuRSoR-Left <CRSR LEFT> or DELete <INST/DEL> keys and | |
| then retyping the character, and the corrections will be processed before | |
| a following carriage-return. However, if you press the <RETURN> key, no | |
| corrective action is possible, since all characters in the buffer up to | |
| and including the carriage-return will be processed before any cor- | |
| rections. This situation can be avoided by using a loop to empty the | |
| keyboard buffer before reading an intended response: | |
| 10 GET JUNK$: IF JUNK$ <>"" THEN 10: REM EMPTY THE KEYBOARD BUFFER | |
| In addition to GET and INPUT, the keyboard can also be read using | |
| PEEK to fetch from memory location 197 ($00C5) the integer value of the | |
| key currently being pressed. If no key Is being held when the PEEK is | |
| executed, a value of 64 is returned, The numeric keyboard values, | |
| keyboard symbols and character equivalents (CHR$) are shown in Ap- | |
| pendix C. The following example loops until a key is pressed then con- | |
| verts the integer to a character value. | |
| 10 AA=PEEK(197): IF AA=64 THEN 10 | |
| 20 BB$=CHR$(AA) | |
| BASIC LANGUAGE VOCABULARY 93 | |
| ~ | |
| The keyboard is treated as a set of switches organized into a matrix | |
| of 8 columns by 8 rows. The keyboard matrix is scanned for key switch- | |
| closures by the KERNAL using the CIA #l 1/0 chip (MOS 6526 Complex | |
| Interface Adapter). Two CIA registers are used to perform the scan: | |
| register #0 at location 56320 ($DC00) for keyboard columns and | |
| register #l at location 56321 ($DC01) for keyboard rows. | |
| Bits 0-7 of memory location 56320 correspond to the columns 0-7. Bits | |
| 0-7 of memory location 56321 correspond to rows 0-7. By writing column | |
| values in sequence, then reading row values, the KERNAL decodes the | |
| switch closures into the CHR$ (N) value of the key pressed. | |
| Eight columns by eight rows yields 64 possible values. However, if you | |
| first strike the <RVS ON>, <CTRL> or <C=> keys or hold down the <SHIFT> | |
| key and type a second character, additional values are generated. This is | |
| because the KERNAL decodes these keys separately and "remembers" when one | |
| of the control keys was pressed. The result of the keyboard scan is then | |
| placed in location 197. | |
| Characters can also be written directly to the keyboard buffer at lo- | |
| cations 631-640 using a POKE statement. These characters will be | |
| processed when the POKE is used to set a character count into location | |
| 198. These facts can be used to cause a series of direct-mode commands to | |
| be executed automatically by printing the statements onto the screen, | |
| putting carriage-returns into the buffer, and then setting the character | |
| count. In the example below, the program will LIST itself to the printer | |
| and then resume execution. | |
| 10 PRINT CHR$(147)"PRINT#1: CLOSE 1: GOTO 50" | |
| 20 POKE 631119: POKE 632,13: POKE 633,13: POKE 198,3 | |
| 30 OPEN 114: CMD1: LIST | |
| 40 END | |
| 50 REM PROGRAM RE-STARTS HERE | |
| SCREEN EDITOR | |
| The SCREEN EDITOR provides you with powerful and convenient facilities | |
| for editing program text. Once a section of a program is listed to the | |
| screen, the cursor keys and other special keys are used to move around | |
| the screen so that you can make any appropriate changes. After making all | |
| the changes you want to a specific line-number of text, hitting the | |
| <RETURN> key anywhere on the line, causes the SCREEN EDITOR to read the | |
| entire 80-character logical screen line. | |
| 94 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| The text is then passed to the Interpreter to be tokenized and stored | |
| in the program. The edited line replaces the old version of that line in | |
| memory. An additional copy of any line of text can be created simply by | |
| changing the line-number and pressing <RETURN>. | |
| If you use keyword abbreviations which cause a program line to exceed | |
| 80 characters, the excess characters will be lost when that line is | |
| edited, because the EDITOR will read only two physical screen lines. This | |
| is also why using INPUT for more than a total of 80 characters is not | |
| possible. Thus, for all practical purposes, the length of a line of BASIC | |
| text is limited to 80 characters as displayed on the screen. | |
| Under certain conditions the SCREEN EDITOR treats the cursor control | |
| keys differently from their normal mode of handling. If the CuRSoR is | |
| positioned to the right of an odd number of double-quote marks (") the | |
| EDITOR operates in what is known as the QUOTE-MODE. | |
| In quote mode data characters are entered normally but the cursor | |
| controls no longer move the CuRSoR, instead reversed characters are | |
| displayed which actually stand for the cursor control being entered. The | |
| same is true of the color control keys. This allows you to include cursor | |
| and color controls inside string data items in programs. You will find | |
| that this is a very important and powerful feature. That's because when | |
| the text inside the quotes is printed to the screen it performs the | |
| cursor positioning and color control functions automatically as part of | |
| the string. An example of using cursor controls in strings is: | |
| You type --> 10 PRINT"A(R)(R)B(L)(L)(L)C(R)(R)D": REM(R)=CRSR | |
| RIGHT, (L)=CRSR LEFT | |
| Computer prints --> AC BD | |
| The <DEL> key is the only cursor control NOT affected by quote mode. | |
| Therefore, if an error is made while keying in quote mode, the | |
| <CRSR LEFT> key can't be used to back up and strike over the error - | |
| even the <INST> key produces a reverse video character. Instead, finish | |
| entering the line, and then, after hitting the <RETURN> key, you can | |
| edit the line normally. Another alternative, if no further cursor- | |
| controls are needed in the string, is to press the <RUN/STOP> and | |
| <RESTORE> keys which will cancel QUOTE MODE. The cursor control keys | |
| that you can use in strings are shown in Table 2-2. | |
| BASIC LANGUAGE VOCABULARY 95 | |
| ~ | |
| Table 2-2. Cursor Control Characters in QUOTE MODE | |
| ------------------------------------------------------------------------- | |
| Control Key Appearance | |
| ------------------------------------------------------------------------- | |
| CRSR up | |
| CRSR down | |
| CRSR left | |
| CRSR right | |
| CLR | |
| HOME | |
| INST | |
| ------------------------------------------------------------------------- | |
| When you are NOT in quote mode, holding down the <SHIFT> key and then | |
| pressing the INSerT <INST> key shifts data to the right of the cursor to | |
| open up space between two characters for entering data between them. The | |
| Editor then begins operating in INSERT MODE until all of the space opened | |
| up is filled. | |
| The cursor controls and color controls again show as reversed char- | |
| acters in insert mode. The only difference occurs on the DELete and | |
| INSerT <INST/DEL> key. The <DEL> instead of operating normally as in | |
| the quote mode, now creates the reversed <T>. The <INST> key, which | |
| created a reverse character in quote mode, inserts spaces normally. | |
| This means that a PRINT statement can be created, containing DELetes, | |
| which can't be done in quote mode. The insert mode is cancelled by | |
| pressing the <RETURN>, <SHIFT> and <RETURN>, or <RUN/STOP> and <RESTORE> | |
| keys. Or you can cancel the insert mode by filling all the inserted | |
| spaces. An example of using DEL characters in strings is: | |
| 10 PRINT"HELLO"<DEL><INST><INST><DEL><DEL>P" | |
| (Keystroke sequence shown above, appearance when listed below) | |
| 10 PRINT"HELP" | |
| When the example is RUN, the word displayed will be HELP, because the | |
| letters LO are deleted before the P is printed. The DELete character in | |
| strings will work with LIST as well as PRINT. You can use this to "hide" | |
| part or all of a line of text using this technique. However, trying to | |
| edit a line with these characters will be difficult if not impossible. | |
| 96 BASIC LANGUAGE VOCABULARY | |
| ~ | |
| There are some other characters that can be printed for special func- | |
| tions, although they are not easily available from the keyboard. In order | |
| to get these into quotes, you must leave empty spaces for them in the | |
| line, press <RETURN>, and go back to edit the line. Now you hold down | |
| the <CTRL> (ConTRoL) key and type <RVS ON> (ReVerSe-ON) to start typing | |
| reversed characters. Type the keys as shown below: | |
| Key Function Key Entered Appearance | |
| Shifted RETURN <SHIFT+M> | |
| Switch to upper/lower case <N> | |
| Switch to upper/graphics <SHIFT+N> | |
| Holding down the <SHIFT> key and hitting <RETURN> causes a carriage- | |
| return and line-feed on the screen but does not end the string. This | |
| works with LIST as well as PRINT, so editing will be almost impossible if | |
| this character is used. When output is switched to the printer via the | |
| CMD statement, the reverse "N" character shifts the printer into its | |
| upper-lower case character set and the <SHIFT> "N" shifts the printer | |
| into the upper-case/graphics character set. | |
| Reverse video characters can be included in strings by holding down | |
| the ConTRoL <CTRL> key and pressing ReVerSe <RVS>, causing a reversed R | |
| to appear inside the quotes. This will make all characters print in | |
| reverse video (like a negative of a photograph). To end the reverse | |
| printing, press <CTRL> and <RVS OFF> (ReVerSe OFF) by holding down the | |
| <CTRL> key and typing the <RVS OFF> key, which prints a reverse R. | |
| Numeric data can be printed in reverse video by first printing a | |
| CHR$(18). Printing a CHR$(146) or a carriage-return will cancel reverse | |
| video output. | |
| BASIC LANGUAGE VOCABULARY 97 | |
| ~~ | |
| CHAPTER 3 | |
| PROGRAMMING | |
| GRAPHICS | |
| ON THE | |
| COMMODORE 64 | |
| o Graphics Overview | |
| o Graphics Locations | |
| o Standard Character Mode | |
| o Programmable Characters | |
| o Multi-Color Mode Graphics | |
| o Extended Background Color Mode | |
| o Bit Mapped Graphics | |
| o Multi-Color Bit Map Mode | |
| o Smooth Scrolling | |
| o Sprites | |
| o Other Graphics Features | |
| o Programming Sprites - | |
| Another Look | |
| 99 | |
| ~ | |
| GRAPHICS OVERVIEW | |
| All of the graphics abilities of the Commodore 64 come from the 6567 | |
| Video Interface Chip (also known as the VIC-II chip). This chip gives a | |
| variety of graphics modes, including a 40 column by 25 line text display, | |
| a 320 by 200 dot high resolution display, and SPRITES, small movable | |
| objects which make writing games simple. And if this weren't enough, | |
| many of the graphics modes can be mixed on the same screen. It is | |
| possible, for example, to define the top half of the screen to be in | |
| high resolution mode, while the bottom half is in text mode. And SPRITES | |
| will combine with anything! More on sprites later. First the other | |
| graphics modes. | |
| The VIC-II chip has the following graphics display modes: | |
| A) CHARACTER DISPLAY MODES | |
| 1) Standard Character Mode | |
| a)ROM characters | |
| b)RAM programmable characters | |
| 2) Multi-Color Character Mode | |
| a)ROM characters | |
| b)RAM programmable characters | |
| 3) Extended Background Color Mode | |
| a)ROM characters | |
| b)RAM programmable characters | |
| B) BIT MAP MODES | |
| 1) Standard Bit Map Mode | |
| 2) Multi-Color Bit Map Mode | |
| C) SPRITES | |
| 1) Standard Sprites | |
| 2) Multi-Color Sprites | |
| 100 PROGRAMMING GRAPHICS | |
| ~ | |
| GRAPHICS LOCATIONS | |
| Some general information first. There are 1000 possible locations on | |
| the Commodore 64 screen. Normally, the screen starts at location 1024 | |
| ($0400 in HEXadecimal notation) and goes to location 2023. Each of | |
| these locations is 8 bits wide. This means that it can hold any integer | |
| number from 0 to 255. Connected with screen memory is a group of 1000 | |
| locations called COLOR MEMORY or COLOR RAM. These start at location 55296 | |
| ($D800 in HEX) and go up to 56295. Each of the color RAM locations is 4 | |
| bits wide, which means that it can hold any integer number from 0 to 15. | |
| Since there are 16 possible colors that the Commodore 64 can use, this | |
| works out well. | |
| In addition, there are 256 different characters that can be displayed | |
| at any time. For normal screen display, each of the 1000 locations in | |
| screen memory contains a code number which tells the VIC-II chip which | |
| character to display at that screen location. | |
| The various graphics modes are selected by the 47 CONTROL registers in | |
| the VIC-II chip. Many of the graphics functions can be controlled by | |
| POKEing the correct value into one of the registers. The VIC-II chip is | |
| located starting at 53248 ($D000 in HEX) through 53294 ($D02E in HEX). | |
| VIDEO BANK SELECTION | |
| The VIC-II chip can access ("see") 16K of memory at a time. Since there | |
| is 64K of memory in the Commodore 64, you want to be able to have the | |
| VIC-II chip see all of it. There is a way. There are 4 possible BANKS | |
| (or sections) of 16K of memory. All that is needed is some means of | |
| controlling which 16K bank the VIC-II chip looks at. In that way, the | |
| chip can "see" the entire 64K of memory. The BANK SELECT bits that allow | |
| you access to all the different sections of memory are located in the | |
| 6526 COMPLEX INTERFACE ADAPTER CHIP #2 (CIA #2). The POKE and PEEK BASIC | |
| statements (or their machine language versions) are used to select a | |
| bank, by controlling bits 0 and 1 of PORT A of CIA#2 (location 56576 (or | |
| $DD00 HEX)). These 2 bits must be set to outputs by setting bits 0 and 1 | |
| of location 56578 ($DD02,HEX) to change banks. The following example | |
| shows this: | |
| POKE 56578,PEEK(56578)OR 3: REM MAKE SURE BITS 0 AND 1 ARE OUTPUTS | |
| POKE 56576,(PEEK(56576)AND 252)OR A: REM CHANGE BANKS | |
| "A" should have one of the following values: | |
| PROGRAMMING GRAPHICS 101 | |
| ~ | |
| +-------+------+-------+----------+-------------------------------------+ | |
| | VALUE | BITS | BANK | STARTING | VIC-II CHIP RANGE | | |
| | OF A | | | LOCATION | | | |
| +-------+------+-------+----------+-------------------------------------+ | |
| | 0 | 00 | 3 | 49152 | ($C000-$FFFF)* | | |
| | 1 | 01 | 2 | 32768 | ($8000-$BFFF) | | |
| | 2 | 10 | 1 | 16384 | ($4000-$7FFF)* | | |
| | 3 | 11 | 0 | 0 | ($0000-$3FFF) (DEFAULT VALUE) | | |
| +-------+------+-------+----------+-------------------------------------+ | |
| This 16K bank concept is part of everything that the VIC-II chip does. | |
| You should always be aware of which bank the VIC-II chip is pointing at, | |
| since this will affect where character data patterns come from, where the | |
| screen is, where sprites come from, etc. When you turn on the power of | |
| your Commodore 64, bits 0 and 1 of location 56576 are automatically set | |
| to BANK 0 ($0000-$3FFF) for all display information. | |
| +-----------------------------------------------------------------------+ | |
| | *NOTE: The Commodore 64 character set is not available to the VIC-II | | |
| | chip in BANKS 1 and 3. (See character memory section.) | | |
| +-----------------------------------------------------------------------+ | |
| SCREEN MEMORY | |
| The location of screen memory can be changed easily by a POKE to | |
| control register 53272 ($D018 HEX). However, this register is also used | |
| to control which character set is used, so be careful to avoid disturbing | |
| that part of the control register. The UPPER 4 bits control the location | |
| of screen memory. To move the screen, the following statement should be | |
| used: | |
| POKE53272,(PEEK(53272)AND15)OR A | |
| 102 PROGRAMMING GRAPHICS | |
| ~ | |
| Where "A" has one of the following values: | |
| +---------+------------+-----------------------------+ | |
| | | | LOCATION* | | |
| | A | BITS +---------+-------------------+ | |
| | | | DECIMAL | HEX | | |
| +---------+------------+---------+-------------------+ | |
| | 0 | 0000XXXX | 0 | $0000 | | |
| | 16 | 0001XXXX | 1024 | $0400 (DEFAULT) | | |
| | 32 | 0010XXXX | 2048 | $0800 | | |
| | 48 | 0011XXXX | 3072 | $0C00 | | |
| | 64 | 0100XXXX | 4096 | $1000 | | |
| | 80 | 0101XXXX | 5120 | $1400 | | |
| | 96 | 0110XXXX | 6144 | $1800 | | |
| | 112 | 0111XXXX | 7168 | $1C00 | | |
| | 128 | 1000XXXX | 8192 | $2000 | | |
| | 144 | 1001XXXX | 9216 | $2400 | | |
| | 160 | 1010XXXX | 10240 | $2800 | | |
| | 176 | 1011XXXX | 11264 | $2C00 | | |
| | 192 | 1100XXXX | 12288 | $3000 | | |
| | 208 | 1101XXXX | 13312 | $3400 | | |
| | 224 | 1110XXXX | 14336 | $3800 | | |
| | 240 | 1111XXXX | 15360 | $3C00 | | |
| +---------+------------+---------+-------------------+ | |
| +-----------------------------------------------------------------------+ | |
| | * Remember that the BANK ADDRESS of the VIC-II chip must be added in. | | |
| | You must also tell the KERNAL'S screen editor where the screen is as | | |
| | follows: POKE 648, page (where page = address/256, e.g., 1024/256= 4, | | |
| | so POKE 648,4). | | |
| +-----------------------------------------------------------------------+ | |
| COLOR MEMORY | |
| Color memory can NOT move. It is always located at locations 55296 | |
| ($D800) through 56295 ($DBE7). Screen memory (the 1000 locations starting | |
| at 1024) and color memory are used differently in the different graphics | |
| modes. A picture created in one mode will often look completely different | |
| when displayed in another graphics mode. | |
| CHARACTER MEMORY | |
| Exactly where the VIC-II gets it character information is important to | |
| graphic programming. Normally, the chip gets the shapes of the characters | |
| PROGRAMMING GRAPHICS 103 | |
| ~ | |
| you want to be displayed from the CHARACTER GENERATOR ROM. In this chip | |
| are stored the patterns which make up the various letters, numbers, | |
| punctuation symbols, and the other things that you see on the keyboard. | |
| One of the features of the Commodore 64 is the ability to use patterns | |
| located in RAM memory. These RAM patterns are created by you, and that | |
| means that you can have an almost infinite set of symbols for games, | |
| business applications, etc. | |
| A normal character set contains 256 characters in which each character | |
| is defined by 8 bytes of data. Since each character takes up 8 bytes this | |
| means that a full character set is 256*8=2K bytes of memory. Since the | |
| VIC-II chip looks at 16K of memory at a time, there are 8 possible | |
| locations for a complete character set. Naturally, you are free to use | |
| less than a full character set. However, it must still start at one of | |
| the 8 possible starting locations. | |
| The location of character memory is controlled by 3 bits of the VIC-II | |
| control register located at 53272 ($D018 in HEX notation). Bits 3,2, and | |
| 1 control where the characters' set is located in 2K blocks. Bit 0 is ig- | |
| nored. Remember that this is the same register that determines where | |
| screen memory is located so avoid disturbing the screen memory bits. To | |
| change the location of character memory, the following BASIC statement | |
| can be used: | |
| POKE 53272,(PEEK(53272)AND240)OR A | |
| Where A is one of the following values: | |
| +-----+----------+------------------------------------------------------+ | |
| |VALUE| | LOCATION OF CHARACTER MEMORY* | | |
| | of A| BITS +-------+----------------------------------------------+ | |
| | | |DECIMAL| HEX | | |
| +-----+----------+-------+----------------------------------------------+ | |
| | 0 | XXXX000X | 0 | $0000-$07FF | | |
| | 2 | XXXX001X | 2048 | $0800-$0FFF | | |
| | 4 | XXXX010X | 4096 | $1000-$17FF ROM IMAGE in BANK 0 & 2 (default)| | |
| | 6 | XXXX011X | 6144 | $1800-$1FFF ROM IMAGE in BANK 0 & 2 | | |
| | 8 | XXXX100X | 8192 | $2000-$27FF | | |
| | 10 | XXXX101X | 10240 | $2800-$2FFF | | |
| | 12 | XXXX110X | 12288 | $3000-$37FF | | |
| | 14 | XXXX111X | 14336 | $3800-$3FFF | | |
| +-----+----------+-------+----------------------------------------------+ | |
| +-----------------------------------------------------------------------+ | |
| | * Remember to add in the BANK address. | | |
| +-----------------------------------------------------------------------+ | |
| 104 PROGRAMMING GRAPHICS | |
| ~ | |
| The ROM IMAGE in the above table refers to the character generator ROM. | |
| It appears in place of RAM at the above locations in bank 0. it also | |
| appears in the corresponding RAM at locations 36864-40959 ($9000-$9FFF) | |
| in bank 2. Since the VIC-II chip can only access 16K of memory at a time, | |
| the ROM character patterns appear in the 16K block of memory the VIC-II | |
| chip looks at. Therefore, the system was designed to make the VIC-II chip | |
| think that the ROM characters are at 4096-8191 ($1000-$1FFF) when your | |
| data is in bank 0, and 36864-40959 ($9000-$9FFF) when your data is in | |
| bank 2, even though the character ROM is actually at location 53248-57343 | |
| ($D000-$DFFF). This imaging only applies to character data as seen by the | |
| VIC-II chip. It can be used for programs, other data, etc., just like any | |
| other RAM memory. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: If these ROM images got in the way of your own graphics, then | | |
| | set the BANK SELECT BITS to one of the BANKS without the images | | |
| | (BANKS 1 or 3). The ROM patterns won't be there. | | |
| +-----------------------------------------------------------------------+ | |
| The location and contents of the character set in ROM are as follows: | |
| +-----+-------------------+-----------+---------------------------------+ | |
| | | ADDRESS | VIC-II | | | |
| |BLOCK+-------+-----------+ IMAGE | CONTENTS | | |
| | |DECIMAL| HEX | | | | |
| +-----+-------+-----------+-----------+---------------------------------+ | |
| | 0 | 53248 | D000-D1FF | 1000-11FF | Upper case characters | | |
| | | 53760 | D200-D3FF | 1200-13FF | Graphics characters | | |
| | | 54272 | D400-D5FF | 1400-15FF | Reversed upper case characters | | |
| | | 54784 | D600-D7FF | 1600-17FF | Reversed graphics characters | | |
| | | | | | | | |
| | 1 | 55296 | D800-D9FF | 1800-19FF | Lower case characters | | |
| | | 55808 | DA00-DBFF | 1A00-1BFF | Upper case & graphics characters| | |
| | | 56320 | DC00-DDFF | 1C00-1DFF | Reversed lower case characters | | |
| | | 56832 | DE00-DFFF | 1E00-1FFF | Reversed upper case & | | |
| | | | | | graphics characters | | |
| +-----+-------+-----------+-----------+---------------------------------+ | |
| Sharp-eyed readers will have just noticed something. The locations | |
| occupied by the character ROM are the same as the ones occupied by the | |
| VIC-II chip control registers. This is possible because they don't occupy | |
| the same locations at the same time. When the VIC-II chip needs to access | |
| PROGRAMMING GRAPHICS 105 | |
| ~ | |
| character data the ROM is switched in. It becomes an image in the 16K | |
| bank of memory that the VIC-II chip is looking at. Otherwise, the area is | |
| occupied by the I/O control registers, and the character ROM is only | |
| available to the VIC-II chip. | |
| However, you may need to get to the character ROM if you are going to | |
| use programmable characters and want to copy some of the character ROM | |
| for some of your character definitions. In this case you must switch out | |
| the I/O register, switch in the character ROM, and do your copying. When | |
| you're finished, you must switch the 1/0 registers back in again. During | |
| the copying process (when I/O is switched out) no interrupts can be | |
| allowed to take place. This is because the I/O registers are needed to | |
| service the interrupts. If you forget and perform an interrupt, really | |
| strange things happen. The keyboard should not be read during the copying | |
| process. To turn off the keyboard and other normal interrupts that occur | |
| with your Commodore 64, the following POKE should be used: | |
| POKE 56334,PEEK(56334)AND254 (TURNS INTERRUPTS OFF) | |
| After you are finished getting characters from the character ROM, and | |
| are ready to continue with your program, you must turn the keyboard scan | |
| back on by the following POKE: | |
| POKE 56334,PEEK(56334)OR1 (TURNS INTERRUPTS ON) | |
| The following POKE will switch out 1/0 and switch the CHARACTER ROM in: | |
| POKE 1,PEEK(1)AND251 | |
| The character ROM is now in the locations from 53248-57343 ($D000- | |
| $DFFF). | |
| To switch I/O back into $D000 for normal operation use the following | |
| POKE: | |
| POKE 1,PEEK(1)OR 4 | |
| 106 PROGRAMMING GRAPHICS | |
| ~ | |
| STANDARD CHARACTER MODE | |
| Standard character mode is the mode the Commodore 64 is in when you | |
| first turn it on. It is the mode you will generally program in. | |
| Characters can be taken from ROM or from RAM, but normally they are | |
| taken from ROM. When you want special graphics characters for a program, | |
| all you have to do is define the new character shapes in RAM, and tell | |
| the VIC-II chip to get its character information from there instead of | |
| the character ROM. This is covered in more detail in the next section. | |
| In order to display characters on the screen in color, the VIC-II chip | |
| accesses the screen memory to determine the character code for that | |
| location on the screen. At the same time, it accesses the color memory to | |
| determine what color you want for the character displayed. The character | |
| code is translated by the VIC-II into the starting address of the 8-byte | |
| block holding your character pattern. The 8-byte block is located in | |
| character memory. | |
| The translation isn't too complicated, but a number of items are com- | |
| bined to generate the desired address. First the character code you use | |
| to POKE screen memory is multiplied by 8. Next add the start of char- | |
| acter memory (see CHARACTER MEMORY section). Then the Bank Select Bits | |
| are taken into account by adding in the base address (see VIDEO BANK | |
| SELECTION section). Below is a simple formula to illustrate what happens: | |
| CHARACTER ADDRESS = SCREEN CODE*8+(CHARACTER SET*2048)+(BANK*16384) | |
| CHARACTER DEFINITIONS | |
| Each character is formed in an 8 by 8 grid of dots, where each dot may | |
| be either on or off. The Commodore 64 character images are stored in the | |
| Character Generator ROM chip. The characters are stored as a set of 8 | |
| bytes for each character, with each byte representing the dot pattern of | |
| a row in the character, and each bit representing a dot. A zero bit means | |
| that dot is off, and a one bit means the dot is on. | |
| The character memory in ROM begins at location 53248 (when the I/O | |
| is switched off). The first 8 bytes from location 53248 ($D000) to 53255 | |
| ($D007) contain the pattern for the @ sign, which has a character code | |
| value of zero in the screen memory. The next 8 bytes, from location | |
| PROGRAMMING GRAPHICS 107 | |
| ~ | |
| 53256 ($D008) to 53263 ($D00F), contain the information for forming the | |
| letter A. | |
| IMAGE BINARY PEEK | |
| ** 00011000 24 | |
| **** 00111100 60 | |
| ** ** 01100110 102 | |
| ****** 01111110 126 | |
| ** ** 01100110 102 | |
| ** ** 01100110 102 | |
| ** ** 01100110 102 | |
| 00000000 0 | |
| Each complete character set takes up 2K (2048 bits) of memory, 8 bytes | |
| per character and 256 characters. Since there are two character sets, one | |
| for upper case and graphics and the other with upper and lower case, the | |
| character generator ROM takes up a total of 4K locations. | |
| PROGRAMMABLE CHARACTERS | |
| Since the characters are stored in ROM, it would seem that there is no | |
| way to change them for customizing characters. However, the memory | |
| location that tells the VIC-II chip where to find the characters is a | |
| programmable register which can be changed to point to many sections of | |
| memory. By changing the character memory pointer to point to RAM, the | |
| character set may be programmed for any need. | |
| If you want your character set to be located in RAM, there are a few | |
| VERY IMPORTANT things to take into account when you decide to actually | |
| program your own character sets. In addition, there are two other | |
| important points you must know to create your own special characters: | |
| 1) It is an all or nothing process. Generally, if you use your own | |
| character set by telling the VIC-II chip to get the character | |
| information from the area you have prepared in RAM, the standard | |
| Commodore 64 characters are unavailable to you. To solve this, you | |
| must copy any letters, numbers, or standard Commodore 64 graphics you | |
| intend to use into your own character memory in RAM. You can pick and | |
| choose, take only the ones you want, and don't even have to keep them | |
| in order! | |
| 108 PROGRAMMING GRAPHICS | |
| ~ | |
| 2) Your character set takes memory space away from your BASIC program. | |
| Of course, with 38K available for a BASIC program, most applications | |
| won't have problems. | |
| +-----------------------------------------------------------------------+ | |
| | WARNING: You must be careful to protect the character set from being | | |
| | overwritten by your BASIC program, which also uses the RAM. | | |
| +-----------------------------------------------------------------------+ | |
| There are two locations in the Commodore 64 to start your character set | |
| that should NOT be used with BASIC: location 0 and location 2048. The | |
| first should not be used because the system stores important data on | |
| page 0. The second can't be used because that is where your BASIC program | |
| starts! However, there are 6 other starting positions for your custom | |
| character set. | |
| The best place to put your character set for use with BASIC while | |
| experimenting is beginning at 12288 ($3000 in HEX). This is done by | |
| POKEing the low 4 bits of location 53272 with 12. Try the POKE now, like | |
| this: | |
| POKE 53272,(PEEK(53272)AND240)+12 | |
| Immediately, all the letters on the screen turn to garbage, This is | |
| because there are no characters set up at location 12288 right now... | |
| only random bytes. Set the Commodore 64 back to normal by hitting the | |
| <RUN/STOP> key and then the <RESTORE> key. | |
| Now let's begin creating graphics characters. To protect your char- | |
| acter set from BASIC, you should reduce the amount of memory BASIC | |
| thinks it has. The amount of memory in your computer stays the same... | |
| it's just that you've told BASIC not to use some of it. Type: | |
| PRINT FRE(0)-(SGN(FRE(0))<0)*65535 | |
| The number displayed is the amount of memory space left unused. Now | |
| type the following: | |
| POKE 52148:POKE56,48:CLR | |
| Now type: | |
| PRINT FRE(0)-(SGN(FRE(0))<0)*65535 | |
| PROGRAMMING GRAPHICS 109 | |
| ~ | |
| See the change? BASIC now thinks it has less memory to work with. The | |
| memory you just claimed from BASIC is where you are going to put your | |
| character set, safe from actions of BASIC. | |
| The next step is to put your characters into RAM. When you begin, there | |
| is random data beginning at 12288 ($3000 HEX). You must put character | |
| patterns in RAM (in the same style as the ones in ROM) for the VIC-II | |
| chip to use. | |
| The following program moves 64 characters from ROM to your character | |
| set RAM: | |
| start tok64 page110.prg | |
| 5 printchr$(142) :rem switch to upper case | |
| 10 poke52,48:poke 56,48:clr :rem reserve memory for characters | |
| 20 poke56334,peek(56334)and254 :rem turn off keyscan interrupt timer | |
| 30 poke1,peek(1)and251 :rem switch in character | |
| 40 fori=0to511:pokei+12288,peek(i+53248):next | |
| 50 poke1,peek(1)or4 :rem switch in i/o | |
| 60 poke56334,peek(56334)or1 :rem restart keyscan interrupt timer | |
| 70 end | |
| stop tok64 | |
| Now POKE location 53272 with (PEEK(53272)AND240)+12. Nothing happens, | |
| right? Well, almost nothing. The Commodore 64 is now getting it's | |
| character information from your RAM, instead of from ROM. But since we | |
| copied the characters from ROM exactly, no difference can be seen... yet. | |
| You can easily change the characters now. Clear the screen and type | |
| an @ sign. Move the cursor down a couple of lines, then type: | |
| FOR I=12288 TO 12288+7:POKE 1,255-PEEK(I):NEXT | |
| You just created a reversed @ sign! | |
| +-----------------------------------------------------------------------+ | |
| | TIP: Reversed characters are just characters with their bit patterns | | |
| | in character memory reversed. | | |
| +-----------------------------------------------------------------------+ | |
| Now move the cursor up to the program again and hit <RETURN> again to | |
| re-reverse the character (bring it back to normal). By looking at the | |
| table of screen display codes, you can figure out where in RAM each | |
| character is. Just remember that each character takes eight memory | |
| locations to store. Here's a few examples just to get you started: | |
| 110 PROGRAMMING GRAPHICS | |
| ~ | |
| +-----------+--------------+--------------------------------------------+ | |
| | CHARACTER | DISPLAY CODE | CURRENT STARTING LOCATION IN RAM | | |
| +-----------+--------------+--------------------------------------------+ | |
| | @ | 0 | 1228 | | |
| | A | 1 | 12296 | | |
| | ! | 33 | 12552 | | |
| | > | 62 | 12784 | | |
| +-----------+--------------+--------------------------------------------+ | |
| Remember that we only took the first 64 characters. Something else will | |
| have to be done if you want one of the other characters. | |
| What if you wanted character number 154, a reversed Z? Well, you could | |
| make it yourself, by reversing a Z, or you could copy the set of reversed | |
| characters from the ROM, or just take the one character you want from ROM | |
| and replace one of the characters you have in RAM that you don't need. | |
| Suppose you decide that you won't need the > sign. Let's replace the | |
| > sign with the reversed Z. Type this: | |
| FOR I=0 TO 7:POKE 12784+I,255-PEEK(I+12496):NEXT | |
| Now type a > sign. It comes up as a reversed Z. No matter how many | |
| times you type the >, it comes out as a reversed Z. (This change is | |
| really an illusion. Though the > sign looks like a reversed Z, it still | |
| acts like a > in a program. Try something that needs a > sign. It will | |
| still work fine, only it will look strange.) | |
| A quick review: You can now copy characters from ROM into RAM. You can | |
| even pick and choose only the ones you want. There's only one step left | |
| in programmable characters (the best step!)... making your own | |
| characters. | |
| Remember how characters are stored in ROM? Each character is stored as | |
| a group of eight bytes. The bit patterns of the bytes directly control | |
| the character. If you arrange 8 bytes, one on top of another, and write | |
| out each byte as eight binary digits, it forms an eight by eight matrix, | |
| looking like the characters. When a bit is a one, there is a dot at that | |
| location. When a bit is a zero, there is a space at that location. When | |
| creating your own characters, you set up the same kind of table in | |
| memory. Type NEW and then type this program: | |
| 10 FOR I=12448 TO 12455: READ A:POKE I,A:NEXT | |
| 20 DATA 60, 66, 165, 129, 165, 153, 66, 60 | |
| PROGRAMMING GRAPHICS 111 | |
| ~ | |
| Now type RUN. The program will replace the letter T with a smile face | |
| character. Type a few T's to see the face. Each of the numbers in the | |
| DATA statement in line 20 is a row in the smile face character. The | |
| matrix for the face looks like this: | |
| 76543210 BINARY DECIMAL | |
| +--------+ | |
| ROW 0 | **** | 00111100 60 | |
| 1 | * * | 01000010 66 | |
| 2 |* * * *| 10100101 165 | |
| 3 |* *| 10000001 129 | |
| 4 |* * * *| 10100101 165 | |
| 5 |* ** *| 10011001 153 | |
| 6 | * * | 01000010 66 | |
| ROW 7 | **** | 00111100 60 | |
| +--------+ | |
| 7 6 5 4 3 2 1 0 | |
| +-+-+-+-+-+-+-+-+ | |
| 0 | | | | | | | | | | |
| +-+-+-+-+-+-+-+-+ | |
| 1 | | | | | | | | | | |
| +-+-+-+-+-+-+-+-+ | |
| 2 | | | | | | | | | | |
| +-+-+-+-+-+-+-+-+ | |
| 3 | | | | | | | | | | |
| +-+-+-+-+-+-+-+-+ | |
| 4 | | | | | | | | | | |
| +-+-+-+-+-+-+-+-+ | |
| 5 | | | | | | | | | | |
| +-+-+-+-+-+-+-+-+ | |
| 6 | | | | | | | | | | |
| +-+-+-+-+-+-+-+-+ | |
| 7 | | | | | | | | | | |
| +-+-+-+-+-+-+-+-+ | |
| Figure 3-1. Programmable Character Worksheet. | |
| 112 PROGRAMMING GRAPHICS | |
| ~ | |
| The Programmable Character Worksheet (Figure 3-1) will help you design | |
| your own characters. There is an 8 by 8 matrix on the sheet, with row | |
| numbers, and numbers at the top of each column. (if you view each row as | |
| a binary word, the numbers are the value of that bit position. Each is a | |
| power of 2. The leftmost bit is equal to 128 or 2 to the 7th power, the | |
| next is equal to 64 or 2 to the 6th, and so on, until you reach the | |
| rightmost bit (bit 0) which is equal to 1 or 2 to the 0 power.) | |
| Place an X on the matrix at every location where you want a dot to be | |
| in your character. When your character is ready you can create the DATA | |
| statement for your character. | |
| Begin with the first row. Wherever you placed an X, take the number at | |
| the top of the column (the power-of-2 number, as explained above) and | |
| write it down. When you have the numbers for every column of the first | |
| row, add them together. \Mite this number down, next to the row. This is | |
| the number that you will put into the DATA statement to draw this row. | |
| Do the same thing with all of the other rows (1-7). When you are | |
| finished you should have 8 numbers between 0 and 255. If any of your | |
| numbers are not within range, recheck your addition. The numbers must be | |
| in this range to be correct! If you have less than 8 numbers, you missed | |
| a row. It's OK if some are 0. The 0 rows are just as important as the | |
| other numbers. | |
| Replace the numbers in the DATA statement in line 20 with the numbers | |
| you just calculated, and RUN the program. Then type a T. Every time you | |
| type it, you'll see your own character! | |
| If you don't like the way the character turned out, just change the | |
| numbers in the DATA statement and re-RUN the program until you are happy | |
| with your character. | |
| That's all there is to it! | |
| +-----------------------------------------------------------------------+ | |
| | HINT: For best results, always make any vertical lines in your | | |
| | characters at least 2 dots (bits) wide. This helps prevent CHROMA | | |
| | noise (color distortion) on your characters when they are displayed | | |
| | on a TV screen. | | |
| +-----------------------------------------------------------------------+ | |
| PROGRAMMING GRAPHICS 113 | |
| ~ | |
| Here is an example of a program using standard programmable characters: | |
| start tok64 page114.prg | |
| 10 rem * example 1 * | |
| 20 rem creating programmable characters | |
| 31 poke 56334,peek(56334)and254: rem turn off kb | |
| 32 poke 1,peek(1)and251: rem turn off i/o | |
| 35 for i=0to63: rem character range to be copied | |
| 36 for j=0to7: rem copy all 8 bytes per character | |
| 37 poke 12288+I*8+j,peek(53248+i*8+j): rem copy a byte | |
| 38 next j:next i: rem goto next byte or character | |
| 39 poke 1,peek(1)or4:poke 56334,peek(56334)or1: rem turn on i/O and kb | |
| 40 poke 53272,(peek(53272)and240)+12: rem set char pointer to mem. 12288 | |
| 60 for char=60to63: rem program characters 60 thru 63 | |
| 80 for byte=0to7: rem do all 8 bytes of a character | |
| 100 read number: rem read in 1/8th of character data | |
| 120 poke 12288+(8*char)+byte,number: rem store the data in memory | |
| 140 next byte:next char: rem also could be next byte, char | |
| 150 print chr$(147)tab(255)chr$(60); | |
| 155 print chr$(61)tab(55)chr$(62)chr$(63) | |
| 160 rem line 150 puts the newly defined characters on the screen | |
| 170 get a$: rem wait for user to press a key | |
| 180 if a$=""then goto170: rem if no keys were pressed, try again! | |
| 190 poke 53272,21: rem return to normal characters | |
| 200 data 4,6,7,5,7,7,3,3: rem data for character 60 | |
| 210 data 32,96,224,160,224,224,192,192: rem data for character 61 | |
| 220 data 7,7,7,31,31,95,143,127: rem data for character 62 | |
| 230 data 224,224,224,248,248,248,240,224: rem data for character 63 | |
| 240 end | |
| stop tok64 | |
| 114 PROGRAMMING GRAPHICS | |
| ~ | |
| MULTI-COLOR MODE GRAPHICS | |
| Standard high-resolution graphics give you control of very small dots | |
| on the screen. Each dot in character memory can have 2 possible values, | |
| 1 for on and 0 for off. When a dot is off, the color of the screen is | |
| used in the space reserved for that dot. If the dot is on, the dot is | |
| colored with the character color you have chosen for that screen posi- | |
| tion. When you're using standard high-resolution graphics, all the dots | |
| within each 8X8 character can either have background color or foreground | |
| color. In some ways this limits the color resolution within that space. | |
| For example, problems may occur when two different colored lines cross. | |
| Multi-color mode gives you a solution to this problem. Each dot in | |
| multi-color mode can be one of 4 colors: screen color (background color | |
| register #0), the color in background register #1, the color in back- | |
| ground color register #2, or character color. The only sacrifice is in | |
| the horizontal resolution, because each multi-color mode dot is twice as | |
| wide as a high-resolution dot. This minimal loss of resolution is more | |
| than compensated for by the extra abilities of multi-color mode. | |
| MULTI-COLOR MODE BIT | |
| To turn on multi-color character mode, set bit 4 of the VIC-II control | |
| register at 53270 ($D016) to a 1 by using the following POKE: | |
| POKE 53270,PEEK(53270)OR 16 | |
| To turn off multi-color character mode, set bit 4 of location 53270 to | |
| a 0 by the following POKE: | |
| POKE 53270,PEEK(53270)AND 239 | |
| Multi-color mode is set on or off for each space on the screen, so that | |
| multi-color graphics can be mixed with high-resolution (hi-res) graphics. | |
| This is controlled by bit 3 in color memory. Color memory begins at | |
| location 55296 ($D800 in HEX). If the number in color memory is less than | |
| 8 (0-7) the corresponding space on the video screen will be standard | |
| hi-res, in the color (0-7) you've chosen. If the number located in color | |
| memory is greater or equal to 8 (from 8 to 15), then that space will be | |
| displayed in multi-color mode. | |
| PROGRAMMING GRAPHICS 115 | |
| ~ | |
| By POKEing a number into color memory, you can change the color of the | |
| character in that position on the screen. POKEing a number from 0 to 7 | |
| gives the normal character colors. POKEing a number between 8 and 15 puts | |
| the space into multi-color mode. In other words, turning BIT 3 ON in | |
| color memory, sets MULTI-COLOR MODE. Turning BIT 3 OFF in color memory, | |
| sets the normal, HIGH-RESOLUTION mode. | |
| Once multi-color mode is set in a space, the bits in the character | |
| determine which colors are displayed for the dots. For example, here is | |
| a picture of the letter A, and its bit pattern: | |
| IMAGE BIT PATTERN | |
| ** 00011000 | |
| **** 00111100 | |
| ** ** 01100110 | |
| ****** 01111110 | |
| ** ** 01100110 | |
| ** ** 01100110 | |
| ** ** 01100110 | |
| 00000000 | |
| In normal or high-resolution mode, the screen color is displayed | |
| everywhere there is a 0 bit, and the character color is displayed where | |
| the bit is a 1. Multi-color mode uses the bits in pairs, like so: | |
| IMAGE BIT PATTERN | |
| AABB 00011000 | |
| CCCC 00111100 | |
| AABBAABB 01100110 | |
| AACCCCBB 01111110 | |
| AABBAABB 01100110 | |
| AABBAABB 01100110 | |
| AABBAABB 01100110 | |
| 00000000 | |
| In the image area above, the spaces marked AA are drawn in the | |
| background #1 color, the spaces marked BB use the background #2 color, | |
| and the spaces marked CC use the character color. The bit pairs determine | |
| this, according to the following chart: | |
| 116 PROGRAMMING GRAPHICS | |
| ~ | |
| +----------+--------------------------------------+---------------------+ | |
| | BIT PAIR | COLOR REGISTER | LOCATION | | |
| +----------+--------------------------------------+---------------------+ | |
| | 00 | Background #0 color (screen color) | 53281 ($D021) | | |
| | 01 | Background #l color | 53282 ($D022) | | |
| | 10 | Background #2 color | 53283 ($D023) | | |
| | 11 | Color specified by the | color RAM | | |
| | | lower 3 bits in color memory | | | |
| +----------+--------------------------------------+---------------------+ | |
| Type NEW and then type this demonstration program: | |
| start tok64 page117.prg | |
| 100 poke 53281,1: rem set background color #0 to white | |
| 110 poke 53282,3: rem set background color #1 to cyan | |
| 120 poke 53282,8: rem set background color #2 to orange | |
| 130 poke 53270,peek(53270)or16: rem turn on multicolor mode | |
| 140 c=13*4096+8*256: rem set c to point to color memory | |
| 150 printchr$(147)"aaaaaaaaaa" | |
| 160 forl=0to9 | |
| 170 pokec+l,8: rem use multi black | |
| 180 next | |
| stop tok64 | |
| The screen color is white, the character color is black, one color | |
| register is cyan (greenish blue), the other is orange. You're not really | |
| putting color codes in the space for character color, you're actually | |
| using references to the registers associated with those colors. This | |
| conserves memory, since 2 bits can be used to pick 16 colors (background) | |
| or 8 colors (character). This also makes some neat tricks possible. | |
| Simply changing one of the indirect registers will change every dot drawn | |
| in that color. Therefore everything drawn in the screen and background | |
| PROGRAMMING GRAPHICS 117 | |
| ~ | |
| colors can be changed on the whole screen instantly. Here is an example | |
| of changing background color register #1: | |
| start tok64 page118.prg | |
| 100 poke53270,peek(53270)or16: rem turn on multicolor mode | |
| 110 print chr$(147)chr$(18); | |
| 120 print"{orange*2}";: rem type c= & 1 for orange or multicolor black bg | |
| 130 forl=1to22:printchr$(65);:next | |
| 135 fort=1to500:next | |
| 140 print"{blue*2}";: rem type ctrl & 7 for blue color change | |
| 145 fort=1to500:next | |
| 150 print"{black}hit a key" | |
| 160 get a$:if a$=""then160 | |
| 170 x=int(rnd(1)*16) | |
| 180 poke 53282,x | |
| 190 goto 160 | |
| stop tok64 | |
| By using the <C=> key and the COLOR keys the characters can be changed | |
| to any color, including multi-color characters. For example, type this | |
| command: | |
| POKE 53270,PEEK(53270)OR 16:PRINT"<CTRL+3>";: rem lt.red/ multi-color | |
| red | |
| The word READY and anything else you type will be displayed in multi- | |
| color mode. Another color control can set you back to regular text. | |
| 118 PROGRAMMING GRAPHICS | |
| ~ | |
| Here is an example of a program using multi-color programmable | |
| characters: | |
| start tok64 page119.prg | |
| 10 rem * example 2 * | |
| 20 rem creating multi color programmable characters | |
| 31 poke 56334,peek(56334)and254:poke1,peek(1)and251 | |
| 35 fori=0to63:rem character range to be copied from rom | |
| 36 forj=0to7:rem copy all 8 bytes per character | |
| 37 poke 12288+i*8+j,peek(53248+i*8+j):rem copy a byte | |
| 38 next j,i:rem goto next byte or character | |
| 39 poke 1,peek(1)or4:poke 56334,peek(56334)or1:rem turn on i/o and kb | |
| 40 poke 53272,(peek(53272)and240)+12:rem set char pointer to mem. 12288 | |
| 50 poke 53270,peek(53270)or16 | |
| 51 poke 53281,0:rem set background color #0 to black | |
| 52 poke 53282,2:rem set background color #1 to red | |
| 53 poke 53283,7:rem set background color #2 to yellow | |
| 60 for char=60to63:rem program characters 60 thru 63 | |
| 80 for byte=0to7:rem do all 8 bytes of a character | |
| 100 read number:rem read 1/8th of the character data | |
| 120 poke 12288+(8*char)+byte,number:rem store the data in memory | |
| 140 next byte,char | |
| 150 print"{clear}"tab(255)chr$(60)chr$(61)tab(55)chr$(62)chr$(63) | |
| 160 rem line 150 puts the newly defined characters on the screen | |
| 170 get a$:rem wait for user to press a key | |
| 180 if a$=""then170:rem if no keys were pressed, try again | |
| 190 poke53272,21:poke53270,peek(53270)and239:rem return to normal chars | |
| 200 data129,37,21,29,93,85,85,85: rem data for character 60 | |
| 210 data66,72,84,116,117,85,85,85: rem data for character 61 | |
| 220 data87,87,85,21,8,8,40,0: rem data for character 62 | |
| 230 data213,213,85,84,32,32,40,0: rem data for character 63 | |
| 240 end | |
| stop tok64 | |
| PROGRAMMING GRAPHICS 119 | |
| ~ | |
| EXTENDED BACKGROUND COLOR MODE | |
| Extended background color mode gives you control over the background | |
| color of each individual character, as well as over the foreground color. | |
| For example, in this mode you could display a blue character with a | |
| yellow background on a white screen. | |
| There are 4 registers available for extended background color mode. | |
| Each of the registers can be set to any of the 16 colors. | |
| Color memory is used to hold the foreground color in extended back- | |
| ground mode. It is used the same as in standard character mode. | |
| Extended character mode places a limit on the number of different | |
| characters you can display, however. When extended color mode is on, only | |
| the first 64 characters in the character ROM (or the first 64 characters | |
| in your programmable character set) can be used. This is because two of | |
| the bits of the character code are used to select the background color. | |
| It might work something like this: | |
| The character code (the number you would POKE to the screen) of the | |
| letter "A" is a 1. When extended color mode is on, if you POKED a 1 to | |
| the screen, an "A" would appear. If you POKED a 65 to the screen | |
| normally, you would expect the character with character code (CHR$) 129 | |
| to appear, which is a reversed "A." This does NOT happen in extended | |
| color mode. Instead you get the same unreversed "A" as before, but on a | |
| different background color. The following chart gives the codes: | |
| +------------------------+---------------------------+ | |
| | CHARACTER CODE | BACKGROUND COLOR REGISTER | | |
| +------------------------+---------------------------+ | |
| | RANGE BIT 7 BIT 6 | NUMBER ADDRESS | | |
| +------------------------+---------------------------+ | |
| | 0- 63 0 0 | 0 53281 ($D021) | | |
| | 64-127 0 1 | 1 53282 ($D022) | | |
| | 128-191 1 0 | 2 53283 ($D023) | | |
| | 192-255 1 1 | 3 53284 ($D024) | | |
| +------------------------+---------------------------+ | |
| Extended color mode is turned ON by setting bit 6 of the VIC-II regis- | |
| ter to a 1 at location 53265 ($D011 in HEX). The following POKE does it: | |
| POKE 53265,PEEK(53265)OR 64 | |
| 120 PROGRAMMING GRAPHICS | |
| ~ | |
| Extended color mode is turned OFF by setting bit 6 of the VIC-II regis- | |
| ter to a 0 at location 53265 ($D011). The following statement will do | |
| this: | |
| POKE 53265,PEEK(53265)AND 191 | |
| BIT MAPPED GRAPHICS | |
| When writing games, plotting charts for business applications, or other | |
| types of programs, sooner or later you get to the point where you want | |
| high-resolution displays. | |
| The Commodore 64 has been designed to do just that: high resolution is | |
| available through bit mapping of the screen. Bit mapping is the method in | |
| which each possible dot (pixel) of resolution on the screen is assigned | |
| its own bit (location) in memory. If that memory bit is a one, the dot it | |
| is assigned to is on. If the bit is set to zero, the dot is off. | |
| High-resolution graphic design has a couple of drawbacks, which is why | |
| it is not used all the time. First of all, it takes lots of memory to bit | |
| map the entire screen. This is because every pixel must have a memory bit | |
| to control it. You are going to need one bit of memory for each pixel | |
| (or one byte for 8 pixels). Since each character is 8 by 8, and there are | |
| 40 lines with 25 characters in each line, the resolution is 320 pixels | |
| (dots) by 200 pixels for the whole screen. That gives you 64000 separate | |
| dots, each of which requires a bit in memory. In other words, 8000 bytes | |
| of memory are needed to map the whole screen. | |
| Generally, high-resolution operations are made of many short, simple, | |
| repetitive routines. Unfortunately, this kind of thing is usually rather | |
| slow if you are trying to write high-resolution routines in BASIC. How- | |
| ever, short, simple, repetitive routines are exactly what machine lan- | |
| guage does best. The solution is to either write your programs entirely | |
| in machine language, or call machine language, high-resolution sub- | |
| routines from your BASIC program using the SYS command from BASIC. That | |
| way you get both the ease of writing in BASIC, and the speed of machine | |
| language for graphics. The VSP cartridge is also available to add high- | |
| resolution commands to COMMODORE 64 BASIC. | |
| All of the examples given in this section will be in BASIC to make them | |
| clear. Now to the technical details. | |
| BIT MAPPING is one of the most popular graphics techniques in the | |
| computer world. It is used to create highly detailed pictures. Basically, | |
| when the Commodore 64 goes into bit map mode, it directly displays an | |
| PROGRAMMING GRAPHICS 121 | |
| ~ | |
| 8K section of memory on the TV screen. When in bit map mode, you can | |
| directly control whether an individual dot on the screen is on or off. | |
| There are two types of bit mapping available on the Commodore 64. | |
| They are: | |
| 1) Standard (high-resolution) bit mapped mode (320-dot by 200-dot | |
| resolution) | |
| 2) Multi-color bit mapped mode (160-dot by 200-dot resolution) | |
| Each is very similar to the character type it is named for: standard | |
| has greater resolution, but fewer color selections. On the other hand, | |
| multi-color bit mapping trades horizontal resolution for a greater number | |
| of colors in an 8-dot by 8-dot square. | |
| STANDARD HIGH-RESOLUTION BIT MAP MODE | |
| Standard bit map mode gives you a 320 horizontal dot by 200 vertical | |
| dot resolution, with a choice of 2 colors in each 8-dot by 8-dot section. | |
| Bit map mode is selected (turned ON) by setting bit 5 of the VIC-II | |
| control register to a 1 at location 53265 ($D011 in HEX). The following | |
| POKE will do this: | |
| POKE 53265,PEEK(53265)OR 32 | |
| Bit map mode is turned OFF by setting bit 5 of the VIC-II control | |
| register to 0 at location 53265 ($D011), like this: | |
| POKE 53265,PEEK(53265)AND 223 | |
| Before we get into the details of the bit map mode, there is one more | |
| issue to tackle, and that is where to locate the bit map area. | |
| HOW IT WORKS | |
| If you remember the PROGRAMMABLE CHARACTERS section you will recall | |
| that you were able to set the bit pattern of a character stored in RAM to | |
| almost anything you wanted. If at the same time you change the character | |
| that is displayed on the screen, you would be able to change a single | |
| dot, and watch it happen. This is the basis of bit-mapping. The entire | |
| 122 PROGRAMMING GRAPHICS | |
| ~ | |
| screen is filled with programmable characters, and you make your changes | |
| directly into the memory that the programmable characters get their | |
| patterns from. | |
| Each of the locations in screen memory that were used to control what | |
| character was displayed, are now used for color information. For example, | |
| instead of POKEing a I in location 1024 to make an "A" appear in the top | |
| left hand corner of the screen, location 1024 now controls the colors of | |
| the bits in that top left space. | |
| Colors of squares in bit map mode do not come from color memory, as | |
| they do in the character modes. Instead, colors are taken from screen | |
| memory. The upper 4 bits of screen memory become the color of any bit | |
| that is set to 1 in the 8 by 8 area controlled by that screen memory | |
| location. The lower 4 bits become the color of any bit that is set to | |
| a 0. | |
| EXAMPLE: Type the following: | |
| 5 BASE=2*4096:POKE53272,PEEK(53272)OR8:REM PUT BIT MAP AT 8192 | |
| 10 POKE53265,PEEK(53265)OR32:REM ENTER BIT MAP MODE | |
| Now RUN the program. | |
| Garbage appears on the screen, right? Just like the normal screen mode, | |
| you have to clear the HIGH-RESOLUTION (HI-RES) screen before you use it. | |
| Unfortunately, printing a CLR won't work in this case. Instead you have | |
| to clear out the section of memory that you're using for your | |
| programmable characters. Hit the <RUN/STOP> and <RESTORE> keys, then add | |
| the following lines to your program to clear the HI-RES screen: | |
| 20 FORI=BASETOBASE+7999:POKEI,0:NEXT:REM CLEAR BIT | |
| 30 FORI=1024TO2023:POKEI,3:NEXT:REM SET COLOR TO CYAN AND BLACK | |
| Now RUN the program again. You should see the screen clearing, then the | |
| greenish blue color, cyan, should cover the whole screen. What we want to | |
| do now is to turn the dots on and off on the HI-RES screen. | |
| PROGRAMMING GRAPHICS 123 | |
| ~ | |
| To SET a dot (turn a dot ON) or UNSET a dot (turn a dot OFF) you must | |
| know how to find the correct bit in the character memory that you have to | |
| set to a 1. In other words, you have to find the character you need to | |
| change, the row of the character, and which bit of the row that you | |
| have to change. You need a formula to calculate this. | |
| We will use X and Y to stand for the horizontal and vertical positions | |
| of a dot, The dot where X=0 and Y=0 is at the upper-left of the display. | |
| Dots to the right have higher X values, and the dots toward the bottom | |
| have higher Y values. The best way to use bit mapping is to arrange the | |
| bit map display something like this: | |
| 0. . . . . . . . . . . . . . . . . .X. . . . . . . . . . . . . . . . .319 | |
| . . | |
| . . | |
| . . | |
| . . | |
| Y . | |
| . . | |
| . . | |
| . . | |
| . . | |
| 199. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . | |
| Each dot will have an X and a Y coordinate. With this format it is easy | |
| to control any dot on the screen. | |
| 124 PROGRAMMING GRAPHICS | |
| ~ | |
| However, what you actually have is something like this: | |
| ----- BYTE 0 BYTE 8 BYTE 16 BYTE 24 ..................... BYTE 312 | |
| BYTE 1 BYTE 9 . . BYTE 313 | |
| BYTE 2 BYTE 10 . . BYTE 314 | |
| BYTE 3 BYTE 11 . . BYTE 315 | |
| BYTE 4 BYTE 12 . . BYTE 316 | |
| BYTE 5 BYTE 13 . . BYTE 317 | |
| BYTE 6 BYTE 14 . . BYTE 318 | |
| ----- BYTE 7 BYTE 15 . . BYTE 319 | |
| ----- BYTE 320 BYTE 328 BYTE 336 BYTE 344....................... BYTE 632 | |
| BYTE 321 BYTE 329 . . BYTE 633 | |
| BYTE 322 BYTE 330 . . BYTE 634 | |
| BYTE 323 BYTE 331 . . BYTE 635 | |
| BYTE 324 BYTE 332 . . BYTE 636 | |
| BYTE 325 BYTE 333 . . BYTE 637 | |
| BYTE 326 BYTE 334 . . BYTE 638 | |
| ----- BYTE 327 BYTE 335 . . BYTE 639 | |
| The programmable characters which make up the bit map are arranged in | |
| 25 rows of 40 columns each. While this is a good method of organization | |
| for text, it makes bit mapping somewhat difficult. (There is a good | |
| reason for this method. See the section on MIXED MODES.) | |
| The following formula will make it easier to control a dot on the bit | |
| map screen: | |
| The start of the display memory area is known as the BASE, The row | |
| number (from 0 to 24) of your dot is: | |
| ROW = INT(Y/8) (There are 320 bytes per line.) | |
| The character position on that line (from 0 to 39) is: | |
| CHAR = INT(X/8) (There are 8 bytes per character.) | |
| The line of that character position (from 0 to 7) is: | |
| LINE = Y AND 7 | |
| PROGRAMMING GRAPHICS 125 | |
| ~ | |
| The bit of that byte is: | |
| BIT = 7-(X AND 7) | |
| Now we put these formulas together. The byte in which character memory | |
| dot (X,Y) is located is calculated by: | |
| BYTE = BASE + ROW*320+ CHAR*8 + LINE | |
| To turn on any bit on the grid with coordinates (X,Y), use this line: | |
| POKE BYTE, PEEK(BYTE) OR 2^BIT | |
| Let's add these calculations to the program. In the following example, | |
| the COMMODORE 64 will plot a sine curve: | |
| 50 FORX=0TO319STEP.5:REM WAVE WILL FILL THE SCREEN | |
| 60 Y=INT(90+80*SIN(X/10)) | |
| 70 CH=INT(X/8) | |
| 80 RO=INT(Y/8) | |
| 85 LN=YAND7 | |
| 90 BY=BASE+RO*320+8*CH+LN | |
| 100 BI=7-(XAND7) | |
| 110 POKEBY,PEEK(BY)OR(2^BI) | |
| 120 NEXTX | |
| 125 POKE1024,16 | |
| 130 GOTO130 | |
| The calculation in line 60 will change the values for the sine function | |
| from a range of +1 to -1 to a range of 10 to 170. Lines 70 to 100 | |
| calculate the character, row, byte, and bit being affected, using the | |
| formulae as shown above. Line 125 signals the program is finished by | |
| changing the color of the top left corner of the screen. Line 130 freezes | |
| the program by putting it into an infinite loop. When you have finished | |
| looking at the display, just hold down <RUN/STOP> and hit <RESTORE>. | |
| 126 PROGRAMMING GRAPHICS | |
| ~ | |
| As a further example, you can modify the sine curve program to display | |
| a semicircle. Here are the lines to type to make the changes: | |
| 50 FORX=0TO160:REM DO HALF THE SCREEN | |
| 55 Y1=100+SQR(160*X-X*X) | |
| 56 Y2=100-SQR(160*X-X*X) | |
| 60 FORY=Y1TOY2STEPY1-Y2 | |
| 70 CH=INT(X/() | |
| 80 RO=INT(Y/X) | |
| 85 LNYAND7 | |
| 90 BY=BASE+RO*320+8*CH+LN | |
| 100 BI=7-(XAND7) | |
| 110 POKEBY,PEEK(BY)OR(2^BI) | |
| 114 NEXT | |
| This will create a semicircle in the HI-RES area of the screen. | |
| +-----------------------------------------------------------------------+ | |
| | WARNING: BASIC variables can overlay your high-resolution screen. If | | |
| | you need more memory space you must move the bottom of BASIC above the| | |
| | high-resolution screen area. Or, you must move your high-resolution | | |
| | screen area. This problem will NOT occur in machine language. It ONLY | | |
| | happens when you're writing programs in BASIC. | | |
| +-----------------------------------------------------------------------+ | |
| MULTI-COLOR BET MAP MODE | |
| Like multi-color mode characters, multi-color bit map mode allows you | |
| to display up to four different colors in each 8 by 8 section of bit map. | |
| And as in multi-character mode, there is a sacrifice of horizontal | |
| resolution (from 320 dots to 160 dots). | |
| Multi-color bit map mode uses an 8K section of memory for the bit map. | |
| You select your colors for multi-color bit map mode from (1) the | |
| background color register 0, (the screen background color), (2) the video | |
| matrix (the upper 4 bits give one possible color, the lower 4 bits an- | |
| other), and (3) color memory. | |
| Multi-color bit mapped mode is turned ON by setting bit 5 of 53265 | |
| ($D011) and bit 4 at location 53270 ($D016) to a 1. The following POKE | |
| does this: | |
| POKE 53265,PEEK(53625)OR 32: POKE 53270,PEEK(53270)OR 16 | |
| PROGRAMMING GRAPHICS 127 | |
| ~ | |
| Multi-color bit mapped mode is turned OFF by setting bit 5 of 53265 | |
| ($D011) and bit 4 at location 53270 ($D016) to a 0. The following POKE | |
| does this: | |
| POKE 53265,PEEK(53265)AND 223: POKE 53270,PEEK(53270)AND 239 | |
| As in standard (HI-RES) bit mapped mode, there is a one to one cor- | |
| respondence between the 8K section of memory being used for the display, | |
| and what is shown on the screen. However, the horizontal dots are two | |
| bits wide. Each 2 bits in the display memory area form a dot, which can | |
| have one of 4 colors. | |
| BITS COLOR INFORMATION COMES FROM | |
| 00 Background color #0 (screen color) | |
| 01 Upper 4 bits of screen memory | |
| 10 Lower 4 bits of screen memory | |
| 11 Color nybble (nybble = 1/2 byte = 4 bits) | |
| SMOOTH SCROLLING | |
| The VIC-II chip supports smooth scrolling in both the horizontal and | |
| vertical directions. Smooth scrolling is a one pixel movement of the | |
| entire screen in one direction. It can move either UP, or down, or left, | |
| or right. It is used to move new information smoothly onto the screen, | |
| while smoothly removing characters from the other side. | |
| While the VIC-II chip does much of the task for you, the actual scroll- | |
| ing must be done by a machine language program. The VIC-II chip features | |
| the ability to place the video screen in any of 8 horizontal positions, | |
| and 8 vertical positions. Positioning is controlled by the VIC-II | |
| scrolling registers. The VIC-II chip also has a 38 column mode, and a 24 | |
| row mode. the smaller screen sizes are used to give you a place for your | |
| new data to scroll on from. | |
| The following are the steps for SMOOTH SCROLLING: | |
| 128 PROGRAMMING GRAPHICS | |
| ~ | |
| 1) Shrink the screen (the border will expand). | |
| 2) Set the scrolling register to maximum (or minimum value depending upon | |
| the direction of your scroll). | |
| 3) Place the new data on the proper (covered) portion of the screen. | |
| 4) Increment (or decrement) the scrolling register until it reaches the | |
| maximum (or minimum) value. | |
| 5) At this point, use your machine language routine to shift the entire | |
| screen one entire character in the direction of the scroll. | |
| 6) Go back to step 2. | |
| To go into 38 column mode, bit 3 of location 53270 ($D016) must be set | |
| to a 0. The following POKE does this: | |
| POKE 53270,PEEK(53270)AND 247 | |
| To return to 40 column mode, set bit 3 of location 53270 ($D016) to a | |
| 1.The following POKE does this: | |
| POKE 53270,PEEK(53270)OR 8 | |
| To go into 24 row mode, bit 3 of location 53265 ($D011) must be set to | |
| a 0. The following POKE will do this: | |
| POKE 53265,PEEK(53265)AND 247 | |
| To return to 25 row mode, set bit 3 of location 53265 ($D011) to a 1. | |
| The following POKE does this: | |
| POKE 53265,PEEK(53265)OR 8 | |
| When scrolling in the X direction, it is necessary to place the VIC-II | |
| chip into 38 column mode. This gives new data a place to scroll from. | |
| When scrolling LEFT, the new data should be placed on the right. When | |
| scrolling RIGHT the new data should be placed on the left. Please note | |
| that there are still 40 columns to screen memory, but only 38 are | |
| visible. | |
| When scrolling in the Y direction, it is necessary to place the VIC-II | |
| chip into 24 row mode. When scrolling UP, place the new data in the LAST | |
| row. When scrolling DOWN, place the new data on the FIRST row. Unlike X | |
| scrolling, where there are covered areas on each side of the screen, | |
| there is only one covered area in Y scrolling. When the Y scrolling | |
| PROGRAMMING GRAPHICS 129 | |
| ~ | |
| register is set to 0, the first line is covered, ready for new data. When | |
| the Y scrolling register is set to 7 the last row is covered. | |
| For scrolling in the X direction, the scroll register is located in | |
| bits 2 to 0 of the VIC-II control register at location 53270 ($D016 in | |
| HEX). As always, it is important to affect only those bits. The following | |
| POKE does this: | |
| POKE 53270,(PEEK(53270)AND 248)+X | |
| where X is the X position of the screen from 0 to 7. | |
| For scrolling in the Y direction, the scroll register is located in | |
| bits 2 to 0 of the VIC-II control register at location 53265 ($D011 in | |
| HEX). As always, it is important to affect only those bits. The following | |
| POKE does this: | |
| POKE 53265,(PEEK(53265)AND 248)+Y | |
| where Y is the Y position of the screen from 0 to 7. | |
| To scroll text onto the screen from the bottom, you would step the low- | |
| order 3 bits of location 53265 from 0-7, put more data on the covered | |
| line at the bottom of the screen, and then repeat the process. To scroll | |
| characters onto the screen from left to right, you would step the low- | |
| order 3 bits of location 53270 from 0 to 7, print or POKE another column | |
| of new data into column 0 of the screen, then repeat the process. | |
| If you step the scroll bits by -1, your text will move in the opposite | |
| direction. | |
| EXAMPLE: Text scrolling onto the bottom of the screen: | |
| start tok64 page130.prg | |
| 10 poke53265,peek(53265)and247 :rem go into 24 row mode | |
| 20 printchr$(147) :rem clear the screen | |
| 30 forx=1to24:printchr$(17);:next :rem move the cursor to the bottom | |
| 40 poke53265,(peek(53265)and248)+7:print :rem position for 1st scroll | |
| 50 print" hello"; | |
| 60 forp=6to0step-1 | |
| 70 poke53265,(peek(53265)and248)+p | |
| 80 forx=1to50:next :rem delay loop | |
| 90 next:goto40 | |
| stop tok64 | |
| 130 PROGRAMMING GRAPHICS | |
| ~ | |
| SPRITES | |
| A SPRITE is a special type of user definable character which can be | |
| displayed anywhere on the screen. Sprites are maintained directly by the | |
| VIC-II chip. And all you have to do is tell a sprite "what to look like," | |
| "what color to be," and "where to appear." The VIC-II chip will do the | |
| rest! Sprites can be any of the 16 colors available. | |
| Sprites can be used with ANY of the other graphics modes, bit mapped, | |
| character, multi-color, etc., and they'll keep their shape in all of | |
| them. The sprite carries its own color definition, its own mode (HI-RES | |
| or multi-colored), and its own shape. | |
| Up to 8 sprites at a time can be maintained by the VIC-II chip auto- | |
| matically. More sprites can be displayed using RASTER INTERRUPT | |
| techniques. | |
| The features of SPRITES include: | |
| 1) 24 horizontal dot by 21 vertical dot size. | |
| 2) Individual color control for each sprite. | |
| 3) Sprite multi-color mode. | |
| 4) Magnification (2x) in horizontal, vertical, or both directions. | |
| 5) Selectable sprite to background priority. | |
| 6) Fixed sprite to sprite priorities. | |
| 7) Sprite to sprite collision detection. | |
| 8) Sprite to background collision detection. | |
| These special sprite abilities make it simple to program many arcade | |
| style games. Because the sprites are maintained by hardware, it is even | |
| possible to write a good quality game in BASIC! | |
| There are 8 sprites supported directly by the VIC-II chip. They are | |
| numbered from 0 to 7. Each of the sprites has it own definition location, | |
| position registers and color register, and has its own bits for enable | |
| and collision detection. | |
| DEFINING A SPRITE | |
| Sprites are defined like programmable characters are defined. However, | |
| since the size of the sprite is larger, more bytes are needed. A sprite | |
| is 24 by 21 dots, or 504 dots. This works out to 63 bytes (504/8 bits) | |
| PROGRAMMING GRAPHICS 131 | |
| ~ | |
| [THE PICTURE IS MISSING!] | |
| Figure 3-2. Sprite Definition Block. | |
| 132 PROGRAMMING GRAPHICS | |
| ~ | |
| needed to define a sprite. The 63 bytes are arranged in 21 rows of 3 | |
| bytes each. A sprite definition looks like this. | |
| BYTE 0 BYTE 1 BYTE 2 | |
| BYTE 3 BYTE 4 BYTE 5 | |
| BYTE 6 BYTE 7 BYTE 8 | |
| .. .. .. | |
| .. .. .. | |
| .. .. .. | |
| BYTE 60 BYTE 61 BYTE 62 | |
| Another way to view how a sprite is created is to take a look at the | |
| sprite definition block on the bit level. It would look something like | |
| Figure 3-2. | |
| In a standard (HI-RES) sprite, each bit set to I is displayed in that | |
| sprite's foreground color. Each bit set to 0 is transparent and will | |
| display whatever data is behind it. This is similar to a standard | |
| character. | |
| Multi-color sprites are similar to multi-color characters. Horizontal | |
| resolution is traded for extra color resolution. The resolution of the | |
| sprite becomes 12 horizontal dots by 21 vertical dots. Each dot in the | |
| sprite becomes twice as wide, but the number of colors displayable in the | |
| sprite is increased to 4. | |
| SPRITE POINTERS | |
| Even though each sprite takes only 63 bytes to define, one more byte | |
| is needed as a place holder at the end of each sprite. Each sprite, then, | |
| takes up 64 bytes. This makes it easy to calculate where in memory your | |
| sprite definition is, since 64 bytes is an even number and in binary it's | |
| an even power. | |
| Each of the 8 sprites has a byte associated with it called the SPRITE | |
| POINTER. The sprite pointers control where each sprite definition is lo- | |
| cated in memory. These 8 bytes are always located as the lost 8 bytes | |
| of the 1K chunk of screen memory. Normally, on the Commodore 64, this | |
| means they begin at location 2040 ($07F8 in HEX). However, if you move | |
| the screen, the location of your sprite pointers will also move. | |
| Each sprite pointer can hold a number from 0 to 255. This number points | |
| to the definition for that sprite. Since each sprite definition takes | |
| 64 bytes, that means that the pointer can "see" anywhere in the 16K | |
| block of memory that the VIC-II chip can access (since 256*64=16K). | |
| PROGRAMMING GRAPHICS 133 | |
| ~ | |
| If sprite pointer #0, at location 2040, contains the number 14, for | |
| example, this means that sprite 0 will be displayed using the 64 bytes | |
| beginning at location 14*64 = 896 which is in the cassette buffer. The | |
| following formula makes this clear: | |
| LOCATION = (BANK * 16384) + (SPRITE POINTER VALUE * 64) | |
| Where BANK is the 16K segment of memory that the VIC-II chip is looking | |
| at and is from 0 to 3. | |
| The above formula gives the start of the 64 bytes of the sprite | |
| definition block. | |
| When the VIC-II chip is looking at BANK 0 or BANK 2, there is a ROM | |
| IMAGE of the character set present in certain locations, as mentioned | |
| before. Sprite definitions can NOT be placed there. If for some reason | |
| you need more than 128 different sprite definitions, you should use one | |
| of the banks without the ROM IMAGE, 1 or 3. | |
| TURNING SPRITES ON | |
| The VIC-II control register at location 53269 ($D015 in HEX) is known | |
| as the SPRITE ENABLE register. Each of the sprites has a bit in this | |
| register which controls whether that sprite is ON or OFF. The register | |
| looks like this: | |
| $D015 7 6 5 4 3 2 1 0 | |
| To turn on sprite 1, for example, it is necessary to turn that bit to | |
| a 1. The following POKE does this: | |
| POKE 53269.PEEK(53269)OR 2 | |
| A more general statement would be the following: | |
| POKE 53269,PEEK(53269)OR (2^SN) | |
| where SN is the sprite number, from 0 to 7. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: A sprite must be turned ON before it can be seen. | | |
| +-----------------------------------------------------------------------+ | |
| 134 PROGRAMMING GRAPHICS | |
| ~ | |
| TURNING SPRITES OFF | |
| A sprite is turned off by setting its bit in the VIC-II control | |
| register at 53269 ($D015 in HEX) to a 0. The following POKE will do this: | |
| POKE 53269,PEEK(53269)AND(255-2^SN) | |
| where SN is the sprite number from 0 to 7. | |
| COLORS | |
| A sprite can be any of the 16 colors generated by the VIC-II chip. Each | |
| of the sprites has its own sprite color register. These are the memory | |
| locations of the color registers: | |
| ADDRESS | DESCRIPTION | |
| --------------------------+---------------------------------------------- | |
| 53287 ($D027) | SPRITE 0 COLOR REGISTER | |
| 53288 ($D028) | SPRITE 1 COLOR REGISTER | |
| 53289 ($D029) | SPRITE 2 COLOR REGISTER | |
| 53290 ($D02A) | SPRITE 3 COLOR REGISTER | |
| 53291 ($D02B) | SPRITE 4 COLOR REGISTER | |
| 53292 ($D02C) | SPRITE 5 COLOR REGISTER | |
| 53293 ($D02D) | SPRITE 6 COLOR REGISTER | |
| 53294 ($D02E) | SPRITE 7 COLOR REGISTER | |
| All dots in the sprite will be displayed in the color contained in the | |
| sprite color register. The rest of the sprite will be transparent, and | |
| will show whatever is behind the sprite. | |
| MULTI-COLOR MODE | |
| Multi-color mode allows you to have up to 4 different colors in each | |
| sprite. However, just like other multi-color modes, horizontal resolution | |
| is cut in half. In other words, when you're working with sprite multi- | |
| color mode (like in multi-color character mode), instead of 24 dots | |
| across the sprite, there are 12 pairs of dots. Each pair of dots is | |
| called a BIT PAIR. Think of each bit pair (pair of dots) as a single dot | |
| in your overall sprite when it comes to choosing colors for the dots in | |
| your sprites. The table below gives you the bit pair values needed to | |
| PROGRAMMING GRAPHICS 135 | |
| ~ | |
| turn ON each of the four colors you've chosen for your sprite: | |
| BIT PAIR DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| 00 TRANSPARENT, SCREEN COLOR | |
| 01 SPRITE MULTI-COLOR REGISTER #0 (53285) ($D025) | |
| 10 SPRITE COLOR REGISTER | |
| 11 SPRITE MULTI-COLOR REGISTER #I (53286) ($D026) | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The sprite foreground color is a 10. The character foreground | | |
| | is a 11. | | |
| +-----------------------------------------------------------------------+ | |
| SETTING A SPRITE TO MULTI-COLOR MODE | |
| To switch a sprite into multi-color mode you must turn ON the VIC-II | |
| control register at location 53276 ($D01C). The following POKE does this: | |
| POKE 53276,PEEK(53276)OR(2^SN) | |
| where SN is the sprite number (0 to 7). | |
| To switch a sprite out of multi-color mode you must turn OFF the VIC-II | |
| control register at location 53276 ($D01C). The following POKE does this: | |
| POKE 53276,PEEK(53276)AND(255-2^SN) | |
| where SN is the sprite number (0 to 7). | |
| EXPANDED SPRITES | |
| The VIC-II chip has the ability to expand a sprite in the vertical | |
| direction, the horizontal direction, or both at once. When expanded, each | |
| dot in the sprite is twice as wide or twice as tall. Resolution doesn't | |
| actually increase... the sprite just gets bigger. | |
| To expand a sprite in the horizontal direction, the corresponding bit | |
| in the VIC-II control register at location 53277 ($D01D in HEX) must be | |
| turned ON (set to a 1). The following POKE expands a sprite in the X | |
| direction: | |
| POKE 53277,PEEK(53277)OR(2^SN) | |
| where SN is the sprite number from 0 to 7. | |
| 136 PROGRAMMING GRAPHICS | |
| ~ | |
| To unexpand a sprite in the horizontal direction, the corresponding bit | |
| in the VIC-II control register at location 53277 ($D01D in HEX) must be | |
| turned OFF (set to a 0). The following POKE "unexpands" a sprite in the | |
| X direction: | |
| POKE 53277,PEEK(53277)AND (255-2^SN) | |
| where SN is the sprite number from 0 to 7. | |
| To expand a sprite in the vertical direction, the corresponding bit in | |
| the VIC-II control register at location 53271 ($D017 in HEX) must be | |
| turned ON (set to a 1). The following POKE expands a sprite in the Y | |
| direction: | |
| POKE 53271,PEEK(53271)OR(2^SN) | |
| where SN is the sprite number from 0 to 7. | |
| To unexpand a sprite in the vertical direction, the corresponding bit | |
| in the VIC-II control register at location 53271 ($D017 in HEX) must be | |
| turned OFF (set to a 0). The following POKE "unexpands" a sprite in the | |
| Y direction: | |
| POKE 53271,PEEK(53271)AND (255-2^SN) | |
| where SN is the sprite number from 0 to 7. | |
| SPRITE POSITIONING | |
| Once you've made a sprite you want to be able to move it around the | |
| screen. To do this, your Commodore 64 uses three positioning registers: | |
| 1) SPRITE X POSITION REGISTER | |
| 2) SPRITE Y POSITION REGISTER | |
| 3) MOST SIGNIFICANT BIT X POSITION REGISTER | |
| Each sprite has an X position register, a Y position register, and a | |
| bit in the X most significant bit register. This lets you position your | |
| sprites very accurately. You can place your sprite in 512 possible X | |
| positions and 256 possible Y positions. | |
| The X and Y position registers work together, in pairs, as a team. The | |
| locations of the X and Y registers appear in the memory map as follows: | |
| First is the X register for sprite 0, then the Y register for sprite 0. | |
| PROGRAMMING GRAPHICS 137 | |
| ~ | |
| Next comes the X register for sprite 1, the Y register for sprite 1, and | |
| so on. After all 16 X and Y registers comes the most significant bit in | |
| the X position (X MSB) located in its own register. | |
| The chart below lists the locations of each sprite position register. | |
| You use the locations at their appropriate time through POKE statements: | |
| +-------------------+---------------------------------------------------+ | |
| | LOCATION | | | |
| +---------+---------+ DESCRIPTION | | |
| | DECIMAL | HEX | | | |
| +---------+---------+---------------------------------------------------+ | |
| | 53248 | ($D000) | SPRITE 0 X POSITION REGISTER | | |
| | 53249 | ($D001) | SPRITE 0 Y POSITION REGISTER | | |
| | 53250 | ($D002) | SPRITE 1 X POSITION REGISTER | | |
| | 53251 | ($D003) | SPRITE 1 Y POSITION REGISTER | | |
| | 53252 | ($D004) | SPRITE 2 X POSITION REGISTER | | |
| | 53253 | ($D005) | SPRITE 2 Y POSITION REGISTER | | |
| | 53254 | ($D006) | SPRITE 3 X POSITION REGISTER | | |
| | 53255 | ($D007) | SPRITE 3 Y POSITION REGISTER | | |
| | 53256 | ($D008) | SPRITE 4 X POSITION REGISTER | | |
| | 53257 | ($D009) | SPRITE 4 Y POSITION REGISTER | | |
| | 53258 | ($D00A) | SPRITE 5 X POSITION REGISTER | | |
| | 53259 | ($D00B) | SPRITE 5 Y POSITION REGISTER | | |
| | 53260 | ($D00C) | SPRITE 6 X POSITION REGISTER | | |
| | 53261 | ($D00D) | SPRITE 6 Y POSITION REGISTER | | |
| | 53262 | ($D00E) | SPRITE 7 X POSITION REGISTER | | |
| | 53263 | ($D00F) | SPRITE 7 Y POSITION REGISTER | | |
| | 53264 | ($D010) | SPRITE X MSB REGISTER | | |
| +---------+---------+---------------------------------------------------+ | |
| The position of a sprite is calculated from the TOP LEFT corner of the | |
| 24 dot by 21 dot area that your sprite can be designed in. It does NOT | |
| matter how many or how few dots you use to make up a sprite. Even if only | |
| one dot is used as a sprite, and you happen to want it in the middle of | |
| the screen, you must still calculate the exact positioning by starting at | |
| the top left corner location. | |
| VERTICAL POSITIONING | |
| Setting up positions in the horizontal direction is a little more | |
| difficult than vertical positioning, so we'll discuss vertical (Y) | |
| positioning first. | |
| 138 PROGRAMMING GRAPHICS | |
| ~ | |
| There are 200 different dot positions that can be individually pro- | |
| grammed onto your TV screen in the Y direction. The sprite Y position | |
| registers can handle numbers up to 255. This means that you have more | |
| than enough register locations to handle moving a sprite up and down. You | |
| also want to be able to smoothly move a sprite on and off the screen. | |
| More than 200 values are needed for this. | |
| The first on-screen value from the top of the screen, and in the Y | |
| direction for an unexpanded sprite is 30. For a sprite expanded in the Y | |
| direction it would be 9. (Since each dot is twice as tall, this makes a | |
| certain amount of sense, as the initial position is STILL calculated from | |
| the top left corner of the sprite.) | |
| The first Y value in which a sprite (expanded or not) is fully on the | |
| screen (all 21 possible lines displayed) is 50. | |
| The last Y value in which an unexpanded sprite is fully on the screen | |
| is 229. The last Y value in which an expanded sprite is fully on the | |
| screen is 208. | |
| The first Y value in which a sprite is fully off the screen is 250. | |
| EXAMPLE: | |
| start tok64 page139.prg | |
| 10 print"{clear}" :rem clear screen | |
| 20 poke 2040,13 :rem get sprite 0 data from block 13 | |
| 30 fori=0to62:poke832+i,129:next :rem poke sprite data into block 13 | |
| 40 v=53248 :rem set beginning of video chip | |
| 50 pokev+21,1 :rem enable sprite 0 | |
| 60 pokev+39,1 :rem set sprite 0 color | |
| 70 pokev+1,100 :rem set sprite 0 y position | |
| 80 pokev+16,0:pokev,100 :rem set sprite 0 x position | |
| stop tok64 | |
| HORIZONTAL POSITIONING | |
| Positioning in the horizontal direction is more complicated because | |
| there are more than, 256 positions. This means that an extra bit, or 9th | |
| bit is used to control the X position. By adding the extra bit when | |
| necessary a sprite now has 512 possible positions in the left/right, X, | |
| direction. This makes more possible combinations than can be seen on the | |
| visible part of the screen. Each sprite can have a position from 0 to | |
| 511. However, only those values between 24 and 343 are visible on the | |
| screen. If the X position of a sprite is greater than 255 (on the right | |
| side of the screen), the bit in the X MOST SIGNIFICANT BIT POSITION | |
| PROGRAMMING GRAPHICS 139 | |
| ~ | |
| 0 ($00) 24 ($18) 296 ($128) 344 ($158) | |
| | | | |
| | | | |
| | | +----+ 8 ($08) | |
| | | | | |
| 29 ($1D) | +--+ | | | |
| | | | | | | |
| | | | | | |
| 50 ($32) +--+-------------------------------------+----+----+ 50 ($32) | |
| | | | | | | | |
| | | | | | | | |
| +--+--+ | | | | |
| | | | | | |
| | +----+----+ | |
| | | | |
| | VISIBLE VIEWING AREA | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | NTSC* | | |
| | 40 COLUMNS | | |
| | 25 ROWS | | |
| 208 ($D0) +----+----+ | | |
| | | | | | |
| | | | +--+--+ 299 ($E5) | |
| | | | | | | | |
| | | | | | | | |
| 250 ($FA) +----+----+----------------------------------+--+--+ 250 ($FA) | |
| | | | | | |
| | | | | | | |
| | | | +--+ | |
| | | | | |
| +----+ | | | |
| 488 ($1E8) | |
| | 320 ($140) 344 ($158) | |
| 24 ($18) | |
| *North American television transmission standards for your home TV. | |
| 140 PROGRAMMING GRAPHICS | |
| ~ | |
| 7 ($07) 31 ($1F) 287 ($11F) 335 ($14F) | |
| | | | |
| | | | |
| | | +----+ 12 ($0C) | |
| | | | | |
| 33 ($21) | +--+ | | | |
| | | | | | | |
| | | | | | |
| 54 ($36) +--+-------------------------------------+----+----+ 54 ($36) | |
| | | | | | | | |
| | | | | | | | |
| +--+--+ | | | | |
| | | | | | |
| | +----+----+ | |
| | | | |
| | VISIBLE VIEWING AREA | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | NTSC* | | |
| | 38 COLUMNS | | |
| | 24 ROWS | | |
| 204 ($CC) +----+----+ | | |
| | | | | | |
| | | | +--+--+ 225 ($E1) | |
| | | | | | | | |
| | | | | | | | |
| 246 ($F6) +----+----+----------------------------------+--+--+ 246 ($F6) | |
| | | | | | |
| | | | | | | |
| | | | +--+ | |
| | | | | |
| +----+ | | | |
| 480 ($1E0) | |
| | 311 ($137) 335 ($14F) | |
| 31 ($1F) | |
| *North American television transmission standards for your home TV. | |
| PROGRAMMING GRAPHICS 141 | |
| ~ | |
| register must be set to a 1 (turned ON). If the X position of a sprite is | |
| less than 256 (on the left side of the screen), then the X MSB of that | |
| sprite must be 0 (turned OFF). Bits 0 to 7 of the X MSB register | |
| correspond to sprites 0 to 7, respectively. | |
| The following program moves a sprite across the screen: | |
| EXAMPLE: | |
| start tok64 p142_1.prg | |
| 10 print"{clear}" | |
| 20 poke2040,13 | |
| 30 fori=0to62:poke832+i,129:next | |
| 40 v=53248 | |
| 50 pokev+21,1 | |
| 60 pokev+39,1 | |
| 70 pokev+1,100 | |
| 80 forj=0to347 | |
| 90 hx=int(j/256):lx=j-256*hx | |
| 100 pokev,lx:pokev+16,hx:next | |
| stop tok64 | |
| When moving expanded sprites onto the left side of the screen in the | |
| X direction, you have to start the sprite OFF SCREEN on the RIGHT SIDE. | |
| This is because an expanded sprite is larger than the amount of space | |
| available on the left side of the screen. | |
| EXAMPLE: | |
| start tok64 p142_2.prg | |
| 10 print"{clear}" | |
| 20 poke2040,13 | |
| 30 fori=0to62:poke832+i,129:next | |
| 40 v=53248 | |
| 50 pokev+21,1 | |
| 60 pokev+39,1:pokev+23,1:pokev+29,1 | |
| 70 pokev+1,100 | |
| 80 j=488 | |
| 90 hx=int(j/256):lx=j-256*hx | |
| 100 pokev,lx:pokev+16,hx | |
| 110 j=j+1:ifj>511thenj=0 | |
| 120 ifj>488orj<348goto90 | |
| stop tok64 | |
| 142 PROGRAMMING GRAPHICS | |
| ~ | |
| The charts in Figure 3-3 explain sprite positioning. | |
| By using these values, you can position each sprite anywhere. By moving | |
| the sprite a single dot position at a time, very smooth movement is easy | |
| to achieve. | |
| SPRITE POSITIONING SUMMARY | |
| Unexpanded sprites are at least partially visible in the 40 column, by | |
| 25 row mode within the following parameters: | |
| 1 < X < 343 | |
| 30 < Y < 249 | |
| In the 38 column mode, the X parameters change to she following: | |
| 8 <= X <= 334 | |
| In the 24 row mode, the Y parameters change to the following: | |
| 34 <= Y <= 245 | |
| Expanded sprites are at least partially visible in the 40 column, by 25 | |
| row mode within the following parameters: | |
| 489 >= X <= 343 | |
| 9 >= Y <= 249 | |
| In the 38 column mode, the X parameters change to the following: | |
| 496 >= X <= 334 | |
| In the 24 row mode, the Y parameters change to the following: | |
| 13 <= Y <= 245 | |
| PROGRAMMING GRAPHICS 143 | |
| ~ | |
| SPRITE DISPLAY PRIORITIES | |
| Sprites have the ability to cross each other's paths, as well as cross | |
| in front of, or behind other objects on the screen. This can give you a | |
| truly three dimensional effect for games. | |
| Sprite to sprite priority is fixed. That means that sprite 0 has the | |
| highest priority, sprite 1 has the next priority, and so on, until we get | |
| to sprite 7, which has the lowest priority. In other words, if sprite 1 | |
| and sprite 6 are positioned so that they cross each other, sprite 1 will | |
| be in front of sprite 6. | |
| So when you're planning which sprites will appear to be in the fore- | |
| ground of the picture, they must be assigned lower sprite numbers than | |
| those sprites you want to put towards the back of the scene. Those | |
| sprites will be given higher sprite numbers, | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: A "window" effect is possible. If a sprite with higher priority | | |
| | has "holes" in it (areas where the dots are not set to 1 and thus | | |
| | turned ON), the sprite with the lower priority will show through. This| | |
| | also happens with sprite and background data. | | |
| +-----------------------------------------------------------------------+ | |
| Sprite to background priority is controllable by the SPRITE-BACK- | |
| GROUND priority register located at 53275 ($D01B). Each sprite has a bit | |
| in this register. If that bit is 0, that sprite has a higher priority | |
| than the background on the screen. In other words, the sprite appears in | |
| front of background data. If that bit is a 1, that sprite has a lower | |
| priority than the background. Then the sprite appears behind the back- | |
| ground data. | |
| COLLISION DETECTS | |
| One of the more interesting aspects of the VIC-II chip is its collision | |
| detection abilities. Collisions can be detected between sprites, or be- | |
| tween sprites and background data. A collision occurs when a non-zero | |
| part of a sprite overlaps a non-zero portion of another sprite or char- | |
| acters on the screen. | |
| 144 PROGRAMMING GRAPHICS | |
| ~ | |
| SPRITE TO SPRITE COLLISIONS | |
| Sprite to sprite collisions are recognized by the computer, or flagged, | |
| in the sprite to sprite collision register at location 53278 ($D01E in | |
| HEX) in the VIC-II chip control register. Each sprite has a bit in this | |
| register. If that bit is a 1, then that sprite is involved in a | |
| collision. The bits in this register will remain set until read (PEEKed). | |
| Once read, the register is automatically cleared, so it is a good idea to | |
| save the value in a variable until you are finished with it. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Collisions can take place even when the sprites are off screen. | | |
| +-----------------------------------------------------------------------+ | |
| SPRITE TO DATA COLLISIONS | |
| Sprite to data collisions are detected in the sprite to data collision | |
| register at location 53279 ($D01F in HEX) of the VIC-II chip control | |
| register. | |
| Each sprite has a bit in this register. If that bit is a 1 , then that | |
| sprite is involved in a collision. The bits in this register remain set | |
| until read (PEEKed). Once read, the register is automatically cleared, so | |
| it is a good idea to save the value in a variable until you are finished | |
| with it. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: MULTI-COLOR data 01 is considered transparent for collisions, | | |
| | even though it shows up on the screen. When setting up a background | | |
| | screen, it is a good idea to make everything that should not cause a | | |
| | collision 01 in multi-color mode. | | |
| +-----------------------------------------------------------------------+ | |
| PROGRAMMING GRAPHICS 145 | |
| ~ | |
| start tok64 page146.prg | |
| 10 rem sprite example 1... the hot air balloon | |
| 30 vic=13*4096:rem this is where the vic registers begin | |
| 35 pokevic+21,1:rem enable sprite 0 | |
| 36 pokevic+33,14:rem set background color to light blue | |
| 37 pokevic+23,1:rem expand sprite 0 in y | |
| 38 pokevic+29,1:rem expand sprite 0 in x | |
| 40 poke2040,192:rem set sprite 0's pointer | |
| 180 pokevic+0,100:rem set sprite 0's x position | |
| 190 pokevic+1,100:rem set sprite 0's y position | |
| 220 pokevic+39,1:rem set sprite 0's color | |
| 250 fory=0to63:rem byte counter with sprite loop | |
| 300 reada:rem read in a byte | |
| 310 poke192*64+y,a:rem store the data in sprite area | |
| 320 nexty:rem close loop | |
| 330 dx=1:dy=1 | |
| 340 x=peek(vic):rem look at sprite 0's x position | |
| 350 y=peek(vic+1):rem look at sprite 0's y position | |
| 360 ify=50ory=208thendy=-dy:rem if y is on the edge of the... | |
| 370 rem screen, then reverse delta y | |
| 380 ifx=24and(peek(vic+16)and1)=0thendx=-dx:rem if sprite is touching... | |
| 390 rem the left edge(x=24 and the msb for sprite 0 is 0), reverse it | |
| 400 ifx=40and(peek(vic+16)and1)=1thendx=-dx:rem if sprite is touching... | |
| 410 rem the right edge (x=40 and the msb for sprite 0 is 1), reverse it | |
| 420 ifx=255anddx=1thenx=-1:side=1 | |
| 430 rem switch to other side of the screen | |
| 440 ifx=0anddx=-1thenx=256:side=0 | |
| 450 rem switch to other side of the screen | |
| 460 x=x+dx:rem add delta x to x | |
| 470 x=xand255:rem make sure x is in allowed range | |
| 480 y=y+dy:rem add delta y to y | |
| 485 pokevic+16,side | |
| 490 pokevic,x:rem put new x value into sprite 0's x position | |
| 510 pokevic+1,y:rem put new y value into sprite 0's y position | |
| 530 goto340 | |
| 600 rem ***** sprite data ***** | |
| 610 data0,127,0,1,255,192,3,255,224,3,231,224 | |
| 620 data7,217,240,7,223,240,7,217,240,3,231,224 | |
| 630 data3,255,224,3,255,224,2,255,160,1,127,64 | |
| 640 data1,62,64,0,156,128,0,156,128,0,73,0,0,73,0 | |
| 650 data0,62,0,0,62,0,0,62,0,0,28,0,0 | |
| stop tok64 | |
| 146 PROGRAMMING GRAPHICS | |
| ~ | |
| start tok64 page147.prg | |
| 10 rem sprite example 2... | |
| 20 rem the hot air balloon again | |
| 30 vic=13*4096:rem this is where the vic registers begin | |
| 35 pokevic+21,63:rem enable sprites 0 thru 5 | |
| 36 pokevic+33,14:rem set background color to light blue | |
| 37 pokevic+23,3:rem expand sprites 0 and 1 in y | |
| 38 pokevic+29,3:rem expand sprites 0 and 1 in x | |
| 40 poke2040,192:rem set sprite 0's pointer | |
| 50 poke2041,193:rem set sprite 1's pointer | |
| 60 poke2042,192:rem set sprite 2's pointer | |
| 70 poke2043,193:rem set sprite 3's pointer | |
| 80 poke2044,192:rem set sprite 4's pointer | |
| 90 poke2045,193:rem set sprite 5's pointer | |
| 100 pokevic+4,30:rem set sprite 2's x position | |
| 110 pokevic+5,58:rem set sprite 2's y position | |
| 120 pokevic+6,65:rem set sprite 3's x position | |
| 130 pokevic+7,58:rem set sprite 3's y position | |
| 140 pokevic+8,100:rem set sprite 4's x position | |
| 150 pokevic+9,58:rem set sprite 4's y position | |
| 160 pokevic+10,100:rem set sprite 5's x position | |
| 170 pokevic+11,58:rem set sprite 5's y position | |
| 175 print"{white}{clear}"tab(15)"this is two hires sprites"; | |
| 176 printtab(55)"on top of each other" | |
| 180 pokevic+0,100:rem set sprite 0's x position | |
| 190 pokevic+1,100:rem set sprite 0's y position | |
| 200 pokevic+2,100:rem set sprite 1's x position | |
| 210 pokevic+3,100:rem set sprite 1's y position | |
| 220 pokevic+39,1:rem set sprite 0's color | |
| 230 pokevic+41,1:rem set sprite 2's color | |
| 240 pokevic+43,1:rem set sprite 4's color | |
| 250 pokevic+40,6:rem set sprite 1's color | |
| 260 pokevic+42,6:rem set sprite 3's color | |
| 270 pokevic+44,6:rem set sprite 5's color | |
| 280 forx=192to193:rem the start of the loop that defines the sprites | |
| 290 fory=0to63:rem byte counter with sprite loop | |
| 300 reada:rem read in a byte | |
| 310 pokex*64+y,a:rem store the data in sprite area | |
| 320 nexty,x:rem close loops | |
| 330 dx=1:dy=1 | |
| 340 x=peek(vic):rem look at sprite 0's x position | |
| 350 ify=50ory=208thendy=-dy:rem if y is on the edge of the... | |
| 370 rem screen, then reverse delta y | |
| 380 ifx=24and(peek(vic+16)and1)=0thendx=-dx:rem if sprite is... | |
| 390 rem touching the left edge, then reverse it | |
| 400 ifx=40and(peek(vic+16)and1)=1thendx=-dx:rem if sprite is... | |
| 410 rem touching the right edge, then reverse it | |
| 420 ifx=255anddx=1thenx=-1:side=3 | |
| 430 rem switch to other side of the screen | |
| 440 ifx=0anddx=-1thenx=256:side=0 | |
| 450 rem switch to other side of the screen | |
| 460 x=x+dx:rem add delta x to x | |
| 470 x=xand255:rem make sure x is in allowed range | |
| 480 y=y+dy:rem add delta y to y | |
| 485 pokevic+16,side | |
| 490 pokevic,x:rem put new x value into sprite 0's x position | |
| 500 pokevic+2,x:rem put new x value into sprite 1's x position | |
| 510 pokevic+1,y:rem put new y value into sprite 0's y position | |
| 520 pokevic+3,y:rem put new y value into sprite 1's y position | |
| 530 goto340 | |
| 600 rem ***** sprite data ***** | |
| 610 data0,255,0,3,153,192,7,24,224,7,56,224,14,126,112,14,126,112,14,126 | |
| 620 data112,6,126,96,7,56,224,7,56,224,1,56,128,0,153,0,0,90,0,0,56,0 | |
| 630 data0,56,0,0,0,0,0,0,0,0,126,0,0,42,0,0,84,0,0,40,0,0 | |
| 640 data0,0,0,0,102,0,0,231,0,0,195,0,1,129,128,1,129,128,1,129,128 | |
| 650 data1,129,128,0,195,0,0,195,0,4,195,32,2,102,64,2,36,64,1,0,128 | |
| 660 data1,0,128,0,153,0,0,153,0,0,0,0,0,84,0,0,42,0,0,20,0,0 | |
| stop tok64 | |
| start tok64 page148.prg | |
| 10 rem sprite example 3... | |
| 20 rem the hot air gorf | |
| 30 vic=53248:rem this is where the vic registers begin | |
| 35 pokevic+21,1:rem enable sprite 0 | |
| 36 pokevic+33,14:rem set background color to light blue | |
| 37 pokevic+23,1:rem expand sprite 0 in y | |
| 38 pokevic+29,1:rem expand sprite 0 in x | |
| 40 poke2040,192:rem set sprite 0's pointer | |
| 50 pokevic+28,1:rem turn on multicolor | |
| 60 pokevic+37,7:rem set multicolor 0 | |
| 70 pokevic+38,4:rem set multicolor 1 | |
| 180 pokevic+0,100:rem set sprite 0's x position | |
| 190 pokevic+1,100:rem set sprite 0's y position | |
| 220 pokevic+39,2:rem set sprite 0's color | |
| 290 fory=0to63:rem byte counter with sprite loop | |
| 300 reada:rem read in a byte | |
| 310 poke12288+y,a:rem store the data in sprite area | |
| 320 next y:rem close loop | |
| 330 dx=1:dy=1 | |
| 340 x=peek(vic):rem look at sprite 0's x position | |
| 350 y=peek(vic+1):rem look at sprite 0's y position | |
| 360 ify=50ory=208then dy=-dy:rem if y is on the edge of the... | |
| 370 rem screen, then reverse delta y | |
| 380 ifx=24and(peek(vic+16)and1)=0thendx=-dx:rem if sprite is... | |
| 390 rem touching the left edge, then reverse it | |
| 400 ifx=40and(peek(vic+16)and1)=1thendx=-dx:rem if sprite is... | |
| 410 rem touching the right edge, then reverse it | |
| 420 ifx=255anddx=1thenx=-1:side=1 | |
| 430 rem switch to other side of the screen | |
| 440 ifx=0anddx=-1thenx=256:side=0 | |
| 450 rem switch to other side of the screen | |
| 460 x=x+dx:rem add delta x to x | |
| 470 x=xand255:rem make sure that x is in allowed range | |
| 480 y=y+dy:rem add delta y to y | |
| 485 pokevic+16,side | |
| 490 pokevic,x:rem put new x value into sprite 0's x position | |
| 510 pokevic+1,y:rem put new y value into sprite 0's y position | |
| 520 geta$:rem get a key from the keyboard | |
| 521 ifa$="m"thenpokevic+28,1:rem user selected multicolor | |
| 522 ifa$="h"thenpokevic+28,0:rem user selected high resolution | |
| 530 goto340 | |
| 600 rem ***** sprite data ***** | |
| 610 data64,0,1,16,170,4,6,170,144,10,170,160,42,170,168,41,105,104,169 | |
| 620 data235,106,169,235,106,169,235,106,170,170,170,170,170,170,170,170 | |
| 630 data170,170,170,170,166,170,154,169,85,106,170,85,170,42,170,168,10 | |
| 640 data170,160,1,0,64,1,0,64,5,0,80,0 | |
| stop tok64 | |
| PROGRAMMING GRAPHICS 149 | |
| ~ | |
| OTHER GRAPHICS FEATURES | |
| SCREEN BLANKING | |
| Bit 4 of the VIC-II control register controls the screen blanking func- | |
| tion. It is found in the control register at location 53265 ($D011). When | |
| it is turned ON (in other words, set to a 1) the screen is normal. When | |
| bit 4 is set to 0 (turned OFF), the entire screen changes to border | |
| color. | |
| The following POKE blanks the screen. No data is lost, it just isn't | |
| displayed. | |
| POKE 53265,PEEK(53265)AND 239 | |
| To bring back the screen. use the POKE shown below: | |
| POKE 53265,PEEK(53265)OR 16 | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Turning off the screen will speed up the processor slightly. | | |
| | This means that program RUNning is also sped up. | | |
| +-----------------------------------------------------------------------+ | |
| RASTER REGISTER | |
| The raster register is found in the VIC-II chip at location 53266 | |
| ($D012). The raster register is a dual purpose register. When you read | |
| this register it returns the lower 8 bits of the current raster position. | |
| The raster position of the most significant bit is in register location | |
| 53265 ($D011). You use the raster register to set up timing changes in | |
| your display so that you can get rid of screen flicker. The changes on | |
| your screen should be mode when the raster is not in the visible display | |
| area, which is when your dot positions fall between 51 and 251. | |
| When the raster register is written to (including the MSB) the number | |
| written to is saved for use with the raster compare function. When the | |
| actual raster value becomes the same as the number written to the raster | |
| register, a bit in the VIC-II chip interrupt register 53273 ($D019) is | |
| turned ON by setting it to 1. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: If the proper interrupt bit is enabled (turned on), an interrupt| | |
| | (IRQ) will occur. | | |
| +-----------------------------------------------------------------------+ | |
| 150 PROGRAMMING GRAPHICS | |
| ~ | |
| INTERRUPT STATUS REGISTER | |
| The interrupt status register shows the current status of any interrupt | |
| source. The current status of bit 2 of the interrupt register will be a 1 | |
| when two sprites hit each other. The same is true, in a corresponding 1 | |
| to 1 relationship, for bits 0-3 listed in the chart below. Bit 7 is also | |
| set with a 1, whenever an interrupt occurs. | |
| The interrupt status register is located at 53273 ($D019) and is as | |
| follows: | |
| LATCH BIT# DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| IRST 0 Set when current raster count = stored raster count | |
| IMDC 1 Set by SPRITE-DATA collision (1st one only, until reset) | |
| IMMC 2 Set by SPRITE-SPRITE collision (1st one only, until reset) | |
| ILP 3 Set by negative transition of light pen (1 per frame) | |
| IRQ 7 Set by latch set and enabled | |
| ------------------------------------------------------------------------- | |
| Once an interrupt bit has been set, it's "latched" in and must be | |
| cleared by writing a 1 to that bit in the interrupt register when you're | |
| ready to handle it. This allows selective interrupt handling, without | |
| having to store the other interrupt bits. | |
| The INTERRUPT ENABLE REGISTER is located at 53274 ($D01A). It has the | |
| same format as the interrupt status register. Unless the corresponding | |
| bit in the interrupt enable register is set to a 1, no interrupt from | |
| that source will take place. The interrupt status register can still be | |
| polled for information, but no interrupts will be generated. | |
| To enable an interrupt request the corresponding interrupt enable bit | |
| (as shown in the chart above) must be set to a 1. | |
| This powerful interrupt structure lets you use split screen modes. For | |
| instance you can have half of the screen bit mapped, half text, more than | |
| 8 sprites at a time, etc. The secret is to use interrupts properly. For | |
| example, if you want the top half of the screen to be bit mapped and the | |
| bottom to be text, just set the raster compare register (as explained | |
| previously) for halfway down the screen. When the interrupt occurs, tell | |
| the VIC-II chip to get characters from ROM, then set the raster compare | |
| register to interrupt at the top of the screen. When the interrupt occurs | |
| at the top of the screen, tell the VIC-II chip to get characters from RAM | |
| (bit map mode). | |
| You can also display more than 8 sprites in the same way. Unfortunately | |
| BASIC isn't fast enough to do this very well. So if you want to start | |
| using display interrupts, you should work in machine language. | |
| PROGRAMMING GRAPHICS 151 | |
| ~ | |
| SUGGESTED SCREEN AND CHARACTER COLOR COMBINATIONS | |
| Color TV sets are limited in their ability to place certain colors next | |
| to each other on the same line. Certain combinations of screen and char- | |
| acter colors produce blurred images. This chart shows which color com- | |
| binations to avoid, and which work especially well together. | |
| CHARACTER COLOR | |
| 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 0| x| o| x| o| o| /| x| o| o| x| o| o| o| o| o| o| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 1| o| x| o| x| o| o| o| x| /| o| /| o| o| x| o| o| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 2| x| o| x| x| /| x| x| o| o| x| o| x| x| x| x| /| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 3| o| x| x| x| x| /| o| x| x| x| x| /| x| x| /| x| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 4| o| /| x| x| x| x| x| x| x| x| x| x| x| x| x| /| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 5| o| /| x| /| x| x| x| x| x| x| x| /| x| o| x| /| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| SCREEN 6| /| o| x| o| x| x| x| x| x| x| x| x| x| /| o| o| | |
| COLOR +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 7| o| x| o| x| x| x| /| x| /| o| /| o| o| x| x| x| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 8| /| o| o| x| x| x| x| o| x| o| x| x| x| x| x| /| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 9| x| o| x| x| x| x| x| o| o| x| o| x| x| x| x| o| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 10| /| /| o| x| x| x| x| /| x| o| x| x| x| x| x| /| o = EXCELLENT | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 11| o| o| x| /| x| x| x| o| x| x| x| x| o| o| /| o| / = FAIR | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 12| o| o| /| x| x| x| /| x| x| /| x| o| x| x| x| o| x = POOR | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 13| o| x| x| x| x| o| /| x| x| x| x| o| x| x| x| x| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 14| o| o| x| o| x| x| o| x| x| x| x| /| x| x| x| /| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 15| o| o| o| x| /| /| o| x| x| /| /| o| o| x| /| x| | |
| +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+ | |
| 152 PROGRAMMING GRAPHICS | |
| ~ | |
| PROGRAMMING SPRITES - ANOTHER LOOK | |
| For those of you having trouble with graphics, this section has been | |
| designed as a more elementary tutorial approach to sprites. | |
| MAKING SPRITES IN BASIC - A SHORT PROGRAM | |
| There are at least three different BASIC programming techniques which | |
| let you create graphic images and cartoon animations on the Commodore 64. | |
| You can use the computer's built-in graphics character set (see Page | |
| 376). You can program your own characters (see Page 108) or... best of | |
| all... you can use the computer's built-in "sprite graphics. To | |
| illustrate how easy it is, here's one of the shortest spritemaking | |
| programs you can write in BASIC: | |
| start tok64 page153.prg | |
| 10 print"{clear}" | |
| 20 poke2040,13 | |
| 30 fors=832to832+62:pokes,255:next | |
| 40 v=53248 | |
| 50 pokev+21,1 | |
| 60 pokev+39,1 | |
| 70 pokev,24 | |
| 80 pokev+1,100 | |
| stop tok64 | |
| This program includes the key "ingredients" you need to create any | |
| sprite. The POKE numbers come from the SPRITEMAKING CHART on Page 176. | |
| This program defines the first sprite... sprite 0... as a solid white | |
| square on the screen. Here's a line-by-line explanation of the program: | |
| LINE 10 clears the screen. | |
| LINE 20 sets the "sprite pointer" to where the Commodore 64 will read | |
| its sprite data from. Sprite 0 is set at 2040, sprite 1 at 2041, sprite | |
| 2 at 2042, and so on up to sprite 7 at 2047. You can set all 8 sprite | |
| pointers to 13 by using this line in place of line 20: | |
| 20 FOR SP=2040TO2047:POKE SP,13:NEXT SP | |
| LINE 30 puts the first sprite (sprite 0) into 63 bytes of the Commodore | |
| 64's RAM memory starting at location 832 (each sprite requires 63 bytes | |
| PROGRAMMING GRAPHICS 153 | |
| ~ | |
| of memory). The first sprite (sprite 0) is "addressed" at memory | |
| locations 832 to 894. | |
| LINE 40 sets the variable "V" equal to 53248, the starting address of | |
| the VIDEO CHIP. This entry lets us use the form (V+number) for sprite | |
| settings. 're using the form (V+number) when POKEing sprite settings | |
| because this format conserves memory and lets us work with smaller | |
| numbers. For example, in line 50 we typed POKE V+21. This is the same as | |
| typing POKE 53248+21 or POKE 53269... but V+21 requires less space than | |
| 53269, and is easier to remember. | |
| LINE 50 enables or "turns on" sprite 0. There are 8 sprites, numbered | |
| from 0 to 7. To turn on an individual sprite, or a combination of | |
| sprites, all you have to do is POKE V+21 followed by a number from 0 | |
| (turn all sprites off) to 255 (turn all 8 sprites on). You can turn on | |
| one or more sprites by POKEing the following numbers: | |
| +------+------+------+------+------+------+------+------+------+-------+ | |
| |ALL ON|SPRT 0|SPRT 1|SPRT 2|SPRT 3|SPRT 4|SPRT 5|SPRT 6|SPRT 7|ALL OFF| | |
| | 255 | 1 | 2 | 4 | 8 | 16 | 32 | 64 | 128 | 0 | | |
| +------+------+------+------+------+------+------+------+------+-------+ | |
| POKE V+21,1 turns on sprite 0. POKE V+21,128 turns on sprite 7. You | |
| can also turn on combinations of sprites. For example, POKE V+21,129 | |
| turns on both sprite 0 and sprite 7 by adding the two "turn on" numbers | |
| (1+128) together. (See SPRITEMAKING CHART, Page 176.) | |
| LINE 60 sets the COLOR of sprite 0. There are 16 possible sprite | |
| colors, numbered from 0 (black) to 15 (grey). Each sprite requires a | |
| different POKE to set its color, from V+39 to V+46. POKE V+39,1 colors | |
| sprite 0 white. POKE V+46,15 colors sprite 7 grey. (See the SPRITEMAKING | |
| CHART for more information.) | |
| When you create a sprite, as you just did, the sprite will STAY IN | |
| MEMORY until you POKE it off, redefine it, or turn off your computer. | |
| This lets you change the color, position and even shape of the sprite in | |
| DIRECT or IMMEDIATE mode, which is useful for editing purposes. As an | |
| example, RUN the program above, then type this line in DIRECT mode | |
| (without a line number) and hit the <RETURN> key: | |
| POKE V+39,8 | |
| The sprite on the screen is now ORANGE. Try POKEing some other numbers | |
| from 0 to 15 to see the other sprite colors. Because you did this in | |
| 154 PROGRAMMING GRAPHICS | |
| ~ | |
| DIRECT mode, if you RUN your program the sprite will return to its origi- | |
| nal color (white). | |
| LINE 70, determines the HORIZONTAL or "X" POSITION of the sprite on the | |
| screen. This number represents the location of the UPPER LEFT CORNER of | |
| the sprite. The farthest left horizontal (X) position which you can see | |
| on your television screen is position number 24, although you can move | |
| the sprite OFF THE SCREEN to position number 0. | |
| LINE 80 determines the VERTICAL or "Y" POSITION of the sprite. In this | |
| program, we placed the sprite at X (horizontal) position 24, and Y | |
| (vertical) position 100. To try another location, type this POKE in | |
| DIRECT mode and hit <RETURN>: | |
| POKE V,24:POKE V+1,50 | |
| This places the sprite at the upper left corner of the screen. To move | |
| the sprite to the lower left corner, type this: | |
| POKE V,24:POKE V+1,229 | |
| Each number from 832 to 895 in our sprite 0 address represents one | |
| block of 8 pixels, with three 8-pixel blocks in each horizontal row of | |
| the sprite. The loop in line 80 tells the computer to POKE 832,255 which | |
| makes the first 8 pixels solid . . . then POKE 833,255 to make the second | |
| 8 pixels solid, and so on to location 894 which is the last group of 8 | |
| pixels in the bottom right corner of the sprite. To better see how this | |
| works, try typing the following in DIRECT r-node, and notice that the | |
| second group of 8 pixels is erased: | |
| POKE 833,0 (to put it back type POKE 833,255 or RUN your program) | |
| The following line, which you can add to your program. erases the | |
| blocks in the MIDDLE of the sprite you created: | |
| 90 FOR A=836 TO 891 STEP 3:POKE A,O:NEXT A | |
| Remember, the pixels that make up the sprite are grouped in blocks of | |
| eight. This line erases the 5th group of eight pixels (block 836) and | |
| every third block up to block 890. Try POKEing any of the other numbers | |
| from 832 to 894 with either a 255 to make them solid or 0 to make them | |
| blank. | |
| PROGRAMMING GRAPHICS 155 | |
| ~ | |
| +-----------------------------------------------------------------------+ | |
| | CRUNCHING YOUR SPRITE PROGRAMS | | |
| | | | |
| | Here's a helpful "crunching" tip: The program described above is | | |
| | already short, but it can be made even shorter by "crunching" it | | |
| | smaller. In our example we list the key sprite settings on separate | | |
| | program lines so you can see what's happening in the program. In | | |
| | actual practice, a good programmer would probably write this program | | |
| | as a TWO LINE PROGRAM... by "crunching" it as follows: | | |
| | | | |
| | 10 PRINTCHR$(147):V=53248:POKEV+21,1:POKE2040.13:POKEV+39,1 | | |
| | 20 FORS=832TO894:POKES,255:NEXT:POKEV,24:POKEV+1,100 | | |
| | | | |
| | For more tips on how to crunch your programs so they fit in less | | |
| | memory and run more efficiently, see the "crunching guide" on Page 24.| | |
| +-----------------------------------------------------------------------+ | |
| TV SCREEN | |
| +---------------------------------------------------+ | |
| | ^ | | |
| | | | | |
| |<-------+---- X POSITION = HORIZONTAL ------------>| | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | +-+ | | |
| | | | | | | |
| | | +-+ | | |
| | | / | | |
| | | / | | |
| | | / | | |
| | | / | | |
| +-------------------------------/-------------------+ | |
| / | |
| A sprite located here must have both its X-position (horizontal) and | |
| Y-position (vertical) set so it can be displayed on the screen. | |
| Figure 3-4. The display screen is divided into a grid of X and Y coor- | |
| dinates. | |
| 156 PROGRAMMING GRAPHICS | |
| ~ | |
| POSITIONING SPRITES ON THE SCREEN | |
| The entire display screen is divided into a grid of X and Y coordi- | |
| nates, like a graph. The X COORDINATE is the HORIZONTAL position across | |
| the screen and the Y COORDINATE is the VERTICAL position up and down (see | |
| Figure 3-4). | |
| To position any sprite on the screen, you must POKE TWO SETTINGS... | |
| the X position and the Y position... these tell the computer where to | |
| display the UPPER LEFT HAND CORNER of the sprite. Remember that a sprite | |
| consists of 504 individual pixels, 24 across by 21 down... so if you POKE | |
| a sprite onto the upper left corner of your screen, the sprite will be | |
| displayed as a graphic image 24 pixels ACROSS and 21 pixels DOWN starting | |
| at the X-Y position you defined. The sprite will be displayed based on | |
| the upper left corner of the entire sprite, even if you define the sprite | |
| using only a small part of the 24X21-pixel sprite area. | |
| To understand how X-Y positioning works, study the following diagram | |
| (Figure 3-5), which shows the X and Y numbers in relation to your display | |
| screen. Note that the GREY AREA in the diagram shows your television | |
| viewing area... the white area represents positions which are OFF your | |
| viewing screen... | |
| [THE PICTURE IS MISSING!] | |
| PROGRAMMING GRAPHICS 157 | |
| ~ | |
| To display a sprite in a given location, You must POKE the X and Y | |
| settings for each SPRITE... remembering that every sprite has its own | |
| unique X POKE and Y POKE. The X and Y settings for ail 8 sprites are | |
| shown here: | |
| POKE THESE VALUES TO SET X-Y SPRITE POSITIONS | |
| +------+-------+-------+-------+-------+-------+-------+-------+--------+ | |
| | |SPRT 0 |SPRT 1 |SPRT 2 |SPRT 3 |SPRT 4 |SPRT 5 |SPRT 6 |SPRT 7 | | |
| +------+-------+-------+-------+-------+-------+-------+-------+--------+ | |
| |SET X |V,X |V+2,X |V+4,X |V+6,X |V+8,X |V+10,X |V+12,X |V+14,X | | |
| |SET Y |V+1,Y |V+3,Y |V+5,Y |V+7,Y |V+9,Y |V+11,Y |V+13,Y |V+15,Y | | |
| |RIGHTX|V+16,1 |V+16,2 |V+16,4 |V+16,8 |V+16,16|V+16,32|V+16,64|V+16,128| | |
| +------+-------+-------+-------+-------+-------+-------+-------+--------+ | |
| POKEING AN X POSITION: The possible values of X are 0 to 255, counting | |
| from left to right. Values 0 to 23 place all or part of the sprite OUT OF | |
| THE VIEWING AREA off the left side of the screen... values 24 to 255 | |
| place the sprite IN THE VIEWING AREA up to the 255th position (see next | |
| paragraph for settings beyond the 255th X position). To place the sprite | |
| at one of these positions, just type the X-POSITION POKE for the sprite | |
| you're using. For example, to POKE sprite I at the farthest left X | |
| position IN THE VIEWING AREA, type: POKE V+2,24. | |
| X VALUES BEYOND THE 255TH POSITION: To get beyond the 255th position | |
| across the screen, you need to make a SECOND POKE using the numbers in | |
| the "RIGHT X" row of the chart (Figure 3-5). Normally, the horizontal (X) | |
| numbering would continue past the 255th position to 256, 257, etc., but | |
| because registers only contain 8 bits we must use a "second register" to | |
| access the RIGHT SIDE of the screen and start our X numbering over again | |
| at 0. So to get beyond X position 255, you must POKE V+16 and a number | |
| (depending on the sprite). This gives you 65 additional X positions | |
| (renumbered from 0 to 65) in the viewing area on the RIGHT side of the | |
| viewing screen. (You can actually POKE the right side X value as high as | |
| 255, which takes you off the right edge of the viewing screen.) | |
| POKEING A Y POSITION: The possible values of Y are 0 to 255, counting | |
| from top to bottom. Values 0 to 49 place all or part of the sprite OUT | |
| OF THE VIEWING AREA off the TOP of the screen. Values 50 to 229 place the | |
| sprite IN THE VIEWING AREA. Values 230 to 255 place all or part of the | |
| sprite OUT OF THE VIEWING AREA off the BOTTOM of the screen. | |
| 158 PROGRAMMING GRAPHICS | |
| ~ | |
| Let's see how this X-Y positioning works, using sprite 1. Type this | |
| program: | |
| start tok64 page159.prg | |
| 10 print"{clear}":v=53248:pokev+21,2:poke2041,13 | |
| 20 fors=832to895:pokes,255:next:pokev+40,7 | |
| 30 pokev+2,24 | |
| 40 pokev+3,50 | |
| stop tok64 | |
| This simple program establishes sprite 1 as a solid box and positions it | |
| at the upper left corner of the screen. Now change line 40 to read: | |
| 40 POKE V+3,229 | |
| This moves the sprite to the bottom left corner of the screen. Now let's | |
| test the RIGHT X LIMIT of the sprite. Change line 30 as shown: | |
| 30 POKE V+2,255 | |
| This moves the sprite to the RIGHT but reaches the RIGHT X LIMIT, which | |
| is 255. At this point, the "most significant bit" in register 16 must be | |
| SET. In other words, you must type POKE V+ 16 and the number shown in the | |
| "RIGHT X" column in the X-Y POKE CHART above to RESTART the X position | |
| counter at the 256th pixel/position on the screen. Change line 30 as | |
| follows: | |
| 30 POKE V+16,PEEK(V+16)OR 2:POKE V+2,0 | |
| POKE V+16,2 sets the most significant bit of the X position for sprite 1 | |
| and restarts it at the 256th pixel/position on the screen. POKE V+2,0 | |
| displays the sprite at the NEW POSITION ZERO, which is now reset to the | |
| 256th pixel. | |
| To get back to the left side of the screen, you must reset the most | |
| significant bit of the X position counter to 0 by typing (for sprite 1): | |
| POKE V+16, PEEK(V+16)AND 253 | |
| TO SUMMARIZE how the X positioning works... POKE the X POSITION for any | |
| sprite with a number from 0 to 255. To access a position beyond the 255th | |
| position/pixel across the screen, you must use an additional POKE (V+16) | |
| which sets the most significant bit of the X position and start counting | |
| from 0 again at the 256th pixel across the screen. | |
| PROGRAMMING GRAPHICS 159 | |
| ~ | |
| This POKE starts the X numbering over again from 0 at the 256th position | |
| (Example: POKE V+16,PEEK(V+16)OR 1 and POKE V,1 must be included to place | |
| sprite 0 at the 257th pixel across the screen.) To get back to the left | |
| side X positions you have to TURN OFF the control setting by typing | |
| POKE V+16,PEEK(V+16)AND 254. | |
| POSITIONING MULTIPLE SPRITES ON THE SCREEN | |
| Here's a program which defines THREE DIFFERENT SPRITES (0, 1 and 2) in | |
| different colors and places them in different positions on the screen: | |
| start tok64 page160.prg | |
| 10 print"{clear}":v=53248:fors=832to895:pokes,255:next | |
| 20 form=2040to2042:pokem,13:next | |
| 30 pokev+21,7 | |
| 40 pokev+39,1:pokev+40,7:pokev+41,8 | |
| 50 pokev,24:pokev+1,50 | |
| 60 pokev+2,12:pokev+3,229 | |
| 70 pokev+4,255:pokev+5,50 | |
| stop tok64 | |
| For convenience, all 3 sprites have been defined as solid squares, | |
| getting their data from the same place. The important lesson here is how | |
| the 3 sprites are positioned. The white sprite 0 is at the top lefthand | |
| corner. The yellow sprite 1 is at the bottom lefthand corner but HALF the | |
| sprite is OFF THE SCREEN (remember, 24 is the leftmost X position in the | |
| viewing area... an X position less than 24 puts all or part of the sprite | |
| off the screen and we used an X position 12 here which put the sprite | |
| halfway off the screen). Finally, the orange sprite 2 is at the RIGHT X | |
| LIMIT (position 255)... but what if you want to display a sprite in the | |
| area to the RIGHT of X position 255? | |
| DISPLAYING A SPRITE BEYOND THE 255TH X-POSITION | |
| Displaying a sprite beyond the 255th X position requires a special POKE | |
| which SETS the most significant bit of the X position and starts over at | |
| the 256th pixel position across the screen. Here's how it works... | |
| First, you POKE V+16 with the number for the sprite you're using (check | |
| the "RIGHT X" row in the X-Y chart... we'll use sprite 0). Now we assign | |
| an X position, keeping in mind that the X counter starts over from 0 at | |
| the 256th position on the screen. Change line 50 to read as follows: | |
| 50 POKE V+16,1:POKE V,24:POKE V+1,75 | |
| 160 PROGRAMMING GRAPHICS | |
| ~ | |
| This line POKEs V+ 16 with the number required to "open up" the right | |
| side of the screen... the new X position 24 for sprite 0 now begins 24 | |
| pixels to the RIGHT of position 255. To check the right edge of the | |
| screen, change line 60 to: | |
| 60 POKE V+16,1:POKE V,65:POKE V+1,75 | |
| Some experimentation with the settings in the sprite chart will give | |
| you the settings you need to position and move sprites on the left and | |
| right sides of the screen. The section on "moving sprites" will also | |
| increase your understanding of how sprite positioning works. | |
| SPRITE PRIORITIES | |
| You can actually make different sprites seem to move IN FRONT OF or | |
| BEHIND each other on the screen. This incredible three dimensional illu- | |
| sion is achieved by the built-in SPRITE PRIORITIES which determine which | |
| sprites have priority over the others when 2 or more sprites OVERLAP on | |
| the screen. | |
| The rule is "first come, first served" which means lower-numbered | |
| sprites AUTOMATICALLY have priority over higher-numbered sprites. For | |
| example, if you display sprite 0 and sprite 1 so they overlap on the | |
| screen, sprite 0 will appear to be IN FRONT OF sprite 1. Actually, sprite | |
| 0 always supersedes all the other sprites because it's the lowest num- | |
| bered sprite. In comparison, sprite 1 has priority over sprites 2-7; | |
| sprite 2 has priority over sprites 3-7, etc. Sprite 7 (the last sprite) | |
| has LESS PRIORITY than any of the other sprites, and will always appear | |
| to be displayed "BEHIND" any other sprites which overlap its position. | |
| To illustrate how priorities work, change lines 50, 60, and 70 in the | |
| program above to the following: | |
| 50 POKEV,24:POKEV+1,50:POKEV+16,0 | |
| 60 POKEV+2,34:POKEV+3,60 | |
| 70 POKEV+4,44:POKEV+5,70 | |
| You should see a white sprite on top of a yellow sprite on top of an | |
| orange sprite. Of course, now that you see how priorities work, you can | |
| also MOVE SPRITES and take advantage of these priorities in your ani- | |
| mation. | |
| PROGRAMMING GRAPHICS 161 | |
| ~ | |
| DRAWING A SPRITE | |
| Drawing a Commodore sprite is like coloring the empty spaces in a | |
| coloring book. Every sprite consists of tiny dots called pixels. To draw | |
| a sprite, all you have to do is "color in" some of the pixels. | |
| Look at the spritemaking grid in Figure 3-6. This is what a blank | |
| sprite looks like: | |
| [THE PICTURE IS MISSING!] | |
| Figure 3-6. Spritemaking grid. | |
| Each little "square" represents one pixel in the sprite. There are 24 | |
| pixels across and 21 pixels up and down, or 504 pixels in the entire | |
| sprite. To make the sprite look like something, you have to color in | |
| these pixels using a special PROGRAM... but how can you control over 500 | |
| individual pixels? That's where computer programming can help you. In- | |
| stead of typing 504 separate numbers, you only have to type 63 numbers | |
| for each sprite. Here's how it works... | |
| 162 PROGRAMMING GRAPHICS | |
| ~ | |
| CREATING A SPRITE... STEP BY STEP | |
| To make this as easy as possible for you, we've put together this | |
| simple step by step guide to help you draw your own sprites. | |
| STEP 1: | |
| Write the spritemaking program shown here ON A PIECE OF PAPER... note | |
| that line 100 starts a special DATA section of your program which will | |
| contain the 63 numbers you need to create your sprite. | |
| [THE PICTURE IS MISSING!] | |
| STEP 2: | |
| Color in the pixels on the spritemaking grid on Page 162 (or use a piece | |
| of graph paper... remember, a sprite has 24 squares across and 21 squares | |
| down). We suggest you use a pencil and draw lightly so you can reuse this | |
| grid. You can create any image you like, but for our example we'll draw | |
| a simple box. | |
| STEP 3: | |
| Look at the first EIGHT pixels. Each column of pixels has a number (128, | |
| 64, 32, 16, 8, 4, 2, 1). The special type of addition we are going to | |
| show you is a type of BINARY ARITHMETIC which is used by most computers | |
| PROGRAMMING GRAPHICS 163 | |
| ~ | |
| as a special way of counting. Here's a close-up view of the first eight | |
| pixels in the top left hand corner of the sprite: | |
| |128| 64| 32| 16| 8| 4| 2| 1| | |
| +---+---+---+---+---+---+---+---+ | |
| |@@@|@@@|@@@|@@@|@@@|@@@|@@@|@@@| | |
| |@@@|@@@|@@@|@@@|@@@|@@@|@@@|@@@| | |
| +---+---+---+---+---+---+---+---+ | |
| STEP 4: | |
| Add up the numbers of the SOLID pixels. This first group of eight pixels | |
| is completely solid, so the total number is 255. | |
| STEP 5: | |
| Enter that number as the FIRST DATA STATEMENT in line 100 of the | |
| Spritemaking Program below. Enter 255 for the second and third groups | |
| of eight. | |
| STEP 6: | |
| Look at the FIRST EIGHT PIXELS IN THE SECOND ROW of the sprite. Add up | |
| the values of the solid pixels. Since only one of these pixels is solid, | |
| the total value is 128. Enter this as the first DATA number in line 101. | |
| |128| 64| 32| 16| 8| 4| 2| 1| | |
| +---+---+---+---+---+---+---+---+ | |
| |@@@| | | | | | | | | |
| |@@@| | | | | | | | | |
| +---+---+---+---+---+---+---+---+ | |
| STEP 7: | |
| Add up the values of the next group of eight pixels (which is 0 because | |
| they're all BLANK) and enter in line 101. Now move to the next group of | |
| pixels and repeat the process for each GROUP OF EIGHT PIXELS (there are | |
| 3 groups across each row, and 21 rows). This will give you a total of 63 | |
| numbers. Each number represents ONE group of 8 pixels, and 63 groups of | |
| eight equals 504 total individual pixels. Perhaps a better way of looking | |
| at the program is like this... each line in the program represents ONE | |
| ROW in the sprite. Each of the 3 numbers in each row represents ONE GROUP | |
| OF EIGHT PIXELS. And each number tells the computer which pixels to make | |
| SOLID and which pixels to leave blank. | |
| 164 PROGRAMMING GRAPHICS | |
| ~ | |
| STEP 8: | |
| CRUNCH YOUR PROGRAM INTO A SMALLER SPACE BY RUNNING TOGETHER ALL THE DATA | |
| STATEMENTS, AS SHOWN IN THE SAMPLE PROGRAM BELOW. Note that we asked you | |
| to write your sprite program on a piece of paper. We did this for a good | |
| reason. The DATA STATEMENT LINES 100-120 in the program in STEP 1 are | |
| only there to help you see which numbers relate to which groups of pixels | |
| in your sprite. Your final program should be "crunched" like this: | |
| start tok64 page165.prg | |
| 10 print"{clear}":poke53280,5:poke53281,6 | |
| 20 v=53248:pokev+34,3 | |
| 30 poke 53269,4:poke2042,13 | |
| 40 forn=0to62:readq:poke832+n,q:next | |
| 100 data255,255,255,128,0,1,128,0,1,128,0,1,144,0,1,144,0,1,144,0,1,144,0 | |
| 101 data1,144,0,1,144,0,1,144,0,1,144,0,1,144,0,1,144,0,1,128,0,1,128,0,1 | |
| 102 data128,0,1,128,0,1,128,0,1,128,0,1,255,255,255 | |
| 200 x=200:y=100:poke53252,x:poke53253,y | |
| stop tok64 | |
| MOVING YOUR SPRITE ON THE SCREEN | |
| Now that you've created your sprite, let's do some interesting things | |
| with it. To move your sprite smoothly across the screen, add these two | |
| lines to your program: | |
| 50 POKE V+5,100:FOR X=24TO255:POKE V+4,X:NEXT:POKE V+16,4 | |
| 55 FOR X=0TO65:POKE V+4,X:NEXT X:POKE V+16,0:GOTO 50 | |
| LINE 50 POKEs the Y POSITION at 100 (try 50 or 229 instead for | |
| variety). Then it sets up a FOR... NEXT loop which POKEs the sprite into | |
| X position 0 to X position 255, in order. When it reaches the 255th | |
| position, it POKEs the RIGHT X POSITION (POKE V+16,4) which is required | |
| to cross to the right side of the screen. | |
| LINE 55 has a FOR... NEXT loop which continues to POKE the sprite in | |
| the last 65 positions on the screen. Note that the X value was reset to | |
| zero but because you used the RIGHT X setting (POKE V+16,2) X starts over | |
| on the right side of the screen. | |
| This line keeps going back to itself (GOTO 50). If you just want the | |
| sprite to move ONCE across the screen and disappear, then take out | |
| GOTO50. | |
| PROGRAMMING GRAPHICS 165 | |
| ~ | |
| Here's a line which moves the sprite BACK AND FORTH: | |
| 50 POKE V+5,100:FOR X=24TO255:POKE V+4,X:NEXT:POKE V+16,4: | |
| FOR X=0TO65: POKE V+4,X: NEXT X | |
| 55 FOR X=65TO0 STEP-1:POKE V+4,X:NEXT:POKE V+16,0: FOR | |
| X=255TO24 STEP-1: POKE V+4,X:NEXT | |
| 60 GOTO 50 | |
| Do you see how these programs work? This program is the same as the | |
| previous one, except when it reaches the end of the right side of the | |
| screen, it REVERSES ITSELF and goes back in the other direction. That is | |
| what the STEP-1 accomplishes... it tells the program to POKE the sprite | |
| into X values from 65 to 0 on the right side of the screen, then from 255 | |
| to 0 on the left side of the screen, STEPping backwards minus-1 position | |
| at a time. | |
| VERTICAL SCROLLING | |
| This type of sprite movement is called "scrolling." To scroll your | |
| sprite up or down in the Y position, you only have to use ONE LINE. ERASE | |
| LINES 50 and 55 by typing the line numbers by themselves and hitting | |
| <RETURN> like this: | |
| 50 <RETURN> | |
| 60 <RETURN> | |
| Now enter LINE 50 again as follows: | |
| 50 POKE V+4,24:FOR Y=0TO255:POKE V+5,Y:NEXT | |
| THE DANCING MOUSE-A SPRITE PROGRAM EXAMPLE | |
| Sometimes the techniques described in a programmer's reference manual | |
| are difficult to understand, so we've put together a fun sprite program | |
| called "Michael's Dancing Mouse." This program uses three different | |
| sprites in a cute animation with sound effects-and to help you understand | |
| how it works we've included an explanation of EACH COMMAND so you can see | |
| exactly how the program is constructed: | |
| 166 PROGRAMMING GRAPHICS | |
| ~ | |
| start tok64 page167.prg | |
| 5 s=54272:pokes+24,15:pokes,220:pokes+1,68:pokes+5,15:pokes+6,215 | |
| 10 pokes+7,120:pokes+8,100:pokes+12,15:pokes+13,215 | |
| 15 print"{clear}":v=53248:pokev+21,1 | |
| 20 fors1=12288to12350:readq1:pokes1,q1:next | |
| 25 fors2=12352to12414:readq2:pokes2,q2:next | |
| 30 fors3=12416to12478:readq3:pokes3,q3:next | |
| 35 pokev+39,15:pokev+1,68 | |
| 40 printtab(160)"{white}i am the dancing mouse!{light blue}" | |
| 45 p=192 | |
| 50 forx=0to347step3 | |
| 55 rx=int(x/256):lx=x-rx*256 | |
| 60 pokev,lx:pokev+16,rx | |
| 70 ifp=192thengosub200 | |
| 75 ifp=193thengosub300 | |
| 80 poke2040,p:fort=1to60:next | |
| 85 p=p+1:ifp>194thenp=192 | |
| 90 next | |
| 95 end | |
| 100 data30,0,120,63,0,252,127,129,254,127,129,254,127,189,254,127,255,254 | |
| 101 data63,255,252,31,187,248,3,187,192,1,255,128,3,189,192,1,231,128,1, | |
| 102 data255,0,31,255,0,0,124,0,0,254,0,1,199,32,3,131,224,7,1,192,1,192,0 | |
| 103 data3,192,0,30,0,120,63,0,252,127,129,254,127,129,254,127,189,254,127 | |
| 104 data255,254,63,255,252,31,221,248,3,221,192,1,255,128,3,255,192,1,195 | |
| 105 data128,1,231,3,31,255,255,0,124,0,0,254,0,1,199,0,7,1,128,7,0,204,1 | |
| 106 data128,124,7,128,5630,0,120,63,0,252,127,129,254,127,129,254,127,189 | |
| 107 data254,127,255,25463,255,252,31,221,248,3,221,192,1,255,134,3,189 | |
| 108 data204,1,199,152,1,255,48,1,255,224,1,252,0,3,254,0 | |
| 109 data7,14,0,204,14,0,248,56,0,112,112,0,0,60,0,-1 | |
| 200 pokes+4,129:pokes+4,128:return | |
| 300 pokes+11,129:pokes+11,128:return | |
| stop tok64 | |
| PROGRAMMING GRAPHICS 167 | |
| ~ | |
| LINE 5: | |
| S=54272 Sets the variable 5 equal to 54272, which is the | |
| beginning memory location of the SOUND CHIP. | |
| From now on, instead of poking a direct memory | |
| location, we will POKE S plus a value. | |
| POKES+24,15 Same as POKE 54296,15 which sets VOLUME to | |
| highest level. | |
| POKES,220 Same as POKE 54272,220 which sets Low Fre- | |
| quency in Voice 1 for a note which approximates | |
| high C in Octave 6. | |
| POKES+1,68 Same as POKE 54273,68 which sets High Fre- | |
| quency in Voice I for a note which approximates | |
| high C in Octave 6. | |
| POKES+5,15 Same as POKE 54277,15 which sets Attack/Decay | |
| for Voice 1 and in this case consists of the | |
| maximum DECAY level with no attack, which pro- | |
| duces the "echo" effect. | |
| POKES+6,215 Same as POKE 54278,215 which sets Sustain/Re- | |
| lease for Voice 1 (215 represents a combination | |
| of sustain and release values). | |
| LINE 10: | |
| POKES+7,120 Same as POKE 54279,120 which sets the Low Fre- | |
| quency for Voice 2. | |
| POKES+8,100 Same as POKE 54280,100 which sets the High | |
| Frequency for Voice 2. | |
| POKES+12,15 Same as POKE 54284,15 which sets Attack/Decay | |
| for Voice 2 to same level as Voice 1 above. | |
| POKES+13,215 Same as POKE 54285,215 which sets Sustain/Re- | |
| lease for Voice 2 to same level as Voice 1 above. | |
| LINE 15: | |
| PRINT"<SHIFT+CLR/HOME>" Clears the screen when the program begins. | |
| V=53248 Defines the variable "V" as the starting location | |
| of the VIC chip which controls sprites. From now | |
| on we will define sprite locations as V plus a | |
| value. | |
| POKEV+21,1 Turns on (enables) sprite number 1. | |
| 168 PROGRAMMING GRAPHICS | |
| ~ | |
| LINE 20: | |
| FORS1=12288 We are going to use ONE SPRITE (sprite 0) in this | |
| TO 12350 animation, but we are going to use THREE sets of | |
| sprite data to define three separate shapes. To | |
| get our animation, we will switch the POINTERS | |
| for sprite 0 to the three places in memory where | |
| we have stored the data which defines our three | |
| different shapes. The same sprite will be rede- | |
| fined rapidly over and over again as 3 different | |
| shapes to produce the dancing mouse animation. | |
| You can define dozens of sprite shapes in DATA | |
| STATEMENTS, and rotate those shapes through | |
| one or more sprites. So you see, you don't have to | |
| limit one sprite to one shape or vice-versa. One | |
| sprite can have many different shapes, simply by | |
| changing the POINTER SETTING FOR THAT SPRITE to | |
| different places in memory where the sprite data | |
| for different shapes is stored. This line means we | |
| have put the DATA for "sprite shape 1" at memory | |
| locations 12288 to 12350. | |
| READ Q1 Reads 63 numbers in order from the DATA state- | |
| ments which begin at line 100. Q1 is an arbitrary | |
| variable name. It could just as easily be A, Z1 or | |
| another numeric variable. | |
| POKES1,Q1 Pokes the first number from the DATA statements | |
| (the first "Q1" is 30) into the first memory | |
| location (the first memory location is 12288). This | |
| is the same as POKE12288,30. | |
| NEXT This tells the computer to look BETWEEN the FOR and | |
| NEXT parts of the loop and perform those in-between | |
| commands (READQ1 and POKES1,Q1 using the NEXT | |
| numbers in order). In other words, the NEXT | |
| statement makes the computer READ the NEXT Q1 from | |
| the DATA STATEMENTS, which is 0, and also | |
| increments S1 by 1 to the next value, which is | |
| 12289. The result is POKE12289,0... the NEXT | |
| command makes the loop keep going back until the | |
| last values in the series, which are POKE 12350,0. | |
| PROGRAMMING GRAPHICS 169 | |
| ~ | |
| LINE 25: | |
| FORS2=12352 The second shape of sprite zero is defined by the | |
| TO 12414 DATA which is located at locations 12352 to 12414. | |
| NOTE that location 12351 is SKIPPED... this is the | |
| 64th location which is used in the definition of | |
| the first sprite group but does not contain any of | |
| the sprite data numbers. Just remember when | |
| defining sprites in consecutive locations that you | |
| will use 64 locations, but only POKE sprite data | |
| into the first 63 locations. | |
| READQ2 Reads the 63 numbers which follow the numbers we | |
| used for the first sprite shape. This READ simply | |
| looks for the very next number in the DATA area and | |
| starts reading 63 numbers, one at a time. | |
| POKES2,Q2 Pokes the data (Q2) into the memory locations (S2) | |
| for our second sprite shape, which begins at | |
| location 12352. | |
| NEXT Same use as line 20 above. | |
| LINE 30: | |
| FORS3=12416 The third shape of sprite zero is defined by the | |
| TO 12478 DATA to be located at locations 12416 to 12478. | |
| READQ3 Reads last 63 numbers in order as Q3. | |
| POKES3,Q3 Pokes those numbers into locations 12416 to 12478. | |
| NEXT Same as lines 20 and 25. | |
| LINE 35: | |
| POKEV+39,15 Sets color for sprite 0 to light grey. | |
| POKEV+1,68 Sets the upper right hand corner of the sprite | |
| square to vertical (Y) position 68. For the sake of | |
| comparison, position 50 is the top lefthand corner | |
| Y position on the viewing screen. | |
| 170 PROGRAMMING GRAPHICS | |
| ~ | |
| LINE 40: | |
| PRINTTAB(160) Tabs 160 spaces from the top lefthand CHARACTER | |
| SPACE on the screen, which is the same as 4 rows | |
| beneath the clear command... this starts your PRINT | |
| message on the 6th line down on the screen. | |
| "{white} Hold down the <CTRL> key and press the key marked | |
| <WHT> at the same time. If you do this inside | |
| quotation marks, a "reversed E" will appear. This | |
| sets the color to everything PRINTed from then on | |
| to WHITE. | |
| I AM THE This is a simple PRINT statement. | |
| DANCING | |
| MOUSE! | |
| {light blue} This sets the color back to light blue when the | |
| PRINT statement ends. Holding down <C=> and <7> | |
| a at the same time inside quotation marks | |
| causes a "reversed diamond symbol" to appear. | |
| LINE 45: | |
| P=192 Sets the variable P equal to 192. This number 192 | |
| is the pointer you must use, in this case to | |
| "point" sprite 0 to the memory locations that begin | |
| at location 12288. Changing this pointer to the | |
| locations of the other two sprite shapes is the | |
| secret of using one sprite to create an animation | |
| that is actually three different shapes. | |
| LINE 50: | |
| FORX=0TO347 Steps the movement of your sprite 3 X positions at | |
| STEP3 a time (to provide fast movement) from position 0 | |
| to position 347. | |
| PROGRAMMING GRAPHICS 171 | |
| ~ | |
| LINE 55: | |
| RX=INT(X/256) RX is the integer of X/256 which means that RX is | |
| rounded off to 0 when X is less than 256, and RX | |
| becomes 1 when X reaches position 256. We will | |
| use RX in a moment to POKE V+16 with a 0 or 1 | |
| to turn on the "RIGHT SIDE" of the screen. | |
| LX=X-RX*256 When the sprite is at X position 0, the formula | |
| looks like this: LX = 0 - (0 times 256) or 0. When | |
| the sprite is at X position 1 the formula looks | |
| like this: LX = 1 - (0 times 256) or 1. When the | |
| sprite is at X position 256 the formula looks like | |
| this: LX = 256 - (1 times 256) or 0 which resets X | |
| back to 0 which must be done when you start over on | |
| the RIGHT SIDE of the screen (POKEV+16,1). | |
| LINE 60: | |
| POKEV,LX You POKE V by itself with a value to set the Hori- | |
| zontal (X) Position of sprite 0 on the screen. (See | |
| SPRITEMAKING CHART on Page 176). As shown above, | |
| the value of LX, which is the horizontal position | |
| of the sprite, changes from 0 to 255 and when it | |
| reaches 255 it automatically resets back to zero | |
| because of the LX equation set up in line 55. | |
| POKEV+16,RX POKEV+16 always turns on the "right side" of the | |
| screen beyond position 256, and resets the | |
| horizontal positioning coordinates to zero. RX is | |
| either a 0 or a 1 based on the position of the | |
| sprite as determined by the RX formula in line 55. | |
| LINE 70: | |
| IFP=192THEN If the sprite pointer is set to 192 (the first | |
| GOSUB200 sprite shape) the waveform control for the first | |
| sound effect is set to 129 and 128 per line 200. | |
| 172 PROGRAMMING GRAPHICS | |
| ~ | |
| LINE 75: | |
| IFP=193THEN If the sprite pointer is set to 193 (the second | |
| GOSUB300 sprite shape) the waveform control for the second | |
| sound effect (Voice 2) is set to 129 and 128 per | |
| line 300. | |
| LINE 80: | |
| POKE2040,P Sets the SPRITE POINTER to location 192 (remember | |
| P=192 in line 45? Here's where we use the P). | |
| FORT=1TO60: A simple time delay loop which sets the speed at | |
| NEXT which the mouse dances. (Try a faster or slower | |
| speed by increasing/decreasing the number 60.) | |
| LINE 85: | |
| P=P+1 Now we increase the value of the pointer by adding | |
| 1 to the original value of P. | |
| IFP>194THEN We only want to point the sprite to 3 memory lo- | |
| P=192 cations. 192 points to locations 12288 to 12350, | |
| 193 points to locations 12352 to 12414, and 194 | |
| points to locations 12416 to 12478. This line tells | |
| the computer to reset P back to 192 as soon as P | |
| becomes 195 so P never really becomes 195. P is | |
| 192, 193, 194 and then resets back to 192 and the | |
| pointer winds up pointing consecutively to the | |
| three sprite shapes in the three 64-byte groups of | |
| memory locations containing the DATA. | |
| PROGRAMMING GRAPHICS 173 | |
| ~ | |
| LINE 90: | |
| NEXTX After the sprite has become one of the 3 different | |
| shapes defined by the DATA, only then is it allowed | |
| to move across the screen. It will jump 3 X | |
| positions at a time (instead of scrolling smoothly | |
| one position at a time, which is also possible). | |
| STEPping 3 positions at a time makes the mouse | |
| "dance" faster across the screen. NEXT X matches | |
| the FOR... X position loop in line 50. | |
| LINE 95 | |
| END ENDs the program, which occurs when the sprite | |
| moves off the screen. | |
| LINES 100-109 | |
| DATA The sprite shapes are read from the data numbers, | |
| in order. First the 63 numbers which comprise | |
| sprite shape 1 are read, then the 63 numbers for | |
| sprite shape 2, and then sprite shape 3. This data | |
| is permanently read into the 3 memory locations and | |
| after it is read into these locations, all the | |
| program has to do is point sprite 0 at the 3 memory | |
| locations and the sprite automatically takes the | |
| shape of the data in those locations. We are | |
| pointing the sprite at 3 locations one at a time | |
| which produces the "animation" effect. If you want | |
| to see how these numbers affect each sprite, try | |
| changing the first 3 numbers in LINE 100 to 255, | |
| 255, 255. See the section on defining sprite shapes | |
| for more information. | |
| 174 PROGRAMMING GRAPHICS | |
| ~ | |
| LINE 200: | |
| POKES+4,129 Waveform control set to 129 turns on the sound | |
| effect. | |
| POKES+4,128 Waveform control set to 128 turns off the sound | |
| effect. | |
| RETURN Sends program back to end of line 70 after | |
| waveform control settings are changed, to resume | |
| program. | |
| LINE 300: | |
| POKES+11,129 Waveform control set to 129 turns on the sound | |
| effect. | |
| POKES+11,128 Waveform control set to 128 turns off the sound | |
| effect. | |
| RETURN Sends program back to end of line 75 to resume. | |
| PROGRAMMING GRAPHICS 175 | |
| ~ | |
| EASY SPRITEMAKING CHART | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| | |SPRT 0|SPRT 1|SPRT 2|SPRT 3|SPRT 4 |SPRT 5 |SPRT 6 | SPRT 7 | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Turn on |V+21,1|V+21,2|V+21,4|V+21,8|V+21,16|V+21,32|V+21,64|V+21,128| | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Put in mem| 2040,| 2041,| 2042,| 2043,| 2044, | 2045, | 2046, | 2047, | | |
| |set point.| 192 | 193 | 194 | 195 | 196 | 197 | 198 | 199 | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Locations | 12288| 12352| 12416| 12480| 12544 | 12608 | 12672 | 12736 | | |
| |for Sprite| to | to | to | to | to | to | to | to | | |
| |Pixel | 12350| 12414| 12478| 12542| 12606 | 12670 | 12734 | 12798 | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Color |V+39,C|V+40,C|V+41,C|V+42,C|V+43,C |V+44,C |V+45,C |V+46,C | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Set LEFT X| V+0,X| V+2,X| V+4,X| V+6,X| V+8,X |V+10,X |V+12,X |V+14,X | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Set RIGHT |V+16,1|V+16,2|V+16,4|V+16,8|V+16,16|V+16,32|V+16,64|V+16,128| | |
| |X position| V+0,X| V+2,X| V+4,X| V+6,X| V+8,X |V+10,X |V+12,X |V+14,X | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Set Y pos.| V+1,Y| V+3,Y| V+5,Y| V+7,Y| V+9,Y |V+11,Y |V+13,Y |V+15,Y | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Exp. Horiz|V+29,1|V+29,2|V+29,4|V+29,8|V+29,16|V+29,32|V+29,64|V+29,128| | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Exp. Vert.|V+23,1|V+23,2|V+23,4|V+23,8|V+23,16|V+23,32|V+23,64|V+23,128| | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Multi-Col.|V+28,1|V+28,2|V+28,4|V+28,8|V+28,16|V+28,32|V+28,64|V+28,128| | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |M-Color 1 |V+37,C|V+37,C|V+37,C|V+37,C|V+37,C |V+37,C |V+37,C |V+37,C | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |M-Color 2 |V+38,C|V+38,C|V+38,C|V+38,C|V+38,C |V+38,C |V+38,C |V+38,C | | |
| +----------+------+------+------+------+-------+-------+-------+--------+ | |
| |Priority | The rule is that lower numbered sprites always have display| | |
| |of sprites| priority over higher numbered sprites. For example, sprite | | |
| | | 0 has priority over ALL other sprites, sprite 7 has last | | |
| | | priority. This means lower numbered sprites always appear | | |
| | | to move IN FRONT OF or ON TOP OF higher numbered sprites. | | |
| +----------+------------------------------------------------------------+ | |
| |S-S Collis| V+30 IF PEEK(V+30)ANDX=X THEN [action] | | |
| +----------+------------------------------------------------------------+ | |
| |S-B Collis| V+31 IF PEEK(V+31)ANDX=X THEN [action] | | |
| +----------+------------------------------------------------------------+ | |
| 176 PROGRAMMING GRAPHICS | |
| ~ | |
| SPRITEMAKING NOTES | |
| Alternative Sprite Memory Pointers and Memory Locations | |
| Using Cassette Buffer | |
| +---------------+-------+-------+-------+-------------------------------+ | |
| | Put in Memory |SPRT 0 |SPRT 1 |SPRT 2 | If you're using 1 to 3 sprites| | |
| | (Set pointers)|2040,13|2041,14|2042,15| you can use these memory | | |
| +---------------+-------+-------+-------+ locations in the cassette | | |
| | Sprite Pixel | 832 | 896 | 960 | buffer (832 to 1023) but for | | |
| | Locations for | to 894| to 958|to 1022| more than 3 sprites we suggest| | |
| | Blocks 13-15 | | | | using locations from 12288 to | | |
| +---------------+-------+-------+-------+ 12798 (see chart). | | |
| TURNING ON SPRITES: +-------------------------------+ | |
| You can turn on any individual sprite by using POKE V+21 and the number | |
| from the chart... BUT... turning on just ONE sprite will turn OFF any | |
| others. To turn on TWO OR MORE sprites, ADD TOGETHER the numbers of the | |
| sprites you want to turn on (Example: POKE V+21, 6 turns on sprites 1 and | |
| 2). Here is a method you can use to turn one sprite off and on without | |
| affecting any of the others (useful for animation). | |
| EXAMPLE: | |
| To turn off just sprite 0 type: POKE V+21,PEEK V+21AND(255-1). Change | |
| the number 1 in (255-1) to 1,2,4,8,16,32,64, or 128 (for sprites 0-7). To | |
| re-enable the sprite and not affect the other sprites currently turned | |
| on, POKE V+21, PEEK(V+21)OR 1 and change the OR 1 to OR 2 (sprite 2), OR | |
| 4 (sprite 3), etc. | |
| X POSITION VALUES BEYOND 255: | |
| X positions run from 0 to 255... and then START OVER from 0 to 255. To | |
| put a sprite beyond X position 255 on the far right side of the screen, | |
| you must first POKE V+ 16 as shown, THEN POKE a new X valve from 0 to 63, | |
| which will place the sprite in one of the X positions at the right side | |
| of the screen. To get back to positions 0-255, POKE V+16,0 and POKE in an | |
| X value from 0 to 255. | |
| Y POSITION VALUES: | |
| Y positions run from 0 to 255, including 0 to 49 off the TOP of the | |
| viewing area, 50 to 229 IN the,viewing area, and 230 to 255 off the | |
| BOTTOM of the viewing area. | |
| PROGRAMMING GRAPHICS 177 | |
| ~ | |
| SPRITE COLORS: | |
| To make sprite 0 WHITE, type: POKE V+39,1 (use COLOR POKE SETTING shown | |
| in chart, and INDIVIDUAL COLOR CODES shown below): | |
| 0-BLACK 4-PURPLE 8-ORANGE 12-MED. GREY | |
| 1-WHITE 5-GREEN 9-BROWN 13-LT. GREEN | |
| 2-RED 6-BLUE 10-LT. RED 14-LT. BLUE | |
| 3-CYAN 7-YELLOW 11-DARK GREY 15-LT. GREY | |
| MEMORY LOCATION: | |
| You must "reserve" a separate 64-BYTE BLOCK of numbers in the | |
| computer's memory for each sprite of which 63 BYTES will be used for | |
| sprite data. The memory settings shown below are recommended for the | |
| "sprite pointer" settings in the chart above. Each sprite will be unique | |
| and you'll have to define it as you wish. To make all sprites exactly the | |
| same, point the sprites you want to look the same to the same register | |
| for sprites. | |
| DIFFERENT SPRITE POINTER SETTINGS: | |
| These sprite pointer settings are RECOMMENDATIONS ONLY. | |
| Caution: you can set your sprite pointers anywhere in RAM memory but if | |
| you set them too "low" in memory a long BASIC program may overwrite your | |
| sprite data, or vice versa. To protect an especially LONG BASIC PROGRAM | |
| from overwriting sprite data, you may want to set the sprites at a higher | |
| area of memory (for example, 2040,192 for sprite 0 at locations 12288 to | |
| 12350... 2041,193 at locations 12352 to 12414 for sprite 1 and so on... | |
| by adjusting the memory locations from which sprites get their "data," | |
| you can define as many as 64 different sprites plus a sizable BASIC | |
| program. To do this, define several sprite "shapes" in your DATA | |
| statements and then redefine a particular sprite by changing the | |
| "pointer" so the sprite you are using is "pointed" at different areas of | |
| memory containing different sprite picture data. See the "Dancing Mouse" | |
| to see how this works. If you want two or more sprites to have THE SAME | |
| SHAPE (you can still change position and color of each sprite), use the | |
| same sprite pointer and memory location for the sprites you want to match | |
| (for example, you can point sprites 0 and 1 to the same location by using | |
| POKE 2040,192 and POKE 2041, 192). | |
| 178 PROGRAMMING GRAPHICS | |
| ~ | |
| PRIORITY: | |
| Priority means one sprite will appear to move "in front of" or "behind" | |
| another sprite on the display screen. Sprites with more priority always | |
| appear to move "in front of" or "on top of" sprites with less priority. | |
| The rule is that lower numbered sprites have priority over higher | |
| numbered sprites. Sprite 0 has priority over all other sprites. Sprite 7 | |
| has no priority in relation to the other sprites. Sprite 1 has priority | |
| over sprites 2-7, etc. If you put two sprites in the some position, the | |
| sprite with the higher priority will appear IN FRONT OF the sprite with | |
| the lower priority. The sprite with lower priority will either be | |
| obscured, or will "show through" (from "behind") the sprite with higher | |
| priority. | |
| USING MULTI-COLOR: | |
| You can create multi-colored sprites although using multi-color mode | |
| requires that you use PAIRS of pixels instead of individual pixels in | |
| your sprite picture (in other words each colored "dot" or "block" in the | |
| sprite will consist of two pixels side by side). You have 4 colors to | |
| choose from: Sprite Color (chart,above), Multi-Color 1, Multi-Color 2 and | |
| "Background Color" (background is achieved by using zero settings which | |
| let the background color "show through"). Consider one horizontal 8-pixel | |
| block in a sprite picture. The color of each PAIR of pixels is determined | |
| according to whether the left, right, or both pixels are solid, like | |
| this: | |
| +-+-+ | |
| | | | BACKGROUND (Making BOTH PIXELS BLANK (zero) lets the | |
| +-+-+ INNER SCREEN COLOR (background)show through.) | |
| +-+-+ | |
| | |@| MULTI-COLOR 1 (Making the RIGHT PIXEL SOLID in a pair of pixels | |
| +-+-+ sets BOTH PIXELS to Multi-Color 1.) | |
| +-+-+ | |
| |@| | SPRITE COLOR (Making the LEFT PIXEL SOLID in a pair of pixels | |
| +-+-+ sets BOTH PIXELS to Sprite Color.) | |
| +-+-+ | |
| |@|@| MULTI-COLOR 2 (Making BOTH PIXELS SOLID in a pair of pixels | |
| +-+-+ sets BOTH PIXELS to Multi-Color 2.) | |
| PROGRAMMING GRAPHICS 179 | |
| ~ | |
| Look at the horizontal 8-pixel row shown below. This block sets the first | |
| two pixels to background color, the second two pixels to Multi-Color 1, | |
| the third two pixels to Sprite Color and the fourth two pixels to Multi- | |
| Color 2. The color of each PAIR of pixels depends on which bits in each | |
| pair are solid and which are blank, according to the illustration above. | |
| After you determine which colors you want in each pair of pixels, the | |
| next step is to add the values of the solid pixels in the 8-pixel block, | |
| and POKE that number into the proper memory location. For example, if the | |
| 8-pixel row shown below is the first block in a sprite which begins at | |
| memory location 832, the value of the solid pixels is 16+8+2+1 27, so you | |
| would POKE 832,27. | |
| |128| 64| 32| 16| 8| 4| 2| 1| 16+8+2+1 = 27 | |
| +---+---+---+---+---+---+---+---+ | |
| | | | |@@@|@@@| |@@@|@@@| | |
| | | | |@@@|@@@| |@@@|@@@| | |
| +---+---+---+---+---+---+---+---+ | |
| LOOKS LIKE THIS IN SPRITE | |
| +-------+-------+-------+-------+ | |
| |BACKGR.|MULTI- |SPRITE |MULTI- | | |
| | COLOR |COLOR 1| COLOR |COLOR 2| | |
| +-------+-------+-------+-------+ | |
| COLLISION: | |
| You can detect whether a sprite has collided with another sprite by | |
| using this line: IF PEEK(V+30)ANDX=XTHEN [insert action here]. This line | |
| checks to see if a particular sprite has collided with ANY OTHER SPRITE, | |
| where X equals 1 for sprite 0, 2 for sprite 1, 4 for sprite 2, 8 for | |
| sprite 3, 16 for sprite 4, 32 for sprite 5, 64 for sprite 6, and 128 for | |
| sprite 7. To check to see if the sprite has collided with a "BACKGROUND | |
| CHARACTER" use this line: IF PEEK(V+31)ANDX=XTHEN [insert action here]. | |
| 180 PROGRAMMING GRAPHICS | |
| ~ | |
| USING GRAPHIC CHARACTERS IN DATA STATEMENTS | |
| The following program allows you to create a sprite using blanks and | |
| solid circles <SHIFT+Q> in DATA statements. The sprite and the numbers | |
| POKED into the sprite data registers are displayed. | |
| start tok64 page181.prg | |
| 10 print"{clear}":fori=0to63:poke832+i,0:next | |
| 20 gosub60000 | |
| 999 end | |
| 60000 data" QQQQQQQ " | |
| 60001 data" QQQQQQQQQQQ " | |
| 60002 data" QQQQQQQQQQQQQ " | |
| 60003 data" QQQQQ QQQQQ " | |
| 60004 data" QQQQQ QQQ QQQQ " | |
| 60005 data" QQQQQ QQQ QQQQQ " | |
| 60006 data" QQQQQ QQQ QQQQ " | |
| 60007 data" QQQQQ QQQQQ " | |
| 60008 data" QQQQQQQQQQQQQ " | |
| 60009 data" QQQQQQQQQQQQQ " | |
| 60010 data" Q QQQQQQQQQ Q " | |
| 60011 data" Q QQQQQQQ Q " | |
| 60012 data" Q QQQQQ Q " | |
| 60013 data" Q QQQ Q " | |
| 60014 data" Q QQQ Q " | |
| 60015 data" Q Q Q " | |
| 60016 data" Q Q Q " | |
| 60017 data" QQQQQ " | |
| 60018 data" QQQQQ " | |
| 60019 data" QQQQQ " | |
| 60020 data" QQQ " | |
| 60100 v=53248:pokev,200:pokev+1,100:pokev+21,1:pokev+39,14:poke2040,13 | |
| 60105 pokev+23,1:pokev+29,1 | |
| 60110 fori=0to20:reada$:fork=0to2:t=0:forj=0to7:b=0 | |
| 60140 ifmid$(a$,j+k*8+1,1)="Q"thenb=1 | |
| 60150 t=t+b*2^(7-j):next:printt;:poke832+i*3+k,t:next:print:next | |
| 60200 return | |
| stop tok64 | |
| PROGRAMMING GRAPHICS 181 | |
| ~~ | |
| CHAPTER 4 | |
| PROGRAMMING | |
| SOUND AND | |
| MUSIC ON YOUR | |
| COMMODORE 64 | |
| o Introduction | |
| Volume Control | |
| Frequencies of Sound Waves | |
| o Using Multiple Voices | |
| o Changing Waveforms | |
| o The Envelope Generator | |
| o Filtering | |
| o Advanced Techniques | |
| o Synchronization and Ring | |
| Modulation | |
| 183 | |
| ~ | |
| INTRODUCTION | |
| Your Commodore computer is equipped with one of the most sophisticated | |
| electronic music synthesizers available on any computer. It comes | |
| complete with three voices, totally addressable, ATTACK/DECAY/SUSTAIN/ | |
| RELEASE (ADSR), filtering, modulation, and "white noise." All of these | |
| capabilities are directly available for you through a few easy to use | |
| BASIC and/or assembly language statements and functions. This means that | |
| you can make very complex sounds and songs using programs that are | |
| relatively simple to design. | |
| This section of your Programmer's Reference Guide has been created to | |
| help you explore all the capabilities of the 6581 "SID" chip, the sound | |
| and music synthesizer inside your Commodore computer. We'll explain both | |
| the theory behind musical ideas and the practical aspects of turning | |
| those ideas into real finished songs on your Commodore computer. | |
| You need not be an experienced programmer nor a music expert to achieve | |
| exciting results from the music synthesizer. This section is full of | |
| programming examples with complete explanations to get you started. | |
| You get to the sound generator by POKEing into specified memory | |
| locations. A full list of the locations used is provided in Appendix O. | |
| We will go through each concept, step by step. By the end you should be | |
| able to create an almost infinite variety of sounds, and be ready to | |
| perform experiments with sound on your own. | |
| Each section of this chapter begins by giving you an example and a full | |
| line-by-line description of each program, which will show you how to use | |
| the characteristic being discussed. The technical explanation is for you | |
| to read whenever you are curious about what is actually going on. The | |
| workhorse of your sound programs is the POKE statement. POKE sets the | |
| indicated memory location (MEM) equal to a specified value (NUM). | |
| POKE MEM,NUM | |
| The memory locations (MEM) used for music synthesis start at 54272 | |
| ($D400) in the Commodore 64. The memory locations 54272 to 54296 | |
| inclusive are the POKE locations you need to remember when you're using | |
| the 6581 (SID) chip register map. Another way to use the locations above | |
| is to remember only location 54272 and then add a number from 0 through | |
| 24 to it. By doing this you can POKE all the locations from 54272 to | |
| 54296 that you need from the SID chip. The numbers (NUM) that you use in | |
| your POKE statement must be between 0 and 255, inclusive. | |
| 184 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| When you've had a little more practice with making music, then you can | |
| get a little more involved, by using the PEEK function. PEEK is a | |
| function that is equal to the value currently in the indicated memory | |
| location. | |
| X=PEEK(MEM) | |
| The value of the variable X is set equal to the current contents of | |
| memory location MEM. | |
| Of course, your programs include other BASIC commands, but for a full | |
| explanation of them, refer to the BASIC Statements section of this | |
| manual. | |
| Let's jump right in and try a simple program using only one of the | |
| three voices. Computer ready? Type NEW, then type in this program, and | |
| save it on your Commodore DATASSETTE(TM) or disk. Then, RUN it. | |
| EXAMPLE PROGRAM 1: | |
| start tok64 page185.prg | |
| 5 s=54272 | |
| 10 forl=stos+24:pokel,0:next:rem clear sound chip | |
| 20 pokes+5,9:pokes+6,0 | |
| 30 pokes+24,15 :rem set volume to maximum | |
| 40 readhf,lf,dr | |
| 50 ifhf<0thenend | |
| 60 pokes+1,hf:pokes,lf | |
| 70 pokes+4,33 | |
| 80 fort=1todr:next | |
| 90 pokes+4,32:fort=1to50:next | |
| 100 goto40 | |
| 110 data25,177,250,28,214,250 | |
| 120 data25,177,250,25,177,250 | |
| 130 data25,177,125,28,214,125 | |
| 140 data32,94,750,25,177,250 | |
| 150 data28,214,250,19,63,250 | |
| 160 data19,63,250,19,63,250 | |
| 170 data21,154,63,24,63,63 | |
| 180 data25,177,250,24,63,125 | |
| 190 data19,63,250,-1,-1,-1 | |
| stop tok64 | |
| Here's a line-by-line description of the program you've just typed in. | |
| Refer to it whenever you feel the need to investigate parts of the pro- | |
| gram that you don't understand completely. | |
| PROGRAMMING SOUND AND MUSIC 185 | |
| ~ | |
| LINE-BY-LINE EXPLANATION OF EXAMPLE PROGRAM 1: | |
| +--------+--------------------------------------------------------------+ | |
| | Line(s)| Description | | |
| +--------+--------------------------------------------------------------+ | |
| | 5 | Set S to start of sound chip. | | |
| | 10 | Clear all sound chip registers. | | |
| | 20 | Set Attack/Decay for voice 1 (A=O,D=9). | | |
| | | Set Sustain/Release for voice 1 (S=O,R=O), | | |
| | 30 | Set volume at maximum. | | |
| | 40 | Read high frequency, low frequency, duration of note. | | |
| | 50 | When high frequency less than zero, song is over. | | |
| | 60 | Poke high and low frequency of voice 1. | | |
| | 70 | Gate sawtooth waveform for voice 1. | | |
| | 80 | Timing loop for duration of note. | | |
| | 90 | Release sawtooth waveform for voice 1. | | |
| | 100 | Return for next note. | | |
| | 110-180| Data for song: high frequency, low frequency, duration | | |
| | | (number of counts) for each note. | | |
| | 190 | Last note of song and negative Is signaling end of song. | | |
| +--------+--------------------------------------------------------------+ | |
| VOLUME CONTROL | |
| Chip register 24 contains the overall volume control. The volume can be | |
| set anywhere between 0 and 15. The other four bits are used for purposes | |
| we'll get into later. For now it is enough to know volume is 0 to 15. | |
| Look at line 30 to see how it's set in Example Program 1. | |
| FREQUENCIES OF SOUND WAVES | |
| Sound is created by the movement of air in waves. Think of throwing a | |
| stone into a pool and seeing the waves radiate outward. When similar | |
| waves are created in air, we hear it. If we measure the time between one | |
| peak of a wave and the next, we find the number of seconds for one cycle | |
| of the wave (n = number of seconds). The reciprocal of this number (1/n) | |
| gives you the cycles per second. Cycles per second are more commonly | |
| known as the frequency. The highness or lowness of a sound (pitch) is | |
| determined by the frequency of the sound waves produced. | |
| The sound generator in your Commodore computer uses two locations to | |
| determine the frequency. Appendix E gives you the frequency values you | |
| need to reproduce a full eight octaves of musical notes. To create a | |
| 186 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| frequency other than the ones listed in the note table use "Fout" (fre- | |
| quency output) and the following formula to represent the frequency (Fn) | |
| of the sound you want to create. Remember that each note requires both a | |
| high and a low frequency number. | |
| Fn = Fout/.06097 | |
| Once you've figured out what Fn is for your "new" note the next step is | |
| to create the high and low frequency values for that note. To do this you | |
| must first round off Fn so that any numbers to the right of the decimal | |
| point are left off. You are now left with an integer value. Now you can | |
| set the high frequency location (Fhi) by using the formula | |
| Fhi=INT(Fn/256) and the low frequency location (Flo) should be | |
| Flo=Fn-(256*Fhi). | |
| At this point you have already played with one voice of your computer. | |
| If you wanted to stop here you could find a copy of your favorite tune | |
| and become the maestro conducting your own computer orchestra in your "at | |
| home" concert hall. | |
| USING MULTIPLE VOICES | |
| Your Commodore computer has three independently controlled voices | |
| (oscillators). Our first example program used only one of them. later on, | |
| you'll learn how to change the quality of the sound made by the voices. | |
| But right now, let's get all three voices singing. | |
| This example program shows you one way to translate sheet music for | |
| your computer orchestra. Try typing it in, and then SAVE it on your | |
| DATASSETTE(TM) or disk. Don't forget to type NEW before typing in this | |
| program. | |
| EXAMPLE PROGRAM 2: | |
| start tok64 page187.prg | |
| 10 s=54272:forl=stos+24:pokel,0:next | |
| 20 dimh(2,200),l(2,200),c(2,200) | |
| 30 dimfq(11) | |
| 40 v(0)=17:v(1)=65:v(2)=33 | |
| 50 pokes+10,8:pokes+22,128:pokes+23,244 | |
| 60 fori=0to11:readfq(i):next | |
| 100 fork=0to2 | |
| 110 i=0 | |
| 120 readnm | |
| 130 ifnm=0then250 | |
| 140 wa=v(k):wb=wa-1:ifnm<0thennm=-nm:wa=0:wb=0 | |
| 150 dr%nm/128:oc%=(nm-128*dr%)/16 | |
| 160 nt=nm-128*dr%-16*oc% | |
| 170 fr=fq(nt) | |
| 180 ifoc%=7then200 | |
| 190 forj=6tooc%step-1:fr=fr/2:next | |
| 200 hf%=fr/256:lf%=fr-256*hf% | |
| 210 ifdr%=1thenh(k,i)=hf%:l(k,i)=lf%:c(k,i)=wa:i=i+1:goto120 | |
| 220 forj=1todr%-1:h(k,i)=hf%:l(k,i)=lf%:c(k,i)=wa:i=i+1:next | |
| 230 h(k,i)=hf%:l(k,i)=lf%:c(k,i)=wb | |
| 240 i=i+1:goto120 | |
| 250 ifi>imthenim=i | |
| 260 next | |
| 500 pokes+5,0:pokes+6,240 | |
| 510 pokes+12,85:pokes+13,133 | |
| 520 pokes+19,10:pokes+20,197 | |
| 530 pokes+24,31 | |
| 540 fori=0toim | |
| 550 pokes,l(0,i):pokes+7,l(1,i):pokes+14,l(2,i) | |
| 560 pokes+1,h(0,i):pokes+8,h(1,i):pokes+15,h(2,i) | |
| 570 pokes+4,c(0,i):pokes+11,c(1,i):pokes+18,c(2,i) | |
| 580 fort=1to80:next:next | |
| 590 fort=1to200:next:pokes+24,0 | |
| 600 data34334,36376,38539,40830 | |
| 610 data43258,45830,48556,51443 | |
| 620 data54502,57743,61176,64814 | |
| 1000 data594,594,594,596,596,1618,587,592,587.585,331,336 | |
| 1010 data1097,583,585,585,585,587,587,1609,585,331,337,594,594,593 | |
| 1020 data1618,594,596,594,592,587,1616,587,585,331,336,841,327 | |
| 1999 data1607,0 | |
| 2000 data583,585,583,583,327,329,1611,583,585,578,578,578 | |
| 2010 data196,198,583,326,578,326,327,329,327,329,326,578,583 | |
| 2020 data1606,582,322,324,582,587,329,327,1606,583,327,329,587,331,329 | |
| 2999 data329,328,1609,578,834,324,322,327,585,1602,0 | |
| 3000 data567,566,567,304,306,308,310,1591,567,311,310,567 | |
| 3010 data306,304,299,308,304,171,176,306,291,551,306,308 | |
| 3020 data310,308,310,306,295,297,299,304,1586,562,567,310,315,311 | |
| 3030 data308,313,297,1586,567,560,311,309,308,309,306,308 | |
| 3999 data1577,299,295,306,310,311,304,562,546,1575,0 | |
| stop tok64 | |
| 188 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| Here is a line,-by-line explanation of Example Program 2. For now, we | |
| are interested in how the three voices are controlled. | |
| LINE-BY-LINE EXPLANATION OF EXAMPLE PROGRAM 2: | |
| +---------+-------------------------------------------------------------+ | |
| | Line(s) | Description | | |
| +---------+-------------------------------------------------------------+ | |
| | 10 | Set S equal to start of sound chip and clear all sound | | |
| | | chip registers. | | |
| | 20 | Dimension arrays to contain activity of song, 1/16th of a | | |
| | | measure per location. | | |
| | 30 | Dimension array to contain base frequency for each note. | | |
| | 40 | Store waveform control byte for each voice. | | |
| | 50 | Set high pulse width for voice 2. | | |
| | | Set high frequency for filter cutoff. | | |
| | | Set resonance for filter and filter voice 3. | | |
| | 60 | Read in base frequency for each note. | | |
| | 100 | Begin decoding loop for each voice. | | |
| | 110 | Initialize pointer to activity array. | | |
| | 120 | Read coded note. | | |
| | 130 | If coded note is zero, then next voice. | | |
| | 140 | Set waveform controls to proper voice. | | |
| | | If silence, set waveform controls to 0. | | |
| | 150 | Decode duration and octave. | | |
| | 160 | Decode note. | | |
| | 170 | Get base frequency for this note. | | |
| | 180 | If highest octave, skip division loop. | | |
| | 190 | Divide base frequency by 2 appropriate number of times. | | |
| | 200 | Get high and low frequency bytes. | | |
| | 210 | If sixteenth note, set activity array: high frequency, low | | |
| | | frequency, and waveform control (voice on). | | |
| | 220 | For all but last beat of note, set activity array: high | | |
| | | frequency, low frequency, waveform control (voice on). | | |
| | 230 | For last beat of note, set activity array: high frequency, | | |
| | | low frequency, waveform control (voice off). | | |
| | 240 | Increment pointer to activity array. Get next note. | | |
| | 250 | If longer than before, reset number of activities. | | |
| | 260 | Go back for next voice. | | |
| | 500 | Set Attack/Decay for voice 1 (A=0, D=0). | | |
| | | Set Sustain/Release for voice 1 (S=15, R=0). | | |
| PROGRAMMING SOUND AND MUSIC 189 | |
| ~ | |
| +---------+-------------------------------------------------------------+ | |
| | Line(s) | Description | | |
| +---------+-------------------------------------------------------------+ | |
| | 510 | Set Attack/Decay for voice 2 (A=5, D=5). | | |
| | | Set Sustain/Release for voice 2 (S=8, R=5). | | |
| | 520 | Set Attack/Decay for voice 3 (A=O, D=10). | | |
| | | Set Sustain/Release for voice 3 (S=12, R=5). | | |
| | 530 | Set volume 15, low-pass filtering. | | |
| | 540 | Start loop for every 1/16th of a measure. | | |
| | 550 | POKE low frequency from activity array for all voices. | | |
| | 560 | POKE high frequency from activity array for all voices. | | |
| | 570 | POKE waveform control from activity array for all voices. | | |
| | 580 | Timing loop for 1/16th of a measure and back for next | | |
| | | 1/16th measure. | | |
| | 590 | Pause, then turn off volume. | | |
| | 600-620 | Base frequency data. | | |
| |1000-1999| Voice 1 data. | | |
| |2000-2999| Voice 2 data. | | |
| |3000-3999| Voice 3 data. | | |
| +-----------------------------------------------------------------------+ | |
| The values used in the data statements were found by using the note | |
| table in Appendix E and the chart below: | |
| +-----------------+------------+ | |
| | NOTE TYPE | DURATION | | |
| +-----------------+------------+ | |
| | 1/16 | 128 | | |
| | 1/8 | 256 | | |
| | DOTTED 1/8 | 384 | | |
| | 1/4 | 512 | | |
| | 1/4+1/16 | 640 | | |
| | DOTTED 1/4 | 768 | | |
| | 1/2 | 1024 | | |
| | 1/2+1/16 | 1152 | | |
| | 1/2+1/8 | 1280 | | |
| | DOTTED 1/2 | 1536 | | |
| | WHOLE | 2048 | | |
| +-----------------+------------+ | |
| 190 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| The note number from the note table is added to the duration above. | |
| Then each note can be entered using only one number which is decoded by | |
| your program. This is only one method of coding note values. You may be | |
| able to come up with one with which you are more comfortable. The formula | |
| used here for encoding a note is as follows: | |
| 1) The duration (number of 1/16ths of a measure) is multiplied by 8. | |
| 2) The result of step 1 is added to the octave you've chosen (0-7). | |
| 3) The result of step 2 is then multiplied by 16. | |
| 4) Add your note choice (0-11) to the result of the operation in step | |
| 3. | |
| In other words: | |
| ((((D*8)+O)*16)+N) | |
| Where D = duration, O = octave, and N = note | |
| A silence is obtained by using the negative of the duration number | |
| (number of 1/16ths of a measure * 128). | |
| CONTROLLING MULTIPLE VOICES | |
| Once you have gotten used to using more than one voice, you will find | |
| that the timing of the three voices needs to be coordinated. This is ac- | |
| complished in this program by: | |
| 1) Divide each musical measure into 16 parts. | |
| 2) Store the events that occur in each 1/16th measure interval in three | |
| separate arrays. | |
| The high and low frequency bytes are calculated by dividing the fre- | |
| quencies of the highest octave by two (lines 180 and 190). The waveform | |
| control byte is a start signal for beginning a note or continuing a note | |
| that is already playing. It is a stop signal to end a note. The waveform | |
| choice is made once for each voice in line 40. | |
| Again, this is only one way to control multiple voices. You may come | |
| up with your own methods. However, you should now be able to take any | |
| piece of sheet music and figure out the notes for all three voices. | |
| PROGRAMMING SOUND AND MUSIC 191 | |
| ~ | |
| CHANGING WAVEFORMS | |
| The tonal quality of a sound is called the timbre. The timbre of a | |
| sound is determined primarily by its "waveform." If you remember the | |
| example of throwing a pebble into the water you know that the waves | |
| ripple evenly across the pond. These waves almost look like the first | |
| sound wave we're going to talk about, the sinusoidal wave, or sine wave | |
| for short (shown below). | |
| + + | |
| + + + + | |
| / \ / \ | |
| ./.......\......./.......\. | |
| \ / | |
| + + | |
| + | |
| To make what we're talking about a bit more practical, let's go back to | |
| the first example program to investigate different waveforms. The reason | |
| for this is that you can hear the changes more easily using only one | |
| voice. LOAD the first music program that you typed in earlier, from your | |
| DATASSETTE(TM) or disk, and RUN it again. That program is using the | |
| sawtooth waveform (shown here) | |
| + + + | |
| /| /| /| | |
| / | / | / | | |
| / | / | / | | |
| ./...|.../...|.../...|..... | |
| | / | / | / | |
| | / | / | / | |
| |/ |/ |/ | |
| + + + | |
| from the 6581 SID chip's sound generating device. Try changing the note | |
| start number in line 70 from 33 to 17 and the note stop number in line 90 | |
| from 32 to 16. Your program should now look like this: | |
| 192 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| EXAMPLE PROGRAM 3 (EXAMPLE 1 MODIFIED): | |
| start tok64 page193.prg | |
| 5 s=54272 | |
| 10 forl=stos+24:pokel,0:next | |
| 20 pokes+5,9:pokes+6,0 | |
| 30 pokes+24,15 | |
| 40 readhf,lf,dr | |
| 50 ifhf<0thenend | |
| 60 pokes+1,hf:pokes,lf | |
| 70 pokes+4,17 | |
| 80 fort=1todr:next | |
| 90 pokes+4,16:fort=1to50:next | |
| 100 goto40 | |
| 110 data25,177,250,28,214,250 | |
| 120 data25,177,250,25,177,250 | |
| 130 data25,177,125,28,214,125 | |
| 140 data32,94,750,25,177,250 | |
| 150 data28,214,250,19,63,250 | |
| 160 data19,63,250,19,63,250 | |
| 170 data21,154,63,24,63,63 | |
| 180 data25,177,250,24,63,125 | |
| 190 data19,63,250,-1,-1,-1 | |
| stop tok64 | |
| Now RUN the program. | |
| Notice how the sound quality is different, less twangy, more hollow. | |
| That's because we changed the sawtooth waveform into a triangular | |
| waveform (shown left). The third musical waveform is called a variable | |
| pulse wave (shown right). | |
| + + +----+ +----+ +----+ | | |
| / \ / \ | | | | | | | | |
| / \ / \ | | | | | | | | |
| / \ / \ | | | | | | | | |
| ./.......\......./.......\. .|....|..|....|..|....|..|. | |
| \ / | | | | | | | | |
| \ / | | | | | | | | |
| \ / | | | | | | | | |
| + | +--+ +--+ +--+ | |
| <--> | |
| PULSE WIDTH | |
| PROGRAMMING SOUND AND MUSIC 193 | |
| ~ | |
| It is a rectangular wave and you determine the length of the pulse | |
| cycle by defining the proportion of the wave which will be high. This is | |
| accomplished for voice 1 by using registers 2 and 3: Register 2 is the | |
| low byte of the pulse width (Lpw = 0 through 255). Register 3 is the high | |
| 4 bits (Hpw = 0 through 15). | |
| Together these registers specify a 12-bit number for your pulse width, | |
| which you can determine by using the following formula: | |
| PWn = Hpw*256 + Lpw | |
| The pulse width is determined by the following equation: | |
| PWout = (PWn/40.95) % | |
| When PWn has a value of 2048, it will give you a square wave. That | |
| means that register 2 (Lpw) = 0 and register 3 (Hpw) = 8. | |
| Now try adding this line to your program: | |
| 15 POKES+3,8:POKES+2,0 | |
| Then change the start number in line 70 to 65 and the stop number in fine | |
| 90 to 64, and RUN the program. Now change the high pulse width (register | |
| 3 in line 15) from an 8 to a 1. Notice how dramatic the difference in | |
| sound quality is? | |
| The last waveform available to you is white noise (shown here). | |
| . . . | |
| . . . . . | |
| . . . . | |
| ........................... | |
| . . . . | |
| . . . . | |
| . . . | |
| It is used mostly for sound effects and such. To hear how it sounds, try | |
| changing the start number in line 70 to 129 and the stop number in line | |
| 90 to 128. | |
| UNDERSTANDING WAVEFORMS | |
| When a note is played, it consists of a sine wave oscillating at the | |
| fundamental frequency and the harmonics of that wave. | |
| 194 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| The fundamental frequency defines the overall pitch of the note. | |
| Harmonics are sine waves having frequencies which are integer multiples | |
| of the fundamental frequency. A sound wave is the fundamental frequency | |
| and all of the harmonics it takes to make up that sound. | |
| [THE PICTURE IS MISSING!] | |
| In musical theory let's say that the fundamental frequency is harmonic | |
| number 1. The second harmonic has a frequency twice the fundamental | |
| frequency, the third harmonic is three times the fundamental frequency, | |
| and so on. The amounts of each harmonic present in a note give it its | |
| timbre. | |
| An acoustic instrument, like a guitar or a violin, has a very compli- | |
| cated harmonic structure. In fact, the harmonic structure may vary as a | |
| single note is played. You have already played with the waveforms | |
| available in your Commodore music synthesizer. Now let's talk about how | |
| the harmonics work with the triangular, sawtooth, and rectangular waves. | |
| A triangular wave contains only odd harmonics. The amount of each | |
| harmonic present is proportional to the reciprocal of the square of the | |
| harmonic number. In other words harmonic number 3 is 1/9 quieter than | |
| harmonic number 1, because the harmonic 3 squared is 9 (3 X 3) and the | |
| reciprocal of 9 is 1/9. | |
| As you can see, there is a similarity in shape of a triangular wave to | |
| a sine wave oscillating at the fundamental frequency. | |
| Sawtooth waves contain all the harmonics. The amount of each harmonic | |
| present is proportional to the reciprocal of the harmonic number. For | |
| example, harmonic number 2 is 1/2 as loud as harmonic number 1. | |
| The square wave contains odd harmonics in proportion to the reciprocal | |
| of the harmonic number. Other rectangular waves have varying harmonic | |
| content. By changing the pulse width, the timbre of the sound of a | |
| rectangular wave can be varied tremendously. | |
| PROGRAMMING SOUND AND MUSIC 195 | |
| ~ | |
| By choosing carefully the waveform used, you can start with a harmonic | |
| structure that looks somewhat like the sound you want. To refine the | |
| sound, you can add another aspect of sound quality available on your | |
| Commodore 64 called filtering, which we'll discuss later in this section. | |
| THE ENVELOPE GENERATOR | |
| The volume of a musical tone changes from the moment you first hear it, | |
| all the way through until it dies out and you can't hear it anymore. When | |
| a note is first struck, it rises from zero volume to its peak volume. The | |
| rate at which this happens is called the ATTACK. Then, it fails from the | |
| peak to some middle-ranged volume. The rate at which the fall of the note | |
| occurs is called the DECAY. The mid-ranged volume itself is called the | |
| SUSTAIN level. And finally, when the note stops playing, it fails from | |
| the SUSTAIN level to zero volume. The rate at which it fails is called | |
| the RELEASE. Here is a sketch of the four phases of a note: | |
| + | |
| / \ | |
| / \ | |
| / \ | |
| SUSTAIN LEVEL . ./. . . .+--------+ | |
| / \ | |
| / \ | |
| / \ | |
| | | | | | | |
| | A | D | S | R | | |
| Each of the items mentioned above give certain qualities and restric- | |
| tions to a note. The bounds are called parameters. | |
| The parameters ATTACK/DECAY/SUSTAIN/RELEASE and collectively called | |
| ADSR, can be controlled by your use of another set of locations in the | |
| sound generator chip. LOAD your first example program again. RUN it again | |
| and remember how it sounds. Then, changing line 20 so the program is like | |
| this: | |
| 196 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| EXAMPLE PRO6RAM 4 (EXAMPLE 1 MODIFIED): | |
| start tok64 page197.prg | |
| 5 s=54272 | |
| 10 forl=stos+24:pokel,0:next | |
| 20 pokes+5,88:pokes+6,195 | |
| 30 pokes+24,15 | |
| 40 readhf,lf,dr | |
| 50 ifhf<0thenend | |
| 60 pokes+1,hf:pokes,lf | |
| 70 pokes+4,33 | |
| 80 fort=1todr:next | |
| 90 pokes+4,32:fort=1to50:next | |
| 100 goto40 | |
| 110 data25,177,250,28,214,250 | |
| 120 data25,177,250,25,177,250 | |
| 130 data25,177,125,28,214,125 | |
| 140 data32,94,750,25,177,250 | |
| 150 data28,214,250,19,63,250 | |
| 160 data19,63,250,19,63,250 | |
| 170 data21,154,63,24,63,63 | |
| 180 data25,177,250,24,63,125 | |
| 190 data19,63,250,-1,-1,-1 | |
| stop tok64 | |
| Registers 5 and 6 define the ADSR for voice 1. The ATTACK is the high | |
| nybble of register 5. Nybble is half a byte, in other words the lower 4 | |
| or higher 4 on/off locations (bits) in each register. DECAY is the low | |
| nybble. You can pick any number 0 through 15 for ATTACK, multiply it by | |
| 16 and add to any number 0 through 15 for DECAY. The values that | |
| correspond to these numbers are listed below. | |
| SUSTAIN level is the high nybble of register 6. It can be 0 through 15. | |
| It defines the proportion of the peak volume that the SUSTAIN level will | |
| be. RELEASE rate is the low nybble of register 6. | |
| PROGRAMMING SOUND AND MUSIC 197 | |
| ~ | |
| Here are the meanings of the values for ATTACK, DECAY, and RELEASE: | |
| +-----+------------------------+--------------------------------+ | |
| |VALUE|ATTACK RATE (TIME/CYCLE)| DECAY/RELEASE RATE (TIME/CYCLE)| | |
| +-----+------------------------+--------------------------------+ | |
| | 0 | 2 ms | 6 ms | | |
| | 1 | 8 ms | 24 ms | | |
| | 2 | 16 ms | 48 ms | | |
| | 3 | 24 ms | 72 ms | | |
| | 4 | 38 ms | 114 ms | | |
| | 5 | 56 ms | 168 ms | | |
| | 6 | 68 ms | 204 ms | | |
| | 7 | 80 ms | 240 ms | | |
| | 8 | 100 ms | 300 ms | | |
| | 9 | 250 ms | 750 ms | | |
| | 10 | 500 ms | 1.5 s | | |
| | 11 | 800 ms | 2.4 s | | |
| | 12 | 1 s | 3 s | | |
| | 13 | 3 s | 9 s | | |
| | 14 | 5 s | 15 s | | |
| | 15 | 8 s | 24 s | | |
| +-----+------------------------+--------------------------------+ | |
| Here are a few sample settings to try in your example program. Try | |
| these and a few of your own. The variety of sounds you can produce is | |
| astounding! For a violin type sound, try changing line 20 to read: | |
| 20 POKES+5,88:POKES+6,89:REM A=5;D=8;S=5;R=9 | |
| Change the waveform to triangle and get a xylophone type sound by using | |
| these lines: | |
| 20 POKES+5,9:POKES+6,9:REM A=0;D=9;S=O;R=9 | |
| 70 POKES+4,17 | |
| 90 POKES+4,16:FORT=1TO50:NEXT | |
| 198 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| Change the waveform to square and try a piano type sound with these | |
| lines: | |
| 15 POKES+3,8:POKES+2,0 | |
| 20 POKES+5,9:POKES+6,0: REM A=0;D=9;S=0;R=0 | |
| 70 POKES+4,65 | |
| 90 POKES+4,64:FORT=1TO50:NEXT | |
| The most exciting sounds are those unique to the music synthesizer | |
| itself, ones that do not attempt to mimic acoustic instruments. For | |
| example try: | |
| 20 POKES+5,144:POKES+6,243:REM A=9;D=O; S=15;R=3 | |
| FILTERING | |
| The harmonic content of a waveform can be changed by using a filter. | |
| The SID chip is equipped with three types of filtering. They can be used | |
| separately or in combination with one another. Let's go back to the | |
| sample program you've been using to play with a simple example that uses | |
| a filter. There are several filter controls to set. | |
| You add line 15 in the program to set the cutoff frequency of the | |
| filter. The cutoff frequency is the reference point for the filter. You | |
| SET the high and low frequency cutoff points in registers 21 and 22. To | |
| turn ON the filter for voice 1, POKE register 23. | |
| Next change line 30 to show that a high-pass filter will be used (see | |
| the SID register map). | |
| PROGRAMMING SOUND AND MUSIC 199 | |
| ~ | |
| EXAMPLE PROGRAM 5 (EXAMPLE 1 MODIFIED): | |
| start tok64 page200.prg | |
| 5 s=54272 | |
| 10 forl=stos+24:pokel,0:next | |
| 15 pokes+22,128:pokes+21,0:pokes+23,1 | |
| 20 pokes+5,9:pokes+6,0 | |
| 30 pokes+24,79 | |
| 40 readhf,lf,dr | |
| 50 ifhf<0thenend | |
| 60 pokes+1,hf:pokes,lf | |
| 70 pokes+4,33 | |
| 80 fort=1todr:next | |
| 90 pokes+4,32:fort=1to50:next | |
| 100 goto40 | |
| 110 data25,177,250,28,214,250 | |
| 120 data25,177,250,25,177,250 | |
| 130 data25,177,125,28,214,125 | |
| 140 data32,94,750,25,177,250 | |
| 150 data28,214,250,19,63,250 | |
| 160 data19,63,250,19,63,250 | |
| 170 data21,154,63,24,63,63 | |
| 180 data25,177,250,24,63,125 | |
| 190 data19,63,250,-1,-1,-1 | |
| stop tok64 | |
| Try RUNning the program now. Notice the lower tones have had their | |
| volume cut down. It makes the overall quality of the note sound tinny. | |
| This is because you are using a high-pass filter which attenuates (cuts | |
| down the level of) frequencies below the specified cutoff frequency. | |
| There are three types of filters in your Commodore computer's SID chip. | |
| We have been using the high-pass filter. It will pass all the frequencies | |
| at or above the cutoff, while attenuating the frequencies below the | |
| cutoff. | |
| | | |
| AMOUNT | +----- | |
| PASSED | / | |
| | / | |
| | / | |
| +------|------- | |
| FREQUENCY | |
| 200 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| The SID chip also has a low-pass filter. As its name implies, this | |
| filter will pass the frequencies below cutoff and attenuate those above. | |
| | | |
| AMOUNT | -----+ | |
| PASSED | \ | |
| | \ | |
| | \ | |
| +------|------- | |
| FREQUENCY | |
| Finally, the chip is equipped with a bandpass filter, which passes a | |
| narrow band of frequencies around the cutoff, and attenuates all others. | |
| | | |
| AMOUNT | + | |
| PASSED | / \ | |
| | / \ | |
| | / \ | |
| +------|------- | |
| FREQUENCY | |
| The high- and low-pass filters can be combined to form a notch reject | |
| filter which passes frequencies away from the cutoff while attenuating | |
| at the cutoff frequency. | |
| | | |
| AMOUNT | --+ +--- | |
| PASSED | \ / | |
| | \ / | |
| | + | |
| +------|------- | |
| FREQUENCY | |
| PROGRAMMING SOUND AND MUSIC 201 | |
| ~ | |
| Register 24 determines which type filter you want to use. This is in | |
| addition to register 24's function as the overall volume control. Bit 6 | |
| controls the high-pass filter (0 = off, 1 = on), bit 5 is the bandpass | |
| filter, and bit 4 is the low-pass filter. The low 3 bits of the cutoff | |
| frequency are determined by register 21 (Lcf) (Lcf = 0 through 7). While | |
| the 8 bits of the high cutoff frequency are determined by register 22 | |
| (Hcf) (Hcf = 0 through 255). | |
| Through careful use of filtering, you can change the harmonic structure | |
| of any waveform to get just the sound you want. In addition, changing the | |
| filtering of a sound as it goes through the ADSR phases of its life can | |
| produce interesting effects. | |
| ADVANCED TECHNIQUES | |
| The SID chip's parameters can be changed dynamically during a note or | |
| sound to create many interesting and fun effects. In order to make this | |
| easy to do, digitized outputs from oscillator three and envelope | |
| generator three are available for you in registers 27 and 28, respec- | |
| tively. | |
| The output of oscillator 3 (register 27) is directly related to the | |
| waveform selected. If you choose the sawtooth waveform of oscillator 3, | |
| this register will present a series of numbers incremented (increased | |
| step by step) from 0 to 255 at a rate determined by the frequency of | |
| oscillator 3. If you choose the triangle waveform, the output will incre- | |
| ment from 0 up to 255, then decrement (decrease step by step) back down | |
| to 0. If you choose the pulse wave, the output will jump back-and-forth | |
| between 0 and 255. Finally, choosing the noise waveform will give you a | |
| series of random numbers. When oscillator 3 is used for modulation, you | |
| usually do NOT want to hear its output. Setting bit 7 of register 24 | |
| turns the audio output of voice 3 off. Register 27 always reflects the | |
| changing output of the oscillator and is not affected in any way by the | |
| envelope (ADSR) generator. | |
| 202 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| Register 25 gives you access to the output of the envelope generator | |
| of oscillator 3. It functions in much the same fashion that the output of | |
| oscillator 3 does. The oscillator must be turned on to produce any output | |
| from this register. | |
| Vibrato (a rapid variation in frequency) can be achieved by adding the | |
| output of oscillator 3 to the frequency of another oscillator. Example | |
| Program 6 illustrates this idea. | |
| EXAMPLE PROGRAM 6: | |
| start tok64 page203.prg | |
| 10 s=54272 | |
| 20 forl=0to24:pokes+l,0:next | |
| 30 pokes+3,8 | |
| 40 pokes+5,41:pokes+6,89 | |
| 50 pokes+14,117 | |
| 60 pokes+18,16 | |
| 70 pokes+24,143 | |
| 80 readfr,dr | |
| 90 iffr=0thenend | |
| 100 pokes+4,65 | |
| 110 fort=1todr*2 | |
| 120 fq=fr+peek(s+27)/2 | |
| 130 hf=int(fq/256):lf=lqand255 | |
| 140 pokes+0,lf:pokes+1,hf | |
| 150 next | |
| 160 pokes+4,64 | |
| 170 goto80 | |
| 500 data4817,2,5103,2,5407,2 | |
| 510 data8583,4,5407,2,8583,4 | |
| 520 data5407,4,8583,12,9634,2 | |
| 530 data10207,2,10814,2,8583,2 | |
| 540 data9634,4,10814,2,8583,2 | |
| 550 data8583,12 | |
| 560 data0,0 | |
| stop tok64 | |
| PROGRAMMING SOUND AND MUSIC 203 | |
| ~ | |
| LINE-BY-LINE EXPLANATION OF EXAMPLE PROGRAM 6: | |
| +----------+------------------------------------------------------------+ | |
| | Lines(s) | Description | | |
| +----------+------------------------------------------------------------+ | |
| | 10 | Set S to beginning of sound chip. | | |
| | 20 | Clear all sound chip locations. | | |
| | 30 | Set high pulse width for voice 1. | | |
| | 40 | Set Attack/Decay for voice 1 (A=2, D=9). | | |
| | | Set Sustain/Release for voice 1 (S=5, R=9). | | |
| | 50 | Set low frequency for voice 3. | | |
| | 60 | Set triangle waveform for voice 3. | | |
| | 70 | Set volume 15, turn off audio output of voice 3. | | |
| | 80 | Read frequency and duration of note. | | |
| | 90 | If frequency equals zero, stop. | | |
| | 100 | POKE start pulse waveform control voice 1. | | |
| | 110 | Start timing loop for duration. | | |
| | 120 | Get new frequency using oscillator 3 output. | | |
| | 130 | Get high and low frequency. | | |
| | 140 | POKE high and low frequency for voice 1. | | |
| | 150 | End of timing loop. | | |
| | 160 | POKE stop pulse waveform control voice 1. | | |
| | 170 | Go back for next note. | | |
| | 500-550 | Frequencies and durations for song, | | |
| | 560 | Zeros signal end of song. | | |
| +----------+------------------------------------------------------------+ | |
| A wide variety of sound effects can also be achieved using dynamic | |
| effects. For example, the following siren program dynamically changes the | |
| frequency output of oscillator 1 when it's based on the output of | |
| oscillator 3's triangular wave: | |
| 204 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| EXAMPLE PROGRAM 7: | |
| start tok64 page205.prg | |
| 10 s=54272 | |
| 20 forl=0to24:pokes+l,0:next | |
| 30 pokes+14,5 | |
| 40 pokes+18,16 | |
| 50 pokes+3,1 | |
| 60 pokes+24,143 | |
| 70 pokes+6,240 | |
| 80 pokes+4,65 | |
| 90 fr=5389 | |
| 100 fort=1to200 | |
| 110 fq=fr+peek(s+27)*3.5 | |
| 120 hf=int(fq/256):lf=fq-hf*256 | |
| 130 pokes+0,lf:pokes+1,hf | |
| 140 next | |
| 150 pokes+24,0 | |
| stop tok64 | |
| LINE-BY-LINE EXPLANATION OF EXAMPLE PROGRAM 7: | |
| +---------+-------------------------------------------------------------+ | |
| | Line(s) | Description | | |
| +---------+-------------------------------------------------------------+ | |
| | 10 | Set S to start of sound chip. | | |
| | 20 | Clear sound chip registers. | | |
| | 30 | Set low frequency of voice 3. | | |
| | 40 | Set triangular waveform voice 3. | | |
| | 50 | Set high pulse width for voice 1. | | |
| | 60 | Set volume 15, turn off audio output of voice 3. | | |
| | 70 | Set Sustain/Release for voice I (S=15, R=0). | | |
| | 80 | POKE start pulse waveform control voice 1. | | |
| | 90 | Set lowest frequency for siren. | | |
| | 100 | Begin timing loop. | | |
| | 110 | Get new frequency using output of oscillator 3. | | |
| | 120 | Get high and low frequencies. | | |
| | 130 | POKE high.and low frequencies for voice 1. | | |
| | 140 | End timing loop. | | |
| | 150 | Turn off volume. | | |
| +---------+-------------------------------------------------------------+ | |
| PROGRAMMING SOUND AND MUSIC 205 | |
| ~ | |
| The noise waveform can be used to provide a wide range of sound | |
| effects. This example mimics a hand clap using a filtered noise waveform: | |
| EXAMPLE PROGRAM 8: | |
| start tok64 page206.prg | |
| 10 s=54272 | |
| 20 forl=0to24:pokes+l,0:next | |
| 30 pokes+0,240:pokes+1,33 | |
| 40 pokes+5,8 | |
| 50 pokes+22,104 | |
| 60 pokes+23,1 | |
| 70 pokes+24,79 | |
| 80 forn=1to15 | |
| 90 pokes+4,129 | |
| 100 fort=1to250:next:pokes+4,128 | |
| 110 fort=1to30:next:next | |
| 120 pokes+24,0 | |
| stop tok64 | |
| LINE-BY-LINE EXPLANATION OF EXAMPLE PROGRAM 8: | |
| +---------+-------------------------------------------------------------+ | |
| | Line(s) | Description | | |
| +---------+-------------------------------------------------------------+ | |
| | 10 | Set S to start of sound chip. | | |
| | 20 | Clear all sound chip registers. | | |
| | 30 | Set high and low frequencies for voice 1. | | |
| | 40 | Set Attack/Decay for voice I (A=0, D=8). | | |
| | 50 | Set high cutoff frequency for filter. | | |
| | 60 | Turn on filter for voice 1. | | |
| | 70 | Set volume 15, high-pass filter. | | |
| | 80 | Count 15 claps. | | |
| | 90 | Set start noise waveform control. | | |
| | 100 | Wait, then set stop noise waveform control. | | |
| | 110 | Wait, then start next clap- | | |
| | 120 | Turn off volume. | | |
| +---------+-------------------------------------------------------------+ | |
| 206 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| SYNCHRONIZATION AND RING MODULATION | |
| The 6581 SID chip lets you create more complex harmonic structures | |
| through synchronization or ring modulation of two voices. | |
| The process of synchronization is basically a logical ANDing of two | |
| wave forms. When either is zero, the output is zero. The following | |
| example uses this process to create an imitation of a mosquito: | |
| EXAMPLE PROGRAM 9: | |
| start tok64 page207.prg | |
| 10 s=54272 | |
| 20 forl=0to24:pokes+l,0:next | |
| 30 pokes+1,100 | |
| 40 pokes+5,219 | |
| 50 pokes+15,28 | |
| 60 pokes+24,15 | |
| 70 pokes+4,19 | |
| 80 fort=1to5000:next | |
| 90 pokes+4,18 | |
| 100 fort=1to1000:next:pokes+24,0 | |
| stop tok64 | |
| LINE-BY-LINE EXPLANATION OF EXAMPLE PROGRAM 9: | |
| +---------+-------------------------------------------------------------+ | |
| | Line(s) | Description | | |
| +---------+-------------------------------------------------------------+ | |
| | 10 | Set S to start of sound chip. | | |
| | 20 | Clear sound chip registers. | | |
| | 30 | Set high frequency voice 1. | | |
| | 40 | Set Attack/Decay for voice 1 (A=13, D=11). | | |
| | 50 | Set high frequency voice 3. | | |
| | 60 | Set volume 15. | | |
| | 70 | Set start triangle, sync waveform control for voice 1. | | |
| | 80 | Timing loop. | | |
| | 90 | Set stop triangle, sync waveform control for voice 1. | | |
| | 100 | Wait, then turn off volume. | | |
| +-----------------------------------------------------------------------+ | |
| The synchronization feature is enabled (turned on) in line 70, where | |
| bits 0, 1, and 4 of register 4 are set. Bit 1 enables the syncing | |
| function between voice 1 and voice 3. Bits 0 and 4 have their usual | |
| functions of gating voice 1 and setting the triangular waveform. | |
| PROGRAMMING SOUND AND MUSIC 207 | |
| ~ | |
| Ring modulation (accomplished for voice 1 by setting bit 3 of register | |
| 4 in line 70 of the program below) replaces the triangular output of | |
| oscillator I with a "ring modulated" combination of oscillators 1 and 3. | |
| This produces non-harmonic overtone structures for use in mimicking bell | |
| or gong sounds. This program produces a clock chime imitation: | |
| EXAMPLE PROGRAM 10: | |
| start tok64 page208.prg | |
| 10 s=54272 | |
| 20 forl=0to24:pokes+l,0:next | |
| 30 pokes+1,130 | |
| 40 pokes+5,9 | |
| 50 pokes+15,30 | |
| 60 pokes+24,15 | |
| 70 forl=1to12:pokes+4,21 | |
| 80 fort=1to1000:next:pokes+4,20 | |
| 90 fort=1to1000:next:next | |
| stop tok64 | |
| LINE-BY-LINE EXPLANATION OF EXAMPLE PROGRAM 10: | |
| +---------+-------------------------------------------------------------+ | |
| | Line(s) | Description | | |
| +---------+-------------------------------------------------------------+ | |
| | 10 | Set S to start of sound chip. | | |
| | 20 | Clear sound chip registers. | | |
| | 30 | Set high frequency for voice 1. | | |
| | 40 | Set Attack/Decay for voice 1 (A=0, D=9). | | |
| | 50 | Set high frequency for voice 3. | | |
| | 60 | Set volume 15. | | |
| | 70 | Count number of clings, set start triangle, ring mod | | |
| | | waveform control voice 1. | | |
| | 80 | Timing loop, set stop triangle, ring mod. | | |
| | 90 | Timing loop, next ding. | | |
| +---------+-------------------------------------------------------------+ | |
| The effects available through the use of the parameters of your | |
| Commodore 64's SID chip are numerous and varied. Only through ex- | |
| perimentation on your own will you fully appreciate the capabilities of | |
| your machine. The examples in this section of the Programmer's Reference | |
| Guide merely scratch the surface. | |
| Watch for the book MAKING MUSIC ON YOUR COMMODORE COMPUTER for | |
| everything from simple fun and games to professional-type musical | |
| instruction. | |
| 208 PROGRAMMING SOUND AND MUSIC | |
| ~ | |
| CHAPTER 5 | |
| BASIC TO | |
| MACHINE | |
| LANGUAGE | |
| o What Is Machine Language? | |
| o How Do You Write Machine | |
| Language Programs? | |
| o Hexadecimal Notation | |
| o Addressing Modes | |
| o Indexing | |
| o Subroutines | |
| o Useful Tips for the Beginner | |
| o Approaching a Large Task | |
| o MCS6510 Microprocessor | |
| Instruction Set | |
| o Memory Management on the | |
| Commodore 64 | |
| o The KERNAL | |
| o KERNAL Power-Up Activities | |
| o Using Machine Language From | |
| BASIC | |
| o Commodore 64 Memory Map | |
| 209 | |
| ~ | |
| WHAT IS MACHINE LANGUAGE? | |
| At the heart of every microcomputer, is a central microprocessor. It's | |
| a very special microchip which is the "brain" of the computer. The | |
| Commodore 64 is no exception. Every microprocessor understands its own | |
| language of instructions. These instructions are called machine language | |
| instructions. To put it more precisely, machine language is the ONLY | |
| programming language that your Commodore 64 understands. It is the NATIVE | |
| language of the machine. | |
| If machine language is the only language that the Commodore 64 | |
| understands, then how does it understand the CBM BASIC programming | |
| language? CBM BASIC is NOT the machine language of the Commodore 64. | |
| What, then, makes the Commodore 64 understand CBM BASIC instructions like | |
| PRINT and GOTO? | |
| To answer this question, you must first see what happens inside your | |
| Commodore 64. Apart from the microprocessor which is the brain of the | |
| Commodore 64, there is a machine language program which is stored in a | |
| special type of memory so that it can't be changed. And, more impor- | |
| tantly, it does not disappear when the Commodore 64 is turned off, unlike | |
| a program that you may have written. This machine language program is | |
| called the OPERATING SYSTEM of the Commodore 64. Your Commodore 64 knows | |
| what to do when it's turned on because its OPERATING SYSTEM (program) is | |
| automatically "RUN." | |
| 210 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| The OPERATING SYSTEM is in charge of "organizing" all the memory in | |
| your machine for various tasks. It also looks at what characters you type | |
| on the keyboard and puts them onto the screen, plus a whole number of | |
| other functions. The OPERATING SYSTEM can be thought of as the | |
| "intelligence and personality" of the Commodore 64 (or any computer for | |
| that matter). So when you turn on your Commodore 64, the OPERATING SYSTEM | |
| takes control of your machine, and after it has done its housework, it | |
| then says: | |
| READY. | |
| The OPERATING SYSTEM of the Commodore 64 then allows you to type on the | |
| keyboard, and use the built-in SCREEN EDITOR on the Commodore 64. The | |
| SCREEN EDITOR allows you to move the cursor, DELete, INSert, etc., and | |
| is, in fact, only one part of the operating system that is built in for | |
| your convenience. | |
| All of the commands that are available in CBM BASIC are simply | |
| recognized by another huge machine language program built into your | |
| Commodore 64. This huge program "RUNS" the appropriate piece of machine | |
| language depending on which CBM BASIC command is being executed. This | |
| program is called the BASIC INTERPRETER, because it interprets each | |
| command, one by one, unless it encounters a command it does not | |
| understand, and then the familiar message appears: | |
| ?SYNTAX ERROR | |
| READY. | |
| WHAT DOES MACHINE CODE LOOK LIKE? | |
| You should be familiar with the PEEK and POKE commands in the CBM BASIC | |
| language for changing memory locations. You've probably used them for | |
| graphics on the screen, and for sound effects. Each memory location has | |
| its own number which identifies it. This number is known as the "address" | |
| of a memory location. If you imagine the memory in the Commodore 64 as a | |
| street of buildings, then the number on each door is, of course, the | |
| address. Now let's look at which parts of the street are used for what | |
| purposes. | |
| BASIC TO MACHINE LANGUAGE 211 | |
| ~ | |
| SIMPLE MEMORY MAP OF THE COMMODORE 64 | |
| +-------------+---------------------------------------------------------+ | |
| | ADDRESS | DESCRIPTION | | |
| +-------------+---------------------------------------------------------+ | |
| | | | | |
| | 0 & 1 | -6510 Registers. | | |
| | | | | |
| | 2 | -Start of memory. | | |
| | | | | |
| | 2-1023 | -Memory used by the operating system. | | |
| | | | | |
| | 1024-2039 | -Screen memory. | | |
| | | | | |
| | 2040-2047 | -SPRITE pointers. | | |
| | | | | |
| | 2048-40959 | -This is YOUR memory. This is where your BASIC or | | |
| | | machine language programs, or both, are stored. | | |
| | | | | |
| | 40960-49151 | -8K CBM BASIC Interpreter. | | |
| | | | | |
| | 49152-53247 | -Special programs RAM area. | | |
| | | | | |
| | 53248-53294 | -VIC-II. | | |
| | | | | |
| | 54272-55295 | -SID Registers. | | |
| | | | | |
| | 55296-56296 | -Color RAM. | | |
| | | | | |
| | 56320-57343 | -I/O Registers. (6526's) | | |
| | | | | |
| | 57344-65535 | -8K CBM KERNAL Operating System. | | |
| | | | | |
| +-------------+---------------------------------------------------------+ | |
| 212 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| If you don't understand what the description of each part of memory | |
| means right now, this will become clear from other parts of this manual. | |
| Machine language programs consist of instructions which may or may not | |
| have operands (parameters) associated with them. Each instruction takes | |
| up one memory location, and any operand is contained in one or two | |
| locations following the instruction. | |
| In your BASIC programs, words like PRINT and GOTO do, in fact, only | |
| take up one memory location, rather than one for each character of the | |
| word. The contents of the location that represents a particular BASIC | |
| keyword is called a token. In machine language, there are different | |
| tokens for different instructions, which also take up just one byte (mem- | |
| ory location=byte). | |
| Machine language instructions are very simple. Therefore, each indi- | |
| vidual instruction cannot achieve a great deal. Machine language in- | |
| structions either change the contents of a memory location, or change one | |
| of the internal registers (special storage locations) inside the micro- | |
| processor. The internal registers form the very basis of machine lan- | |
| guage. | |
| THE REGISTERS INSIDE THE 6510 MICROPROCESSOR | |
| THE ACCUMULATOR | |
| This is THE most important register in the microprocessor. Various ma- | |
| chine language instructions allow you to copy the contents of a memory | |
| location into the accumulator, copy the contents of the accumulator into | |
| a memory location, modify the contents of the accumulator or some other | |
| register directly, without affecting any memory. And the accumulator is | |
| the only register that has instructions for performing math. | |
| THE X INDEX REGISTER | |
| This is a very important register. There are instructions for nearly | |
| all of the transformations you can make to the accumulator. But there are | |
| other instructions for things that only the X register can do. Various | |
| machine language instructions allow you to copy the contents of a memory | |
| location into the X register, copy the contents of the X register into a | |
| memory location, and modify the contents of the X, or some other register | |
| directly. | |
| BASIC TO MACHINE LANGUAGE 213 | |
| ~ | |
| THE Y INDEX REGISTER | |
| This is a very important register. There are instructions for nearly | |
| all of the transformations you can make to the accumulator, and the X | |
| register. But there are other instructions for things that only the Y | |
| register can do. Various machine language instructions allow you to copy | |
| the contents of a memory location into the Y register, copy the contents | |
| of the Y register into a memory location, and modify the contents of the | |
| Y, or some other register directly. | |
| THE STATUS REGISTER | |
| This register consists of eight "flags" (a flag = something that indi- | |
| cates whether something has, or has not occurred). | |
| THE PROGRAM COUNTER | |
| This contains the address of the current machine language instruction | |
| being executed. Since the operating system is always "RUN"ning in the | |
| Commodore 64 (or, for that matter, any computer), the program counter is | |
| always changing. It could only be stopped by halting the microprocessor | |
| in some way. | |
| THE STACK POINTER | |
| This register contains the location of the first empty place on the | |
| stack. The stack is used for temporary storage by machine language pro- | |
| grams, and by the computer. | |
| THE INPUT/OUTPUT PORT | |
| This register appears at memory locations 0 (for the DATA DIRECTION | |
| REGISTER) and 1 (for the actual PORT). It is an 8-bit input/output port. | |
| On the Commodore 64 this register is used for memory management, to | |
| allow the chip to control more than 64K of RAM and ROM memory. | |
| The details of these registers are not given here. They are explained | |
| as the principles needed to explain them are explained. | |
| HOW DO YOU WRITE MACHINE LANGUAGE PROGRAMS? | |
| Since machine language programs reside in memory, and there is no | |
| facility in your Commodore 64 for writing and editing machine language | |
| 214 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| programs, you must use either a program to do this, or write for yourself | |
| a BASIC program that "allows" you to write machine language. | |
| The most common methods used to write machine language programs are | |
| assembler programs. These packages allow you to write machine language | |
| instructions in a standardized mnemonic format, which makes the machine | |
| language program a lot more readable than a stream of numbers! Let's | |
| review: A program that allows you to write machine language programs in | |
| mnemonic format is called an assembler. Incidentally, a program that | |
| displays a machine language program in mnemonic format is called a | |
| disassembler. Available for your Commodore 64 is a machine language | |
| monitor cartridge (with assembler/disassembler, etc.) made by Commodore: | |
| 64MON | |
| The 64MON cartridge available from your local dealer, is a program that | |
| allows you to escape from the world of CBM BASIC, into the land of | |
| machine language. It can display the contents of the internal registers | |
| in the 6510 microprocessor, and it allows you to display portions of mem- | |
| ory, and change them on the screen, using the screen editor. It also has | |
| a built-in assembler and disassembler, as well as many other features | |
| that allow you to write and edit machine language programs easily. You | |
| don't HAVE to use an assembler to write machine language, but the task is | |
| considerably easier with it. If you wish to write machine language | |
| programs, it is strongly suggested that you purchase an assembler of some | |
| sort. Without an assembler you will probably have to "POKE" the machine | |
| language program into memory, which is totally unadvisable. This manual | |
| will give its examples in the format that 64MON uses, from now on. Nearly | |
| all assembler formats are the same, therefore the machine language | |
| examples shown will almost certainly be compatible with any assembler. | |
| But before explaining any of the other features of 64MON, the hexadecimal | |
| numbering system must be explained. | |
| HEXADECIMAL NOTATION | |
| Hexadecimal notation is used by most machine language programmers when | |
| they talk about a number or address in a machine language program. | |
| Some assemblers let you refer to addresses and numbers in decimal | |
| (base 10), binary (base 2), or even octal (base 8) as well as hexadecimal | |
| BASIC TO MACHINE LANGUAGE 215 | |
| ~ | |
| (base 16) (or just "hex" as most people say). These assemblers do the | |
| conversions for you. | |
| Hexadecimal probably seems a little hard to grasp at first, but like | |
| most things, it won't take long to master with practice. | |
| By looking at decimal (base 10) numbers, you can see that each digit | |
| fails somewhere in the range between zero and a number equal to the base | |
| less one (e.g., 9). THIS IS TRUE OF ALL NUMBER BASES. Binary (base 2) | |
| numbers have digits ranging from zero to one (which is one less than the | |
| base). Similarly, hexadecimal numbers should have digits ranging from | |
| zero to fifteen, but we do not have any single digit figures for the | |
| numbers ten to fifteen, so the first six letters of the alphabet are used | |
| instead: | |
| +---------+-------------+----------+ | |
| | DECIMAL | HEXADECIMAL | BINARY | | |
| +---------+-------------+----------+ | |
| | 0 | 0 | 00000000 | | |
| | 1 | 1 | 00000001 | | |
| | 2 | 2 | 00000010 | | |
| | 3 | 3 | 00000011 | | |
| | 4 | 4 | 00000100 | | |
| | 5 | 5 | 00000101 | | |
| | 6 | 6 | 00000110 | | |
| | 7 | 7 | 00000111 | | |
| | 8 | 8 | 00001000 | | |
| | 9 | 9 | 00001001 | | |
| | 10 | A | 00001010 | | |
| | 11 | B | 00001011 | | |
| | 12 | C | 00001100 | | |
| | 13 | D | 00001101 | | |
| | 14 | E | 00001110 | | |
| | 15 | F | 00001111 | | |
| | 16 | 10 | 00010000 | | |
| +---------+-------------+----------+ | |
| 216 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| Let's look at it another way; here's an example of how a base 10 | |
| (decimal number) is constructed: | |
| Base raised by | |
| increasing powers:... 10^3 10^2 10^1 10^0 | |
| --------------------- | |
| Equals:.............. 1000 100 10 1 | |
| --------------------- | |
| Consider 4569 (base 10) 4 5 6 9 = (4*1000)+(5*100)+(6*10)+9 | |
| Now look at an example of how a base 16 (hexadecimal number) is | |
| constructed: | |
| Base raised by | |
| increasing powers:... 16^3 16^2 16^1 16^0 | |
| --------------------- | |
| Equals:.............. 4096 256 16 1 | |
| --------------------- | |
| Consider 11D9 (base 16) 1 1 D 9 = 1*4096+1*256+13*16+9 | |
| Therefore, 4569 (base 10) = 11D9 (base 16) | |
| The range for addressable memory locations is 0-65535 (as was stated | |
| earlier). This range is therefore 0-FFFF in hexadecimal notation. | |
| Usually hexadecimal numbers are prefixed with a dollar sign ($). This | |
| is to distinguish them from decimal numbers. Let's look at some "hex" | |
| numbers, using 64MON, by displaying the contents of some memory by | |
| typing: | |
| SYS 8*4096 (or SYS 12*4096) | |
| B* | |
| PC SR AC XR YR SP | |
| .;0401 32 04 5E 00 F6 (these may be different) | |
| Then if you type in: | |
| .M 0000 0020 (and press <RETURN>). | |
| you will see rows of 9 hex numbers. The first 4-digit number is the ad- | |
| dress of the first byte of memory being shown in that row, and the other | |
| eight numbers are the actual contents of the memory locations beginning | |
| at that start address. | |
| BASIC TO MACHINE LANGUAGE 217 | |
| ~ | |
| You should really try to learn to "think" in hexadecimal. It's not too | |
| difficult, because you don't have to think about converting it back into | |
| decimal. For example, if you said that a particular value is stored at | |
| $14ED instead of 5357, it shouldn't make any difference. | |
| YOUR FIRST MACHINE LANGUAGE INSTRUCTION | |
| LDA - LOAD THE ACCUMULATOR | |
| In 6510 assembly language, mnemonics are always three characters. LDA | |
| represents "load accumulator with...", and what the accumulator should be | |
| loaded with is decided by the parameter(s) associated with that | |
| instruction. The assembler knows which token is represented by each | |
| mnemonic, and when it "assembles" an instruction, it simply puts into | |
| memory (at whatever address has been specified), the token, and what | |
| parameters, are given. Some assemblers give error messages, or warnings | |
| when you try to assemble something that either the assembler, or the 6510 | |
| microprocessor, cannot do. | |
| If you put a "#" symbol in front of the parameter associated with the | |
| instruction, this means that you want the register specified in the | |
| instruction to be loaded with the "value" after the "#". For example: | |
| LDA #$05 <----[ $=HEX ] | |
| This instruction will put $05 (decimal 5) into the accumulator register. | |
| The assembler will put into the specified address for this instruction, | |
| $A9 (which is the token for this particular instruction, in this mode), | |
| and it will put $05 into the next location after the location containing | |
| the instruction ($A9). | |
| If the parameter to be used by an instruction has "#" before it; i.e., | |
| the parameter is a "value," rather than the contents of a memory loca- | |
| tion, or another register, the instruction is said to be in the | |
| "immediate" mode. To put this into perspective, let's compare this with | |
| another mode: | |
| If you want to put the contents of memory location $102E into the | |
| accumulator, you're using the "absolute" mode of instruction: | |
| LDA $102E | |
| The assembler can distinguish between the two different modes because the | |
| latter does not have a "#" before the parameter. The 6510 microprocessor | |
| 218 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| can distinguish between the immediate mode, and the absolute mode of the | |
| LDA instruction, because they have slightly different tokens. LDA | |
| (immediate) has $A9 as its token, and LDA (absolute), has $AD as its | |
| token. | |
| The mnemonic representing an instruction usually implies what it does. | |
| For instance, if we consider another instruction, LDX, what do you think | |
| this does? | |
| If you said "load the X register with...", go to the top of the class. | |
| If you didn't, then don't worry, learning machine language does take | |
| patience, and cannot be learned in a day. | |
| The various internal registers can be thought of as special memory | |
| locations, because they too can hold one byte of information. It is not | |
| necessary for us to explain the binary numbering system (base 2) since it | |
| follows the same rules as outlined for hexadecimal and decimal outlined | |
| previously, but one "bit" is one binary digit and eight bits make up one | |
| byte! This means that the maximum number that can be contained in a | |
| byte is the largest number that an eight digit binary number can be. This | |
| number is 11111111 (binary), which equals $FF (hexadecimal), which equals | |
| 255 (decimal). You have probably wondered why only numbers from zero to | |
| 255 could be put into a memory location. If you try POKE 7680,260 (which | |
| is a BASIC statement that "says": "Put the number two hundred and sixty, | |
| into memory location seven thousand, six hundred and eighty", the BASIC | |
| interpreter knows that only numbers 0 - 255 can be put in a memory | |
| location, and your Commodore 64 will reply with: | |
| ?ILLEGAL QUANTITY ERROR | |
| READY. | |
| If the limit of one byte is $FF (hex), how is the address parameter in | |
| the absolute instruction "LDA $102E" expressed in memory? It's expressed | |
| in two bytes (it won't fit into one, of course). The lower (rightmost) | |
| two digits of the hexadecimal address form the "low byte" of the address, | |
| and the upper (leftmost) two digits form the "high byte." | |
| The 6510 requires any address to be specified with its low byte first, | |
| and then the high byte. This means that the instruction "LDA $102E" is | |
| represented in memory by the three consecutive values: | |
| $AD, $2E, $10 | |
| Now all you need to know is one more instruction and then you can write | |
| your first program. That instruction is BRK. For a full explanation of | |
| BASIC TO MACHINE LANGUAGE 219 | |
| ~ | |
| this I instruction, refer to M.O.S. 6502 Programming Manual. But right | |
| now, you can think of it as the END instruction in machine language. | |
| If we write a program with 64MON and put the BRK instruction at the | |
| end, then when the program is executed, it will return to 64MON when it | |
| is finished. This might not happen if there is a mistake in your program, | |
| or the BRK instruction is never reached (just like an END statement in | |
| BASIC may never get executed). This means that if the Commodore 64 didn't | |
| have a STOP key, you wouldn't be able to abort your BASIC programs! | |
| WRITING YOUR FIRST PROGRAM | |
| If you've used the POKE statement in BASIC to put characters onto the | |
| screen, you're aware that the character codes for POKEing are different | |
| from CBM ASCII character values. For example, if you enter: | |
| PRINT ASC("A") (and press <RETURN> ) | |
| the Commodore 64 will respond with: | |
| 65 | |
| READY. | |
| However, to put an "A" onto the screen by POKEing, the code is 1, enter: | |
| <SHIFT+CLR/HOME> to clear the screen | |
| POKE 1024,1:POKE 55296,14 (and <RETURN> (1024 is the start of screen | |
| memory) | |
| The "P" in the POKE statement should now be an "A." | |
| Now let's try this in machine language. Type the following in 64MON: | |
| (Your cursor should be flashing alongside a "." right now.) | |
| .A 1400 LDA#$01 (and press <RETURN>) | |
| 220 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| The Commodore 64 will prompt you with: | |
| .A 1400 A9 01 LDA #$01 | |
| .A 1402 | |
| Type: | |
| .A 1402 STA $0400 | |
| (The STA instruction stores the contents of the accumulator in a | |
| specified memory location.) | |
| The Commodore 64 will prompt you with: | |
| .A 1405 | |
| Now type in: | |
| .A 1405 LDA #$0E | |
| .A 1407 STA $D800 | |
| .A 140A BRK | |
| Clear the screen, and type: | |
| G 1400 | |
| The G should turn into an "A" if you've done everything correctly. You | |
| have now written your first machine language program. Its purpose is to | |
| store one character ("A") at the first location in the screen memory. | |
| Having achieved this, we must now explore some of the other instructions, | |
| and principles. | |
| ADDRESSING MODES | |
| ZERO PAGE | |
| As shown earlier, absolute addresses are expressed in terms of a high | |
| and a low order byte. The high order byte is often referred to as the | |
| page of memory. For example, the address $1637 is in page $16 (22), and | |
| $0277 is in page $02 (2). There is, however, a special mode of addressing | |
| known as zero page addressing and is, as the name implies, associated | |
| BASIC TO MACHINE LANGUAGE 221 | |
| ~ | |
| with the addressing of memory locations in page zero. These addresses, | |
| therefore, ALWAYS have a high order byte of zero. The zero page mode of | |
| addressing only expects one byte to describe the address, rather than two | |
| when using an absolute address. The zero page addressing mode tells the | |
| microprocessor to assume that the high order address is zero. Therefore | |
| zero page addressing can reference memory locations whose addresses are | |
| between $0000 and $00FF. This may not seem too important at the moment, | |
| but you'll need the principles of zero page addressing soon. | |
| THE STACK | |
| The 6510 microprocessor has what is known as a stack. This is used by | |
| both the programmer and the microprocessor to temporarily remember | |
| things, and to remember, for example, an order of events. The GOSUB | |
| statement in BASIC, which allows the programmer to call a subroutine, | |
| must remember where it is being called from, so that when the RETURN | |
| statement is executed in the subroutine, the BASIC interpreter "knows" | |
| where to go back to continue executing. When a GOSUB statement is | |
| encountered in a program by the BASIC interpreter, the BASIC interpreter | |
| "pushes" its current position onto the stack before going to do the | |
| subroutine, and when a RETURN is executed, the interpreter "pulls" off | |
| the stack the information that tells it where it was before the | |
| subroutine call was made. The interpreter uses instructions like PHA, | |
| which pushes the contents of the accumulator onto the stack, and PLA (the | |
| reverse) which pulls a value off the stack and into the accumulator. The | |
| status register can also be pushed and pulled with the PHP and PLP, | |
| respectively. | |
| The stack is 256 bytes long, and is located in page one of memory. It | |
| is therefore from $01 00 to $01 FF. It is organized backwards in memory. | |
| In other words, the first position in the stack is at $01 FF, and the | |
| last is at $0100. Another register in the 651 0 microprocessor is called | |
| the stack pointer, and it always points to the next available location in | |
| the stack. When something is pushed onto the stack, it is placed where | |
| the stack pointer points to, and the stack pointer is moved down to the | |
| next position (decremented). When something is pulled off the stack, the | |
| stack pointer is incremented, and the byte pointed to by the stack | |
| pointer is placed into the specified register. | |
| 222 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| Up to this point, we have covered immediate, zero page, and absolute | |
| mode instructions. We have also covered, but have not really talked | |
| about, the "implied" mode. The implied mode means that information is | |
| implied by an instruction itself. In other words, what registers, flags, | |
| and memory the instruction is referring to. The examples we have seen are | |
| PHA, PLA, PHP, and PLP, which refer to stack processing and the | |
| accumulator and status registers, respectively. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The X register will be referred to as X from now on, and | | |
| | similarly A (accumulator), Y (Y index register), S (stack pointer), | | |
| | and P (processor status). | | |
| +-----------------------------------------------------------------------+ | |
| INDEXING | |
| Indexing plays an extremely important part in the running of the 6510 | |
| microprocessor. It can be defined as "creating an actual address from a | |
| base address plus the contents of either the X or Y index registers." | |
| For example, if X contains $05, and the microprocessor executes an LDA | |
| instruction in the "absolute X indexed mode" with base address (e.g., | |
| $9000), then the actual location that is loaded into the A register is | |
| $9000 + $05 = $9005. The mnemonic format of an absolute indexed | |
| instruction is the same as an absolute instruction except a ",X" or ",Y" | |
| denoting the index is added to the address. | |
| EXAMPLE: | |
| LDA $9000,X | |
| There are absolute indexed, zero page indexed, indirect indexed, and | |
| indexed indirect modes of addressing available on the 6510 | |
| microprocessor. | |
| INDIRECT INDEXED | |
| This only allows usage of the Y register as the index. The actual ad- | |
| dress can only be in zero page, and the mode of instruction is called | |
| indirect because the zero page address specified in the instruction con- | |
| tains the low byte of the actual address, and the next byte to it | |
| contains the high order byte. | |
| BASIC TO MACHINE LANGUAGE 223 | |
| ~ | |
| EXAMPLE: | |
| Let us suppose that location $02 contains $45, and location $03 con- | |
| tains $1E. If the instruction to load the accumulator in the indirect | |
| indexed mode is executed and the specified zero page address is $02, then | |
| the actual address will be: | |
| Low order = contents of $02 | |
| High order = contents of $03 | |
| Y register = $00 | |
| Thus the actual address = $1E45 + Y = $1E45. | |
| The title of this mode does in fact imply an indirect principle, | |
| although this may be difficult to grasp at first sight. Let's look at it | |
| another way: | |
| "I am going to deliver this letter to the post office at address $02, | |
| MEMORY ST., and the address on the letter is $05 houses past $1600, | |
| MEMORY street." This is equivalent to the code: | |
| LDA #$00 - load low order actual base address | |
| STA $02 - set the low byte of the indirect address | |
| LDA #$16 - load high order indirect address | |
| STA $03 - set the high byte of the indirect address | |
| LDY #$05 - set the indirect index (Y) | |
| LDA ($02),Y - load indirectly indexed by Y | |
| INDEXED INDIRECT | |
| Indexed indirect only allows usage of the X register as the index. This | |
| is the some as indirect indexed, except it is the zero page address of | |
| the pointer that is indexed, rather than the actual base address. | |
| Therefore, the actual base address IS the actual address because the | |
| index has already been used for the indirect. Index indirect would also | |
| be used if a table of indirect pointers were located in zero page memory, | |
| and the X register could then specify which indirect pointer to use. | |
| 224 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| EXAMPLE: | |
| Let us suppose that location $02 contains $45, and location $03 con- | |
| tains $10. If the instruction to load the accumulator in the indexed | |
| indirect mode is executed and the specified zero page address is $02, | |
| then the actual address will be: | |
| Low order = contents of ($02+X) | |
| High order = contents of ($03+X) | |
| X register = $00 | |
| Thus the actual pointer is in = $02 + X = $02. | |
| Therefore, the actual address is the indirect address contained in $02 | |
| which is again $1045. | |
| The title of this mode does in fact imply the principle, although it | |
| may be difficult to grasp at first sight. Look at it this way: | |
| "I am going to deliver this letter to the fourth post office at address | |
| $01,MEMORY ST., and the address on the letter will then be delivered to | |
| $1600, MEMORY street." This is equivalent to the code: | |
| LDA #$00 - load low order actual base address | |
| STA $06 - set the low byte of the indirect address | |
| LDA #$16 - load high order indirect address | |
| STA $07 - set the high byte of the indirect address | |
| LDX #$05 - set the indirect index (X) | |
| LDA ($02,X) - load indirectly indexed by X | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Of the two indirect methods of addressing, the first (indirect | | |
| | indexed) is far more widely used. | | |
| +-----------------------------------------------------------------------+ | |
| BASIC TO MACHINE LANGUAGE 225 | |
| ~ | |
| BRANCHES AND TESTING | |
| Another very important principle in machine language is the ability to | |
| test, and detect certain conditions, in a similar fashion to the "IF... | |
| THEN, IF... GOTO" structure in CBM BASIC. | |
| The various flags in the status register are affected by different in- | |
| structions in different ways. For example, there is a flag that is set | |
| when an instruction has caused a zero result, and is reset when a result | |
| is not zero. The instruction: | |
| LDA #$00 | |
| will cause the zero result flag to be set, because the instruction has | |
| resulted in the accumulator containing a zero. | |
| There are a set of instructions that will, given a particular | |
| condition, branch to another part of the program. An example of a branch | |
| instruction is BEQ, which means Branch if result EQual to zero. The | |
| branch instructions branch if the condition is true, and if not, the | |
| program continues onto the next instruction, as if nothing had occurred. | |
| The branch instructions branch not by the result of the previous | |
| instructions), but by internally examining the status register. As was | |
| just mentioned, there is a zero result flag in the status register. The | |
| BEQ instruction branches if the zero result flag (known as Z) is set. | |
| Every branch instruction has an opposite branch instruction. The BEQ | |
| instruction has an opposite instruction BNE, which means Branch on result | |
| Not Equal to zero (i.e., Z not set). | |
| The index registers have a number of associated instructions which | |
| modify their contents. For example, the INX instruction INcrements the X | |
| index register. If the X register contained $FF before it was incremented | |
| (the maximum number the X register can contain), it will "wrap around" | |
| back to zero. If you wanted a program to continue to do something until | |
| you had performed the increment of the X index that pushed it around to | |
| zero, you could use the BNE instruction to continue "looping" around, | |
| until X became zero. | |
| The reverse of INX, is DEX, which is DEcrement the X index register. If | |
| the X index register is zero, DEX wraps around to $FF. Similarly, there | |
| are INY and DEY for the Y index register. | |
| 226 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| But what if a program didn't want to wait until X or Y had reached (or | |
| not reached) zero? Well there are comparison instructions, CPX and CPY, | |
| which allow the machine language programmer to test the index registers | |
| with specific values, or even the contents of memory locations. If you | |
| wanted to see if the X register contained $40, you would use the | |
| instruction: | |
| CPX #$40 - compare X with the "value" $40. | |
| BEQ - branch to somewhere else in the | |
| (some other program, if this condition is "true." | |
| part of the | |
| program) | |
| The compare, and branch instructions play a major part in any machine | |
| language program. | |
| The operand specified in a branch instruction when using 64MON is the | |
| address of the part of the program that the branch goes to when the | |
| proper conditions are met. However, the operand is only an offset, which | |
| gets you from where the program currently is to the address specified. | |
| This offset is just one byte, and therefore the range that a branch | |
| instruction can branch to is limited. It can branch from 128 bytes back- | |
| ward, to 127 bytes forward. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: This is a total range of 255 bytes which is, of course, the | | |
| | maximum range of values one byte can contain. | | |
| +-----------------------------------------------------------------------+ | |
| 64MON will tell you if you "branch out of range" by refusing to "as- | |
| semble" that particular instruction. But don't worry about that now be- | |
| cause it's unlikely that you will have such branches for quite a while. | |
| The branch is a "quick" instruction by machine language standards because | |
| of the "offset" principle as opposed to an absolute address. 64MON allows | |
| you to type in an absolute address, and it calculates the correct offset. | |
| This is just one of the "comforts" of using an assembler. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: It is NOT possible to cover every single branch instruction. For| | |
| | further information, refer to the Bibliography section in Appendix F. | | |
| +-----------------------------------------------------------------------+ | |
| BASIC TO MACHINE LANGUAGE 227 | |
| ~ | |
| SUBROUTINES | |
| In machine language (in the same way as using BASIC), you can call | |
| subroutines. The instruction to call a subroutine is JSR (Jump to Sub- | |
| Routine), followed by the specified absolute address. | |
| Incorporated in the operating system, there is a machine language | |
| subroutine that will PRINT a character to the screen. The CBM ASCII code | |
| of the character should be in the accumulator before calling the | |
| subroutine. The address of this subroutine is $FFD2. | |
| Therefore, to print "Hi" to the screen, the following program should be | |
| entered: | |
| .A 1400 LDA #$48 - load the CBM ASCII code of "H" | |
| .A 1402 JSR $FFD2 - print it | |
| .A 1405 LDA #$49 - load the CBM ASCII code of "I" | |
| .A 1407 JSR $FFD2 - print that too | |
| .A 140A LDA #$0D - print a carriage return as well | |
| .A 140C JSR $FFD2 | |
| .A 140F BRK - return to 64MON | |
| .G 1400 - will print "HI" and return to 64MON | |
| The "PRINT a character" routine we have just used is part of the KERNAL | |
| jump table. The instruction similar to GOTO in BASIC is JMP, which means | |
| JUMP to the specified absolute address. The KERNAL is a long list of | |
| "standardized" subroutines that control ALL input and output of the | |
| Commodore 64. Each entry in the KERNAL JMPs to a subroutine in the | |
| operating system. This "jump table" is found between memory locations | |
| $FF84 to $FFF5 in the operating system. A full explanation of the KERNAL | |
| is available in the "KERNAL Reference Section" of this manual. However, | |
| certain routines are used here to show how easy and effective the KERNAL | |
| is. | |
| Let's now use the new principles you've just learned in another pro- | |
| gram. It will help you to put the instructions into context: | |
| 228 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| This program. will display the alphabet using a KERNAL routine. The | |
| only new instruction introduced here is TXA Transfer the contents of the | |
| X index register, into the Accumulator. | |
| .A 1400 LDX #$41 - X = CBM ASCII of "A" | |
| .A 1402 TXA - A = X | |
| .A 1403 JSR $FFD2 - print character | |
| .A 1406 INX - bump count | |
| .A 1407 CPX #$5B - have we gone past "Z"? | |
| .A 1409 BNE $1402 - no, go back and do more | |
| .A 140B BRK - yes, return to 64MON | |
| To see the Commodore 64 print the alphabet, type the familiar command: | |
| .G 1400 | |
| The comments that are beside the program, explain the program flow and | |
| logic. If you are writing a program, write it on paper first, and then | |
| test it in small parts if possible. | |
| USEFUL TIPS FOR THE BEGINNER | |
| One of the best ways to learn machine language is to look at other | |
| peoples' machine language programs. These are published all the time in | |
| magazines and newsletters. Look at them even if the article is for a | |
| different computer, which also uses the 6510 (or 6502) microprocessor. | |
| You should make sure that you thoroughly understand the code that you | |
| look at. This will require perseveres I ce, especially when you see a new | |
| technique that you have never come across before. This can be infuriat- | |
| ing, but if patience prevails, you will be the victor. | |
| Having looked at other machine language programs, you MUST write your | |
| own. These may be utilities for your BASIC programs, or they may be an | |
| all machine language program. | |
| BASIC TO MACHINE LANGUAGE 229 | |
| ~ | |
| You should also use the utilities that are available, either IN your | |
| computer, or in a program, that aid you in writing, editing, or tracking | |
| down errors in a machine language program. An example would be the | |
| KERNAL, which allows you to check the keyboard, print text, control | |
| peripheral devices like disk drives, printers, modems, etc., manage | |
| memory and the screen. It is extremely powerful and it is advised | |
| strongly that it is used (refer to KERNAL section, Page 268). | |
| Advantages of writing programs in machine language: | |
| 1. Speed - Machine language is hundreds, and in some cases thousands of | |
| times faster than a high level language such as BASIC. | |
| 2. Tightness - A machine language program can be made totally | |
| "watertight," i.e., the user can be made to do ONLY what the program | |
| allows, and no more. With a high level language, you are relying on | |
| the user not "crashing" the BASIC interpreter by entering, for | |
| example, a zero which later causes a: | |
| ?DIVISION BY ZERO ERROR IN LINE 830 | |
| READY. | |
| In essence, the computer can only be maximized by the machine language | |
| programmer. | |
| APPROACHING A LARGE TASK | |
| When approaching a large task in machine language, a certain amount of | |
| subconscious thought has usually taken place. You think about how certain | |
| processes are carried out in machine language. When the task is started, | |
| it is usually a good idea to write it out on paper. Use block diagrams of | |
| memory usage, functional modules of code required, and a program flow. | |
| Let's say that you wanted to write a roulette game in machine language. | |
| You could outline it something like this: | |
| 230 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| o Display title | |
| o Ask if player requires instructions | |
| o YES - display them-Go to START | |
| o NO - Go to START | |
| o START Initialize everything | |
| o MAIN display roulette table | |
| o Take in bets | |
| o Spin wheel | |
| o Slow wheel to stop | |
| o Check bets with result | |
| o Inform player | |
| o Player any money left? | |
| o YES - Go to MAIN | |
| o NO - Inform user!, and go to START | |
| This is the main outline. As each module is approached, you can break | |
| it down further. If you look at a large indigestable problem as something | |
| that can be broken down into small enough pieces to be eaten, then you'll | |
| be able to approach something that seems impossible, and have it all fall | |
| into place. | |
| This process only improves with practice, so KEEP TRYING. | |
| BASIC TO MACHINE LANGUAGE 231 | |
| ~ | |
| +------------------------------------------------------------------------ | |
| | | |
| | MCS6510 MICROPROCESSOR INSTRUCTION SET - ALPHABETIC SEQUENCE | |
| | | |
| +------------------------------------------------------------------------ | |
| | | |
| | ADC Add Memory to Accumulator with Carry | |
| | AND "AND" Memory with Accumulator | |
| | ASL Shift Left One Bit (Memory or Accumulator) | |
| | | |
| | BCC Branch on Carry Clear | |
| | BCS Branch on Carry Set | |
| | BEQ Branch on Result Zero | |
| | BIT Test Bits in Memory with Accumulator | |
| | BMI Branch on Result Minus | |
| | BNE Branch on Result not Zero | |
| | BPL Branch on Result Plus | |
| | BRK Force Break | |
| | BVC Branch on Overflow Clear | |
| | BVS Branch on Overflow Set | |
| | | |
| | CLC Clear Carry Flag | |
| | CLD Clear Decimal Mode | |
| | CLI Clear interrupt Disable Bit | |
| | CLV Clear Overflow Flag | |
| | CMP Compare Memory and Accumulator | |
| | CPX Compare Memory and Index X | |
| | CPY Compare Memory and Index Y | |
| | | |
| | DEC Decrement Memory by One | |
| | DEX Decrement Index X by One | |
| | DEY Decrement Index Y by One | |
| | | |
| | EOR "Exclusive-Or" Memory with Accumulator | |
| | | |
| | INC Increment Memory by One | |
| | INX Increment Index X by One | |
| | INY Increment Index Y by One | |
| | | |
| | JMP Jump to New Location | |
| | | |
| +------------------------------------------------------------------------ | |
| 232 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| ------------------------------------------------------------------------+ | |
| | | |
| MCS6510 MICROPROCESSOR INSTRUCTION SET - ALPHABETIC SEQUENCE | | |
| | | |
| ------------------------------------------------------------------------+ | |
| | | |
| JSR Jump to New Location Saving Return Address | | |
| | | |
| LDA Load Accumulator with Memory | | |
| LDX Load Index X with Memory | | |
| LDY Load Index Y with Memory | | |
| LSR Shift Right One Bit (Memory or Accumulator) | | |
| | | |
| NOP No Operation | | |
| | | |
| ORA "OR" Memory with Accumulator | | |
| | | |
| PHA Push Accumulator on Stack | | |
| PHP Push Processor Status on Stack | | |
| PLA Pull Accumulator from Stack | | |
| PLP Pull Processor Status from Stack | | |
| | | |
| ROL Rotate One Bit Left (Memory or Accumulator) | | |
| ROR Rotate One Bit Right (Memory or Accumulator) | | |
| RTI Return from Interrupt | | |
| RTS Return from Subroutine | | |
| | | |
| SBC Subtract Memory from Accumulator with Borrow | | |
| SEC Set Carry Flag | | |
| SED Set Decimal Mode | | |
| SEI Set Interrupt Disable Status | | |
| STA Store Accumulator in Memory | | |
| STX Store Index X in Memory | | |
| STY Store Index Y in Memory | | |
| | | |
| TAX Transfer Accumulator to Index X | | |
| TAY Transfer Accumulator to Index Y | | |
| TSX Transfer Stack Pointer to Index X | | |
| TXA Transfer Index X to Accumulator | | |
| TXS Transfer Index X to Stack Pointer | | |
| TYA Transfer Index Y to Accumulator | | |
| ------------------------------------------------------------------------+ | |
| BASIC TO MACHINE LANGUAGE 233 | |
| ~ | |
| The following notation applies to this summary: | |
| A Accumulator EOR Logical Exclusive Or | |
| X, Y Index Registers fromS Transfer from Stack | |
| M Memory toS Transfer to Stack | |
| P Processor Status Register -> Transfer to | |
| S Stack Pointer <- Transfer from | |
| / Change V Logical OR | |
| _ No Change PC Program Counter | |
| + Add PCH Program Counter High | |
| /\ Logical AND PCL Program Counter Low | |
| - Subtract OPER OPERAND | |
| # IMMEDIATE ADDRESSING MODE | |
| Note: At the top of each table is located in parentheses a reference | |
| number (Ref: XX) which directs the user to that Section in the | |
| MCS6500 Microcomputer Family Programming Manual in which the | |
| instruction is defined and discussed. | |
| 234 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| ADC Add memory to accumulator with carry ADC | |
| Operation: A + M + C -> A, C N Z C I D V | |
| / / / _ _ / | |
| (Ref: 2.2.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | ADC #Oper | 69 | 2 | 2 | | |
| | Zero Page | ADC Oper | 65 | 2 | 3 | | |
| | Zero Page,X | ADC Oper,X | 75 | 2 | 4 | | |
| | Absolute | ADC Oper | 60 | 3 | 4 | | |
| | Absolute,X | ADC Oper,X | 70 | 3 | 4* | | |
| | Absolute,Y | ADC Oper,Y | 79 | 3 | 4* | | |
| | (Indirect,X) | ADC (Oper,X) | 61 | 2 | 6 | | |
| | (Indirect),Y | ADC (Oper),Y | 71 | 2 | 5* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if page boundary is crossed. | |
| AND "AND" memory with accumulator AND | |
| Operation: A /\ M -> A N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 2.2.3.0) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | AND #Oper | 29 | 2 | 2 | | |
| | Zero Page | AND Oper | 25 | 2 | 3 | | |
| | Zero Page,X | AND Oper,X | 35 | 2 | 4 | | |
| | Absolute | AND Oper | 2D | 3 | 4 | | |
| | Absolute,X | AND Oper,X | 3D | 3 | 4* | | |
| | Absolute,Y | AND Oper,Y | 39 | 3 | 4* | | |
| | (Indirect,X) | AND (Oper,X) | 21 | 2 | 6 | | |
| | (Indirect,Y) | AND (Oper),Y | 31 | 2 | 5 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if page boundary is crossed. | |
| BASIC TO MACHINE LANGUAGE 235 | |
| ~ | |
| ASL ASL Shift Left One Bit (Memory or Accumulator) ASL | |
| +-+-+-+-+-+-+-+-+ | |
| Operation: C <- |7|6|5|4|3|2|1|0| <- 0 | |
| +-+-+-+-+-+-+-+-+ N Z C I D V | |
| / / / _ _ _ | |
| (Ref: 10.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Accumulator | ASL A | 0A | 1 | 2 | | |
| | Zero Page | ASL Oper | 06 | 2 | 5 | | |
| | Zero Page,X | ASL Oper,X | 16 | 2 | 6 | | |
| | Absolute | ASL Oper | 0E | 3 | 6 | | |
| | Absolute, X | ASL Oper,X | 1E | 3 | 7 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BCC BCC Branch on Carry Clear BCC | |
| N Z C I D V | |
| Operation: Branch on C = 0 _ _ _ _ _ _ | |
| (Ref: 4.1.1.3) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Relative | BCC Oper | 90 | 2 | 2* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if branch occurs to same page. | |
| * Add 2 if branch occurs to different page. | |
| BCS BCS Branch on carry set BCS | |
| Operation: Branch on C = 1 N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 4.1.1.4) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Relative | BCS Oper | B0 | 2 | 2* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if branch occurs to same page. | |
| * Add 2 if branch occurs to next page. | |
| 236 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| BEQ BEQ Branch on result zero BEQ | |
| N Z C I D V | |
| Operation: Branch on Z = 1 _ _ _ _ _ _ | |
| (Ref: 4.1.1.5) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Relative | BEQ Oper | F0 | 2 | 2* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if branch occurs to same page. | |
| * Add 2 if branch occurs to next page. | |
| BIT BIT Test bits in memory with accumulator BIT | |
| Operation: A /\ M, M7 -> N, M6 -> V | |
| Bit 6 and 7 are transferred to the status register. N Z C I D V | |
| If the result of A /\ M is zero then Z = 1, otherwise M7/ _ _ _ M6 | |
| Z = 0 | |
| (Ref: 4.2.1.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Zero Page | BIT Oper | 24 | 2 | 3 | | |
| | Absolute | BIT Oper | 2C | 3 | 4 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BMI BMI Branch on result minus BMI | |
| Operation: Branch on N = 1 N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 4.1.1.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Relative | BMI Oper | 30 | 2 | 2* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if branch occurs to same page. | |
| * Add 1 if branch occurs to different page. | |
| BASIC TO MACHINE LANGUAGE 237 | |
| ~ | |
| BNE BNE Branch on result not zero BNE | |
| Operation: Branch on Z = 0 N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 4.1.1.6) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Relative | BMI Oper | D0 | 2 | 2* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if branch occurs to same page. | |
| * Add 2 if branch occurs to different page. | |
| BPL BPL Branch on result plus BPL | |
| Operation: Branch on N = 0 N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 4.1.1.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Relative | BPL Oper | 10 | 2 | 2* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if branch occurs to same page. | |
| * Add 2 if branch occurs to different page. | |
| BRK BRK Force Break BRK | |
| Operation: Forced Interrupt PC + 2 toS P toS N Z C I D V | |
| _ _ _ 1 _ _ | |
| (Ref: 9.11) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | BRK | 00 | 1 | 7 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| 1. A BRK command cannot be masked by setting I. | |
| 238 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| BVC BVC Branch on overflow clear BVC | |
| Operation: Branch on V = 0 N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 4.1.1.8) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Relative | BVC Oper | 50 | 2 | 2* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if branch occurs to same page. | |
| * Add 2 if branch occurs to different page. | |
| BVS BVS Branch on overflow set BVS | |
| Operation: Branch on V = 1 N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 4.1.1.7) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Relative | BVS Oper | 70 | 2 | 2* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if branch occurs to same page. | |
| * Add 2 if branch occurs to different page. | |
| CLC CLC Clear carry flag CLC | |
| Operation: 0 -> C N Z C I D V | |
| _ _ 0 _ _ _ | |
| (Ref: 3.0.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | CLC | 18 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BASIC TO MACHINE LANGUAGE 239 | |
| ~ | |
| CLD CLD Clear decimal mode CLD | |
| Operation: 0 -> D N A C I D V | |
| _ _ _ _ 0 _ | |
| (Ref: 3.3.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | CLD | D8 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| CLI CLI Clear interrupt disable bit CLI | |
| Operation: 0 -> I N Z C I D V | |
| _ _ _ 0 _ _ | |
| (Ref: 3.2.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | CLI | 58 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| CLV CLV Clear overflow flag CLV | |
| Operation: 0 -> V N Z C I D V | |
| _ _ _ _ _ 0 | |
| (Ref: 3.6.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | CLV | B8 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| 240 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| CMP CMP Compare memory and accumulator CMP | |
| Operation: A - M N Z C I D V | |
| / / / _ _ _ | |
| (Ref: 4.2.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | CMP #Oper | C9 | 2 | 2 | | |
| | Zero Page | CMP Oper | C5 | 2 | 3 | | |
| | Zero Page,X | CMP Oper,X | D5 | 2 | 4 | | |
| | Absolute | CMP Oper | CD | 3 | 4 | | |
| | Absolute,X | CMP Oper,X | DD | 3 | 4* | | |
| | Absolute,Y | CMP Oper,Y | D9 | 3 | 4* | | |
| | (Indirect,X) | CMP (Oper,X) | C1 | 2 | 6 | | |
| | (Indirect),Y | CMP (Oper),Y | D1 | 2 | 5* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if page boundary is crossed. | |
| CPX CPX Compare Memory and Index X CPX | |
| N Z C I D V | |
| Operation: X - M / / / _ _ _ | |
| (Ref: 7.8) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | CPX *Oper | E0 | 2 | 2 | | |
| | Zero Page | CPX Oper | E4 | 2 | 3 | | |
| | Absolute | CPX Oper | EC | 3 | 4 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| CPY CPY Compare memory and index Y CPY | |
| N Z C I D V | |
| Operation: Y - M / / / _ _ _ | |
| (Ref: 7.9) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | CPY *Oper | C0 | 2 | 2 | | |
| | Zero Page | CPY Oper | C4 | 2 | 3 | | |
| | Absolute | CPY Oper | CC | 3 | 4 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BASIC TO MACHINE LANGUAGE 241 | |
| ~ | |
| DEC DEC Decrement memory by one DEC | |
| Operation: M - 1 -> M N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 10.7) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Zero Page | DEC Oper | C6 | 2 | 5 | | |
| | Zero Page,X | DEC Oper,X | D6 | 2 | 6 | | |
| | Absolute | DEC Oper | CE | 3 | 6 | | |
| | Absolute,X | DEC Oper,X | DE | 3 | 7 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| DEX DEX Decrement index X by one DEX | |
| Operation: X - 1 -> X N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 7.6) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | DEX | CA | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| DEY DEY Decrement index Y by one DEY | |
| Operation: X - 1 -> Y N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 7.7) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | DEY | 88 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| 242 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| EOR EOR "Exclusive-Or" memory with accumulator EOR | |
| Operation: A EOR M -> A N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 2.2.3.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | EOR #Oper | 49 | 2 | 2 | | |
| | Zero Page | EOR Oper | 45 | 2 | 3 | | |
| | Zero Page,X | EOR Oper,X | 55 | 2 | 4 | | |
| | Absolute | EOR Oper | 40 | 3 | 4 | | |
| | Absolute,X | EOR Oper,X | 50 | 3 | 4* | | |
| | Absolute,Y | EOR Oper,Y | 59 | 3 | 4* | | |
| | (Indirect,X) | EOR (Oper,X) | 41 | 2 | 6 | | |
| | (Indirect),Y | EOR (Oper),Y | 51 | 2 | 5* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if page boundary is crossed. | |
| INC INC Increment memory by one INC | |
| N Z C I D V | |
| Operation: M + 1 -> M / / _ _ _ _ | |
| (Ref: 10.6) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Zero Page | INC Oper | E6 | 2 | 5 | | |
| | Zero Page,X | INC Oper,X | F6 | 2 | 6 | | |
| | Absolute | INC Oper | EE | 3 | 6 | | |
| | Absolute,X | INC Oper,X | FE | 3 | 7 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| INX INX Increment Index X by one INX | |
| N Z C I D V | |
| Operation: X + 1 -> X / / _ _ _ _ | |
| (Ref: 7.4) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | INX | E8 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BASIC TO MACHINE LANGUAGE 243 | |
| ~ | |
| INY INY Increment Index Y by one INY | |
| Operation: X + 1 -> X N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 7.5) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | INY | C8 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| JMP JMP Jump to new location JMP | |
| Operation: (PC + 1) -> PCL N Z C I D V | |
| (PC + 2) -> PCH (Ref: 4.0.2) _ _ _ _ _ _ | |
| (Ref: 9.8.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Absolute | JMP Oper | 4C | 3 | 3 | | |
| | Indirect | JMP (Oper) | 6C | 3 | 5 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| JSR JSR Jump to new location saving return address JSR | |
| Operation: PC + 2 toS, (PC + 1) -> PCL N Z C I D V | |
| (PC + 2) -> PCH _ _ _ _ _ _ | |
| (Ref: 8.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Absolute | JSR Oper | 20 | 3 | 6 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| 244 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| LDA LDA Load accumulator with memory LDA | |
| Operation: M -> A N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 2.1.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | LDA #Oper | A9 | 2 | 2 | | |
| | Zero Page | LDA Oper | A5 | 2 | 3 | | |
| | Zero Page,X | LDA Oper,X | B5 | 2 | 4 | | |
| | Absolute | LDA Oper | AD | 3 | 4 | | |
| | Absolute,X | LDA Oper,X | BD | 3 | 4* | | |
| | Absolute,Y | LDA Oper,Y | B9 | 3 | 4* | | |
| | (Indirect,X) | LDA (Oper,X) | A1 | 2 | 6 | | |
| | (Indirect),Y | LDA (Oper),Y | B1 | 2 | 5* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 if page boundary is crossed. | |
| LDX LDX Load index X with memory LDX | |
| Operation: M -> X N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 7.0) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | LDX #Oper | A2 | 2 | 2 | | |
| | Zero Page | LDX Oper | A6 | 2 | 3 | | |
| | Zero Page,Y | LDX Oper,Y | B6 | 2 | 4 | | |
| | Absolute | LDX Oper | AE | 3 | 4 | | |
| | Absolute,Y | LDX Oper,Y | BE | 3 | 4* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 when page boundary is crossed. | |
| BASIC TO MACHINE LANGUAGE 245 | |
| ~ | |
| LDY LDY Load index Y with memory LDY | |
| N Z C I D V | |
| Operation: M -> Y / / _ _ _ _ | |
| (Ref: 7.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | LDY #Oper | A0 | 2 | 2 | | |
| | Zero Page | LDY Oper | A4 | 2 | 3 | | |
| | Zero Page,X | LDY Oper,X | B4 | 2 | 4 | | |
| | Absolute | LDY Oper | AC | 3 | 4 | | |
| | Absolute,X | LDY Oper,X | BC | 3 | 4* | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 when page boundary is crossed. | |
| LSR LSR Shift right one bit (memory or accumulator) LSR | |
| +-+-+-+-+-+-+-+-+ | |
| Operation: 0 -> |7|6|5|4|3|2|1|0| -> C N Z C I D V | |
| +-+-+-+-+-+-+-+-+ 0 / / _ _ _ | |
| (Ref: 10.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Accumulator | LSR A | 4A | 1 | 2 | | |
| | Zero Page | LSR Oper | 46 | 2 | 5 | | |
| | Zero Page,X | LSR Oper,X | 56 | 2 | 6 | | |
| | Absolute | LSR Oper | 4E | 3 | 6 | | |
| | Absolute,X | LSR Oper,X | 5E | 3 | 7 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| NOP NOP No operation NOP | |
| N Z C I D V | |
| Operation: No Operation (2 cycles) _ _ _ _ _ _ | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | NOP | EA | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| 246 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| ORA ORA "OR" memory with accumulator ORA | |
| Operation: A V M -> A N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 2.2.3.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | ORA #Oper | 09 | 2 | 2 | | |
| | Zero Page | ORA Oper | 05 | 2 | 3 | | |
| | Zero Page,X | ORA Oper,X | 15 | 2 | 4 | | |
| | Absolute | ORA Oper | 0D | 3 | 4 | | |
| | Absolute,X | ORA Oper,X | 10 | 3 | 4* | | |
| | Absolute,Y | ORA Oper,Y | 19 | 3 | 4* | | |
| | (Indirect,X) | ORA (Oper,X) | 01 | 2 | 6 | | |
| | (Indirect),Y | ORA (Oper),Y | 11 | 2 | 5 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 on page crossing | |
| PHA PHA Push accumulator on stack PHA | |
| Operation: A toS N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 8.5) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | PHA | 48 | 1 | 3 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| PHP PHP Push processor status on stack PHP | |
| Operation: P toS N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 8.11) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | PHP | 08 | 1 | 3 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BASIC TO MACHINE LANGUAGE 247 | |
| ~ | |
| PLA PLA Pull accumulator from stack PLA | |
| Operation: A fromS N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 8.6) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | PLA | 68 | 1 | 4 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| PLP PLP Pull processor status from stack PLA | |
| Operation: P fromS N Z C I D V | |
| From Stack | |
| (Ref: 8.12) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | PLP | 28 | 1 | 4 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| ROL ROL Rotate one bit left (memory or accumulator) ROL | |
| +------------------------------+ | |
| | M or A | | |
| | +-+-+-+-+-+-+-+-+ +-+ | | |
| Operation: +-< |7|6|5|4|3|2|1|0| <- |C| <-+ N Z C I D V | |
| +-+-+-+-+-+-+-+-+ +-+ / / / _ _ _ | |
| (Ref: 10.3) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Accumulator | ROL A | 2A | 1 | 2 | | |
| | Zero Page | ROL Oper | 26 | 2 | 5 | | |
| | Zero Page,X | ROL Oper,X | 36 | 2 | 6 | | |
| | Absolute | ROL Oper | 2E | 3 | 6 | | |
| | Absolute,X | ROL Oper,X | 3E | 3 | 7 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| 248 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| ROR ROR Rotate one bit right (memory or accumulator) ROR | |
| +------------------------------+ | |
| | | | |
| | +-+ +-+-+-+-+-+-+-+-+ | | |
| Operation: +-> |C| -> |7|6|5|4|3|2|1|0| >-+ N Z C I D V | |
| +-+ +-+-+-+-+-+-+-+-+ / / / _ _ _ | |
| (Ref: 10.4) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Accumulator | ROR A | 6A | 1 | 2 | | |
| | Zero Page | ROR Oper | 66 | 2 | 5 | | |
| | Zero Page,X | ROR Oper,X | 76 | 2 | 6 | | |
| | Absolute | ROR Oper | 6E | 3 | 6 | | |
| | Absolute,X | ROR Oper,X | 7E | 3 | 7 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| Note: ROR instruction is available on MCS650X microprocessors after | |
| June, 1976. | |
| RTI RTI Return from interrupt RTI | |
| N Z C I D V | |
| Operation: P fromS PC fromS From Stack | |
| (Ref: 9.6) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | RTI | 4D | 1 | 6 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| RTS RTS Return from subroutine RTS | |
| N Z C I D V | |
| Operation: PC fromS, PC + 1 -> PC _ _ _ _ _ _ | |
| (Ref: 8.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | RTS | 60 | 1 | 6 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BASIC TO MACHINE LANGUAGE 249 | |
| ~ | |
| SBC SBC Subtract memory from accumulator with borrow SBC | |
| - | |
| Operation: A - M - C -> A N Z C I D V | |
| - / / / _ _ / | |
| Note:C = Borrow (Ref: 2.2.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Immediate | SBC #Oper | E9 | 2 | 2 | | |
| | Zero Page | SBC Oper | E5 | 2 | 3 | | |
| | Zero Page,X | SBC Oper,X | F5 | 2 | 4 | | |
| | Absolute | SBC Oper | ED | 3 | 4 | | |
| | Absolute,X | SBC Oper,X | FD | 3 | 4* | | |
| | Absolute,Y | SBC Oper,Y | F9 | 3 | 4* | | |
| | (Indirect,X) | SBC (Oper,X) | E1 | 2 | 6 | | |
| | (Indirect),Y | SBC (Oper),Y | F1 | 2 | 5 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| * Add 1 when page boundary is crossed. | |
| SEC SEC Set carry flag SEC | |
| Operation: 1 -> C N Z C I D V | |
| _ _ 1 _ _ _ | |
| (Ref: 3.0.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | SEC | 38 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| SED SED Set decimal mode SED | |
| N Z C I D V | |
| Operation: 1 -> D _ _ _ _ 1 _ | |
| (Ref: 3.3.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | SED | F8 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| 250 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| SEI SEI Set interrupt disable status SED | |
| N Z C I D V | |
| Operation: 1 -> I _ _ _ 1 _ _ | |
| (Ref: 3.2.1) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | SEI | 78 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| STA STA Store accumulator in memory STA | |
| Operation: A -> M N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 2.1.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Zero Page | STA Oper | 85 | 2 | 3 | | |
| | Zero Page,X | STA Oper,X | 95 | 2 | 4 | | |
| | Absolute | STA Oper | 80 | 3 | 4 | | |
| | Absolute,X | STA Oper,X | 90 | 3 | 5 | | |
| | Absolute,Y | STA Oper, Y | 99 | 3 | 5 | | |
| | (Indirect,X) | STA (Oper,X) | 81 | 2 | 6 | | |
| | (Indirect),Y | STA (Oper),Y | 91 | 2 | 6 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| STX STX Store index X in memory STX | |
| Operation: X -> M N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 7.2) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Zero Page | STX Oper | 86 | 2 | 3 | | |
| | Zero Page,Y | STX Oper,Y | 96 | 2 | 4 | | |
| | Absolute | STX Oper | 8E | 3 | 4 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BASIC TO MACHINE LANGUAGE 251 | |
| ~ | |
| STY STY Store index Y in memory STY | |
| Operation: Y -> M N Z C I D V | |
| _ _ _ _ _ _ | |
| (Ref: 7.3) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Zero Page | STY Oper | 84 | 2 | 3 | | |
| | Zero Page,X | STY Oper,X | 94 | 2 | 4 | | |
| | Absolute | STY Oper | 8C | 3 | 4 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| TAX TAX Transfer accumulator to index X TAX | |
| Operation: A -> X N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 7.11) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | TAX | AA | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| TAY TAY Transfer accumulator to index Y TAY | |
| Operation: A -> Y N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 7.13) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | TAY | A8 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| 252 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| TSX TSX Transfer stack pointer to index X TSX | |
| Operation: S -> X N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 8.9) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | TSX | BA | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| TXA TXA Transfer index X to accumulator TXA | |
| N Z C I D V | |
| Operation: X -> A / / _ _ _ _ | |
| (Ref: 7.12) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | TXA | 8A | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| TXS TXS Transfer index X to stack pointer TXS | |
| N Z C I D V | |
| Operation: X -> S _ _ _ _ _ _ | |
| (Ref: 8.8) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | TXS | 9A | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| TYA TYA Transfer index Y to accumulator TYA | |
| Operation: Y -> A N Z C I D V | |
| / / _ _ _ _ | |
| (Ref: 7.14) | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Addressing Mode| Assembly Language Form| OP CODE |No. Bytes|No. Cycles| | |
| +----------------+-----------------------+---------+---------+----------+ | |
| | Implied | TYA | 98 | 1 | 2 | | |
| +----------------+-----------------------+---------+---------+----------+ | |
| BASIC TO MACHINE LANGUAGE 253 | |
| ~ | |
| +------------------------------------------------------------------------ | |
| | INSTRUCTION ADDRESSING MODES AND RELATED EXECUTION TIMES | |
| | (in clock cycles) | |
| +------------------------------------------------------------------------ | |
| A A A B B B B B B B B B B C | |
| D N S C C E I M N P R V V L | |
| C D L C S Q T I E L K C S C | |
| Accumulator | . . 2 . . . . . . . . . . . | |
| Immediate | 2 2 . . . . . . . . . . . | |
| Zero Page | 3 3 5 . . . 3 . . . . . . . | |
| Zero Page,X | 4 4 6 . . . . . . . . . . . | |
| Zero Page,Y | . . . . . . . . . . . . . . | |
| Absolute | 4 4 6 . . . 4 . . . . . . . | |
| Absolute,X | 4* 4* 7 . . . . . . . . . . . | |
| Absolute,Y | 4* 4* . . . . . . . . . . . . | |
| Implied | . . . . . . . . . . . . . 2 | |
| Relative | . . . 2** 2** 2** . 2** 2** 2** 7 2** 2** . | |
| (Indirect,X) | 6 6 . . . . . . . . . . . . | |
| (Indirect),Y | 5* 5* . . . . . . . . . . . . | |
| Abs. Indirect| . . . . . . . . . . . . . . | |
| +----------------------------------------------------------- | |
| C C C C C C D D D E I I I J | |
| L L L M P P E E E O N N N M | |
| D I V P X Y C X Y R C X Y P | |
| Accumulator | . . . . . . . . . . . . . . | |
| Immediate | . . . 2 2 2 . . . 2 . . . . | |
| Zero Page | . . . 3 3 3 5 . . 3 5 . . . | |
| Zero Page,X | . . . 4 . . 6 . . 4 6 . . . | |
| Zero Page,Y | . . . . . . . . . . . . . . | |
| Absolute | . . . 4 4 4 6 . . 4 6 . . 3 | |
| Absolute,X | . . . 4* . . 7 . . 4* 7 . . . | |
| Absolute,Y | . . . 4* . . . . . 4* . . . . | |
| Implied | 2 2 2 . . . . 2 2 . . 2 2 . | |
| Relative | . . . . . . . . . . . . . . | |
| (Indirect,X) | . . . 6 . . . . . 6 . . . . | |
| (Indirect),Y | . . . 5* . . . . . 5* . . . . | |
| Abs. Indirect| . . . . . . . . . . . . . 5 | |
| +----------------------------------------------------------- | |
| * Add one cycle if indexing across page boundary | |
| ** Add one cycle if branch is taken, Add one additional if branching | |
| operation crosses page boundary | |
| 254 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| ------------------------------------------------------------------------+ | |
| INSTRUCTION ADDRESSING MODES AND RELATED EXECUTION TIMES | | |
| (in clock cycles) | | |
| ------------------------------------------------------------------------+ | |
| J L L L L N O P P P P R R R | |
| S D D D S O R H H L L O O T | |
| R A X Y R P A A P A P L R I | |
| Accumulator | . . . . 2 . . . . . . 2 2 . | |
| Immediate | . 2 2 2 . . 2 . . . . . . . | |
| Zero Page | . 3 3 3 5 . 3 . . . . 5 5 . | |
| Zero Page,X | . 4 . 4 6 . 4 . . . . 6 6 . | |
| Zero Page,Y | . . 4 . . . . . . . . . . . | |
| Absolute | 6 4 4 4 6 . 4 . . . . 6 6 . | |
| Absolute,X | . 4* . 4* 7 . 4* . . . . 7 7 . | |
| Absolute,Y | . 4* 4* . . . 4* . . . . . . . | |
| Implied | . . . . . 2 . 3 3 4 4 . . 6 | |
| Relative | . . . . . . . . . . . . . . | |
| (Indirect,X) | . 6 . . . . 6 . . . . . . . | |
| (Indirect),Y | . 5* . . . . 5* . . . . . . . | |
| Abs. Indirect| . . . . . . . . . . . . . . | |
| +----------------------------------------------------------- | |
| R S S S S S S S T T T T T T | |
| T B E E E T T T A A S X X Y | |
| S C C D I A X Y X Y X A S A | |
| Accumulator | . . . . . . . . . . . . . . | |
| Immediate | . 2 . . . . . . . . . . . . | |
| Zero Page | . 3 . . . 3 3 3 . . . . . . | |
| Zero Page,X | . 4 . . . 4 . 4 . . . . . . | |
| Zero Page,Y | . . . . . . 4 . . . . . . . | |
| Absolute | . 4 . . . 4 4 4 . . . . . . | |
| Absolute,X | . 4* . . . 5 . . . . . . . . | |
| Absolute,Y | . 4* . . . 5 . . . . . . . . | |
| Implied | 6 . 2 2 2 . . . 2 2 2 2 2 2 | |
| Relative | . . . . . . . . . . . . . . | |
| (Indirect,X) | . 6 . . . 6 . . . . . . . . | |
| (Indirect),Y | . 5* . . . 6 . . . . . . . . | |
| Abs. Indirect| . . . . . . . . . . . . . . | |
| +----------------------------------------------------------- | |
| * Add one cycle if indexing across page boundary | |
| ** Add one cycle if branch is taken, Add one additional if branching | |
| operation crosses page boundary | |
| BASIC TO MACHINE LANGUAGE 255 | |
| ~ | |
| 00 - BRK 20 - JSR | |
| 01 - ORA - (Indirect,X) 21 - AND - (Indirect,X) | |
| 02 - Future Expansion 22 - Future Expansion | |
| 03 - Future Expansion 23 - Future Expansion | |
| 04 - Future Expansion 24 - BIT - Zero Page | |
| 05 - ORA - Zero Page 25 - AND - Zero Page | |
| 06 - ASL - Zero Page 26 - ROL - Zero Page | |
| 07 - Future Expansion 27 - Future Expansion | |
| 08 - PHP 28 - PLP | |
| 09 - ORA - Immediate 29 - AND - Immediate | |
| 0A - ASL - Accumulator 2A - ROL - Accumulator | |
| 0B - Future Expansion 2B - Future Expansion | |
| 0C - Future Expansion 2C - BIT - Absolute | |
| 0D - ORA - Absolute 2D - AND - Absolute | |
| 0E - ASL - Absolute 2E - ROL - Absolute | |
| 0F - Future Expansion 2F - Future Expansion | |
| 10 - BPL 30 - BMI | |
| 11 - ORA - (Indirect),Y 31 - AND - (Indirect),Y | |
| 12 - Future Expansion 32 - Future Expansion | |
| 13 - Future Expansion 33 - Future Expansion | |
| 14 - Future Expansion 34 - Future Expansion | |
| 15 - ORA - Zero Page,X 35 - AND - Zero Page,X | |
| 16 - ASL - Zero Page,X 36 - ROL - Zero Page,X | |
| 17 - Future Expansion 37 - Future Expansion | |
| 18 - CLC 38 - SEC | |
| 19 - ORA - Absolute,Y 39 - AND - Absolute,Y | |
| 1A - Future Expansion 3A - Future Expansion | |
| 1B - Future Expansion 3B - Future Expansion | |
| 1C - Future Expansion 3C - Future Expansion | |
| 1D - ORA - Absolute,X 3D - AND - Absolute,X | |
| 1E - ASL - Absolute,X 3E - ROL - Absolute,X | |
| 1F - Future Expansion 3F - Future Expansion | |
| 256 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| 40 - RTI 60 - RTS | |
| 41 - EOR - (Indirect,X) 61 - ADC - (Indirect,X) | |
| 42 - Future Expansion 62 - Future Expansion | |
| 43 - Future Expansion 63 - Future Expansion | |
| 44 - Future Expansion 64 - Future Expansion | |
| 45 - EOR - Zero Page 65 - ADC - Zero Page | |
| 46 - LSR - Zero Page 66 - ROR - Zero Page | |
| 47 - Future Expansion 67 - Future Expansion | |
| 48 - PHA 68 - PLA | |
| 49 - EOR - Immediate 69 - ADC - Immediate | |
| 4A - LSR - Accumulator 6A - ROR - Accumulator | |
| 4B - Future Expansion 6B - Future Expansion | |
| 4C - JMP - Absolute 6C - JMP - Indirect | |
| 4D - EOR - Absolute 6D - ADC - Absolute | |
| 4E - LSR - Absolute 6E - ROR - Absolute | |
| 4F - Future Expansion 6F - Future Expansion | |
| 50 - BVC 70 - BVS | |
| 51 - EOR - (Indirect),Y 71 - ADC - (Indirect),Y | |
| 52 - Future Expansion 72 - Future Expansion | |
| 53 - Future Expansion 73 - Future Expansion | |
| 54 - Future Expansion 74 - Future Expansion | |
| 55 - EOR - Zero Page,X 75 - ADC - Zero Page,X | |
| 56 - LSR - Zero Page,X 76 - ROR - Zero Page,X | |
| 57 - Future Expansion 77 - Future Expansion | |
| 58 - CLI 78 - SEI | |
| 59 - EOR - Absolute,Y 79 - ADC - Absolute,Y | |
| 5A - Future Expansion 7A - Future Expansion | |
| 5B - Future Expansion 7B - Future Expansion | |
| 5C - Future Expansion 7C - Future Expansion | |
| 50 - EOR - Absolute,X 70 - ADC - Absolute,X | |
| 5E - LSR - Absolute,X 7E - ROR - Absolute,X | |
| 5F - Future Expansion 7F - Future Expansion | |
| BASIC TO MACHINE LANGUAGE 257 | |
| ~ | |
| 80 - Future Expansion A0 - LDY - Immediate | |
| 81 - STA - (Indirect,X) A1 - LDA - (Indirect,X) | |
| 82 - Future Expansion A2 - LDX - Immediate | |
| 83 - Future Expansion A3 - Future Expansion | |
| 84 - STY - Zero Page A4 - LDY - Zero Page | |
| 85 - STA - Zero Page A5 - LDA - Zero Page | |
| 86 - STX - Zero Page A6 - LDX - Zero Page | |
| 87 - Future Expansion A7 - Future Expansion | |
| 88 - DEY A8 - TAY | |
| 89 - Future Expansion A9 - LDA - Immediate | |
| 8A - TXA AA - TAX | |
| 8B - Future Expansion AB - Future Expansion | |
| 8C - STY - Absolute AC - LDY - Absolute | |
| 80 - STA - Absolute AD - LDA - Absolute | |
| 8E - STX - Absolute AE - LDX - Absolute | |
| 8F - Future Expansion AF - Future Expansion | |
| 90 - BCC B0 - BCS | |
| 91 - STA - (Indirect),Y B1 - LDA - (Indirect),Y | |
| 92 - Future Expansion B2 - Future Expansion | |
| 93 - Future Expansion B3 - Future Expansion | |
| 94 - STY - Zero Page,X B4 - LDY - Zero Page,X | |
| 95 - STA - Zero Page,X BS - LDA - Zero Page,X | |
| 96 - STX - Zero Page,Y B6 - LDX - Zero Page,Y | |
| 97 - Future Expansion B7 - Future Expansion | |
| 98 - TYA B8 - CLV | |
| 99 - STA - Absolute,Y B9 - LDA - Absolute,Y | |
| 9A - TXS BA - TSX | |
| 9B - Future Expansion BB - Future Expansion | |
| 9C - Future Expansion BC - LDY - Absolute,X | |
| 90 - STA - Absolute,X BD - LDA - Absolute,X | |
| 9E - Future Expansion BE - LDX - Absolute,Y | |
| 9F - Future Expansion BF - Future Expansion | |
| 258 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| C0 - Cpy - Immediate E0 - CPX - Immediate | |
| C1 - CMP - (Indirect,X) E1 - SBC - (Indirect,X) | |
| C2 - Future Expansion E2 - Future Expansion | |
| C3 - Future Expansion E3 - Future Expansion | |
| C4 - CPY - Zero Page E4 - CPX - Zero Page | |
| C5 - CMP - Zero Page E5 - SBC - Zero Page | |
| C6 - DEC - Zero Page E6 - INC - Zero Page | |
| C7 - Future Expansion E7 - Future Expansion | |
| C8 - INY E8 - INX | |
| C9 - CMP - Immediate E9 - SBC - Immediate | |
| CA - DEX EA - NOP | |
| CB - Future Expansion EB - Future Expansion | |
| CC - CPY - Absolute EC - CPX - Absolute | |
| CD - CMP - Absolute ED - SBC - Absolute | |
| CE - DEC - Absolute EE - INC - Absolute | |
| CF - Future Expansion EF - Future Expansion | |
| D0 - BNE F0 - BEQ | |
| D1 - CMP (Indirect@,Y F1 - SBC - (Indirect),Y | |
| D2 - Future Expansion F2 - Future Expansion | |
| D3 - Future Expansion F3 - Future Expansion | |
| D4 - Future Expansion F4 - Future Expansion | |
| D5 - CMP - Zero Page,X F5 - SBC - Zero Page,X | |
| D6 - DEC - Zero Page,X F6 - INC - Zero Page,X | |
| D7 - Future Expansion F7 - Future Expansion | |
| D8 - CLD F8 - SED | |
| D9 - CMP - Absolute,Y F9 - SBC - Absolute,Y | |
| DA - Future Expansion FA - Future Expansion | |
| DB - Future Expansion FB - Future Expansion | |
| DC - Future Expansion FC - Future Expansion | |
| DD - CMP - Absolute,X FD - SBC - Absolute,X | |
| DE - DEC - Absolute,X FE - INC - Absolute,X | |
| DF - Future Expansion FF - Future Expansion | |
| BASIC TO MACHINE LANGUAGE 259 | |
| ~ | |
| MEMORY MANAGEMENT ON THE | |
| COMMODORE 64 | |
| The Commodore 64 has 64K bytes of RAM. It also has 20K bytes of ROM, | |
| containing BASIC, the operating system, and the standard character set. | |
| It also accesses input/output devices as a 4K chunk of memory. How is | |
| this all possible on a computer with a 16-bit address bus, that is | |
| normally only capable of addressing 64K? | |
| The secret is in the 6510 processor chip itself. On the chip is an | |
| input/output port. This port is used to control whether RAM or ROM or I/O | |
| will appear in certain portions of the system's memory. The port is also | |
| used to control the Datassette(TM), so it is important to affect only the | |
| proper bits. | |
| The 6510 input/output port appears at location 1. The data direction | |
| register for this port appears at location 0. The port is controlled like | |
| any of the other input/output ports in the system... the data direction | |
| controls whether a given bit will be an input or an output, and the | |
| actual data transfer occurs through the port itself. The lines in the | |
| 6510 control port are defined as follows: | |
| +---------+---+------------+--------------------------------------------+ | |
| | NAME |BIT| DIRECTION | DESCRIPTION | | |
| +---------+---+------------+--------------------------------------------+ | |
| | LORAM | 0 | OUTPUT | Control for RAM/ROM at $A000-$BFFF | | |
| | HIRAM | 1 | OUTPUT | Control for RAM/ROM at $E000-$FFFF | | |
| | CHAREN | 2 | OUTPUT | Control for I/O/ROM at $D000-$DFFF | | |
| | | 3 | OUTPUT | Cassette write line | | |
| | | 4 | INPUT | Cassette switch sense (0=play button down) | | |
| | | 5 | OUTPUT | Cassette motor control (0=motor spins) | | |
| +---------+---+------------+--------------------------------------------+ | |
| The proper value for the data direction register is as follows: | |
| BITS 5 4 3 2 1 0 | |
| ---------------- | |
| 1 0 1 1 1 1 | |
| (where 1 is an output, and 0 is an input). | |
| 260 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| This gives a value of 47 decimal. The Commodore 64 automatically sets | |
| the data direction register to this value. | |
| The control lines, in general, perform the function given in their de- | |
| scriptions. However, a combination of control lines are occasionally used | |
| to get a particular memory configuration. | |
| LORAM (bit 0) can generally be thought of as a control line which banks | |
| the 8K byte BASIC ROM in and out of the microprocessor address space. | |
| Normally, this line is HIGH for BASIC operation. If this line is | |
| programmed LOW, the BASIC ROM will disappear from the memory map and be | |
| replaced by 8K bytes of RAM from $A000-$BFFF. | |
| HIRAM (bit 1) can generally be thought of as a control line which banks | |
| the 8K byte KERNAL ROM in and out of the microprocessor address space. | |
| Normally, this line is HIGH for BASIC operation. If this line is | |
| programmed LOW, the KERNAL ROM will disappear from the memory map and be | |
| replaced by 8K bytes of RAM from $E000-$FFFF. | |
| CHAREN (bit 2) is used only to bank the 4K byte character generator ROM | |
| in or out of the microprocessor address space. From the processor point | |
| of view, the character ROM occupies the same address space as the I/O | |
| devices ($D000-$DFFF). When the CHAREN line is set to 1 (as is normal), | |
| the I/O devices appear in the microprocessor address space, and the | |
| character ROM is not accessable. When the CHAREN bit is cleared to 0, the | |
| character ROM appears in the processor address space, and the I/O devices | |
| are not accessable. (The microprocessor only needs to access the | |
| character ROM when downloading the character set from ROM to RAM. Special | |
| care is needed for this... see the section on PROGRAMMABLE CHARACTERS in | |
| the GRAPHICS chapter). CHAREN can be overridden by other control lines in | |
| certain memory configurations. CHAREN will have no effect on any memory | |
| configuration without I/O devices. RAM will appear from $D000-$DFFF | |
| instead. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: In any memory map containing ROM, a WRITE (a POKE) to a ROM | | |
| | location will store data in the RAM "under" the ROM. Writing to a ROM | | |
| | location stores data in the "hidden" RAM. For example, this allows a | | |
| | hi-resolution screen to be kept underneath a ROM, and be changed | | |
| | without having to bank the screen back into the processor address | | |
| | space. Of course a READ of a ROM location will return the contents of | | |
| | the ROM, not the "hidden" RAM. | | |
| +-----------------------------------------------------------------------+ | |
| BASIC TO MACHINE LANGUAGE 261 | |
| ~ | |
| COMMODORE 64 FUNDAMENTAL MEMORY MAP | |
| +----------------------------+ | |
| | 8K KERNAL ROM | | |
| E000-FFFF | OR RAM | | |
| +----------------------------+ | |
| D000-DFFF | 4K I/O OR RAM OR CHAR. ROM | | |
| +----------------------------+ | |
| C000-CFFF | 4K RAM | | |
| +----------------------------+ | |
| | 8K BASIC ROM OR RAM | | |
| A000-BFFF | OR ROM PLUG-IN | | |
| +----------------------------+ | |
| | 8K RAM | | |
| 8000-9FFF | OR ROM PLUG-IN | | |
| +----------------------------+ | |
| | | | |
| | | | |
| | 16 K RAM | | |
| 4000-7FFF | | | |
| +----------------------------+ | |
| | | | |
| | | | |
| | 16 K RAM | | |
| 0000-3FFF | | | |
| +----------------------------+ | |
| I/O BREAKDOWN | |
| D000-D3FF VIC (Video Controller) 1 K Bytes | |
| D400-D7FF SID (Sound Synthesizer) 1 K Bytes | |
| D800-DBFF Color RAM 1 K Nybbles | |
| DC00-DCFF CIA1 (Keyboard) 256 Bytes | |
| DD00-DDFF CIA2 (Serial Bus, User Port/RS-232) 256 Bytes | |
| DE00-DEFF Open I/O slot #l (CP/M Enable) 256 Bytes | |
| DF00-DFFF Open I/O slot #2 (Disk) 256 Bytes | |
| 262 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| The two open I/O slots are for general purpose user I/O, special pur- | |
| pose I/O cartridges (such as IEEE), and have been tentatively designated | |
| for enabling the Z-80 cartridge (CP/M option) and for interfacing to a | |
| low-cost high-speed disk system. | |
| The system provides for "auto-start" of the program in a Commodore 64 | |
| Expansion Cartridge. The cartridge program is started if the first nine | |
| bytes of the cartridge ROM starting at location 32768 ($8000) contain | |
| specific data. The first two bytes must hold the Cold Start vector to be | |
| used by the cartridge program. The next two bytes at 32770 ($8002) must | |
| be the Warm Start vector used by the cartridge program. The next three | |
| bytes must be the letters, CBM, with bit 7 set in each letter. The last | |
| two bytes must be the digits "80" in PET ASCII. | |
| COMMODORE 64 MEMORY MAPS | |
| The following table lists the various memory configurations available | |
| on the COMMODORE 64, the states of the control lines which select each | |
| memory map, and the intended use of each map. | |
| The leftmost column of the table contains addresses in hexadecimal | |
| notation. The columns aside it introduce all possible memory | |
| configurations. The default mode is on the left, and the absolutely most | |
| rarely used Ultimax game console configuration is on the right. Each | |
| memory configuration column has one or more four-digit binary numbers as | |
| a title. The bits, from left to right, represent the state of the /LORAM, | |
| /HIRAM, /GAME and /EXROM lines, respectively. The bits whose state does | |
| not matter are marked with "X". For instance, when the Ultimax video game | |
| configuration is active (the /GAME line is shorted to ground, /EXROM kept | |
| high), the /LORAM and /HIRAM lines have no effect. | |
| BASIC TO MACHINE LANGUAGE 263 | |
| ~ | |
| LHGE LHGE LHGE LHGE LHGE LHGE LHGE LHGE LHGE | |
| 1111 101X 1000 011X 001X 1110 0100 1100 XX01 | |
| 10000 default 00X0 Ultimax | |
| ------------------------------------------------------------------------- | |
| F000 | |
| Kernal RAM RAM Kernal RAM Kernal Kernal Kernal ROMH(* | |
| E000 | |
| ------------------------------------------------------------------------- | |
| D000 IO/C IO/C IO/RAM IO/C RAM IO/C IO/C IO/C I/O | |
| ------------------------------------------------------------------------- | |
| C000 RAM RAM RAM RAM RAM RAM RAM RAM - | |
| ------------------------------------------------------------------------- | |
| B000 | |
| BASIC RAM RAM RAM RAM BASIC ROMH ROMH - | |
| A000 | |
| ------------------------------------------------------------------------- | |
| 9000 | |
| RAM RAM RAM RAM RAM ROML RAM ROML ROML(* | |
| 8000 | |
| ------------------------------------------------------------------------- | |
| 7000 | |
| 6000 | |
| RAM RAM RAM RAM RAM RAM RAM RAM - | |
| 5000 | |
| 4000 | |
| ------------------------------------------------------------------------- | |
| 3000 | |
| 2000 RAM RAM RAM RAM RAM RAM RAM RAM - | |
| 1000 | |
| ------------------------------------------------------------------------- | |
| 0000 RAM RAM RAM RAM RAM RAM RAM RAM RAM | |
| ------------------------------------------------------------------------- | |
| NOTE: (1) (2) (3) (4) (5) (6) (7) (8) (9) | |
| *) Internal memory does not respond to write accesses to these areas. | |
| 264 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| Legend: Kernal E000-FFFF Kernal ROM. | |
| IO/C D000-DFFF I/O address space or Character | |
| generator ROM, selected by -CHAREN. | |
| If the CHAREN bit is clear, | |
| the character generator ROM is | |
| chosen. If it is set, the | |
| I/O chips are accessible. | |
| IO/RAM D000-DFFF I/O address space or RAM, | |
| selected by -CHAREN. | |
| If the CHAREN bit is clear, | |
| the character generator ROM is | |
| chosen. If it is set, the | |
| internal RAM is accessible. | |
| I/O D000-DFFF I/O address space. | |
| The -CHAREN line has no effect. | |
| BASIC A000-BFFF BASIC ROM. | |
| ROMH A000-BFFF or External ROM with the -ROMH line | |
| E000-FFFF connected to its -CS line. | |
| ROML 8000-9FFF External ROM with the -ROML line | |
| connected to its -CS line. | |
| RAM various ranges Commodore 64's internal RAM. | |
| - 1000-7FFF and Open address space. | |
| A000-CFFF The Commodore 64's memory chips | |
| do not detect any memory accesses | |
| to this area except the VIC-II's | |
| DMA and memory refreshes. | |
| BASIC TO MACHINE LANGUAGE 265 | |
| ~ | |
| (1) This is the default BASIC memory map which provides | |
| BASIC 2.0 and 38K contiguous bytes of user RAM. | |
| (2) This map provides 60K bytes of RAM and I/O devices. | |
| The user must write his own I/O driver routines. | |
| (3) The same as 2, but the character ROM is not | |
| accessible by the CPU in this map. | |
| (4) This map is intended for use with softload languages | |
| (including CP/M), providing 52K contiguous bytes of | |
| user RAM, I/O devices, and I/O driver routines. | |
| (5) This map gives access to all 64K bytes of RAM. The | |
| I/O devices must be banked back into the processor's | |
| address space for any I/O operation. | |
| (6) This is the standard configuration for a BASIC system | |
| with a BASIC expansion ROM. This map provides 32K | |
| contiguous bytes of user RAM and up to 8K bytes of | |
| BASIC "enhancement". | |
| (7) This map provides 40K contiguous bytes of user RAM | |
| and up to 8K bytes of plug-in ROM for special ROM- | |
| based applications which don't require BASIC. | |
| (8) This map provides 32K contiguous bytes of user RAM | |
| and up to 16K bytes of plug-in ROM for special | |
| applications which don't require BASIC (word | |
| processors, other languages, etc.). | |
| (9) This is the ULTIMAX video game memory map. Note that | |
| the 2K byte "expansion RAM" for the ULTIMAX, if | |
| required, is accessed out of the COMMODORE 64 and | |
| any RAM in the cartridge is ignored. | |
| 266 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| BASIC TO MACHINE LANGUAGE 267 | |
| ~ | |
| THE KERNAL | |
| One of the problems facing programmers in the microcomputer field is | |
| the question of what to do when changes are made to the operating system | |
| of the computer by the company. Machine language programs which took much | |
| time to develop might no longer work, forcing major revisions in the | |
| program. To alleviate this problem, Commodore has developed a method of | |
| protecting software writers called the KERNAL. | |
| Essentially, the KERNAL is a standardized JUMP TABLE to the input, | |
| output, and memory management routines in the operating system. The | |
| locations of each routine in ROM may change as the system is upgraded. | |
| But the KERNAL jump table will always be changed to match. If your | |
| machine language routines only use the system ROM routines through the | |
| KERNAL, it will take much less work to modify them, should that need ever | |
| arise. | |
| The KERNAL is the operating system of the Commodore 64 computer. All | |
| input, output, and memory management is controlled by the KERNAL. | |
| To simplify the machine language programs you write, and to make sure | |
| that future versions of the Commodore 64 operating system don't make your | |
| machine language programs obsolete, the KERNAL contains a jump table for | |
| you to use. By taking advantage of the 39 input/output routines and other | |
| utilities available to you from the table, not only do you save time, you | |
| also make it easier to translate your programs from one Commodore | |
| computer to another. | |
| The jump table is located on the last page of memory, in read-only | |
| memory (ROM). | |
| To use the KERNAL jump table, first you set up the parameters that the | |
| KERNAL routine needs to work. Then JSR (Jump to SubRoutine) to the proper | |
| place in the KERNAL jump table. After performing its function, the KERNAL | |
| transfers control back to your machine language program. Depending on | |
| which KERNAL routine you are using, certain registers may pass parameters | |
| back to your program. The particular registers for each KERNAL routine | |
| may be found in the individual descriptions of the KERNAL subroutines. | |
| 268 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| A good question at this point is why use the jump table at all? Why not | |
| just JSR directly to the KERNAL subroutine involved? The jump table is | |
| used so that if the KERNAL or BASIC is changed, your machine language | |
| programs will still work. In future operating systems the routines may | |
| have their memory locations moved around to a different position in the | |
| memory map... but the jump table will still work correctly! | |
| KERNAL POWER-UP ACTIVITIES | |
| 1) On power-up, the KERNAL first resets the stack pointer, and clears | |
| decimal mode. | |
| 2) The KERNAL then checks for the presence of an autostart ROM cartridge | |
| at location $8000 HEX (32768 decimal). If this is present, normal | |
| initialization is suspended, and control is transferred to the car- | |
| tridge code. If an autostart ROM is not present, normal system ini- | |
| tialization continues. | |
| 3) Next, the KERNAL initializes all INPUT/OUTPUT devices. The serial bus | |
| is initialized. Both 6526 CIA chips are set to the proper values for | |
| keyboard scanning, and the 60-Hz timer is activated. The SID chip is | |
| cleared. The BASIC memory map is selected and the cassette motor is | |
| switched off. | |
| 4) Next, the KERNAL performs a RAM test, setting the top and bottom of | |
| memory pointers. Also, page zero is initialized, and the tape buffer | |
| is set up. | |
| The RAM TEST routine is a nondestructive test starting at location | |
| $0300 and working upward. Once the test has found the first non-RAM | |
| location, the top of RAM has its pointer set. The bottom of memory is | |
| always set to $0800, and the screen setup is always set at $0400. | |
| 5) Finally, the KERNAL performs these other activities. I/O vectors are | |
| set to default values. The indirect jump table in low memory is estab- | |
| lished. The screen is then cleared, and all screen editor variables | |
| reset. Then the indirect at $A000 is used to start BASIC. | |
| BASIC TO MACHINE LANGUAGE 269 | |
| ~ | |
| HOW TO USE THE KERNAL | |
| When writing machine language programs it is often convenient to use | |
| the routines which are already part of the operating system for input/ | |
| output, access to the system clock, memory management, and other similar | |
| operations. It is an unnecessary duplication of effort to write these | |
| routines over and over again, so easy access to the operating system | |
| helps speed machine language programming. | |
| As mentioned before, the KERNAL is a jump table. This is just a col- | |
| lection of JMP instructions to many operating system routines. | |
| To use a KERNAL routine you must first make all of the preparations | |
| that the routine demands. If one routine says that you must call another | |
| KERNAL routine first, then that routine must be called. If the routine | |
| expects you to put a number in the accumulator, then that number must be | |
| there. Otherwise your routines have little chance of working the way you | |
| expect them to work. | |
| After all preparations are made, you must call the routine by means of | |
| the JSR instruction. All KERNAL routines you can access are structured as | |
| SUBROUTINES, and must end with an RTS instruction. When the KERNAL | |
| routine has finished its task, control is returned to your program at the | |
| instruction after the JSR. | |
| Many of the KERNAL routines return error codes in the status word or | |
| the accumulator if you have problems in the routine. Good programming | |
| practice and the success of your machine language programs demand that | |
| you handle this properly. If you ignore an error return, the rest of your | |
| program might "bomb." | |
| That's all there is to do when you're using the KERNAL. Just these | |
| three simple steps: | |
| 1) Set up | |
| 2) Call the routine | |
| 3) Error handling | |
| 270 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| The following conventions are used in describing the KERNAL routines: | |
| - FUNCTION NAME: Name of the KERNAL routine. | |
| - CALL ADDRESS: This is the call address of the KERNAL routine, given in | |
| hexadecimal. | |
| - COMMUNICATION REGISTERS: Registers listed under this heading are used | |
| to pass parameters to and from the KERNAL routines. | |
| - PREPARATORY ROUTINES: Certain KERNAL routines require that data be set | |
| up before they can operate. The routines needed are listed here. | |
| - ERROR RETURNS: A return from a KERNAL routine with the CARRY set | |
| indicates that an error was encountered in processing. The accumulator | |
| will contain the number of the error. | |
| - STACK REQUIREMENTS: This is the actual number of stack bytes used by | |
| the KERNAL routine. | |
| - REGISTERS AFFECTED: All registers used by the KERNAL routine are listed | |
| here. | |
| - DESCRIPTION: A short tutorial on the function of the KERNAL routine is | |
| given here. | |
| The list of the KERNAL routines follows. | |
| BASIC TO MACHINE LANGUAGE 271 | |
| ~ | |
| USER CALLABLE KERNAL ROUTINES | |
| +--------+-------------------+------------------------------------------+ | |
| | | ADDRESS | | | |
| | NAME +---------+---------+ FUNCTION | | |
| | | HEX | DECIMAL | | | |
| +--------+---------+---------+------------------------------------------+ | |
| | ACPTR | $FFA5 | 65445 | Input byte from serial port | | |
| | CHKIN | $FFC6 | 65478 | Open channel for input | | |
| | CHKOUT | $FFC9 | 65481 | Open channel for output | | |
| | CHRIN | $FFCF | 65487 | Input character from channel | | |
| | CHROUT | $FFD2 | 65490 | Output character to channel | | |
| | CIOUT | $FFA8 | 65448 | Output byte to serial port | | |
| | CINT | $FF81 | 65409 | Initialize screen editor | | |
| | CLALL | $FFE7 | 65511 | Close all channels and files | | |
| | CLOSE | $FFC3 | 65475 | Close a specified logical file | | |
| | CLRCHN | $FFCC | 65484 | Close input and output channels | | |
| | GETIN | $FFE4 | 65508 | Get character from keyboard queue | | |
| | | | | (keyboard buffer) | | |
| | IOBASE | $FFF3 | 65523 | Returns base address of I/O devices | | |
| | IOINIT | $FF84 | 65412 | Initialize input/output | | |
| | LISTEN | $FFB1 | 65457 | Command devices on the serial bus to | | |
| | | | | LISTEN | | |
| | LOAD | $FFD5 | 65493 | Load RAM from a device | | |
| | MEMBOT | $FF9C | 65436 | Read/set the bottom of memory | | |
| | MEMTOP | $FF99 | 65433 | Read/set the top of memory | | |
| | OPEN | $FFC0 | 65472 | Open a logical file | | |
| +--------+---------+---------+------------------------------------------+ | |
| 272 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| +--------+-------------------+------------------------------------------+ | |
| | | ADDRESS | | | |
| | NAME +---------+---------+ FUNCTION | | |
| | | HEX | DECIMAL | | | |
| +--------+---------+---------+------------------------------------------+ | |
| | PLOT | $FFF0 | 65520 | Read/set X,Y cursor position | | |
| | RAMTAS | $FF87 | 65415 | Initialize RAM, allocate tape buffer, | | |
| | | | | set screen $0400 | | |
| | RDTIM | $FFDE | 65502 | Read real time clock | | |
| | READST | $FFB7 | 65463 | Read I/O status word | | |
| | RESTOR | $FF8A | 65418 | Restore default I/O vectors | | |
| | SAVE | $FFD8 | 65496 | Save RAM to device | | |
| | SCNKEY | $FF9F | 65439 | Scan keyboard | | |
| | SCREEN | $FFED | 65517 | Return X,Y organization of screen | | |
| | SECOND | $FF93 | 65427 | Send secondary address after LISTEN | | |
| | SETLFS | $FFBA | 65466 | Set logical, first, and second addresses| | |
| | SETMSG | $FF90 | 65424 | Control KERNAL messages | | |
| | SETNAM | $FFBD | 65469 | Set file name | | |
| | SETTIM | $FFDB | 65499 | Set real time clock | | |
| | SETTMO | $FFA2 | 65442 | Set timeout on serial bus | | |
| | STOP | $FFE1 | 65505 | Scan stop key | | |
| | TALK | $FFB4 | 65460 | Command serial bus device to TALK | | |
| | TKSA | $FF96 | 65430 | Send secondary address after TALK | | |
| | UDTIM | $FFEA | 65514 | Increment real time clock | | |
| | UNLSN | $FFAE | 65454 | Command serial bus to UNLISTEN | | |
| | UNTLK | $FFAB | 65451 | Command serial bus to UNTALK | | |
| | VECTOR | $FF8D | 65421 | Read/set vectored I/O | | |
| +--------+---------+---------+------------------------------------------+ | |
| BASIC TO MACHINE LANGUAGE 273 | |
| ~ | |
| B-1. Function Name: ACPTR | |
| Purpose: Get data from the serial bus | |
| Call address: $FFA5 (hex) 65445 (decimal) | |
| Communication registers: A | |
| Preparatory routines: TALK, TKSA | |
| Error returns: See READST | |
| Stack requirements: 13 | |
| Registers affected: A, X | |
| Description: This is the routine to use when you want to get informa- | |
| tion from a device on the serial bus, like a disk. This routine gets a | |
| byte of data off the serial bus using full handshaking. The data is | |
| returned in the accumulator. To prepare for this routine the TALK routine | |
| must be called first to command the device on the serial bus to send data | |
| through the bus. If the input device needs a secondary command, it must | |
| be sent by using the TKSA KERNAL routine before calling this routine. | |
| Errors are returned in the status word. The READST routine is used to | |
| read the status word. | |
| How to Use: | |
| 0) Command a device on the serial bus to prepare to send data to | |
| the Commodore 64. (Use the TALK and TKSA KERNAL routines.) | |
| 1) Call this routine (using JSR). | |
| 2) Store or otherwise use the data. | |
| EXAMPLE: | |
| ;GET A BYTE FROM THE BUS | |
| JSR ACPTR | |
| STA DATA | |
| 274 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-2. Function Name: CHKIN | |
| Purpose: Open a channel for input | |
| Call address: $FFC6 (hex) 65478 (decimal) | |
| Communication registers: X | |
| Preparatory routines: (OPEN) | |
| Error returns: | |
| Stack requirements: None | |
| Registers affected: A, X | |
| Description: Any logical file that has already been opened by the | |
| KERNAL OPEN routine can be defined as an input channel by this routine. | |
| Naturally, the device on the channel must be an input device. Otherwise | |
| an error will occur, and the routine will abort. | |
| If you are getting data from anywhere other than the keyboard, this | |
| routine must be called before using either the CHRIN or the GETIN KERNAL | |
| routines for data input. If you want to use the input from the keyboard, | |
| and no other input channels are opened, then the calls to this routine, | |
| and to the OPEN routine are not needed. | |
| When this routine is used with a device on the serial bus, it auto- | |
| matically sends the talk address (and the secondary address if one was | |
| specified by the OPEN routine) over the bus. | |
| How to Use: | |
| 0) OPEN the logical file (if necessary; see description above). | |
| 1) Load the X register with number of the logical file to be used. | |
| 2) Call this routine (using a JSR command). | |
| Possible errors are: | |
| #3: File not open | |
| #5: Device not present | |
| #6: File not an input file | |
| EXAMPLE: | |
| ;PREPARE FOR INPUT FROM LOGICAL FILE 2 | |
| LDX #2 | |
| JSR CHKIN | |
| BASIC TO MACHINE LANGUAGE 275 | |
| ~ | |
| B-3. Function Name: CHKOUT | |
| Purpose: Open a channel for output | |
| Call address: $FFC9 (hex) 65481 (decimal) | |
| Communication registers: X | |
| Preparatory routines: (OPEN) | |
| Error returns: 0,3,5,7 (See READST) | |
| Stack requirements: 4+ | |
| Registers affected: A, X | |
| Description: Any logical file number that has been created by the | |
| KERNAL routine OPEN can be defined as an output channel. Of course, the | |
| device you intend opening a channel to must be an output device. | |
| Otherwise an error will occur, and the routine will be aborted. | |
| This routine must be called before any data is sent to any output | |
| device unless you want to use the Commodore 64 screen as your output | |
| device. If screen output is desired, and there are no other output chan- | |
| nels already defined, then calls to this routine, and to the OPEN routine | |
| are not needed. | |
| When used to open a channel to a device on the serial bus, this routine | |
| will automatically send the LISTEN address specified by the OPEN routine | |
| (and a secondary address if there was one). | |
| How to Use: | |
| +-----------------------------------------------------------------------+ | |
| | REMEMBER: this routine is NOT NEEDED to send data to the screen. | | |
| +-----------------------------------------------------------------------+ | |
| 0) Use the KERNAL OPEN routine to specify a logical file number, a | |
| LISTEN address, and a secondary address (if needed). | |
| 1) Load the X register with the logical file number used in the open | |
| statement. | |
| 2) Call this routine (by using the JSR instruction). | |
| EXAMPLE: | |
| LDX #3 ;DEFINE LOGICAL FILE 3 AS AN OUTPUT CHANNEL | |
| JSR CHKOUT | |
| Possible errors are: | |
| #3: File not open | |
| #5: Device not present | |
| #7: Not an output file | |
| 276 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-4. Function Name: CHRIN | |
| Purpose: Get a character from the input channel | |
| Call address: $FFCF (hex) 65487 (decimal) | |
| Communication registers: A | |
| Preparatory routines: (OPEN, CHKIN) | |
| Error returns: 0 (See READST) | |
| Stack requirements: 7+ | |
| Registers affected: A, X | |
| Description: This routine gets a byte of data from a channel already | |
| set up as the input channel by the KERNAL routine CHKIN. If the CHKIN has | |
| NOT been used to define another input channel, then all your data is | |
| expected from the keyboard. The data byte is returned in the accumulator. | |
| The channel remains open after the call. | |
| Input from the keyboard is handled in a special way. First, the cursor | |
| is turned on, and blinks until a carriage return is typed on the | |
| keyboard. All characters on the line (up to 88 characters) are stored in | |
| the BASIC input buffer. These characters can be retrieved one at a time | |
| by calling this routine once for each character. When the carriage return | |
| is retrieved, the entire line has been processed. The next time this | |
| routine is called, the whole process begins again, i.e., by flashing the | |
| cursor. | |
| How to Use: | |
| FROM THE KEYBOARD | |
| 1) Retrieve a byte of data by calling this routine. | |
| 2) Store the data byte. | |
| 3) Check if it is the last data byte (is it a CR?) | |
| 4) If not, go to step 1. | |
| EXAMPLE: | |
| LDY $#00 ;PREPARE THE Y REGISTER TO STORE THE DATA | |
| RD JSR CHRIN | |
| STA DATA,Y ;STORE THE YTH DATA BYTE IN THE YTH | |
| ;LOCATION IN THE DATA AREA. | |
| INY | |
| CMP #CR ;IS IT A CARRIAGE RETURN? | |
| BNE RD ;NO, GET ANOTHER DATA BYTE | |
| BASIC TO MACHINE LANGUAGE 277 | |
| ~ | |
| EXAMPLE: | |
| JSR CHRIN | |
| STA DATA | |
| FROM OTHER DEVICES | |
| 0) Use the KERNAL OPEN and CHKIN routines. | |
| 1) Call this routine (using a JSR instruction). | |
| 2) Store the data. | |
| EXAMPLE: | |
| JSR CHRIN | |
| STA DATA | |
| B-5. Function Name: CHROUT | |
| Purpose: Output a character | |
| Call address: $FFD2 (hex) 65490 (decimal) | |
| Communication registers: A | |
| Preparatory routines: (CHKOUT,OPEN) | |
| Error returns: 0 (See READST) | |
| Stack requirements: 8+ | |
| Registers affected: A | |
| Description: This routine outputs a character to an already opened | |
| channel. Use the KERNAL OPEN and CHKOUT routines to set up the output | |
| channel before calling this routine, If this call is omitted, data is | |
| sent to the default output device (number 3, the screen). The data byte | |
| to be output is loaded into the accumulator, and this routine is called. | |
| The data is then sent to the specified output device. The channel is left | |
| open after the call. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Care must be taken when using this routine to send data to a | | |
| | specific serial device since data will be sent to all open output | | |
| | channels on the bus. Unless this is desired, all open output channels | | |
| | on the serial bus other than the intended destination channel must be | | |
| | closed by a call to the KERNAL CLRCHN routine. | | |
| +-----------------------------------------------------------------------+ | |
| 278 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| How to Use: | |
| 0) Use the CHKOUT KERNAL routine if needed, (see description above). | |
| 1) Load the data to be output into the accumulator. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| ;DUPLICATE THE BASIC INSTRUCTION CMD 4,"A"; | |
| LDX #4 ;LOGICAL FILE #4 | |
| JSR CHKOUT ;OPEN CHANNEL OUT | |
| LDA #'A | |
| JSR CHROUT ;SEND CHARACTER | |
| B-6. Function Name: CIOUT | |
| Purpose: Transmit a byte over the serial bus | |
| Call address: $FFA8 (hex) 65448 (decimal) | |
| Communication registers: A | |
| Preparatory routines: LISTEN, [SECOND] | |
| Error returns: See READST | |
| Stack requirements: 5 | |
| Registers affected: None | |
| Description: This routine is used to send information to devices on the | |
| serial bus. A call to this routine will put a data byte onto the serial | |
| bus using full serial handshaking. Before this routine is called, the | |
| LISTEN KERNAL routine must be used to command a device on the serial bus | |
| to get ready to receive data. (If a device needs a secondary address, it | |
| must also be sent by using the SECOND KERNAL routine.) The accumulator is | |
| loaded with a byte to handshake as data on the serial bus. A device must | |
| be listening or the status word will return a timeout. This routine | |
| always buffers one character. (The routine holds the previous character | |
| to be sent back.) So when a call to the KERNAL UNLSN routine is made to | |
| end the data transmission, the buffered character is sent with an End Or | |
| Identify (EOI) set. Then the UNLSN command is sent to the device. | |
| BASIC TO MACHINE LANGUAGE 279 | |
| ~ | |
| How to Use: | |
| 0) Use the LISTEN KERNAL routine (and the SECOND routine if needed). | |
| 1) Load the accumulator with a byte of data. | |
| 2) Call this routine to send the data byte. | |
| EXAMPLE: | |
| LDA #'X ;SEND AN X TO THE SERIAL BUS | |
| JSR CIOUT | |
| B-7. Function Name: CINT | |
| Purpose: Initialize screen editor & 6567 video chip | |
| Call address: $FF81 (hex) 65409 (decimal) | |
| Communication registers: None | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 4 | |
| Registers affected: A, X, Y | |
| Description: This routine sets up the 6567 video controller chip in the | |
| Commodore 64 for normal operation. The KERNAL screen editor is also | |
| initialized. This routine should be called by a Commodore 64 program | |
| cartridge. | |
| How to Use: | |
| 1) Call this routine. | |
| EXAMPLE: | |
| JSR CINT | |
| JMP RUN ;BEGIN EXECUTION | |
| 280 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-8. Function Name: CLALL | |
| Purpose: Close all files | |
| Call address: $FFE7 (hex) 65511 (decimal) | |
| Communication registers: None | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 11 | |
| Registers affected: A, X | |
| Description: This routine closes all open files. When this routine is | |
| called, the pointers into the open file table are reset, closing all | |
| files. Also, the CLRCHN routine is automatically called to reset the I/O | |
| channels. | |
| How to Use: | |
| 1) Call this routine. | |
| EXAMPLE: | |
| JSR CLALL ;CLOSE ALL FILES AND SELECT DEFAULT I/O CHANNELS | |
| JMP RUN ;BEGIN EXECUTION | |
| B-9. Function Name: CLOSE | |
| Purpose: Close a logical file | |
| Call address: $FFC3 (hex) 65475 (decimal) | |
| Communication registers: A | |
| Preparatory routines: None | |
| Error returns: 0,240 (See READST) | |
| Stack requirements: 2+ | |
| Registers affected: A, X, Y | |
| Description: This routine is used to close a logical file after all I/O | |
| operations have been completed on that file. This routine is called after | |
| the accumulator is loaded with the logical file number to be closed (the | |
| same number used when the file was opened using the OPEN routine). | |
| BASIC TO MACHINE LANGUAGE 281 | |
| ~ | |
| How to Use: | |
| 1) Load the accumulator with the number of the logical file to be | |
| closed. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| ;CLOSE 15 | |
| LDA #15 | |
| JSR CLOSE | |
| B-10. Function Name: CLRCHN | |
| Purpose: Clear I/O channels | |
| Call address: $FFCC (hex) 65484 (decimal) | |
| Communication registers: None | |
| Preparatory routines: None | |
| Error returns: | |
| Stack requirements: 9 | |
| Registers affected: A, X | |
| Description: This routine is called to clear all open channels and re- | |
| store the I/O channels to their original default values. It is usually | |
| called after opening other I/O channels (like a tape or disk drive) and | |
| using them for input/output operations. The default input device is 0 | |
| (keyboard). The default output device is 3 (the Commodore 64 screen). | |
| If one of the channels to be closed is to the serial port, an UNTALK | |
| signal is sent first to clear the input channel or an UNLISTEN is sent to | |
| clear the output channel. By not calling this routine (and leaving lis- | |
| tener(s) active on the serial bus) several devices can receive the same | |
| data from the Commodore 64 at the same time. One way to take advantage | |
| of this would be to command the printer to TALK and the disk to LISTEN. | |
| This would allow direct printing of a disk file. | |
| This routine is automatically called when the KERNAL CLALL routine is | |
| executed. | |
| How to Use: | |
| 1) Call this routine using the JSR instruction. | |
| EXAMPLE: | |
| JSR CLRCHN | |
| 282 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-11. Function Name: GETIN | |
| Purpose: Get a character | |
| Call address: $FFE4 (hex) 65508 (decimal) | |
| Communication registers: A | |
| Preparatory routines: CHKIN, OPEN | |
| Error returns: See READST | |
| Stack requirements: 7+ | |
| Registers affected: A (X, Y) | |
| Description: If the channel is the keyboard, this subroutine removes | |
| one character from the keyboard queue and returns it as an ASCII value in | |
| the accumulator. If the queue is empty, the value returned in the | |
| accumulator will be zero. Characters are put into the queue automatically | |
| by an interrupt driven keyboard scan routine which calls the SCNKEY | |
| routine. The keyboard buffer can hold up to ten characters. After the | |
| buffer is filled, additional characters are ignored until at least one | |
| character has been removed from the queue. If the channel is RS-232, then | |
| only the A register is used and a single character is returned. See | |
| READST to check validity. If the channel is serial, cassette, or screen, | |
| call BASIN routine. | |
| How to Use: | |
| 1) Call this routine using a JSR instruction. | |
| 2) Check for a zero in the accumulator (empty buffer). | |
| 3) Process the data. | |
| EXAMPLE: | |
| ;WAIT FOR A CHARACTER | |
| WAIT JSR GETIN | |
| CMP #0 | |
| BEQ WAIT | |
| BASIC TO MACHINE LANGUAGE 283 | |
| ~ | |
| B-12. Function Name: IOBASE | |
| Purpose: Define I/O memory page | |
| Call address: $FFF3 (hex) 65523 (decimal) | |
| Communication registers: X, Y | |
| Preparatory routines: None | |
| Error returns: | |
| Stack requirements: 2 | |
| Registers affected: X, Y | |
| Description: This routine sets the X and Y registers to the address of | |
| the memory section where the memory mapped 110 devices are located. This | |
| address can then be used with an offset to access the memory mapped I/O | |
| devices in the Commodore 64. The offset is the number of locations from | |
| the beginning of the page on which the I/O register you want is located. | |
| The X register contains the low order address byte, while the Y register | |
| contains the high order address byte. | |
| This routine exists to provide compatibility between the Commodore 64, | |
| VIC-20, and future models of the Commodore 64. If the J/0 locations for | |
| a machine language program are set by a call to this routine, they should | |
| still remain compatible with future versions of the Commodore 64, the | |
| KERNAL and BASIC. | |
| How to Use: | |
| 1) Call this routine by using the JSR instruction. | |
| 2) Store the X and the Y registers in consecutive locations. | |
| 3) Load the Y register with the offset. | |
| 4) Access that I/O location. | |
| EXAMPLE: | |
| ;SET THE DATA DIRECTION REGISTER OF THE USER PORT TO 0 (INPUT) | |
| JSR IOBASE | |
| STX POINT ;SET BASE REGISTERS | |
| STY POINT+1 | |
| LDY #2 | |
| LDA #0 ;OFFSET FOR DDR OF THE USER PORT | |
| STA (POINT),Y ;SET DDR TO 0 | |
| 284 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-13. Function Name: IOINIT | |
| Purpose: Initialize I/O devices | |
| Call Address: $FF84 (hex) 65412 (decimal) | |
| Communication registers: None | |
| Preparatory routines: None | |
| Error returns: | |
| Stack requirements: None | |
| Registers affected: A, X, Y | |
| Description: This routine initializes all input/output devices and | |
| routines. It is normally called as part of the initialization procedure | |
| of a Commodore 64 program cartridge. | |
| EXAMPLE: | |
| JSR IOINIT | |
| B-14. Function Name: LISTEN | |
| Purpose: Command a device on the serial bus to listen | |
| Call Address: $FFB1 (hex) 65457 (decimal) | |
| Communication registers: A | |
| Preparatory routines: None | |
| Error returns: See READST | |
| Stack requirements: None | |
| Registers affected: A | |
| Description: This routine will command a device on the serial bus to | |
| receive data. The accumulator must be loaded with a device number between | |
| 0 and 31 before calling the routine. LISTEN will OR the number bit by bit | |
| to convert to a listen address, then transmits this data as a command on | |
| the serial bus. The specified device will then go into listen mode, and | |
| be ready to accept information. | |
| How to Use: | |
| 1) Load the accumulator with the number of the device to command | |
| to LISTEN. | |
| 2) Call this routine using the JSR instruction. | |
| EXAMPLE: | |
| ;COMMAND DEVICE #8 TO LISTEN | |
| LDA #8 | |
| JSR LISTEN | |
| BASIC TO MACHINE LANGUAGE 285 | |
| ~ | |
| B-15. Function Name: LOAD | |
| Purpose: Load RAM from device | |
| Call address: $FFD5 (hex) 65493 (decimal) | |
| Communication registers: A, X, Y | |
| Preparatory routines: SETLFS, SETNAM | |
| Error returns: 0,4,5,8,9, READST | |
| Stack requirements: None | |
| Registers affected: A, X, Y | |
| Description: This routine LOADs data bytes from any input device di- | |
| rectly into the memory of the Commodore 64. It can also be used for a | |
| verify operation, comparing data from a device with the data already in | |
| memory, while leaving the data stored in RAM unchanged. | |
| The accumulator (.A) must be set to 0 for a LOAD operation, or 1 for a | |
| verify, If the input device is OPENed with a secondary address (SA) of 0 | |
| the header information from the device is ignored. In this case, the X | |
| and Y registers must contain the starting address for the load. If the | |
| device is addressed with a secondary address of 1, then the data is | |
| loaded into memory starting at the location specified by the header. This | |
| routine returns the address of the highest RAM location loaded. | |
| Before this routine can be called, the KERNAL SETLFS, and SETNAM | |
| routines must be called. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: You can NOT LOAD from the keyboard (0), RS-232 (2), or the | | |
| | screen (3). | | |
| +-----------------------------------------------------------------------+ | |
| How to Use: | |
| 0) Call the SETLFS, and SETNAM routines. If a relocated load is de- | |
| sired, use the SETLFS routine to send a secondary address of 0. | |
| 1) Set the A register to 0 for load, 1 for verify. | |
| 2) If a relocated load is desired, the X and Y registers must be set | |
| to the start address for the load. | |
| 3) Call the routine using the JSR instruction. | |
| 286 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| EXAMPLE: | |
| ;LOAD A FILE FROM TAPE | |
| LDA #DEVICE1 ;SET DEVICE NUMBER | |
| LDX #FILENO ;SET LOGICAL FILE NUMBER | |
| LDY CMD1 ;SET SECONDARY ADDRESS | |
| JSR SETLFS | |
| LDA #NAME1-NAME ;LOAD A WITH NUMBER OF | |
| ;CHARACTERS IN FILE NAME | |
| LDX #<NAME ;LOAD X AND Y WITH ADDRESS OF | |
| LDY #>NAME ;FILE NAME | |
| JSR SETNAM | |
| LDA #0 ;SET FLAG FOR A LOAD | |
| LDX #$FF ;ALTERNATE START | |
| LDY #$FF | |
| JSR LOAD | |
| STX VARTAB ;END OF LOAD | |
| STY VARTA B+1 | |
| JMP START | |
| NAME .BYT 'FILE NAME' | |
| NAME1 ; | |
| B-16. Function Name: MEMBOT | |
| Purpose: Set bottom of memory | |
| Call address: $FF9C (hex) 65436 (decimal) | |
| Communication registers: X, Y | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: None | |
| Registers affected: X, Y | |
| Description: This routine is used to set the bottom of the memory. If | |
| the accumulator carry bit is set when this routine is called, a pointer | |
| to the lowest byte of RAM is returned in the X and Y registers. On the | |
| unexpanded Commodore 64 the initial value of this pointer is $0800 | |
| (2048 in decimal). If the accumulator carry bit is clear (-O) when this | |
| routine is called, the values of the X and Y registers are transferred to | |
| the low and high bytes, respectively, of the pointer to the beginning of | |
| RAM. | |
| BASIC TO MACHINE LANGUAGE 287 | |
| ~ | |
| How to Use: | |
| TO READ THE BOTTOM OF RAM | |
| 1) Set the carry. | |
| 2) Call this routine. | |
| TO SET THE BOTTOM OF MEMORY | |
| 1) Clear the carry. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| ;MOVE BOTTOM OF MEMORY UP 1 PAGE | |
| SEC ;READ MEMORY BOTTOM | |
| JSR MEMBOT | |
| INY | |
| CLC ;SET MEMORY BOTTOM TO NEW VALUE | |
| JSR MEMBOT | |
| B-17. Function Name: MEMTOP | |
| Purpose: Set the top of RAM | |
| Call address: $FF99 (hex) 65433 (decimal) | |
| Communication registers: X, Y | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: X, Y | |
| Description: This routine is used to set the top of RAM. When this | |
| routine is called with the carry bit of the accumulator set, the pointer | |
| to the top of RAM will be loaded into the X and Y registers. When this | |
| routine is called with the accumulator carry bit clear, the contents of | |
| the X and Y registers are loaded in the top of memory pointer, changing | |
| the top of memory. | |
| EXAMPLE: | |
| ;DEALLOCATE THE RS-232 BUFFER | |
| SEC | |
| JSR MEMTOP ;READ TOP OF MEMORY | |
| DEX | |
| CLC | |
| JSR MEMTOP ;SET NEW TOP OF MEMORY | |
| 288 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-18. Function Name: OPEN | |
| Purpose: Open a logical file | |
| Call address: $FFC0 (hex) 65472 (decimal) | |
| Communication registers: None | |
| Preparatory routines: SETLFS, SETNAM | |
| Error returns: 1,2,4,5,6,240, READST | |
| Stack requirements: None | |
| Registers affected: A, X, Y | |
| Description: This routine is used to OPEN a logical file. Once the | |
| logical file is set up, it can be used for input/output operations. Most | |
| of the I/O KERNAL routines call on this routine to create the logical | |
| files to operate on. No arguments need to be set up to use this routine, | |
| but both the SETLFS and SETNAM KERNAL routines must be called before | |
| using this routine. | |
| How to Use: | |
| 0) Use the SETLFS routine. | |
| 1) Use the SETNAM routine. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| This is an implementation of the BASIC statement: OPEN 15,8,15,"I/O" | |
| LDA #NAME2-NAME ;LENGTH OF FILE NAME FOR SETLFS | |
| LDY #>NAME ;ADDRESS OF FILE NAME | |
| LDX #<NAME | |
| JSR SETNAM | |
| LDA #15 | |
| LDX #8 | |
| LDY #15 | |
| JSR SETLFS | |
| JSR OPEN | |
| NAME .BYT 'I/O' | |
| NAME2 | |
| BASIC TO MACHINE LANGUAGE 289 | |
| ~ | |
| B-19. Function Name: PLOT | |
| Purpose: Set cursor location | |
| Call address: $FFF0 (hex) 65520 (decimal) | |
| Communication registers: A, X, Y | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: A, X, Y | |
| Description: A call to this routine with the accumulator carry flag | |
| set loads the current position of the cursor on the screen (in X,Y | |
| coordinates) into the Y and X registers. Y is the column number of the | |
| cursor location (6-39), and X is the row number of the location of the | |
| cursor (0-24). A call with the carry bit clear moves the cursor to X,Y | |
| as determined by the Y and X registers. | |
| How to Use: | |
| READING CURSOR LOCATION | |
| 1) Set the carry flag. | |
| 2) Call this routine. | |
| 3) Get the X and Y position from the Y and X registers, respectively. | |
| SETTING CURSOR LOCATION | |
| 1) Clear carry flag. | |
| 2) Set the Y and X registers to the desired cursor location. | |
| 3) Call this routine. | |
| EXAMPLE: | |
| ;MOVE THE CURSOR TO ROW 10, COLUMN 5 (5,10) | |
| LDX #10 | |
| LDY #5 | |
| CLC | |
| JSR PLOT | |
| 290 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B.20. Function Name: RAMTAS | |
| Purpose: Perform RAM test | |
| Call address: $FF87 (hex) 65415 (decimal) | |
| Communication registers: A, X, Y | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: A, X, Y | |
| Description: This routine is used to test RAM and set the top and | |
| bottom of memory pointers accordingly. It also clears locations $0000 to | |
| $0101 and $0200 to $03FF. It also allocates the cassette buffer, and sets | |
| the screen base to $0400. Normally, this routine is called as part of the | |
| initialization process of a Commodore 64 program cartridge. | |
| EXAMPLE: | |
| JSR RAMTAS | |
| B-21. Function Name: RDTIM | |
| Purpose: Read system clock | |
| Call address: $FFDE (hex) 65502 (decimal) | |
| Communication registers: A, X, Y | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: A, X, Y | |
| Description: This routine is used to read the system clock. The clock's | |
| resolution is a 60th of a second. Three bytes are returned by the | |
| routine. The accumulator contains the most significant byte, the X index | |
| register contains the next most significant byte, and the Y index | |
| register contains the least significant byte. | |
| EXAMPLE: | |
| JSR RDTIM | |
| STY TIME | |
| STX TIME+1 | |
| STA TIME+2 | |
| ... | |
| TIME *=*+3 | |
| BASIC TO MACHINE LANGUAGE 291 | |
| ~ | |
| B-22. Function Name: READST | |
| Purpose: Read status word | |
| Call address: $FFB7 (hex) 65463 (decimal) | |
| Communication registers: A | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: A | |
| Description: This routine returns the current status of the I/O devices | |
| in the accumulator. The routine is usually called after new communication | |
| to an I/O device. The routine gives you information about device status, | |
| or errors that have occurred during the I/O operation. | |
| The bits returned in the accumulator contain the following information: | |
| (see table below) | |
| +---------+------------+---------------+------------+-------------------+ | |
| | ST Bit | ST Numeric | Cassette | Serial | Tape Verify | | |
| | Position| Value | Read | Bus R/W | + Load | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 0 | 1 | | time out | | | |
| | | | | write | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 1 | 2 | | time out | | | |
| | | | | read | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 2 | 4 | short block | | short block | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 3 | 8 | long block | | long block | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 4 | 16 | unrecoverable | | any mismatch | | |
| | | | read error | | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 5 | 32 | checksum | | checksum | | |
| | | | error | | error | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 6 | 64 | end of file | EOI line | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| | 7 | -128 | end of tape | device not | end of tape | | |
| | | | | present | | | |
| +---------+------------+---------------+------------+-------------------+ | |
| 292 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| How to Use: | |
| 1) Call this routine. | |
| 2) Decode the information in the A register as it refers to your pro- | |
| gram. | |
| EXAMPLE: | |
| ;CHECK FOR END OF FILE DURING READ | |
| JSR READST | |
| AND #64 ;CHECK EOF BIT (EOF=END OF FILE) | |
| BNE EOF ;BRANCH ON EOF | |
| B-23. Function Name: RESTOR | |
| Purpose: Restore default system and interrupt vectors | |
| Call address: $FF8A (hex) 65418 (decimal) | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: A, X, Y | |
| Description: This routine restores the default values of all system | |
| vectors used in KERNAL and BASIC routines and interrupts. (See the Memory | |
| Map for the default vector contents). The KERNAL VECTOR routine is used | |
| to read and alter individual system vectors. | |
| How to Use: | |
| 1) Call this routine. | |
| EXAMPLE: | |
| JSR RESTOR | |
| B-24. Function Name: SAVE | |
| Purpose: Save memory to a device | |
| Call address: $FFD8 (hex) 65496 (decimal) | |
| Communication registers: A, X, Y | |
| Preparatory routines: SETLFS, SETNAM | |
| Error returns: 5,8,9, READST | |
| Stack requirements: None | |
| Registers affected: A, X, Y | |
| BASIC TO MACHINE LANGUAGE 293 | |
| ~ | |
| Description: This routine saves a section of memory. Memory is saved | |
| from an indirect address on page 0 specified by the accumulator to the | |
| address stored in the X and Y registers. It is then sent to a logical | |
| file on an input/output device. The SETLFS and SETNAM routines must be | |
| used before calling this routine. However, a file name is not required to | |
| SAVE to device 1 (the Datassette(TM) recorder). Any attempt to save to | |
| other devices without using a file name results in an error. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Device 0 (the keyboard), device 2 (RS-232), and device 3 (the | | |
| | screen) cannot be SAVEd to. If the attempt is made, an error occurs, | | |
| | and the SAVE is stopped. | | |
| +-----------------------------------------------------------------------+ | |
| How to Use: | |
| 0) Use the SETLFS routine and the SETNAM routine (unless a SAVE with no | |
| file name is desired on "a save to the tape recorder"), | |
| 1) Load two consecutive locations on page 0 with a pointer to the start | |
| of your save (in standard 6502 low byte first, high byte next | |
| format). | |
| 2) Load the accumulator with the single byte page zero offset to the | |
| pointer. | |
| 3) Load the X and Y registers with the low byte and high byte re- | |
| spectively of the location of the end of the save. | |
| 4) Call this routine. | |
| EXAMPLE: | |
| LDA #1 ;DEVICE = 1:CASSETTE | |
| JSR SETLFS | |
| LDA #0 ;NO FILE NAME | |
| JSR SETNAM | |
| LDA PROG ;LOAD START ADDRESS OF SAVE | |
| STA TXTTAB ;(LOW BYTE) | |
| LDA PROG+1 | |
| STA TXTTA B+1 ;(HIGH BYTE) | |
| LDX VARTAB ;LOAD X WITH LOW BYTE OF END OF SAVE | |
| LDY VARTAB+1 ;LOAD Y WITH HIGH BYTE | |
| LDA #<TXTTAB ;LOAD ACCUMULATOR WITH PAGE 0 OFFSET | |
| JSR SAVE | |
| 294 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-25. Function Name: SCNKEY | |
| Purpose: Scan the keyboard | |
| Call address: $FF9F (hex) 65439 (decimal) | |
| Communication registers: None | |
| Preparatory routines: IOINIT | |
| Error returns: None | |
| Stack requirements: 5 | |
| Registers affected: A, X, Y | |
| Description: This routine scans the Commodore 64 keyboard and checks | |
| for pressed keys. It is the same routine called by the interrupt handler. | |
| If a key is down, its ASCII value is placed in the keyboard queue. This | |
| routine is called only if the normal IRQ interrupt is bypassed. | |
| How to Use: | |
| 1) Call this routine. | |
| EXAMPLE: | |
| GET JSR SCNKEY ;SCAN KEYBOARD | |
| JSR GETIN ;GET CHARACTER | |
| CMP #0 ;IS IT NULL? | |
| BEQ GET ;YES... SCAN AGAIN | |
| JSR CHROUT ;PRINT IT | |
| B-26. Function Name: SCREEN | |
| Purpose: Return screen format | |
| Call address: $FFED (hex) 65517 (decimal) | |
| Communication registers: X, Y | |
| Preparatory routines: None | |
| Stack requirements: 2 | |
| Registers affected: X, Y | |
| Description: This routine returns the format of the screen, e.g., 40 | |
| columns in X and 25 lines in Y. The routine can be used to determine what | |
| machine a program is running on. This function has been implemented on | |
| the Commodore 64 to help upward compatibility of your programs. | |
| BASIC TO MACHINE LANGUAGE 295 | |
| ~ | |
| How to Use: | |
| 1) Call this routine. | |
| EXAMPLE: | |
| JSR SCREEN | |
| STX MAXCOL | |
| STY MAXROW | |
| B-27. Function Name: SECOND | |
| Purpose: Send secondary address for LISTEN | |
| Call address: $FF93 (hex) 65427 (decimal) | |
| Communication registers: A | |
| Preparatory routines: LISTEN | |
| Error returns: See READST | |
| Stack requirements: 8 | |
| Registers affected: A | |
| Description: This routine is used to send a secondary address to an | |
| I/O device after a call to the LISTEN routine is made, and the device is | |
| commanded to LISTEN. The routine canNOT be used to send a secondary | |
| address after a call to the TALK routine. | |
| A secondary address is usually used to give setup information to a | |
| device before I/O operations begin. | |
| When a secondary address is to be sent to a device on the serial bus, | |
| the address must first be ORed with $60. | |
| How to Use: | |
| 1) load the accumulator with the secondary address to be sent. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| ;ADDRESS DEVICE #8 WITH COMMAND (SECONDARY ADDRESS) #15 | |
| LDA #8 | |
| JSR LISTEN | |
| LDA #15 | |
| JSR SECOND | |
| 296 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-28. Function Name: SETLFS | |
| Purpose: Set up a logical file | |
| Call address: $FFBA (hex) 65466 (decimal) | |
| Communication registers: A, X, Y | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: None | |
| Description: This routine sets the logical file number, device address, | |
| and secondary address (command number) for other KERNAL routines. | |
| The logical file number is used by the system as a key to the file | |
| table created by the OPEN file routine. Device addresses can range from 0 | |
| to 31. The following codes are used by the Commodore 64 to stand for the | |
| CBM devices listed below: | |
| ADDRESS DEVICE | |
| 0 Keyboard | |
| 1 Datassette(TM) | |
| 2 RS-232C device | |
| 3 CRT display | |
| 4 Serial bus printer | |
| 8 CBM serial bus disk drive | |
| Device numbers 4 or greater automatically refer to devices on the | |
| serial bus. | |
| A command to the device is sent as a secondary address on the serial | |
| bus after the device number is sent during the serial attention | |
| handshaking sequence. If no secondary address is to be sent, the Y index | |
| register should be set to 255. | |
| How to Use: | |
| 1) Load the accumulator with the logical file number. | |
| 2) Load the X index register with the device number. | |
| 3) Load the Y index register with the command. | |
| BASIC TO MACHINE LANGUAGE 297 | |
| ~ | |
| EXAMPLE: | |
| FOR LOGICAL FILE 32, DEVICE #4, AND NO COMMAND: | |
| LDA #32 | |
| LDX #4 | |
| LDY #255 | |
| JSR SETLFS | |
| B-29. Function Name: SETMSG | |
| Purpose: Control system message output | |
| Call address: $FF90 (hex) 65424 (decimal) | |
| Communication registers: A | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: A | |
| Description: This routine controls the printing of error and control | |
| messages by the KERNAL. Either print error messages or print control mes- | |
| sages can be selected by setting the accumulator when the routine is | |
| called. FILE NOT FOUND is an example of an error message. PRESS PLAY ON | |
| CASSETTE is an example of a control message. | |
| Bits 6 and 7 of this value determine where the message will come from. | |
| If bit 7 is 1, one of the error messages from the KERNAL is printed. If | |
| bit 6 is set, control messages are printed. | |
| How to Use: | |
| 1) Set accumulator to desired value. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| LDA #$40 | |
| JSR SETMSG ;TURN ON CONTROL MESSAGES | |
| LDA #$80 | |
| JSR SETMSG ;TURN ON ERROR MESSAGES | |
| LDA #0 | |
| JSR SETMSG ;TURN OFF ALL KERNAL MESSAGES | |
| 298 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| B-30. Function Name: SETNAM | |
| Purpose: Set file name | |
| Call address: $FFBD (hex) 65469 (decimal) | |
| Communication registers: A, X, Y | |
| Preparatory routines: | |
| Stack requirements: 2 | |
| Registers affected: | |
| Description: This routine is used to set up the file name for the OPEN, | |
| SAVE, or LOAD routines. The accumulator must be loaded with the length of | |
| the file name. The X and Y registers must be loaded with the address of | |
| the file name, in standard 6502 low-byte/high-byte format. The address | |
| can be any valid memory address in the system where a string of | |
| characters for the file name is stored. If no file name is desired, the | |
| accumulator must be set to 0, representing a zero file length. The X and | |
| Y registers can be set to any memory address in that case. | |
| How to Use: | |
| 1) Load the accumulator with the length of the file name. | |
| 2) Load the X index register with the low order address of the file | |
| name. | |
| 3) Load the Y index register with the high order address. | |
| 4) Call this routine. | |
| EXAMPLE: | |
| LDA #NAME2-NAME ;LOAD LENGTH OF FILE NAME | |
| LDX #<NAME ;LOAD ADDRESS OF FILE NAME | |
| LDY #>NAME | |
| JSR SETNAM | |
| B-31. Function Name: SETTIM | |
| Purpose: Set the system clock | |
| Call address: $FFDB (hex) 65499 (decimal) | |
| Communication registers: A, X, Y | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: None | |
| BASIC TO MACHINE LANGUAGE 299 | |
| ~ | |
| Description: A system clock is maintained by an interrupt routine that | |
| updates the clock every 1/60th of a second (one "jiffy"). The clock is | |
| three bytes long, which gives it the capability to count up to 5,184,000 | |
| jiffies (24 hours). At that point the clock resets to zero. Before | |
| calling this routine to set the clock, the accumulator must contain the | |
| most significant byte, the X index register the next most significant | |
| byte, and the Y index register the least significant byte of the initial | |
| time setting (in jiffies). | |
| How to Use: | |
| 1) Load the accumulator with the MSB of the 3-byte number to set the | |
| clock. | |
| 2) Load the X register with the next byte. | |
| 3) Load the Y register with the LSB. | |
| 4) Call this routine. | |
| EXAMPLE: | |
| ;SET THE CLOCK TO 10 MINUTES = 3600 JIFFIES | |
| LDA #0 ;MOST SIGNIFICANT | |
| LDX #>3600 | |
| LDY #<3600 ;LEAST SIGNIFICANT | |
| JSR SETTIM | |
| B-32. Function Name: SETTMO | |
| Purpose: Set IEEE bus card timeout flag | |
| Call address: $FFA2 (hex) 65442 (decimal) | |
| Communication registers: A | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: None | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: This routine is used ONLY with an IEEE add-on card! | | |
| +-----------------------------------------------------------------------+ | |
| Description: This routine sets the timeout flag for the IEEE bus. When | |
| the timeout flag is set, the Commodore 64 will wait for a device on the | |
| IEEE port for 64 milliseconds. If the device does not respond to the | |
| Commodore 64's Data Address Valid (DAV) signal within that time the | |
| Commodore 64 will recognize an error condition and leave the handshake | |
| sequence. When this routine is called when the accumulator contains a 0 | |
| in bit 7, timeouts are enabled. A 1 in bit 7 will disable the timeouts. | |
| 300 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The Commodore 64 uses the timeout feature to communicate that a | | |
| | disk file is not found on an attempt to OPEN a file only with an IEEE | | |
| | card. | | |
| +-----------------------------------------------------------------------+ | |
| How to Use: | |
| TO SET THE TIMEOUT FLAG | |
| 1) Set bit 7 of the accumulator to 0. | |
| 2) Call this routine. | |
| TO RESET THE TIMEOUT FLAG | |
| 1) Set bit 7 of the accumulator to 1. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| ;DISABLE TIMEOUT | |
| LDA #0 | |
| JSR SETTMO | |
| B-33. Function Name: STOP | |
| Purpose: Check if <STOP> key is pressed | |
| Call address: $FFE1 (hex) 65505 (decimal) | |
| Communication registers: A | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: None | |
| Registers affected: A, X | |
| Description: If the <STOP> key on the keyboard was pressed during a | |
| UDTIM call, this call returns the Z flag set. In addition, the channels | |
| will be reset to default values. All other flags remain unchanged. If the | |
| <STOP> key is not pressed then the accumulator will contain a byte | |
| representing the lost row of the keyboard scan. The user can also check | |
| for certain other keys this way. | |
| How to Use: | |
| 0) UDTIM should be called before this routine. | |
| 1) Call this routine. | |
| 2) Test for the zero flag. | |
| BASIC TO MACHINE LANGUAGE 301 | |
| ~ | |
| EXAMPLE: | |
| JSR UDTIM ;SCAN FOR STOP | |
| JSR STOP | |
| BNE *+5 ;KEY NOT DOWN | |
| JMP READY ;=... STOP | |
| B-34. Function Name: TALK | |
| Purpose: Command a device on the serial bus to TALK | |
| Call address: $FFB4 (hex) 65460 (decimal) | |
| Communication registers: A | |
| Preparatory routines: None | |
| Error returns: See READST | |
| Stack requirements: 8 | |
| Registers affected: A | |
| Description: To use this routine the accumulator must first be loaded | |
| with a device number between 0 and 31. When called, this routine then | |
| ORs bit by bit to convert this device number to a talk address. Then this | |
| data is transmitted as a command on the serial bus. | |
| How to Use: | |
| 1) Load the accumulator with the device number. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| ;COMMAND DEVICE #4 TO TALK | |
| LDA #4 | |
| JSR TALK | |
| B-35. Function Name: TKSA | |
| Purpose: Send a secondary address to a device commanded to TALK | |
| Call address: $FF96 (hex) 65430 (decimal) | |
| Communication registers: A | |
| Preparatory routines: TALK | |
| Error returns: See READST | |
| Stack requirements: 8 | |
| Registers affected: A | |
| 302 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| Description: This routine transmits a secondary address on the serial | |
| bus for a TALK device. This routine must be called with a number between | |
| 0 and 31 in the accumulator. The routine sends this number as a secondary | |
| address command over the serial bus. This routine can only be called | |
| after a call to the TALK routine. It will not work after a LISTEN. | |
| How to Use: | |
| 0) Use the TALK routine. | |
| 1) Load the accumulator with the secondary address. | |
| 2) Call this routine. | |
| EXAMPLE: | |
| ;TELL DEVICE #4 TO TALK WITH COMMAND #7 | |
| LDA #4 | |
| JSR TALK | |
| LDA #7 | |
| JSR TALKSA | |
| B-36. Function Name: UDTIM | |
| Purpose: Update the system clock | |
| Call address: $FFEA (hex) 65514 (decimal) | |
| Communication registers: None | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: A, X | |
| Description: This routine updates the system clock. Normally this | |
| routine is called by the normal KERNAL interrupt routine every 1/60th of | |
| a second. If the user program processes its own interrupts this routine | |
| must be called to update the time. In addition, the <STOP> key routine | |
| must be called, if the <STOP> key is to remain functional. | |
| How to Use: | |
| 1) Call this routine. | |
| EXAMPLE: | |
| JSR UDTIM | |
| BASIC TO MACHINE LANGUAGE 303 | |
| ~ | |
| B-37. Function Name: UNLSN | |
| Purpose: Send an UNLISTEN command | |
| Call address: $FFAE (hex) 65454 (decimal) | |
| Communication registers: None | |
| Preparatory routines: None | |
| Error returns: See READST | |
| Stack requirements: 8 | |
| Registers affected: A | |
| Description: This routine commands all devices on the serial bus to | |
| stop receiving data from the Commodore 64 (i.e., UNLISTEN). Calling this | |
| routine results in an UNLISTEN command being transmitted on the serial | |
| bus. Only devices previously commanded to listen are affected. This | |
| routine is normally used after the Commodore 64 is finished sending data | |
| to external devices. Sending the UNLISTEN commands the listening devices | |
| to get off the serial bus so it can be used for other purposes. | |
| How to Use: | |
| 1) Call this routine. | |
| EXAMPLE: | |
| JSR UNLSN | |
| B-38. Function Name: UNTLK | |
| Purpose: Send an UNTALK command | |
| Call address: $FFAB (hex) 65451 (decimal) | |
| Communication registers: None | |
| Preparatory routines: None | |
| Error returns: See READST | |
| Stack requirements: 8 | |
| Registers affected: A | |
| Description: This routine transmits an UNTALK command on the serial | |
| bus. All devices previously set to TALK will stop sending data when this | |
| command is received. | |
| How to Use: | |
| 1) Call this routine. | |
| 304 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| EXAMPLE: | |
| JSR UNTALK | |
| B-39. Function Name: VECTOR | |
| Purpose: Manage RAM vectors | |
| Call address: $FF8D (hex) 65421 (decimal) | |
| Communication registers: X, Y | |
| Preparatory routines: None | |
| Error returns: None | |
| Stack requirements: 2 | |
| Registers affected: A, X, Y | |
| Description: This routine manages all system vector jump addresses | |
| stored in RAM. Calling this routine with the the accumulator carry bit | |
| set stores the current contents of the RAM vectors in a list pointed to | |
| by the X and Y registers. When this routine is called with the carry | |
| clear, the user list pointed to by the X and Y registers is transferred | |
| to the system RAM vectors. The RAM vectors are listed in the memory map. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: This routine requires caution in its use. The best way to use it| | |
| | is to first read the entire vector contents into the user area, alter | | |
| | the desired vectors, and then copy the contents back to the system | | |
| | vectors. | | |
| +-----------------------------------------------------------------------+ | |
| How to Use: | |
| READ THE SYSTEM RAM VECTORS | |
| 1) Set the carry. | |
| 2) Set the X and y registers to the address to put the vectors. | |
| 3) Call this routine. | |
| LOAD THE SYSTEM RAM VECTORS | |
| 1) Clear the carry bit. | |
| 2) Set the X and Y registers to the address of the vector list in RAM | |
| that must be loaded. | |
| 3) Call this routine. | |
| BASIC TO MACHINE LANGUAGE 305 | |
| ~ | |
| EXAMPLE: | |
| ;CHANGE THE INPUT ROUTINES TO NEW SYSTEM | |
| LDX #<USER | |
| LDY #>USER | |
| SEC | |
| JSR VECTOR ;READ OLD VECTORS | |
| LDA #<MYINP ;CHANGE INPUT | |
| STA USER+10 | |
| LDA #>MYINP | |
| STA USER+11 | |
| LDX #<USER | |
| LDY #>USER | |
| CLC | |
| JSR VECTOR ;ALTER SYSTEM | |
| ... | |
| USER *=*+26 | |
| ERROR CODES | |
| The following is a list of error messages which can occur when using | |
| the KERNAL routines. If an error occurs during a KERNAL routine , the | |
| carry bit of the accumulator is set, and the number of the error message | |
| is returned in the accumulator. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Some KERNAL I/O routines do not use these codes for error | | |
| | messages. Instead, errors are identified using the KERNAL READST | | |
| | routine. | | |
| +-----------------------------------------------------------------------+ | |
| +-------+---------------------------------------------------------------+ | |
| | NUMBER| MEANING | | |
| +-------+---------------------------------------------------------------+ | |
| | 0 | Routine terminated by the <STOP> key | | |
| | 1 | Too many open files | | |
| | 2 | File already open | | |
| | 3 | File not open | | |
| | 4 | File not found | | |
| | 5 | Device not present | | |
| | 6 | File is not an input file | | |
| | 7 | File is not an output file | | |
| | 8 | File name is missing | | |
| | 9 | Illegal device number | | |
| | 240 | Top-of-memory change RS-232 buffer allocation/deallocation | | |
| +-------+---------------------------------------------------------------+ | |
| 306 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| USING MACHINE LANGUAGE FROM BASIC | |
| There are several methods of using BASIC and machine language on the | |
| Commodore 64, including special statements as part of CBM BASIC as well | |
| as key locations in the machine. There are five main ways to use machine | |
| language routines from BASIC on the Commodore 64. They are: | |
| 1) The BASIC SYS statement | |
| 2) The BASIC USR function | |
| 3) Changing one of the RAM I/O vectors | |
| 4) Changing one of the RAM interrupt vectors | |
| 5) Changing the CHRGET routine | |
| 1) The BASIC statement SYS X causes a JUMP to a machine language | |
| subroutine located at address X. The routine must end with an RTS | |
| (ReTurn from Subroutine) instruction. This will transfer control | |
| back to BASIC. | |
| Parameters are generally passed between the machine language | |
| routine and the BASIC program using the BASIC PEEK and POKE | |
| statements, and their machine language equivalents. | |
| The SYS command is the most useful method of combining BASIC with | |
| machine language. PEEKs and POKEs make multiple parameter passing | |
| easy. There can be many SYS statements in a program, each to a | |
| different (or even the same) machine language routine. | |
| 2) The BASIC function USR(X) transfers control to the machine language | |
| subroutine located at the address stored in locations 785 and 786. | |
| (The address is stored in standard low-byte/high-byte format.) The | |
| value X is evaluated and passed to the machine language subroutine | |
| through floating point accumulator #1, located beginning at address | |
| $61 (see memory map for more details). A value may be returned back | |
| to the BASIC program by placing it in the floating point | |
| accumulator. The machine language routine must end with an RTS | |
| instruction to return to BASIC. | |
| This statement is different from the SYS, because you have to set | |
| up an indirect vector. Also different is the format through which | |
| the variable is passed (floating point format). The indirect vector | |
| must be changed if more than one machine language routine is used. | |
| BASIC TO MACHINE LANGUAGE 307 | |
| ~ | |
| 3) Any of the inpUt/OUtPUT or BASIC internal routines accessed through | |
| the vector table located on page 3 (see ADDRESSING MODES, ZERO PAGE) | |
| can be replaced, or amended by user code. Each 2-byte vector | |
| consists of a low byte and a high byte address which is used by the | |
| operating system. | |
| The KERNAL VECTOR routine is the most reliable way to change any | |
| of the vectors, but a single vector can be changed by POKES. A new | |
| vector will point to a user prepared routine which is meant to | |
| replace or augment the standard system routine. When the appropriate | |
| BASIC command is executed, the user routine will be executed. If | |
| after executing the user routine, it is necessary to execute the | |
| normal system routine, the user program must JMP (JUMP) to the | |
| address formerly contained in the vector. If not, the routine must | |
| end with a RTS to transfer control back to BASIC. | |
| 4) The HARDWARE INTERRUPT (IRQ) VECTOR can be changed. Every 1/60th of | |
| a second, the operating system transfers control to the routine | |
| specified by this vector. The KERNAL normally uses this for timing, | |
| keyboard scanning, etc. If this technique is used, you should always | |
| transfer control to the normal IRQ handling routine, unless the | |
| replacement routine is prepared to handle the CIA chip. (REMEMBER to | |
| end the routine with an RTI (ReTurn from Interrupt) if the CIA is | |
| handled by the routine). | |
| This method is useful for tasks which must happen concurrently | |
| with a BASIC program, but has the drawback of being more difficult. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: ALWAYS DISABLE INTERRUPTS BEFORE CHANGING THIS VECTOR! | | |
| +-----------------------------------------------------------------------+ | |
| 5) The CHRGET routine is used by BASIC to get each character/token. | |
| This makes it simple to add new BASIC commands. Naturally, each new | |
| command must be executed by a user written machine language | |
| subroutine. A common way to use this method is to specify a | |
| character (@ for example) which will occur before any of the new | |
| commands. The new CHRGET routine will search for the special | |
| character. If none is present, control is passed to the normal BASIC | |
| CHRGET routine. If the special character is present, the new command | |
| is interpreted and executed by your machine language program. This | |
| minimizes the extra execution time added by the need to search for | |
| additional commands. This technique is often called a wedge. | |
| 308 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| WHERE TO PUT MACHINE LANGUAGE ROUTINES | |
| The best place for machine language routines on the Commodore 64 is | |
| from $C000-$CFFF, assuming the routines are smaller than 4K bytes long. | |
| This section of memory is not disturbed by BASIC. | |
| If for some reason it's not possible or desirable to put the machine | |
| language routine at $C000, for instance if the routine is larger than 4K | |
| bytes, it then becomes necessary to reserve an area at the top of memory | |
| from BASIC for the routine. The top of memory is normally $9FFF. The top | |
| of memory can be changed through the KERNAL routine MEMTOP, or by the | |
| following BASIC statements: | |
| 10 POKE51,L:POKE52,H:POKE55,1:POKE56,H:CLR | |
| Where H and L are the high and low portions, respectively, of the new | |
| top of memory. For example, to reserve the area from $9000 to $9FFF for | |
| machine language, use the following: | |
| 10 POKE5110:POKE52,144:POKE5510:POKE56,144:CLR | |
| HOW TO ENTER MACHINE LANGUAGE | |
| There are 3 common methods to add the machine language programs to a | |
| BASIC program. They are: | |
| 1) DATA STATEMENTS: | |
| By READing DATA statements, and POKEing the values into memory at the | |
| start of the program, machine language routines can be added. This is the | |
| easiest method. No special methods are needed to save the two parts of | |
| the program, and it is fairly easy to debug. The drawbacks include taking | |
| up more memory space, and the wait while the program is POKED in. | |
| Therefore, this method is better for smaller routines. | |
| EXAMPLE: | |
| 10 RESTORE:FORX=1T09:READA:POKE12*4096+X,A:NEXT | |
| . | |
| BASIC PROGRAM | |
| . | |
| 1000 DATA 161,1,204,204,204,204,204,204,96 | |
| BASIC TO MACHINE LANGUAGE 309 | |
| ~ | |
| 2) MACHINE LANGUAGE MONITOR (64MON): | |
| This program allows you to enter a program in either HEX or SYMBOLIC | |
| codes, and save the portion of memory the program is in. Advantages of | |
| this method include easier entry of the machine language routines, | |
| debugging aids, and a much faster means of saving and loading. The | |
| drawback to this method is that it generally requires the BASIC program | |
| to load the machine language routine from tape or disk when it is | |
| started. (For more details on 64MON see the machine language section.) | |
| EXAMPLE: | |
| The following is an example of a BASIC program using a machine language | |
| routine prepared by 64MON. The routine is stored on tape: | |
| 10 IF FLAG=L THEN 20 | |
| 15 FLAG=1:LOAD"MACHINE LANGUAGE ROUTINE NAME",1,1 | |
| 20 | |
| . | |
| . | |
| REST OF BASIC PROGRAM | |
| 3) EDITOR/ASSEMBLER PACKAGE: | |
| Advantages are similar to using a machine language monitor, but | |
| programs are even easier to enter. Disadvantages are also similar to the | |
| use of a machine language monitor. | |
| COMMODORE 64 MEMORY MAP | |
| HEX DECIMAL | |
| LABEL ADDRESS LOCATION DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| D6510 0000 0 6510 On-Chip Data-Direction Register | |
| R6510 0001 1 6510 On-Chip 8-Bit Input/Output Register | |
| 0002 2 Unused | |
| ADRAY1 0003-0004 3-4 Jump Vector: Convert Floating-Integer | |
| 310 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| HEX DECIMAL | |
| LABEL ADDRESS LOCATION DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| ADRAY2 0005-0006 5-6 Jump Vector: Convert Integer--Floating | |
| CHARAC 0007 7 Search Character | |
| ENDCHR 0008 8 Flag: Scan for Quote at End of String | |
| TRMPOS 0009 9 Screen Column From Last TAB | |
| VERCK 000A 10 Flag: 0 = Load, 1 = Verify | |
| COUNT 000B 11 Input Buffer Pointer / No. of Subscripts | |
| DIMFLG 000C 12 Flag: Default Array DiMension | |
| VALTYP 000D 13 Data Type: $FF = String, $00 = Numeric | |
| INTFLG 000E 14 Data Type: $80 = Integer, $00 = Floating | |
| GARBFL 000F 15 Flag: DATA scan/LIST quote/Garbage Coll | |
| SUBFLG 0010 16 Flag: Subscript Ref / User Function Call | |
| INPFLG 0011 17 Flag: $00 = INPUT, $40 = GET, $98 = READ | |
| TANSGN 0012 18 Flag TAN sign / Comparison Result | |
| 0013 19 Flag: INPUT Prompt | |
| LINNUM 0014-0015 20-21 Temp: Integer Value | |
| TEMPPT 0016 22 Pointer Temporary String | |
| LASTPT 0017-0018 23-24 Last Temp String Address | |
| TEMPST 0019-0021 25-33 Stack for Temporary Strings | |
| INDEX 0022-0025 34-37 Utility Pointer Area | |
| INDEX1 0022-0023 34-35 First Utility Pointer. | |
| INDEX2 0024-0025 36-37 Second Utility Pointer. | |
| RESHO 0026-002A 38-42 Floating-Point Product of Multiply | |
| TXTTAB 002B-002C 43-44 Pointer: Start of BASIC Text | |
| VARTAB 002D-002E 45-46 Pointer: Start of BASIC Variables | |
| ARYTAB 002F-0030 47-48 Pointer: Start of BASIC Arrays | |
| STREND 0031-0032 49-50 Pointer End of BASIC Arrays (+1) | |
| FRETOP 0033-0034 51-52 Pointer: Bottom of String Storage | |
| FRESPC 0035-0036 53-54 Utility String Pointer | |
| MEMSIZ 0037-0038 55-56 Pointer: Highest Address Used by BASIC | |
| CURLIN 0039-003A 57-58 Current BASIC Line Number | |
| OLDLIN 003B-003C 59-60 Previous BASIC Line Number | |
| OLDTXT 003D-003E 61-62 Pointer: BASIC Statement for CONT | |
| DATLIN 003F-0040 63-64 Current DATA Line Number | |
| DATPTR 0041-0042 65-66 Pointer: Current DATA Item Address | |
| INPPTR 0043-0044 67-68 Vector: INPUT Routine | |
| VARNAM 0045-0046 69-70 Current BASIC Variable Name | |
| BASIC TO MACHINE LANGUAGE 311 | |
| ~ | |
| HEX DECIMAL | |
| LABEL ADDRESS LOCATION DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| VARPNT 0047-0048 71-72 Pointer: Current BASIC Variable Data | |
| FORPNT 0049-004A 73-74 Pointer: Index Variable for FOR/NEXT | |
| 004B-0060 75-96 Temp Pointer / Data Area | |
| VARTXT 004B-004C 75-76 Temporary storage for TXTPTR during | |
| READ, INPUT and GET. | |
| OPMASK 004D 77 Mask used during FRMEVL. | |
| TEMPF3 004E-0052 78-82 Temporary storage for FLPT value. | |
| FOUR6 0053 83 Length of String Variable during Garbage | |
| collection. | |
| JMPER 0054-0056 84-86 Jump Vector used in Function Evaluation- | |
| JMP followed by Address ($4C,$LB,$MB). | |
| TEMPF1 0057-005B 87-91 Temporary storage for FLPT value. | |
| TEMPF2 005C-0060 92-96 Temporary storage for FLPT value. | |
| FACEXP 0061 97 Floating-Point Accumulator #1: Exponent | |
| FACHO 0062-0065 98-101 Floating Accum. #1: Mantissa | |
| FACSGN 0066 102 Floating Accum. #1: Sign | |
| SGNFLG 0067 103 Pointer: Series Evaluation Constant | |
| BITS 0068 104 Floating Accum. #1: Overflow Digit | |
| ARGEXP 0069 105 Floating-Point Accumulator #2: Exponent | |
| ARGHO 006A-006D 106-109 Floating Accum. #2: Mantissa | |
| ARGSGN 006E 110 Floating Accum. #2: Sign | |
| ARISGN 006F 111 Sign Comparison Result: Accum. # 1 vs #2 | |
| FACOV 0070 112 Floating Accum. #1. Low-Order (Rounding) | |
| FBUFPT 0071-0072 113-114 Pointer: Cassette Buffer | |
| CHRGET 0073-008A 115-138 Subroutine: Get Next Byte of BASIC Text | |
| CHRGOT 0079 121 Entry to Get Same Byte of Text Again | |
| TXTPTR 007A-007B 122-123 Pointer: Current Byte of BASIC Text | |
| RNDX 008B-008F 139-143 Floating RND Function Seed Value | |
| STATUS 0090 144 Kernal I/O Status Word: ST | |
| STKEY 0091 145 Flag: STOP key / RVS key | |
| SVXT 0092 146 Timing Constant for Tape | |
| VERCK 0093 147 Flag: 0 = Load, 1 = Verify | |
| C3PO 0094 148 Flag: Serial Bus-Output Char. Buffered | |
| BSOUR 0095 149 Buffered Character for Serial Bus | |
| SYNO 0096 150 Cassette Sync No. | |
| 312 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| HEX DECIMAL | |
| LABEL ADDRESS LOCATION DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| 0097 151 Temp Data Area | |
| LDTND 0098 152 No. of Open Files / Index to File Table | |
| DFLTN 0099 153 Default Input Device (0) | |
| DFLTO 009A 154 Default Output (CMD) Device (3) | |
| PRTY 009B 155 Tape Character Parity | |
| DPSW 009C 156 Flag: Tape Byte-Received | |
| MSGFLG 009D 157 Flag: $80 = Direct Mode, $00 = Program | |
| PTR1 009E 158 Tape Pass 1 Error Log | |
| PTR2 009F 159 Tape Pass 2 Error Log | |
| TIME 00A0-00A2 160-162 Real-Time Jiffy Clock (approx) 1/60 Sec | |
| 00A3-00A4 163-164 Temp Data Area | |
| CNTDN 00A5 165 Cassette Sync Countdown | |
| BUFPNT 00A6 166 Pointer: Tape I/O Buffer | |
| INBIT 00A7 167 RS-232 Input Bits / Cassette Temp | |
| BITCI 00A8 168 RS-232 Input Bit Count / Cassette Temp | |
| RINONE 00A9 169 RS-232 Flag: Check for Start Bit | |
| RIDATA 00AA 170 RS-232 Input Byte Buffer/Cassette Temp | |
| RIPRTY 00AB 171 RS-232 Input Parity / Cassette Short Cnt | |
| SAL 00AC-00AD 172-173 Pointer: Tape Buffer/ Screen Scrolling | |
| EAL 00AE-00AF 174-175 Tape End Addresses/End of Program | |
| CMP0 00B0-00B1 176-177 Tape Timing Constants | |
| TAPE1 00B2-00B3 178-179 Pointer: Start of Tape Buffer | |
| BITTS 00B4 180 RS-232 Out Bit Count / Cassette Temp | |
| NXTBIT 00B5 181 RS-232 Next Bit to Send/ Tape EOT Flag | |
| RODATA 00B6 182 RS-232 Out Byte Buffer | |
| FNLEN 00B7 183 Length of Current File Name | |
| LA 00B8 184 Current Logical File Number | |
| SA 00B9 185 Current Secondary Address | |
| FA 00BA 186 Current Device Number | |
| FNADR 00BB-00BC 187-188 Pointer: Current File Name | |
| ROPRTY 00BD 189 RS-232 Out Parity / Cassette Temp | |
| FSBLK 00BE 190 Cassette Read / Write Block Count | |
| MYCH 00BF 191 Serial Word Buffer | |
| CAS1 00C0 192 Tape Motor Interlock | |
| STAL 00C1-00C2 193-194 I/O Start Address | |
| MEMUSS 00C3-00C4 195-196 Tape Load Temps | |
| LSTX 00C5 197 Current Key Pressed: CHR$(n) 0 = No Key | |
| NDX 00C6 198 No. of Chars. in Keyboard Buffer (Queue) | |
| BASIC TO MACHINE LANGUAGE 313 | |
| ~ | |
| HEX DECIMAL | |
| LABEL ADDRESS LOCATION DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| RVS 00C7 199 Flag: Reverse Chars. - 1=Yes, 0=No Used | |
| INDX 00C8 200 Pointer: End of Logical Line for INPUT | |
| LXSP 00C9-00CA 201-202 Cursor X-Y Pos. at Start of INPUT | |
| SFDX 00CB 203 Flag: Print Shifted Chars. | |
| BLNSW 00CC 204 Cursor Blink enable: 0 = Flash Cursor | |
| BLNCT 00CD 205 Timer: Countdown to Toggle Cursor | |
| GDBLN 00CE 206 Character Under Cursor | |
| BLNON 00CF 207 Flag: Last Cursor Blink On/Off | |
| CRSW 00D0 208 Flag: INPUT or GET from Keyboard | |
| PNT 00D1-00D2 209-210 Pointer: Current Screen Line Address | |
| PNTR 00D3 211 Cursor Column on Current Line | |
| QTSW 00D4 212 Flag: Editor in Quote Mode, $00 = NO | |
| LNMX 00D5 213 Physical Screen Line Length | |
| TBLX 00D6 214 Current Cursor Physical Line Number | |
| 00D7 215 Temp Data Area | |
| INSRT 00D8 216 Flag: Insert Mode, >0 = # INSTs | |
| LDTB1 00D9-00F2 217-242 Screen Line Link Table / Editor Temps | |
| USER 00F3-00F4 243-244 Pointer: Current Screen Color RAM loc. | |
| KEYTAB 00F5-00F6 245-246 Vector Keyboard Decode Table | |
| RIBUF 00F7-00F8 247-248 RS-232 Input Buffer Pointer | |
| ROBUF 00F9-00FA 249-250 RS-232 Output Buffer Pointer | |
| FREKZP 00FB-00FE 251-254 Free 0-Page Space for User Programs | |
| BASZPT 00FF 255 BASIC Temp Data Area | |
| 0100-01FF 256-511 Micro-Processor System Stack Area | |
| 0100-010A 256-266 Floating to String Work Area | |
| BAD 0100-013E 256-318 Tape Input Error Log | |
| BUF 0200-02S8 512-600 System INPUT Buffer | |
| LAT 0259-0262 601-610 KERNAL Table: Active Logical File No's. | |
| FAT 0263-026C 611-620 KERNAL Table: Device No. for Each File | |
| SAT 026D-0276 621-630 KERNAL Table: Second Address Each File | |
| KEYD 0277-0280 631-640 Keyboard Buffer Queue (FIFO) | |
| MEMSTR 0281-0282 641-642 Pointer: Bottom of Memory for O.S. | |
| MEMSIZ 0283-0284 643-644 Pointer: Top of Memory for O.S. | |
| TIMOUT 0285 645 Flag: Kernal Variable for IEEE Timeout | |
| COLOR 0286 646 Current Character Color Code | |
| GDCOL 0287 647 Background Color Under Cursor | |
| 314 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| HEX DECIMAL | |
| LABEL ADDRESS LOCATION DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| HIBASE 0288 648 Top of Screen Memory (Page) | |
| XMAX 0289 649 Size of Keyboard Buffer | |
| RPTFLG 028A 650 Flag: REPEAT Key Used, $80 = Repeat | |
| KOUNT 028B 651 Repeat Speed Counter | |
| DELAY 028C 652 Repeat Delay Counter | |
| SHFLAG 028D 653 Flag: Keyboard SHIFT Key/CTRL Key/C= Key | |
| LSTSHF 028E 654 Last Keyboard Shift Pattern | |
| KEYLOG 028F-0290 655-656 Vector: Keyboard Table Setup | |
| MODE 0291 657 Flag: $00=Disable SHIFT Keys, $80=Enable | |
| AUTODN 0292 658 Flag: Auto Scroll Down, 0 = ON | |
| M51CTR 0293 659 RS-232: 6551 Control Register Image | |
| MS1CDR 0294 660 RS-232: 6551 Command Register Image | |
| M51AJB 0295-0296 661-662 RS-232 Non-Standard BPS (Time/2-100) USA | |
| RSSTAT 0297 663 RS-232: 6551 Status Register Image | |
| BITNUM 0298 664 RS-232 Number of Bits Left to Send | |
| BAUDOF 0299-029A 665-666 RS-232 Baud Rate: Full Bit Time (us) | |
| RIDBE 029B 667 RS-232 Index to End of Input Buffer | |
| RIDBS 029C 668 RS-232 Start of Input Buffer (Page) | |
| RODBS 029D 669 RS-232 Start of Output Buffer (Page) | |
| RODBE 029E 670 RS-232 Index to End of Output Buffer | |
| IRQTMP 029F-02A0 671-672 Holds IRQ Vector During Tape I/O | |
| ENABL 02A1 673 RS-232 Enables | |
| 02A2 674 TOD Sense During Cassette I/O | |
| 02A3 675 Temp Storage For Cassette Read | |
| 02A4 676 Temp D1 IRQ Indicator For Cassette Read | |
| 02A5 677 Temp For Line Index | |
| 02A6 678 PAL/NTSC Flag, 0= NTSC, 1 = PAL | |
| 02A7-02FF 679-767 Unused | |
| IERROR 0300-0301 768-769 Vector: Print BASIC Error Message | |
| IMAIN 0302-0303 770-771 Vector: BASIC Warm Start | |
| ICRNCH 0304-0305 772-773 Vector: Tokenize BASIC Text | |
| IQPLOP 0306-0307 774-775 Vector: BASIC Text LIST | |
| IGONE 0308-0309 776-777 Vector: BASIC Char. Dispatch | |
| IEVAL 030A-030B 778-779 Vector: BASIC Token Evaluation | |
| SAREG 030C 780 Storage for 6502 .A Register | |
| SXREG 030D 781 Storage for 5502 .X Register | |
| SYREG 030E 782 Storage for 6502 .Y Register | |
| SPREG 030F 783 Storage for 6502 .SP Register | |
| BASIC TO MACHINE LANGUAGE 315 | |
| ~ | |
| HEX DECIMAL | |
| LABEL ADDRESS LOCATION DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| USRPOK 0310 784 USR Function Jump Instr (4C) | |
| USRADD 0311-0312 785-786 USR Address Low Byte / High Byte | |
| 0313 787 Unused | |
| CINV 0314-0315 788-789 Vector: Hardware Interrupt | |
| CBINV 0316-0317 790-791 Vector: BRK Instr. Interrupt | |
| NMINV 0318-0319 792-793 Vector: Non-Maskable Interrupt | |
| IOPEN 031A-031B 794-795 KERNAL OPEN Routine Vector | |
| ICLOSE 031C-031D 796-797 KERNAL CLOSE Routine Vector | |
| ICHKIN 031E-031F 798-799 KERNAL CHKIN Routine | |
| ICKOUT 0320-0321 800-801 KERNAL CHKOUT Routine | |
| ICLRCH 0322-0323 802-803 KERNAL CLRCHN Routine Vector | |
| IBASIN 0324-0325 804-805 KERNAL CHRIN Routine | |
| IBSOUT 0326-0327 806-807 KERNAL CHROUT Routine | |
| ISTOP 0328-0329 808-809 KERNAL STOP Routine Vector | |
| IGETIN 032A-032B 810-811 KERNAL GETIN Routine | |
| ICLALL 032C-032D 812-813 KERNAL CLALL Routine Vector | |
| USRCMD 032E-032F 814-815 User-Defined Vector | |
| ILOAD 0330-0331 813-817 KERNAL LOAD Routine | |
| ISAVE 0332-0333 818-819 KERNAL SAVE Routine Vector | |
| 0334-033B 820-827 Unused | |
| TBUFFR 033C-03FB 828-1019 Tape I/O Buffer | |
| 03FC-03FF 1020-1023 Unused | |
| VICSCN 0400-07FF 1024-2047 1024 Byte Screen Memory Area | |
| 0400-07E7 1024-2023 Video Matrix: 25 Lines X 40 Columns | |
| 07F8-07FF 2040-2047 Sprite Data Pointers | |
| 0800-9FFF 2048-40959 Normal BASIC Program Space | |
| 8000-9FFF 32768-40959 VSP Cartridge ROM - 8192 Bytes | |
| A000-BFFF 40960-49151 BASIC ROM - 8192 Bytes (or 8K RAM) | |
| C000-CFFF 49152-53247 RAM - 4096 Bytes | |
| D000-DFFF 53248-57343 Input/Output Devices and | |
| Color RAM or Character Generator ROM | |
| or RAM - 4096 Bytes | |
| E000-FFFF 57344-65535 KERNAL ROM - 8192 Bytes (or 8K RAM) | |
| 316 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| COMMODORE 64 INPUT/OUTPUT ASSIGNMENTS | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| 0000 0 7-0 MOS 6510 Data Direction | |
| Register (xx101111) | |
| Bit= 1: Output, Bit=0: | |
| Input, x=Don't Care | |
| 0001 1 MOS 6510 Micro-Processor | |
| On-Chip I/O Port | |
| 0 /LORAM Signal (0=Switch BASIC ROM Out) | |
| 1 /HIRAM Signal (0=Switch Kernal ROM Out) | |
| 2 /CHAREN Signal (0=Switch Char. ROM In) | |
| 3 Cassette Data Output Line | |
| 4 Cassette Switch Sense: 1 = Switch Closed | |
| 5 Cassette Motor Control 0 = ON, 1 = OFF | |
| 6-7 Undefined | |
| D000-D02E 53248-54271 MOS 6566 VIDEO INTERFACE CONTROLLER | |
| (VIC) | |
| D000 53248 Sprite 0 X Pos | |
| D001 53249 Sprite 0 Y Pos | |
| D002 53250 Sprite 1 X Pos | |
| D003 53251 Sprite 1 Y Pos | |
| D004 53252 Sprite 2 X Pos | |
| D005 53253 Sprite 2 Y Pos | |
| D006 53254 Sprite 3 X Pos | |
| D007 53255 Sprite 3 Y Pos | |
| D008 53256 Sprite 4 X Pos | |
| D009 53257 Sprite 4 Y Pos | |
| D00A 53258 Sprite 5 X Pos | |
| D00B 53259 Sprite 5 Y Pos | |
| D00C 53260 Sprite 6 X Pos | |
| D00D 53261 Sprite 6 Y Pos | |
| D00E 53262 Sprite 7 X Pos | |
| D00F 53263 Sprite 7 Y Pos | |
| BASIC TO MACHINE LANGUAGE 317 | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| D010 53264 Sprites 0-7 X Pos (msb of X coord.) | |
| D011 53265 VIC Control Register | |
| 7 Raster Compare: (Bit 8) See 53266 | |
| 6 Extended Color Text Mode 1 = Enable | |
| 5 Bit Map Mode. 1 = Enable | |
| 4 Blank Screen to Border Color: 0 = Blank | |
| 3 Select 24/25 Row Text Display: 1=25 Rows | |
| 2-0 Smooth Scroll to Y Dot-Position (0-7) | |
| D012 53266 Read Raster/Write Raster Value for | |
| Compare IRQ | |
| D013 53267 Light-Pen Latch X Pos | |
| D014 53268 Light-Pen Latch Y Pos | |
| D015 53269 Sprite display Enable: 1 = Enable | |
| D016 53270 VIC Control Register | |
| 7-6 Unused | |
| 5 ALWAYS SET THIS BIT TO 0 ! | |
| 4 Multi-Color Mode: 1 = Enable (Text or | |
| Bit-Map) | |
| 3 Select 38/40 Column Text Display: | |
| 1 = 40 Cols | |
| 2-0 Smooth Scroll to X Pos | |
| D017 53271 Sprites 0-7 Expand 2x Vertical (Y) | |
| D018 53272 VIC Memory Control Register | |
| 7-4 Video Matrix Base Address (inside VIC) | |
| 3-1 Character Dot-Data Base Address (inside | |
| VIC) | |
| 0 Select upper/lower Character Set | |
| D019 53273 VIC Interrupt Flag Register (Bit = 1: | |
| IRQ Occurred) | |
| 7 Set on Any Enabled VIC IRQ Condition | |
| 3 Light-Pen Triggered IRQ Flag | |
| 2 Sprite to Sprite Collision IRQ Flag | |
| 1 Sprite to Background Collision IRQ Flag | |
| 0 Raster Compare IRQ Flag | |
| 318 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| D01A 53274 IRQ Mask Register: 1 = Interrupt Enabled | |
| D01B 53275 Sprite to Background Display Priority: | |
| 1 = Sprite | |
| D01C 53276 Sprites 0-7 Multi-Color Mode Select: | |
| 1 = M.C.M. | |
| D01D 53277 Sprites 0-7 Expand 2x Horizontal (X) | |
| D01E 53278 Sprite to Sprite Collision Detect | |
| D01F 53279 Sprite to Background Collision Detect | |
| D020 53280 Border Color | |
| D021 53281 Background Color 0 | |
| D022 53282 Background Color 1 | |
| D023 53283 Background Color 2 | |
| D024 53284 Background Color 3 | |
| D025 53285 Sprite Multi-Color Register 0 | |
| D026 53286 Sprite Multi-Color Register 1 | |
| D027 53287 Sprite 0 Color | |
| D028 53288 Sprite 1 Color | |
| D029 53289 Sprite 2 Color | |
| D02A 53290 Sprite 3 Color | |
| D02B 53291 Sprite 4 Color | |
| D02C 53292 Sprite 5 Color | |
| D02D 53293 Sprite 6 Color | |
| D02E 53294 Sprite 7 Color | |
| D400-D7FF 54272-55295 MOS 6581 SOUND INTERFACE DEVICE (SID) | |
| D400 54272 Voice 1: Frequency Control - Low-Byte | |
| D401 54273 Voice 1: Frequency Control - High-Byte | |
| D402 54274 Voice 1: Pulse Waveform Width - Low-Byte | |
| D403 54275 7-4 Unused | |
| 3-0 Voice 1: Pulse Waveform Width - High- | |
| Nybble | |
| D404 54276 Voice 1: Control Register | |
| 7 Select Random Noise Waveform, 1 = On | |
| 6 Select Pulse Waveform, 1 = On | |
| 5 Select Sawtooth Waveform, 1 = On | |
| 4 Select Triangle Waveform, 1 = On | |
| BASIC TO MACHINE LANGUAGE 319 | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| 3 Test Bit: 1 = Disable Oscillator 1 | |
| 2 Ring Modulate Osc. 1 with Osc. 3 Output, | |
| 1 = On | |
| 1 Synchronize Osc.1 with Osc.3 Frequency, | |
| 1 = On | |
| 0 Gate Bit: 1 = Start Att/Dec/Sus, | |
| 0 = Start Release | |
| D405 54277 Envelope Generator 1: Attack/Decay Cycle | |
| Control | |
| 7-4 Select Attack Cycle Duration: 0-15 | |
| 3-0 Select Decay Cycle Duration: 0-15 | |
| D406 54278 Envelope Generator 1: Sustain/Release | |
| Cycle Control | |
| 7-4 Select Sustain Cycle Duration: 0-15 | |
| 3-0 Select Release Cycle Duration: 0-15 | |
| D407 54279 Voice 2: Frequency Control - Low-Byte | |
| D408 54280 Voice 2: Frequency Control - High-Byte | |
| D409 54281 Voice 2: Pulse Waveform Width - Low-Byte | |
| D40A 54282 7-4 Unused | |
| 3-0 Voice 2: Pulse Waveform Width - High- | |
| Nybble | |
| D40B 54283 Voice 2: Control Register | |
| 7 Select Random Noise Waveform, 1 = On | |
| 6 Select Pulse Waveform, 1 = On | |
| 5 Select Sawtooth Waveform, 1 = On | |
| 4 Select Triangle Waveform, 1 = On | |
| 3 Test Bit: 1 = Disable Oscillator 1 | |
| 2 Ring Modulate Osc. 2 with Osc. 1 Output, | |
| 1 = On | |
| 1 Synchronize Osc.2 with Osc. 1 Frequency, | |
| 1 = On | |
| 0 Gate Bit: 1 = Start Att/Dec/Sus, | |
| 0 = Start Release | |
| 320 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| D40C 54284 Envelope Generator 2: Attack / Decay | |
| Cycle Control | |
| 7-4 Select Attack Cycle Duration: 0-15 | |
| 3-0 Select Decay Cycle Duration: 0-15 | |
| D40D 54285 Envelope Generator 2: Sustain / Release | |
| Cycle Control | |
| 7-4 Select Sustain Cycle Duration: 0-15 | |
| 3-0 Select Release Cycle Duration: 0-15 | |
| D40E 54286 Voice 3: Frequency Control - Low-Byte | |
| D40F 54287 Voice 3: Frequency Control - High-Byte | |
| D410 54288 Voice 3: Pulse Waveform Width - Low-Byte | |
| D411 54289 7-4 Unused | |
| 3-0 Voice 3: Pulse Waveform Width - High- | |
| Nybble | |
| D412 54290 Voice 3: Control Register | |
| 7 Select Random Noise Waveform, 1 = On | |
| 6 Select Pulse Waveform, 1 = On | |
| 5 Select Sawtooth Waveform, 1 = On | |
| 4 Select Triangle Waveform, 1 = On | |
| 3 Test Bit: 1 = Disable Oscillator 1 | |
| 2 Ring Modulate Osc. 3 with Osc. 2 Output, | |
| 1 = On | |
| 1 Synchronize Osc. 3 with Osc.2 Frequency, | |
| 1 = On | |
| 0 Gate Bit: 1 = Start Att/Dec/Sus, | |
| 0 = Start Release | |
| D413 54291 Envelope Generator 3: Attack/Decay Cycle | |
| Control | |
| 7-4 Select Attack Cycle Duration: 0-15 | |
| 3-0 Select Decay Cycle Duration: 0-15 | |
| D414 54285 Envelope Generator 3: Sustain / Release | |
| Cycle Control | |
| 7-4 Select Sustain Cycle Duration: 0-15 | |
| 3-0 Select Release Cycle Duration: 0-15 | |
| BASIC TO MACHINE LANGUAGE 321 | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| D415 54293 Filter Cutoff Frequency: Low-Nybble | |
| (Bits 2-0) | |
| D416 54294 Filter Cutoff Frequency: High-Byte | |
| D417 54295 Filter Resonance Control / Voice Input | |
| Control | |
| 7-4 Select Filter Resonance: 0-15 | |
| 3 Filter External Input: 1 = Yes, 0 = No | |
| 2 Filter Voice 3 Output: 1 = Yes, 0 = No | |
| Filter Voice 2 Output: 1 = Yes, 0 = No | |
| 0 Filter Voice 1 Output: 1 = Yes, 0 = No | |
| D418 54296 Select Filter Mode and Volume | |
| 7 Cut-Off Voice 3 Output: 1 = Off, 0 = On | |
| 6 Select Filter High-Pass Mode: 1 = On | |
| 5 Select Filter Band-Pass Mode: 1 = On | |
| 4 Select Filter Low-Pass Mode: 1 = On | |
| 3-0 Select Output Volume: 0-15 | |
| D419 54297 Analog/Digital Converter: Game Paddle 1 | |
| (0-255) | |
| D41A 54298 Analog/Digital Converter: Game Paddle 2 | |
| (0-255) | |
| D41B 54299 Oscillator 3 Random Number Generator | |
| D41C 54230 Envelope Generator 3 Output | |
| D500-D7FF 54528-55295 SID IMAGES | |
| D800-DBFF 55296-56319 Color RAM (Nybbles) | |
| DC00-DCFF 56320-56575 MOS 6526 Complex Interface Adapter | |
| (CIA) #1 | |
| DC00 56320 Data Port A (Keyboard, Joystick, | |
| Paddles, Light-Pen) | |
| 7-0 Write Keyboard Column Values for | |
| Keyboard Scan | |
| 7-6 Read Paddles on Port A / B (01 = Port A, | |
| 10 = Port B) | |
| 4 Joystick A Fire Button: 1 = Fire | |
| 3-2 Paddle Fire Buttons | |
| 3-0 Joystick A Direction (0-15) | |
| 322 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| DC01 56321 Data Port B (Keyboard, Joystick, | |
| Paddles): Game Port 1 | |
| 7-0 Read Keyboard Row Values for Keyboard | |
| Scan | |
| 7 Timer B Toggle/Pulse Output | |
| 6 Timer A: Toggle/Pulse Output | |
| 4 Joystick 1 Fire Button: 1 = Fire | |
| 3-2 Paddle Fire Buttons | |
| 3-0 Joystick 1 Direction | |
| DC02 56322 Data Direction Register - Port A (56320) | |
| DC03 56323 Data Direction Register - Port B (56321) | |
| DC04 56324 Timer A: Low-Byte | |
| DC05 56325 Timer A: High-Byte | |
| DC06 56326 Timer B: Low-Byte | |
| DC07 56327 Timer B: High-Byte | |
| DC08 56328 Time-of-Day Clock: 1/10 Seconds | |
| DC09 56329 Time-of-Day Clock: Seconds | |
| DC0A 56330 Time-of-Day Clock: Minutes | |
| DC0B 56331 Time-of-Day Clock: Hours + AM/PM Flag | |
| (Bit 7) | |
| DC0C 56332 Synchronous Serial I/O Data Buffer | |
| DC0D 56333 CIA Interrupt Control Register | |
| (Read IRQs/Write Mask) | |
| 7 IRQ Flag (1 = IRQ Occurred) / Set- | |
| Clear Flag | |
| 4 FLAG1 IRQ (Cassette Read / Serial Bus | |
| SRQ Input) | |
| 3 Serial Port Interrupt | |
| 2 Time-of-Day Clock Alarm Interrupt | |
| 1 Timer B Interrupt | |
| 0 Timer A Interrupt | |
| BASIC TO MACHINE LANGUAGE 323 | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| DC0E 56334 CIA Control Register A | |
| 7 Time-of-Day Clock Frequency: 1 = 50 Hz, | |
| 0 = 60 Hz | |
| 6 Serial Port I/O Mode Output, 0 = Input | |
| 5 Timer A Counts: 1 = CNT Signals, | |
| 0 = System 02 Clock | |
| 4 Force Load Timer A: 1 = Yes | |
| 3 Timer A Run Mode: 1 = One-Shot, | |
| 0 = Continuous | |
| 2 Timer A Output Mode to PB6: 1 = Toggle, | |
| 0 = Pulse | |
| 1 Timer A Output on PB6: 1 = Yes, 0 = No | |
| 0 Start/Stop Timer A: 1 = Start, 0 = Stop | |
| DC0F 56335 CIA Control Register B | |
| 7 Set Alarm/TOD-Clock: 1 = Alarm, | |
| 0 = Clock | |
| 6-5 Timer B Mode Select: | |
| 00 = Count System 02 Clock Pulses | |
| 01 = Count Positive CNT Transitions | |
| 10 = Count Timer A Underflow Pulses | |
| 11 = Count Timer A Underflows While | |
| CNT Positive | |
| 4-0 Same as CIA Control Reg. A - for Timer B | |
| DD00-DDFF 56576-56831 MOS 6526 Complex Interface Adapter | |
| (CIA) #2 | |
| DD00 56576 Data Port A (Serial Bus, RS-232, VIC | |
| Memory Control) | |
| 7 Serial Bus Data Input | |
| 6 Serial Bus Clock Pulse Input | |
| 5 Serial Bus Data Output | |
| 4 Serial Bus Clock Pulse Output | |
| 3 Serial Bus ATN Signal Output | |
| 2 RS-232 Data Output (User Port) | |
| 1-0 VIC Chip System Memory Bank Select | |
| (Default = 11) | |
| 324 BASIC TO MACHINE LANGUAGE | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| DD01 56577 Data Port B (User Port, RS-232) | |
| 7 User / RS-232 Data Set Ready | |
| 6 User / RS-232 Clear to Send | |
| 5 User | |
| 4 User / RS-232 Carrier Detect | |
| 3 User / RS-232 Ring Indicator | |
| 2 User / RS-232 Data Terminal Ready | |
| 1 User / RS-232 Request to Send | |
| 0 User / RS-232 Received Data | |
| DD02 56578 Data Direction Register - Port A | |
| DD03 56579 Data Direction Register - Port B | |
| DD04 56580 Timer A: Low-Byte | |
| DD05 56581 Timer A: High-Byte | |
| DD06 56582 Timer B: Low-Byte | |
| DD07 56583 Timer B: High-Byte | |
| DD08 56584 Time-of-Day Clock: 1/10 Seconds | |
| DD09 56585 Time-of-Day Clock: Seconds | |
| DD0A 56586 Time-of-Day Clock: Minutes | |
| DD0B 56587 Time-of-Day Clock: Hours + AM/PM Flag | |
| (Bit 7) | |
| DD0C 56588 Synchronous Serial I/O Data Buffer | |
| DD0D 56589 CIA Interrupt Control Register (Read | |
| NMls/Write Mask) | |
| 7 NMI Flag (1 = NMI Occurred) / Set- | |
| Clear Flag | |
| 4 FLAG1 NMI (User/RS-232 Received Data | |
| Input) | |
| 3 Serial Port Interrupt | |
| 1 Timer B Interrupt | |
| 0 Timer A Interrupt | |
| DD0E 56590 CIA Control Register A | |
| 7 Time-of-Day Clock Frequency: 1 = 50 Hz, | |
| 0 = 60 Hz | |
| 6 Serial Port I/O Mode Output, 0 = Input | |
| 5 Timer A Counts: 1 = CNT Signals, | |
| 0 = System 02 Clock | |
| 4 Force Load Timer A: 1 = Yes | |
| BASIC TO MACHINE LANGUAGE 325 | |
| ~ | |
| HEX DECIMAL BITS DESCRIPTION | |
| ------------------------------------------------------------------------- | |
| 3 Timer A Run Mode: 1 = One-Shot, | |
| 0 = Continuous | |
| 2 Timer A Output Mode to PB6: 1 = Toggle, | |
| 0 = Pulse | |
| 1 Timer A Output on PB6: 1 = Yes, 0 = No | |
| 0 Start/Stop Timer A: 1 = Start, 0 = Stop | |
| DD0F 56591 CIA Control Register B | |
| 7 Set Alarm/TOD-Clock: 1=Alarm, 0=Clock | |
| 6-5 Timer B Mode Select: | |
| 00 = Count System 02 Clock Pulses | |
| 01 = Count Positive CNT Transitions | |
| 10 = Count Timer A Underflow Pulses | |
| 11 = Count Timer A Underflows While | |
| CNT Positive | |
| 4-0 Same as CIA Control Reg. A - for Timer B | |
| DE00-DEFF 56832-57087 Reserved for Future I/O Expansion | |
| DF00-DFFF 57088-57343 Reserved for Future I/O Expansion | |
| 326 BASIC TO MACHINE LANGUAGE | |
| ~~ | |
| CHAPTER 6 | |
| INPUT/OUTPUT | |
| GUIDE | |
| o Introduction | |
| o Output to the TV | |
| o Output to Other Devices | |
| o The Game Ports | |
| o RS-232 Interface Description | |
| o The User Port | |
| o The Serial Bus | |
| o The Expansion Port | |
| o Z-80 Microprocessor Cartridge | |
| 335 | |
| ~ | |
| INTRODUCTION | |
| Computers have three basic abilities: they can calculate, make deci- | |
| sions, and communicate. Calculation is probably the easiest to program. | |
| Most of the rules of mathematics are familiar to us. Decision making is | |
| not too difficult, since the rules of logic are relatively few, even if | |
| you don't know them too well yet. | |
| Communication is the most complex, because it involves the least | |
| exacting set of rules. This is not an oversight in the design of | |
| computers. The rules allow enough flexibility to communicate virtually | |
| anything, and in many possible ways. The only real rule is this: whatever | |
| sends information must present the information so that it can be | |
| understood by the receiver. | |
| OUTPUT TO THE TV | |
| The simplest form of output in BASIC is the PRINT statement. PRINT uses | |
| the TV screen as the output device, and your eyes are the input device | |
| because they use the information on the screen. | |
| When PRINTing on the screen, your main objective is to format the | |
| information on the screen so it's easy to read. You should try to think | |
| like a graphic artist, using colors, placement of letters, capital and | |
| lower case letters, as well as graphics to best communicate the | |
| information. Remember, no matter how smart your program, you want to be | |
| able to understand what the results mean to you. | |
| The PRINT statement uses certain character codes as "commands" to the | |
| cursor. The <CRSR> key doesn't actually display anything, it just makes | |
| the cursor change position. Other commands change colors, clear the | |
| screen, and insert or delete spaces. The <RETURN> key has a character | |
| code number (CHR$) of 13. A complete table of these codes is contained in | |
| Appendix C. | |
| There are two functions in the BASIC language that work with the PRINT | |
| statement. TAB positions the,cursor on the given position from the left | |
| edge of the screen, SPC moves the cursor right a given number of spaces | |
| from the current position. | |
| Punctuation marks in the PRINT statement serve to separate and format | |
| information. The semicolon (;) separates 2 items without any spaces in | |
| between. If it is the last thing on a line, the cursor remains after the | |
| last thing PRINTed instead of going down to the next line. It suppresses | |
| 336 INPUT/OUTPUT GUIDE | |
| ~ | |
| (replaces) the RETURN character that is normally PRINTed at the end of | |
| the line. | |
| The comma (,) separates items into columns. The Commodore 64 has 4 | |
| columns of 10 characters each on the screen. When the computer PRINTs a | |
| comma, it moves the cursor right to the start of the next column. If it | |
| is past the last column of the line, it moves the cursor down to the next | |
| line. Like the semicolon, if it is the last item on a line the RETURN is | |
| suppressed. | |
| The quote marks ("") separate literal text from variables. The first | |
| quote mark on the line starts the literal area, and the next quote mark | |
| ends it. By the way, you don't have to have a final quote mark at the | |
| end of the line. | |
| The RETURN code (CHR$ code of 13) makes the cursor go to the next | |
| logical line on the screen. This is not always the very next line. When | |
| you type past the end of a line, that line is linked to the next line. | |
| The computer knows that both lines are really one long line. The links | |
| are held in the line link table (see the memory map for how this is set | |
| up). | |
| A logical line can be 1 or 2 screen lines long, depending on what was | |
| typed or PRINTed. The logical line the cursor is on determines where the | |
| <RETURN> key sends it. The logical line at the top of the screen | |
| determines if the screen scrolls 1 or 2 lines at a time. There are other | |
| ways to use the TV as an output device. The chapter on graphics describes | |
| the commands to create objects that move across the screen. The VIC chip | |
| section tells how the screen and border colors and sizes are changed. And | |
| the sound chapter tells how the TV speaker creates music and special | |
| effects. | |
| OUTPUT TO OTHER DEVICES | |
| It is often necessary to send output to devices other than the screen, | |
| like a cassette deck, printer, disk drive, or modem. The OPEN statement | |
| in BASIC creates a "channel" to talk to one of these devices. Once the | |
| channel is OPEN, the PRINT# statement will send characters to that | |
| device. | |
| EXAMPLE of OPEN and PRINT# Statements: | |
| 100 OPEN 4,4: PRINT# 4, "WRITING ON PRINTER" | |
| 110 OPEN 3,8,3,"0:DISK-FILE,S,W":PRINT#3,"SEND TO DISK" | |
| 120 OPEN 1,1,1,"TAPE-FILE": PRINT#1,"WRITE ON TAPE" | |
| 130 OPEN 2,2,0,CHR$(10):PRINT#2,"SEND TO MODEM" | |
| INPUT/OUTPUT GUIDE 337 | |
| ~ | |
| The OPEN statement is somewhat different for each device. The pa- | |
| rameters in the OPEN statement are shown in the table below for each | |
| device. | |
| TABLE of OPEN Statement Parameters: | |
| FORMAT: OPEN file#, device#, number, string | |
| +--------+---------+---------------------+------------------------------+ | |
| | DEVICE | DEVICE# | NUMBER | STRING | | |
| +--------+---------+---------------------+------------------------------+ | |
| |CASSETTE| 1 | 0 = Input | File Name | | |
| | | | 1 = Output | | | |
| | | | 2 = Output with EOT | | | |
| | MODEM | 2 | 0 | Control Registers | | |
| | SCREEN | 3 | 0,1 | | | |
| | PRINTER| 4 or 5 | 0 = Upper/Graphics | Text Is PRINTed | | |
| | | | 7 = Upper/Lower Case| | | |
| | DISK | 8 to 11 | 2-14 = Data Channel | Drive #, File Name | | |
| | | | | File Type, Read/Write | | |
| | | | 15 = Command | Command | | |
| | | | Channel | | | |
| +--------+---------+---------------------+------------------------------+ | |
| OUTPUT TO PRINTER | |
| The printer is an output device similar to the screen. Your main con- | |
| cern when sending output to the printer is to create a format that is | |
| easy on the eyes. Your tools here include reversed, double-width, capital | |
| and lower case letters, as well as dot-programmable graphics. | |
| The SPC function works for the printer in the same way it works for the | |
| screen. However, the TAB function does not work correctly on the printer, | |
| because it calculates the current position on the line based on the | |
| cursor's position on the screen, not on the paper. | |
| The OPEN statement for the printer creates the channel for communi- | |
| cation. It also specifies which character set will be used, either upper | |
| case with graphics or upper and lower case. | |
| EXAMPLES of OPEN Statement for Printer: | |
| OPEN 1,4: REM UPPER CASE/GRAPHICS | |
| OPEN 1,4,7: REM UPPER AND LOWER CASE | |
| 338 INPUT/OUTPUT GUIDE | |
| ~ | |
| When working with one character set, individual lines can be PRINTed | |
| in the opposite character set. When in upper case with graphics, the | |
| cursor down character (CHR$(17)) switches the characters to the upper | |
| and lower case set. When in upper and lower case, the cursor up char- | |
| acter (CHR$(145)) allows upper case and graphics characters to be | |
| PRINTed. | |
| Other special functions in the printer are controlled through character | |
| codes. All these codes are simply PRINTed just like any other character. | |
| TABLE of Printer Control Character Codes: | |
| +----------+------------------------------------------------------------+ | |
| | CHR$ CODE| PURPOSE | | |
| +----------+------------------------------------------------------------+ | |
| | 10 | Line feed | | |
| | 13 | RETURN (automatic line feed on CBM printers) | | |
| | 14 | Begin double-width character mode | | |
| | 15 | End double-width character mode | | |
| | 18 | Begin reverse character mode | | |
| | 146 | End reverse character mode | | |
| | 17 | Switch to upper/lower case character set | | |
| | 145 | Switch to upper case/graphics character set | | |
| | 16 | Tab to position in next 2 characters | | |
| | 27 | Move to specified dot position | | |
| | 8 | Begin dot-programmable graphic mode | | |
| | 26 | Repeat graphics data | | |
| +----------+------------------------------------------------------------+ | |
| See your Commodore printer's manual for details on using the command | |
| codes. | |
| OUTPUT TO MODEM | |
| The modem is a simple device that can translate character codes into | |
| audio pulses and vice-versa, so that computers can communicate over | |
| telephone lines. The OPEN statement for the modem sets up the parameters | |
| to match the speed and format of the other computer you are communicating | |
| with. Two characters can be sent in the string at the end | |
| of the OPEN statement. | |
| The bit positions of the first character code determine the baud rate, | |
| number of data bits, and number of stop bits. The second code is op- | |
| tional, and its bits specify the parity and duplex of the transmission. | |
| See the RS-232 section or your VICMODEM manual for specific details on | |
| this device. | |
| INPUT/OUTPUT GUIDE 339 | |
| ~ | |
| EXAMPLE of OPEN Statement for Modem: | |
| OPEN 1,2,0,CHR$(6): REM 300 BAUD | |
| 100 OPEN 2,2,0,CHR$(163) CHR$(112): REM 110 BAUD, ETC. | |
| Most computers use the American Standard Code for Information In- | |
| terchange, known as ASCII (pronounced ASK-KEY). This standard set of | |
| character codes is somewhat different from the codes used in the Com- | |
| modore 64. When communicating with other computers, the Commodore | |
| character codes must be translated into their ASCII counterparts. A table | |
| of standard ASCII codes is included in this book in Appendix C. | |
| Output to the modem is a fairly uncomplicated task, aside from the need | |
| for character translation. However, you must know the receiving device | |
| fairly well, especially when writing programs where your computer "talks" | |
| to another computer without human intervention. An example of this would | |
| be a terminal program that automatically types in your account number and | |
| secret password. To do this successfully, you must carefully count the | |
| number of characters and RETURN characters. Otherwise, the computer | |
| receiving the characters won't know what to do with them. | |
| WORKING WITH CASSETTE TAPE | |
| Cassette tapes have an almost unlimited capacity for data. The longer | |
| the tape, the more information it can store. However, tapes are limited | |
| in time. The more data on the tape, the longer the time it takes to find | |
| the information. | |
| The programmer must try to minimize the time factor when working with | |
| tape storage. One common practice is to read the entire cassette data | |
| file into RAM, then process it, and then re-write all the data on the | |
| tape. This allows you to sort, edit, and examine your data. However, this | |
| limits the size of your files to the amount of available RAM. | |
| If your data file is larger than the available RAM, it is probably time | |
| to switch to using the floppy disk. The disk can read data at any | |
| position on the disk, without needing to read through all the other data. | |
| You can write data over old data without disturbing the rest of the file. | |
| That's why the disk is used for all business applications like ledgers | |
| and mailing lists. | |
| The PRINT# statement formats data just like the PRINT statement does. | |
| All punctuation works the same. But remember, you're not working with the | |
| screen now. The formatting must be done with the INPUT# statement | |
| constantly in mind. | |
| 340 INPUT/OUTPUT GUIDE | |
| ~ | |
| Consider the statement PRINT# 1, A$, B$, C$. When used with the screen, | |
| the commas between the variables provide enough blank space between items | |
| to format them into columns ten characters wide. On cassette, anywhere | |
| from 1 to 10 spaces will be added, depending on th length of the strings. | |
| This wastes space on your tape. | |
| Even worse is what happens when the INPUT# statement tries to read | |
| these strings. The statement INPUT# 1, A$, B$, C$ will discover no data | |
| for B$ and C$. A$ will contain all three variables, plus the spaces be- | |
| tween them. What happens? Here's a look at the tape file: | |
| A$="DOG" B$="CAT" C$="TREE" | |
| PRINT# 1, A$, B$, C$ | |
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | |
| D O G C A T T R E E RETURN | |
| The INPUT# statement works like the regular INPUT statement. When | |
| typing data into the INPUT statement, the data items are separated, | |
| either by hitting the <RETURN> key or using commas to separate them. The | |
| PRINT# statement puts a RETURN at the end of a line just like the PRINT | |
| statement. A$ fills up with all three values because there's no separator | |
| on the tape between them, only after all three. | |
| A proper separator would be a comma (,) or a RETURN on the tape. The | |
| RETURN code is automatically put at the end of a PRINT or PRINT# | |
| statement. One way to put the RETURN code between each item is to us only | |
| one item per PRINT# statement. A better way is to set a variable to the | |
| RETURN CHR$ code, which is CHR$(13), or use a comma. The statement for | |
| this is R$=",":PRINT#1, A$ R$ B$ R$ C$. Don't use commas or any other | |
| punctuation between the variable names, since the Commodore 64 can tell | |
| them apart and they'll only use up space in your program. | |
| A proper tape file looks like this: | |
| 1 2 3 4 5 6 7 8 9 10 11 12 13 | |
| D O G , C A T , T R E E RETURN | |
| The GET# statement will pick data from the tape one character at a | |
| time. It will receive each character, including the RETURN code and other | |
| punctuation. The CHR$(0) code is received as an empty string, not as a | |
| one character string with a code of 0. If you try to use the ASC function | |
| on an empty string, you get the error message ILLEGAL QUANTITY ERROR. | |
| INPUT/OUTPUT GUIDE 341 | |
| ~ | |
| The line GET# 1, A$: A= ASC(A$) is commonly used in programs to examine | |
| tape data. To avoid error messages, the line should be modified to | |
| GET#1, A$: A=ASC(A$+CHR$(0)). The CHR$(0) at the end acts as insurance | |
| against empty strings, but doesn't affect the ASC function when there are | |
| other characters in A$. | |
| DATA STORAGE ON FLOPPY DISKETTES | |
| Diskettes allow 3 different forms of data storage. Sequential files are | |
| similar to those on tape, but several can can be used at the same time. | |
| Relative files let you organize the data into records, and then read and | |
| replace individual records within the file. Random files let you work | |
| with data anywhere on the disk. They are organized into 256 byte sections | |
| called blocks. | |
| The PRINT# statement's limitations are discussed in the section on | |
| cassette tape. The same limitations to format apply on the disk. RETURNs | |
| or commas are needed to separate your data. The CHR$(0) is still read by | |
| the GET# statement as an empty string. | |
| Relative and random files both make use of separate data and command | |
| "channels." Data written to the disk goes through the data channel, where | |
| it is stored in a temporary buffer in the disk's RAM. When the record or | |
| block is complete, a command is sent through the command channel that | |
| tells the drive where to put the data, and the entire buffer is written. | |
| Applications that require large amounts of data to be processed are | |
| best stored in relative disk files. These will use the least amount of | |
| time and provide the best flexibility for the programmer. Your disk drive | |
| manual gives a complete programming guide to use of disk files. | |
| 342 INPUT/OUTPUT GUIDE | |
| ~ | |
| THE GAME PORTS | |
| The Commodore 64 has two 9-pin Game Ports which allow the use of | |
| joysticks, paddies, or a light pen. Each port will accept either one joy- | |
| stick or one paddle pair. A light pen can be plugged into Port A (only) | |
| for special graphic control, etc. This section gives you examples of how | |
| to use the joysticks and paddies from both BASIC and machine language. | |
| The digital joystick is connected to CIA #1 (MOS 6526 Complex Interface | |
| Adapter). This input/output device also handles the paddle fire buttons | |
| and keyboard scanning. The 6526 CIA chip has 16 registers which are in | |
| memory locations 56320 through 56335 inclusive ($DC00 to $DC0F). Port A | |
| data appears at location 56320 (DC00) and Port B data is found at | |
| location 56321 ($DC01). | |
| A digital joystick has five distinct switches, four of the switches are | |
| used for direction and one of the switches is used for the fire button. | |
| The joystick switches are arranged as shown: | |
| (Top) | |
| FIRE | |
| (Switch 4) | |
| UP | |
| (Switch 0) | |
| | | |
| | | |
| | | |
| LEFT | RIGHT | |
| -------+------- | |
| (Switch 2) | (Switch 3) | |
| | | |
| | | |
| | | |
| DOWN | |
| (Switch 1) | |
| These switches correspond to the lower 5 bits of the data in location | |
| 56320 or 56321. Normally the bit is set to a one if a direction is NOT | |
| chosen or the fire button is NOT pressed. When the fire button is | |
| INPUT/OUTPUT GUIDE 343 | |
| ~ | |
| pressed, the bit (bit 4 in this case) changes to a 0. To read the | |
| joystick from BASIC, the following subroutine should be used: | |
| start tok64 page344.prg | |
| 10 fork=0to10:rem set up direction string | |
| 20 readdr$(k):next | |
| 30 data"","n","s","","w","nw" | |
| 40 data"sw","","e","ne","se" | |
| 50 print"going..."; | |
| 60 gosub100:rem read the joystick | |
| 65 ifdr$(jv)=""then80:rem check if a direction was chosen | |
| 70 printdr$(jv);" ";:rem output which direction | |
| 80 iffr=16then60:rem check if fire button was pushed | |
| 90 print"-----f-----i-----r-----e-----!!!":goto60 | |
| 100 jv=peek(56320):rem get joystick value | |
| 110 fr=jvand16:rem form fire button status | |
| 120 jv=15-(jvand15):rem form direction value | |
| 130 return | |
| stop tok64 | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: For the second joystick, set JV = PEEK (56321). | | |
| +-----------------------------------------------------------------------+ | |
| The values for JV correspond to these directions: | |
| +-------------+---------------+ | |
| | JV EQUAL TO | DIRECTION | | |
| +-------------+---------------+ | |
| | 0 | NONE | | |
| | 1 | UP | | |
| | 2 | DOWN | | |
| | 3 | - | | |
| | 4 | LEFT | | |
| | 5 | UP & LEFT | | |
| | 6 | DOWN & LEFT | | |
| | 7 | - | | |
| | 8 | RIGHT | | |
| | 9 | UP & RIGHT | | |
| | 10 | DOWN & RIGHT | | |
| +-------------+---------------+ | |
| 344 INPUT/OUTPUT GUIDE | |
| ~ | |
| A small machine code routine which accomplishes the same task is as | |
| follows: | |
| ; joystick - button read routine | |
| ; | |
| ; author - bill hindorff | |
| ; | |
| dx = $c110 | |
| dy = $c111 | |
| * = $c200 | |
| djrr lda $dc00 ; get input from port a only | |
| djrrb ldy #0 ; this routine reads and decodes the | |
| ldx #0 ; joystick/firebutton input data in | |
| lsr a ; the accumulator. this least significant | |
| bcs djr0 ; 5 bits contain the switch closure | |
| dey ; information. if a switch is closed then it | |
| djr0 lsr a ; produces a zero bit. if a switch is open then | |
| bcs djr1 ; it produces a one bit. The joystick dir- | |
| iny ; ections are right, left, forward, backward | |
| djr1 lsr a ; bit3=right, bit2=left, bit1=backward, | |
| bcs djr2 ; bit0=forward and bit4=fire button. | |
| dex ; at rts time dx and dy contain 2's compliment | |
| djr2 lsr a ; direction numbers i.e. $ff=-1, $00=0, $01=1. | |
| bcs djr3 ; dx=1 (move right), dx=-1 (move left), | |
| inx ; dx=0 (no x change). dy=-1 (move up screen), | |
| djr3 lsr a ; dy=0 (move down screen), dy=0 (no y change). | |
| stx dx ; the forward joystick position corresponds | |
| sty dy ; to move up the screen and the backward | |
| rts ; position to move down screen. | |
| ; | |
| ; at rts time the carry flag contains the fire | |
| ; button state. if c=1 then button not pressed. | |
| ; if c=0 then pressed. | |
| .end | |
| INPUT/OUTPUT GUIDE 345 | |
| ~ | |
| PADDLES | |
| A paddle is connected to both CIA #1 and the SID chip (MOS 6581 Sound | |
| Interface Device) through a game port. The paddle value is read via the | |
| SID registers 54297 ($D419) and 54298 ($D41A). PADDLES ARE NOT RELIABLE | |
| WHEN READ FROM BASIC ALONE!!!! The best way to use paddles, from BASIC or | |
| machine code, is to use the following machine language routine... (SYS to | |
| it from BASIC then PEEK the memory locations used by the subroutine). | |
| ; four paddle read routine (can also be used for two) | |
| ; | |
| ; author - bill hindorff | |
| ; | |
| porta=$dc00 | |
| ciddra=$dc02 | |
| sid=$d400 | |
| *=$c100 | |
| buffer *=*+1 | |
| pdlx *=*+2 | |
| pdly *=*+2 | |
| btna *=*+1 | |
| btnb *=*+1 | |
| * = $c000 | |
| pdlrd ldx #1 ; for four paddles or two analog joysticks | |
| pdlrd0 ; entry point for one pair (condition x 1st) | |
| sei | |
| lda ciddra ; get current value of ddr | |
| sta buffer ; save it away | |
| lda #$c0 | |
| sta ciddra ; set port a for input | |
| lda #$80 | |
| pdlrd1 | |
| sta porta ; address a pair of paddles | |
| ldy #$80 ; wait a while | |
| pdlrd2 | |
| nop | |
| dey | |
| bpl pdlrd2 | |
| lda sid+25 ; get x value | |
| sta pdlx,x | |
| lda sid+26 | |
| sta pdly,x ; get y value | |
| lda porta ; time to read paddle fire buttons | |
| ora #80 ; make it the same as other pair | |
| sta btna ; bit 2 is pdl x, bit 3 is pdl y | |
| lda #$40 | |
| dex ; all pairs done? | |
| bpl pdlrd1 ; no | |
| lda buffer | |
| sta ciddra ; restore previous value of ddr | |
| lda porta+1 ; for 2nd pair - | |
| sta btnb ; bit 2 is pdl x, bit 3 is pdl y | |
| cli | |
| rts | |
| .end | |
| The paddles can be read by using the following BASIC program: | |
| start tok64 page347.prg | |
| 10 c=12*4096:rem set paddle routine start | |
| 11 rem poke in the paddle reading routine | |
| 15 fori=0to63:reada:pokec+i,a:next | |
| 20 sysc:rem call the paddle routine | |
| 30 p1=peek(c+257):rem set paddle one value | |
| 40 p2=peek(c+258):rem set paddle two value | |
| 50 p3=peek(c+259):rem set paddle three value | |
| 60 p4=peek(c+260):rem set paddle four value | |
| 61 rem read fire button status | |
| 62 s1=peek(c+261):s2=peek(c+262) | |
| 70 printp1,p2,p3,p4:rem print paddle values | |
| 72 rem print fire button status | |
| 75 print:print"fire a ";s1,"fire b ";s2 | |
| 80 forw=1to50:next:rem wait a while | |
| 90 print"{clear}":print:goto20:rem clear screen and do again | |
| 95 rem data for machine code routine | |
| 100 data162,1,120,173,2,220,141,0,193,169,192,141,2,220,169 | |
| 110 data128,141,0,220,160,128,234,136,16,252,173,25,212,157 | |
| 120 data1,193,173,26,212,157,3,193,173,0,220,9,128,141,5,193 | |
| 130 data169,64,202,16,222,173,0,193,141,2,220,173,1,220,141 | |
| 140 data6,193,88,96 | |
| stop tok64 | |
| INPUT/OUTPUT GUIDE 347 | |
| ~ | |
| LIGHT PEN | |
| The light pen input latches the current screen position into a pair of | |
| registers (LPX, LPY) on a low-going edge. The X position register 19 | |
| ($13) will contain the 8 MSB of the X position at the time of transition. | |
| Since the X position is defined by a 512-state counter (9 bits), | |
| resolution to 2 horizontal dots is provided. Similarly, the Y position is | |
| latched in its register 20 ($14), but here 8 bits provide single raster | |
| resolution within the visible display. The light pen latch may be | |
| triggered only once per frame, and subsequent triggers within the same | |
| frame will have no effect. Therefore, you must take several samples | |
| before turning the pen to the screen (3 or more samples average), | |
| depending upon the characteristics of your light pen. | |
| RS-232 INTERFACE DESCRIPTION | |
| GENERAL OUTLINE | |
| The Commodore 64 has a built-in RS-232 interface for connection to any | |
| RS-232 modem, printer, or other device. To connect a device to the | |
| Commodore 64, all you need is a cable and a little bit of programming. | |
| RS-232 on the Commodore 64 is set-up in the standard RS-232 format, but | |
| the voltages are TTL levels (0 to 5V) rather than the normal RS-232 -12 | |
| to 12 volt range. The cable between the Commodore 64 and the RS-232 | |
| device should take care of the necessary voltage conversions. The | |
| Commodore RS-232 interface cartridge handles this properly. | |
| The RS-232 interface software can be accessed from BASIC or from the | |
| KERNAL for machine language programming. | |
| RS-232 on the BASIC level uses the normal BASIC commands: OPEN, CLOSE, | |
| CMD, INPUT#, GET#, PRINT#, and the reserved variable ST. INPUT# and GET# | |
| fetch data from the receiving buffer, while PRINT# and CMD place data | |
| into the transmitting buffer. The use of these commands (and examples) | |
| will be described in more detail later in this chapter. | |
| The RS-232 KERNAL byte and bit level handlers run under the control of | |
| the 6526 CIA #2 device timers and interrupts. The 6526 chip generates | |
| 348 INPUT/OUTPUT GUIDE | |
| ~ | |
| NMI (Non-Maskable Interrupt) requests for RS-232 processing. This allows | |
| background RS-232 processing to take place during BASIC and machine | |
| language programs. There are built-in hold-offs in the KERNAL, cassette, | |
| and serial bus routines to prevent the disruption of data storage or | |
| transmission by the NMIs that are generated by the RS-232 routines. | |
| During cassette or serial bus activities, data can NOT be received from | |
| RS-232 devices. But because these hold-offs are only local (assuming | |
| you're careful about your programming) no interference should result. | |
| There are two buffers in the Commodore 64 RS-232 interface to help | |
| prevent the loss of data when transmitting or receiving RS-232 informa- | |
| tion. | |
| The Commodore 64 RS-232 KERNAL buffers consist of two first-in/first- | |
| out (FIFO) buffers, each 256 bytes long, at the top of memory. The | |
| OPENing of an RS-232 channel automatically allocates 512 bytes of memory | |
| for these buffers. If there is not enough free space beyond the end of | |
| your BASIC program no error message will be printed, and the end of your | |
| program will be destroyed. SO BE CAREFUL! | |
| These buffers are automatically removed by using the CLOSE command. | |
| OPENING AN RS-232 CHANNEL | |
| Only one RS-232 channel should be open at any time; a second OPEN | |
| statement will cause the buffer pointers to be reset. Any characters in | |
| either the transmit buffer or the receive buffer will be lost. | |
| Up to 4 characters can be sent in the filename field. The first two are | |
| the control and command register characters; the other two are reserved | |
| for future system options. Baud rate, parity, and other options can be | |
| selected through this feature. | |
| No error-checking is done on the control word to detect a non- | |
| implemented baud rate. Any illegal control word will cause the system | |
| output to operate at a very slow rate (below 50 baud). | |
| BASIC SYNTAX: | |
| OPEN lfn,2,0,"<control register><command register><opt baud low><opt | |
| baud high>" | |
| lfn-The logical file number (lfn) then can be any number from 1 through | |
| 255. But be aware of the fact that if you choose a logical file number | |
| that is greater than 127, then a line feed will follow all carriage | |
| returns. | |
| INPUT/OUTPUT GUIDE 349 | |
| ~ | |
| +-+-+-+ +-+ +-+-+-+-+ | |
| |7|6|5| |4| |3|2|1|0| | |
| +-+-+-+ +-+ +-+-+-+-+ BAUD RATE | |
| | | | | +-+-+-+-+----------------+ | |
| STOP BITS ----+ | | | |0|0|0|0| USER RATE [NI]| | |
| | | | +-+-+-+-+----------------+ | |
| 0 - 1 STOP BIT | | | |0|0|0|1| 50 BAUD | | |
| 1 - 2 STOP BITS | | | +-+-+-+-+----------------+ | |
| | | | |0|0|1|0| 75 | | |
| | | | +-+-+-+-+----------------+ | |
| | | | |0|0|1|1| 110 | | |
| | | | +-+-+-+-+----------------+ | |
| WORD LENGTH -----+-+ | |0|1|0|0| 134.5 | | |
| | +-+-+-+-+----------------+ | |
| +---+-----------+ | |0|1|0|1| 150 | | |
| |BIT| | | +-+-+-+-+----------------+ | |
| +-+-+ DATA | | |0|1|1|0| 300 | | |
| |6|5|WORD LENGTH| | +-+-+-+-+----------------+ | |
| +-+-+-----------+ | |0|1|1|1| 600 | | |
| |0|0| 8 BITS | | +-+-+-+-+----------------+ | |
| +-+-+-----------+ | |1|0|0|0| 1200 | | |
| |0|1| 7 BITS | | +-+-+-+-+----------------+ | |
| +-+-+-----------+ | |1|0|0|1| (1800) 2400| | |
| |1|0| 6 BITS | | +-+-+-+-+----------------+ | |
| +-+-+-----------+ | |1|0|1|0| 2400 | | |
| |1|1| 5 BITS | | +-+-+-+-+----------------+ | |
| +-+-+-----------+ | |1|0|1|1| 3600 [NI]| | |
| | +-+-+-+-+----------------+ | |
| | |1|1|0|0| 4800 [NI]| | |
| UNUSED -------------+ +-+-+-+-+----------------+ | |
| |1|1|0|1| 7200 [NI]| | |
| +-+-+-+-+----------------+ | |
| Figure 6-1. |1|1|1|0| 9600 [NI]| | |
| Control Register Map. +-+-+-+-+----------------+ | |
| |1|1|1|1| 19200 [NI]| | |
| +-+-+-+-+----------------+ | |
| <control register>- Is a single byte character (see Figure 6-1, Control | |
| Register Map) required to specify the baud rates. If the lower 4 bits of | |
| the baud rate is equal to zero (0), the <opt baud low><opt baud high> | |
| characters give you a rate based on the following: | |
| <opt baud low>=<system frequency/rate/2-100-<opt baud high>*256 | |
| <opt baud high>=INT((system frequency/rate/2-100)/256 | |
| 350 INPUT/OUTPUT GUIDE | |
| ~ | |
| +-+-+-+-+-+-+-+-+ | |
| |7|6|5|4|3|2|1|0| | |
| +-+-+-+-+-+-+-+-+ | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | |
| PARITY OPTIONS ----+-+-+ | | | | +----- HANDSHAKE | |
| +---+---+---+---------------------+| | | | | |
| |BIT|BIT|BIT| OPERATIONS || | | | 0 - 3-LINE | |
| | 7 | 6 | 5 | || | | | 1 - X-LINE | |
| +---+---+---+---------------------+| | | | | |
| | - | - | 0 |PARITY DISABLED, NONE|| | | | | |
| | | | |GENERATED/RECEIVED || | | | | |
| +---+---+---+---------------------+| | | +------- UNUSED | |
| | 0 | 0 | 1 |ODD PARITY || | +--------- UNUSED | |
| | | | |RECEIVER/TRANSMITTER || +----------- UNUSED | |
| +---+---+---+---------------------+| | |
| | 0 | 1 | 1 |EVEN PARITY || | |
| | | | |RECEIVER/TRANSMITTER |+------------- DUPLEX | |
| +---+---+---+---------------------+ | |
| | 1 | 0 | 1 |MARK TRANSMITTED | 0 - FULL DUPLEX | |
| | | | |PARITY CHECK DISABLED| 1 - HALF DUPLEX | |
| +---+---+---+---------------------+ | |
| | 1 | 1 | 1 |SPACE TRANSMITTED | | |
| | | | |PARITY CHECK DISABLED| | |
| +---+---+---+---------------------+ | |
| Figure 6-2. Command Register Map. | |
| The formulas above are based on the fact that: | |
| system frequency = 1.02273E6 NTSC (North American TV standard) | |
| = 0.98525E6 PAL (U.K. and most European TV standard) | |
| <command register>- Is a single byte character (see Figure 6-2, Command | |
| Register Map) that defines other terminal parameters. This character is | |
| NOT required. | |
| INPUT/OUTPUT GUIDE 351 | |
| ~ | |
| KERNAL ENTRY: | |
| OPEN ($FFC0) (See KERNAL specifications for more information on entry | |
| conditions and instructions.) | |
| +-----------------------------------------------------------------------+ | |
| | IMPORTANT NOTE: In a BASIC program, the RS-232 OPEN command should be | | |
| | performed before creating any variables or arrays because an automatic| | |
| | CLR is performed when an RS-232 channel is OPENed (This is due to the | | |
| | allocation of 512 bytes at the top of memory.) Also remember that your| | |
| | program will be destroyed if 512 bytes of space are not available at | | |
| | the time of the OPEN statement. | | |
| +-----------------------------------------------------------------------+ | |
| GETTING DATA FROM AN RS-232 CHANNEL | |
| When getting data from an RS-232 channel, the Commodore 64 receiver | |
| buffer will hold up to 255 characters before the buffer overflows. This | |
| is indicated in the RS-232 status word (ST in BASIC, or RSSTAT in machine | |
| language). If an overflow occurs, then all characters received during a | |
| full buffer condition, from that point on, are lost. Obviously, it pays | |
| to keep the buffer as clear as possible. | |
| If you wish to receive RS-232 data at high speeds (BASIC can only go so | |
| fast, especially considering garbage collects. This can cause the re- | |
| ceiver buffer to overflow), you will have to use machine language | |
| routines to handle this type of data burst. | |
| BASIC SYNTAX: | |
| Recommended: GET#lfn, <string variable> | |
| NOT Recommended: INPUT#lfn <variable list> | |
| KERNAL ENTRIES: | |
| CHKIN ($FFC6)-See Memory Map for more information on entry and exit | |
| conditions. | |
| GETIN ($FFE4)-See Memory Map for more information on entry and exit | |
| conditions. | |
| CHRIN ($FFCF)-See Memory Map for more information on entry and exit | |
| conditions. | |
| 352 INPUT/OUTPUT GUIDE | |
| ~ | |
| +-----------------------------------------------------------------------+ | |
| | NOTES: | | |
| | If the word length is less than 8 bits, all unused bit(s) will be | | |
| | assigned a value of zero. | | |
| | If a GET# does not find any data in the buffer, the character "" (a | | |
| | null) is returned. | | |
| | If INPUT# is used, then the system will hang in a waiting condition | | |
| | until a non-null character and a following carriage return is | | |
| | received. Therefore, if the Clear To Send (CTS) or Data Set Ready | | |
| | (DSR) line(s) disappear during character INPUT#, the system will hang | | |
| | in a RESTORE-only state. This is why the INPUT# and CHRIN routines are| | |
| | NOT recommended. | | |
| | The routine CHKIN handles the x-line handshake which follows the EIA| | |
| | standard (August 1979) for RS-232-C interfaces. (The Request To Send | | |
| | (RTS), CTS, and Received line signal (DCD) lines are implemented with | | |
| | the Commodore 64 computer defined as the Data Terminal device.) | | |
| +-----------------------------------------------------------------------+ | |
| SENDING DATA TO AN RS-232 CHANNEL | |
| When sending data, the output buffer can hold 255 characters before a | |
| full buffer hold-off occurs. The system will wait in the CHROUT routine | |
| until transmission is allowed or the <RUN/STOP> and <RESTORE> keys are | |
| used to recover the system through a WARM START. | |
| BASIC SYNTAX: | |
| CMD lfn-acts same as in the BASIC specifications. | |
| PRINT#lfn,<variable list> | |
| KERNAL ENTRIES: | |
| CHKOUT ($FFC9)-See Memory Map for more information on entry and exit | |
| conditions. | |
| CHROUT ($FFD2)-See Memory Map for more information on entry conditions. | |
| INPUT/OUTPUT GUIDE 353 | |
| ~ | |
| +-----------------------------------------------------------------------+ | |
| | IMPORTANT NOTES: There is no carriage-return delay built into the | | |
| | output channel. This means that a normal RS-232 printer cannot | | |
| | correctly print, unless some form of hold-off (asking the Commodore 64| | |
| | to wait) or internal buffering is implemented by the printer. The | | |
| | hold-off can easily be implemented in your program. If a CTS (x-line) | | |
| | handshake is implemented, the Commodore 64 buffer will fill, and then | | |
| | hold-off more output until transmission is allowed by the RS-232 | | |
| | device. X-line handshaking is a handshake routine that uses multi- | | |
| | lines for receiving and transmitting data. | | |
| | The routine CHKOUT handles the x-line handshake, which follows the | | |
| | EIA standard (August 1979) for RS-232-C interfaces. The RTS, CTS, and | | |
| | DCD lines are implemented with the Commodore 64 defined as the Data | | |
| | Terminal Device. | | |
| +-----------------------------------------------------------------------+ | |
| CLOSING AN RS-232 DATA CHANNEL | |
| Closing an RS-232 file discards all data in the buffers at the time of | |
| execution (whether or not it had been transmitted or printed out), stops | |
| all RS-232 transmitting and receiving, sets the RTS and transmitted data | |
| (Sout) lines high, and removes both RS-232 buffers. | |
| BASIC SYNTAX: | |
| CLOSE lfn | |
| KERNAL ENTRY: | |
| CLOSE ($FFC3)-See Memory Map for more information on entry and exit | |
| conditions. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Care should be taken to ensure all data is transmitted before | | |
| | closing the channel. A way to check this from BASIC is: | | |
| | | | |
| | 100 SS=ST: IF(SS=0 OR SS=8) THEN 100 | | |
| | 110 CLOSE lfn | | |
| +-----------------------------------------------------------------------+ | |
| 354 INPUT/OUTPUT GUIDE | |
| ~ | |
| Table 6-1. User-Port Lines | |
| +-----------------------------------------------------------------------+ | |
| | (6526 DEVICE #2 Loc. $DD00-$DD0F) | | |
| +---+-----+----------------------+------+-------+-------+---------------+ | |
| |PIN| 6526| DESCRIPTION | EIA | ABV | IN/ | MODES | | |
| | ID| ID | | | | OUT | | | |
| +---+-----+----------------------+------+-------+-------+---------------+ | |
| | C | PB0 | RECEIVED DATA | (BB) | Sin | IN | 1 2 | | |
| | D | PB1 | REQUEST TO SEND | (CA) | RTS | OUT | 1*2 | | |
| | E | PB2 | DATA TERMINAL READY | (CD) | DTR | OUT | 1*2 | | |
| | F | PB3 | RING INDICATOR | (CE) | RI | IN | 3 | | |
| | H | PB4 | RECEIVED LINE SIGNAL | (CF) | DCD | IN | 2 | | |
| | I | PB5 | UNASSIGNED | ( ) | XXX | IN | 3 | | |
| | K | PB6 | CLEAR TO SEND | (CB) | CTS | IN | 2 | | |
| | L | PB7 | DATA SET READY | (CC) | DSR | IN | 2 | | |
| | | | | | | | | | |
| | B |FLAG2| RECEIVED DATA | (BB) | Sin | IN | 1 2 | | |
| | M | PA2 | TRANSMITTED DATA | (BA) | Sout | OUT | 1 2 | | |
| | | | | | | | | | |
| | A | GND | PROTECTIVE GROUND | (AA) | GND | | 1 2 | | |
| | N | GND | SIGNAL GROUND | (AB) | GND | | 1 2 3 | | |
| +---+-----+----------------------+------+-------+-------+---------------+ | |
| | MODES: | | |
| | 1) 3-LINE INTERFACE (Sin,Sout,GND) | | |
| | 2) X-LINE INTERFACE | | |
| | 3) USER AVAILABLE ONLY (Unused/unimplemented in code.) | | |
| | * These lines are held high during 3-LINE mode. | | |
| +-----------------------------------------------------------------------+ | |
| +-----------------------------------------------------------------------+ | |
| | [7] [6] [5] [4] [3] [2] [1] [0] (Machine Lang.-RSSTAT | | |
| | | | | | | | | +- PARITY ERROR BIT | | |
| | | | | | | | +----- FRAMING ERROR BIT | | |
| | | | | | | +--------- RECEIVER BUFFER OVERRUN BIT | | |
| | | | | | +------------- RECEIVER BUFFER-EMPTY | | |
| | | | | | (USE TO TEST AFTER A GET#) | | |
| | | | | +----------------- CTS SIGNAL MISSING BIT | | |
| | | | +--------------------- UNUSED BIT | | |
| | | +------------------------- DSR SIGNAL MISSING BIT | | |
| | +----------------------------- BREAK DETECTED BIT | | |
| | | | |
| +-----------------------------------------------------------------------+ | |
| Figure 6-3. RS-232 Status Register. | |
| INPUT/OUTPUT GUIDE 355 | |
| ~ | |
| +-----------------------------------------------------------------------+ | |
| | NOTES: | | |
| | If the BIT=0, then no error has been detected. | | |
| | The RS-232 status register can be read from BASIC using the variable| | |
| | ST. | | |
| | If ST is read by BASIC or by using the KERNAL READST routine the | | |
| | RS-232 status word is cleared when you exit. If multiple uses of the | | |
| | STATUS word are necessary the ST should be assigned to another | | |
| | variable. For example: | | |
| | | | |
| | SR=ST: REM ASSIGNS ST TO SR | | |
| | | | |
| | The RS-232 status is read (and cleared) only when the RS-232 channel| | |
| | was the last external I/O used. | | |
| +-----------------------------------------------------------------------+ | |
| SAMPLE BASIC PROGRAMS | |
| start tok64 page356.prg | |
| 10 rem this program sends and receives data to/from a silent 700 | |
| 11 rem terminal modified for pet ascii | |
| 20 rem ti silent 700 set-up: 300 baud, 7-bit ascii, mark parity, | |
| 21 rem full duplex | |
| 30 rem same set-up at computer using 3-line interface | |
| 100 open2,2,3,chr$(6+32)+chr$(32+128):rem open the channel | |
| 110 get#2,a$:rem turn on the receiver channel (toss a null) | |
| 200 rem main loop | |
| 210 get b$:rem get from computer keyboard | |
| 220 if b$<>""then print#2,b$;:rem if a key pressed, send to terminal | |
| 230 get#2,c$:rem get a key from the terminal | |
| 240 print b$;c$;:rem print all inputs to computer screen | |
| 250 sr=st:ifsr=0orsr=8then200:rem check status, if good then continue | |
| 300 rem error reporting | |
| 310 print "error: "; | |
| 320 if sr and 1 then print"parity" | |
| 330 if sr and 2 then print"frame" | |
| 340 if sr and 4 then print"receiver buffer full" | |
| 350 if sr and 128 then print"break" | |
| 360 if (peek(673)and1)then360:rem wait until all chars transmitted | |
| 370 close 2:end | |
| stop tok64 | |
| 356 INPUT/OUTPUT GUIDE | |
| ~ | |
| start tok64 page357.prg | |
| 10 rem this program sends and receives true ascii data | |
| 100 open 5,2,3,chr$(6) | |
| 110 dim f%(255),t%(255) | |
| 200 for j=32 to 64:t%(j)=j:next | |
| 210 t%(13)=13:t%(20)=8:rv=18:ct=0 | |
| 220 for j=65 to 90:k=j+32:t%=(j)=k:next | |
| 230 for j=91 to 95:t%(j)=j:next | |
| 240 for j=193 to 218:k=j-128:t%(j)=k:next | |
| 250 t%(146)=16:t%(133)=16 | |
| 260 for j=0 to 255 | |
| 270 k=t%(j) | |
| 280 if k<>0then f%(k)=j:f%(k+128)=j | |
| 290 next | |
| 300 print" "chr$(147) | |
| 310 get#5,a$ | |
| 320 if a$=""or st<>0 then 360 | |
| 330 print" "chr$(157);chr$(f%(asc(a$))); | |
| 340 if f%(asc(a$))=34 then poke212,0 | |
| 350 goto310 | |
| 360 printchr$(rv)" "chr$(157);chr$(146);:get a$ | |
| 370 if a$<>""then print#5,chr$(t%(asc(a$))); | |
| 380 ct=ct+1 | |
| 390 if ct=8 thenct=0:rv=164-rv | |
| 410 goto310 | |
| stop tok64 | |
| RECEIVER/TRANSMITTER BUFFER BASE LOCATION POINTERS | |
| $00F7-REBUF-A two-byte pointer to the Receiver Buffer base location. | |
| $00F9-ROBUF-A two-byte pointer to the Transmitter Buffer base location. | |
| The two locations above are set up by the OPEN KERNAL routine, each | |
| pointing to a different 256-byte buffer. They are de-allocated by writing | |
| a zero into the high order bytes ($00F8 and $00FA), which is done by the | |
| CLOSE KERNAL entry. They may also be allocated/de-allocated by the | |
| machine language programmer for his/her own purposes, removing/creating | |
| only the buffer(s) required. When using a machine language program that | |
| allocates these buffers, care must be taken to make sure that the top of | |
| memory pointers stay correct, especially if BASIC programs are expected | |
| to run at the same time. | |
| INPUT/OUTPUT GUIDE 357 | |
| ~ | |
| ZERO-PAGE MEMORY LOCATIONS AND USAGE FOR | |
| RS-232 SYSTEM INTERFACE | |
| $00A7-INBIT-Receiver input bit temp storage. | |
| $00A8-BITCI-Receiver bit count in. | |
| $00A9-RINONE-Receiver flag Start bit check. | |
| $00AA-RIDATA-Receiver byte buffer/assembly location. | |
| $00AB-RIPRTY-Receiver parity bit storage. | |
| $00B4-BITTS-Transmitter bit count out. | |
| $00B5-NXTBIT-Transmitter next bit to be sent. | |
| $00B6-RODATA-Transmitter byte buffer/disassembly location. | |
| All the above zero-page locations are used locally and are only given | |
| as a guide to understand the associated routines. These cannot be used | |
| directly by the BASIC or KERNAL level programmer to do RS-232 type | |
| things. The system RS-232 routines must be used. | |
| NONZERO-PAGE MEMORY LOCATIONS AND USAGE FOR | |
| RS-232 SYSTEM INTERFACE | |
| General RS-232 storage: | |
| $0293-M51CTR-Pseudo 6551 control register (see Figure 6-1). | |
| $0294-M51COR-Pseudo 6551 command register (see Figure 6-2) . | |
| $0295-M51AJB-Two bytes following the control and command registers in | |
| the file name field. These locations contain the baud rate for | |
| the start of the bit test during the interface activity, which, | |
| in turn, is used to calculate baud rate. | |
| $0297-RSSTAT-The RS-232 status register (see Figure 6-3). | |
| $0298-BITNUM-The number of bits to be sent/received. | |
| $0299-BAUDOF-Two bytes that are equal to the time of one bit cell. | |
| (Based on system clock/baud rate.) | |
| 358 INPUT/OUTPUT GUIDE | |
| ~ | |
| $029B-RIDBE-The byte index to the end of the receiver FIFO buffer. | |
| $029C-RIDBS-The byte index to the start of the receiver FIFO buffer. | |
| $029D-RODBS-The byte index to the start of the transmitter FIFO buffer. | |
| $029E-RODBE-The byte index to the end of the transmitter FIFO buffer. | |
| $02A1-ENABL-Holds current active interrupts in the CIA #2 ICR. | |
| When bit 4 is turned on means that the system is waiting for the | |
| Receiver Edge. When bit 1 is turned on then the system is | |
| receiving data. When bit 0 is turned on then the system is | |
| transmitting data. | |
| THE USER PORT | |
| The user port is meant to connect the Commodore 64 to the outside | |
| world. By using the lines available at this port, you can connect the | |
| Commodore 64 to a printer, a Votrax Type and Talk, a MODEM, even another | |
| computer. | |
| The port on the Commodore 64 is directly connected to one of the 6526 | |
| CIA chips. By programming, the CIA will connect to many other devices. | |
| PORT PIN DESCRIPTION | |
| 1 1 1 | |
| 1 2 3 4 5 6 7 8 9 0 1 2 | |
| +--@-@-@-@-@-@-@-@-@-@-@-@--+ | |
| | | | |
| +--@-@-@-@-@-@-@-@-@-@-@-@--+ | |
| A B C D E F H J K L M N | |
| INPUT/OUTPUT GUIDE 359 | |
| ~ | |
| PORT PIN DESCRIPTION | |
| +-----------+-----------+-----------------------------------------------+ | |
| | PIN | | | | |
| +-----------+DESCRIPTION| NOTES | | |
| | TOP SIDE | | | | |
| +-----------+-----------+-----------------------------------------------+ | |
| | 1 | GROUND | | | |
| | 2 | +5V | (100 mA MAX.) | | |
| | 3 | RESET | By grounding this pin, the Commodore 64 will | | |
| | | | do a COLD START, resetting completely. The | | |
| | | | pointers to a BASIC program will be reset, | | |
| | | | but memory will not be cleared. This is also | | |
| | | | a RESET output for the external devices. | | |
| | 4 | CNT1 | Serial port counter from CIA#1(SEE CIA SPECS)| | |
| | 5 | SP1 | Serial port from CIA #l (SEE 6526 CIA SPECS) | | |
| | 6 | CNT2 | Serial port counter from CIA#2(SEE CIA SPECS)| | |
| | 7 | SP2 | Serial port from CIA #l (SEE 6526 CIA SPECS) | | |
| | 8 | PC2 | Handshaking line from CIA #2 (SEE CIA SPECS) | | |
| | 9 |SERIAL ATN | This pin is connected to the ATN line of the | | |
| | | | serial bus. | | |
| | 10 |9 VAC+phase| Connected directly to the Commodore | | |
| | 11 |9 VAC-phase| 64 transformer (50 mA MAX.). | | |
| | 12 | GND | | | |
| | | | | | |
| |BOTTOM SIDE| | | | |
| | | | | | |
| | A | GND | The Commodore 64 gives you control over | | |
| | B | FLAG2 | PORT B on CIA chip #1. Eight lines for input | | |
| | C | PB0 | or output are available, as well as 2 lines | | |
| | D | PB1 | for handshaking with an outside device. The | | |
| | E | PB2 | I/O lines for PORT B are controlled by two | | |
| | F | PB3 | locations. One is the PORT itself, and is | | |
| | H | PB4 | located at 56577 ($DD01 HEX). Naturally you | | |
| | I | PB5 | PEEK it to read an INPUT, or POKE it to set | | |
| | K | PB6 | an OUTPUT. Each of the eight I/O lines can | | |
| | L | PB7 | be set up as either an INPUT or an OUTPUT by | | |
| | M | PA2 | by setting the DATA DIRECTION REGISTER | | |
| | N | GND | properly. | | |
| +-----------+-----------+-----------------------------------------------+ | |
| 360 INPUT/OUTPUT GUIDE | |
| ~ | |
| The DATA DIRECTION REGISTER has its location at 56579 ($DD03 hex). Each | |
| of the eight lines in the PORT has a BIT in the eight-bit DATA DIRECTION | |
| REGISTER (DDR) which controls whether that line will be an input or an | |
| output. If a bit in the DDR is a ONE, the corresponding line of the PORT | |
| will be an OUTPUT. If a bit in the DDR is a ZERO, the corresponding line | |
| of the PORT will be an INPUT. For example, if bit 3 of the DDR is set to | |
| 1, then line 3 of the PORT will be an output. A further example: | |
| If the DDR is set like this: | |
| BIT #: 7 6 5 4 3 2 1 0 | |
| VALUE: 0 0 1 1 1 0 0 0 | |
| You can see that lines 5,4, and 3 will be outputs since those bits are | |
| ones. The rest of the lines will be inputs, since those lines are zeros. | |
| To PEEK or POKE the USER port, it is necessary to use both the DDR and | |
| the PORT itself. | |
| Remember that the PEEK and POKE statements want a number from 0-255. | |
| The numbers given in the example must be translated into decimal before | |
| they can be used. The value would be: | |
| 2^5 + 2^4 + 2^3 = 32 + 16 + 8 = 56 | |
| Notice that the bit # for the DDR is the same number that = 2 raised to | |
| a power to turn the bit value on. | |
| (16 = 2^4=2*2*2*2, 8 = 2^3=2*2*2) | |
| The two other lines, FLAG1 and PA2 are different from the rest of the | |
| USER PORT. These two lines are mainly for HANDSHAKING, and are programmed | |
| differently from port B. | |
| Handshaking is needed when two devices communicate. Since one device | |
| may run at a different speed than another device it is necessary to give | |
| the devices some way of knowing what the other device is doing. Even when | |
| the devices are operating at the same speed, handshaking is necessary to | |
| let the other know when data is to be sent, and if it has been received. | |
| The FLAG1 line has special characteristics which make it well suited for | |
| handshaking. | |
| FLAG1 is a negative edge sensitive input which can be used as a general | |
| purpose interrupt input. Any negative transition on the FLAG line will | |
| set the FLAG interrupt bit. If the FLAG interrupt is enabled, this will | |
| INPUT/OUTPUT GUIDE 361 | |
| ~ | |
| cause an INTERRUPT REQUEST. If the FLAG bit is not enabled, it can be | |
| polled from the interrupt register under program control. | |
| PA2 is bit 2 of PORT A of the CIA. It is controlled like any other bit | |
| in the port. The port is located at 56576 ($DD00). The data direction | |
| register is located at 56578 ($DD02.) | |
| FOR MORE INFORMATION ON THE 6526 SEE THE CHIP SPECIFICATIONS IN | |
| APPENDIX M. | |
| THE SERIAL BUS | |
| The serial bus is a daisy chain arrangement designed to let the Com- | |
| modore 64 communicate with devices such as the VIC-1541 DISK DRIVE and | |
| the VIC-1525 GRAPHICS PRINTER. The advantage of the serial bus is that | |
| more than one device can be connected to the port. Up to 5 devices can be | |
| connected to the serial bus at one time. | |
| There are three types of operation over a serial bus-CONTROL, TALK, and | |
| LISTEN. A CONTROLLER device is one which controls operation of the serial | |
| bus. A TALKER transmits data onto the bus. A LISTENER receives data from | |
| the bus. | |
| The Commodore 64 is the controller of the bus. It also acts as a TALKER | |
| (when sending data to the printer, for example) and as a LISTENER (when | |
| loading a program from the disk drive, for example). Other devices may be | |
| either LISTENERS (the printer), TALKERS, or both (the disk drive). Only | |
| the Commodore 64 can act as the controller. | |
| All devices connected on the serial bus will receive all the data | |
| transmitted over the bus. To allow the Commodore 64 to route data to its | |
| intended destination, each device has a bus ADDRESS. By using this device | |
| address, the Commodore 64 can control access to the bus. Addresses on the | |
| serial bus range from 4 to 31. | |
| The Commodore 64 can COMMAND a particular device to TALK or LISTEN. | |
| When the Commodore 64 commands a device to TALK, the device will begin | |
| putting data onto the serial bus. When the Commodore 64 commands a device | |
| to LISTEN, the device addressed will get ready to receive data (from the | |
| Commodore 64 or from another device on the bus). Only one device can TALK | |
| on the bus at a time; otherwise, the data will collide and the system | |
| will crash in confusion. However, any number of devices can LISTEN at the | |
| same time to one TALKER. | |
| 362 INPUT/OUTPUT GUIDE | |
| ~ | |
| COMMON SERIAL BUS ADDRESSES | |
| +--------+--------------------------+ | |
| | NUMBER | DEVICE | | |
| +--------+--------------------------+ | |
| | 4 or 5 | VIC-1525 GRAPHIC PRINTER | | |
| | 8 | VIC-1541 DISK DRIVE | | |
| +--------+--------------------------+ | |
| Other device addresses are possible. Each device has its own address. | |
| Certain devices (like the Commodore 64 printer) provide a choice between | |
| two addresses for the convenience of the user. | |
| The SECONDARY ADDRESS is to let the Commodore 64 transmit setup | |
| information to a device. For example, to OPEN a connection on the bus to | |
| the printer, and have it print in UPPER/LOWER case, use the following | |
| OPEN 1,4,7 | |
| where, | |
| 1 is the logical file number (the number you PRINT# to), | |
| 4 is the ADDRESS of the printer, and | |
| 7 is the SECONDARY ADDRESS that tells the printer to go into UPPER/ | |
| LOWER case mode. | |
| There are 6 lines used in serial bus operations - input and 3 output. | |
| The 3 input lines bring data, control, and timing signals into the Com- | |
| modore 64. The 3 output lines send data, control, and timing signals from | |
| the Commodore 64 to external devices on the serial bus. | |
| Serial I/O | |
| ++ ++ | |
| +-------+----------------------+ / +-+ \ | |
| | Pin | Type | /5 1\ | |
| +-------+----------------------+ + O O + | |
| | 1 | /SERIAL SRQ IN | | 6 | | |
| | 2 | GND | | O | | |
| | 3 | SERIAL ATN OUT | | | | |
| | 4 | SERIAL CLK IN/OUT | + O O + | |
| | 5 | SERIAL DATA IN/OUT | \4 O 2/ | |
| | 6 | /RESET | \ 3 / | |
| +-------+----------------------+ +---+ | |
| INPUT/OUTPUT GUIDE 363 | |
| ~ | |
| SERIAL SRQ IN: (SERIAL SERVICE REQUEST IN) | |
| Any device on the serial bus can bring this signal LOW when it requires | |
| attention from the Commodore 64. The Commodore 64 will then take care of | |
| the device. (See Figure 6-4). | |
| [THE PICTURE IS MISSING!] | |
| Figure 6-4. Serial Bus Timing. | |
| 364 INPUT/OUTPUT GUIDE | |
| ~ | |
| SERIAL ATN OUT: (SERIAL ATTENTION OUT) | |
| The Commodore 64 uses this signal to start a command sequence for a | |
| device on the serial bus. When the Commodore 64 brings this signal LOW, | |
| all other devices on the bus start listening for the Commodore 64 to | |
| transmit an address. The device addressed must respond in a preset period | |
| of time; otherwise, the Commodore 64 will assume that the device | |
| addressed is not on the bus, and will return an error in the STATUS WORD. | |
| (See Figure 6-4). | |
| [THE PICTURE IS MISSING!] | |
| SERIAL BUS TIMING | |
| +-----------------------------+-------+-------+-------+-----------------+ | |
| | Description | Symbol| Min. | Typ. | Max. | | |
| +-----------------------------+-------+-------+-------+-----------------+ | |
| | ATN RESPONSE (REQUIRED) (1) | Tat | - | - | 1000us | | |
| | LISTENER HOLD-OFF | Th | 0 | - | infinite | | |
| | NON-EOI RESPONSE TO RFD (2) | Tne | - | 40us | 200us | | |
| | BIT SET-UP TALKER (4) | Ts | 20us | 70us | - | | |
| | DATA VALID | Tv | 20us | 20us | - | | |
| | FRAME HANDSHAKE (3) | Tf | 0 | 20 | 1000us | | |
| | FRAME TO RELEASE OF ATN | Tr | 20us | - | - | | |
| | BETWEEN BYTES TIME | Tbb | 100us | - | - | | |
| | EOI RESPONSE TIME | Tye | 200us | 250us | - | | |
| | EOI RESPONSE HOLD TIME (5) | Tei | 60us | - | - | | |
| | TALKER RESPONSE LIMIT | Try | 0 | 30us | 60us | | |
| | BYTE-ACKNOWLEDGE (4) | Tpr | 20us | 30us | - | | |
| | TALK-ATTENTION RELEASE | Ttk | 20us | 30us | 100us | | |
| | TALK-ATTENTION ACKNOWLEDGE | Tdc | 0 | - | - | | |
| | TALK-ATTENTION ACK. HOLD | Tda | 80us | - | - | | |
| | EOI ACKNOWLEDGE | Tfr | 60us | - | - | | |
| +-----------------------------+-------+-------+-------+-----------------+ | |
| Notes: | |
| 1. If maximum time exceeded, device not present error. | |
| 2. If maximum time exceeded, EOI response required. | |
| 3. If maximum time exceeded, frame error. | |
| 4. Tv and Tpr minimum must be 60us for external device to be a talker. | |
| 5. Tei minimum must be 80us for external device to be a listener. | |
| INPUT/OUTPUT GUIDE 365 | |
| ~ | |
| SERIAL CLK IN/OUT: (SERIAL CLOCK IN/OUT) | |
| This signal is used for timing the data sent on the serial bus. (See | |
| Figure 6-4). | |
| SERIAL DATA IN/OUT: | |
| Data on the serial bus is transmitted one bit at a time on this line. | |
| (See Figure 6-4.) | |
| THE EXPANSION PORT | |
| The expansion connector is a 44-pin (22122) female edge connector on | |
| the back of the Commodore 64. With the Commodore 64 facing you, the | |
| expansion connector is on the far right of the back of the computer. To | |
| use the connector, a 44-pin (22/22) male edge connector is required. | |
| This port is used for expansions of the Commodore 64 system which | |
| require access to the address bus or the data bus of the computer. | |
| Caution is necessary when using the expansion bus, because it's possible | |
| to damage the Commodore 64 by a malfunction of your equipment. | |
| The expansion bus is arranged as follows: | |
| 2 2 2 1 1 1 1 1 1 1 1 1 1 | |
| 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 | |
| +---@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@---+ | |
| | | | |
| +---@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@---+ | |
| Z Y X W V U T S R P N M L K J H F E D C B A | |
| The signals available on the connector are as follows: | |
| +---------+---+---------------------------------------------------------+ | |
| | NAME |PIN| DESCRIPTION | | |
| +---------+---+---------------------------------------------------------+ | |
| | GND | 1 | System ground | | |
| | +5VDC | 2 | (Total USER PORT and CARTRIDGE devices can | | |
| | +5VDC | 3 | draw no more than 450 mA.) | | |
| | /IRQ | 4 | Interrupt Request line to 6502 (active low) | | |
| | R/W | 5 | Read/Write (write active low) | | |
| |DOT CLOCK| 6 | 8.18 MHz video dot clock | | |
| | /I/O1 | 7 | I/O block 1 @ $ DE00-$DEFF (active low) unbuffered I/O | | |
| | /GAME | 8 | active low ls ttl input | | |
| | /EXROM | 9 | active low ls ttl input | | |
| | /I/O2 |10 | I/O block 2 @ $DF00-$DFFF (active low) buff'ed ls ttl | | |
| output | | |
| 366 INPUT/OUTPUT GUIDE | |
| ~ | |
| +---------+---+---------------------------------------------------------+ | |
| | NAME |PIN| DESCRIPTION | | |
| +---------+---+---------------------------------------------------------+ | |
| | /ROML |11 | 8K decoded RAM/ROM block @ $8000 (active low) buffered | | |
| | | | ls ttl output | | |
| | BA |12 | Bus available signal from the VIC-II chip unbuffered | | |
| | | | 1 Is load max. | | |
| | /DMA |13 | Direct memory access request line (active low input) | | |
| | | | ls ttl input | | |
| | D7 |14 | Data bus bit 7 \ | | |
| | D6 |15 | Data bus bit 6 + | | |
| | D5 |16 | Data bus bit 5 | | | |
| | D4 |17 | Data bus bit 4 +- unbuffered, 1 ls ttl load max | | |
| | D3 |18 | Data bus bit 3 +- | | |
| | D2 |19 | Data bus bit 2 | | | |
| | D1 |20 | Data bus bit 1 + | | |
| | D0 |21 | Data bus bit 0 / | | |
| | GND |22 | System ground | | |
| | GND | A | | | |
| | /ROMH | B | 8K decoded RAM/ROM block @ $E000 buffered | | |
| | /RESET | C | 6502 RESET pin(active low) buff'ed ttl out/unbuff'ed in| | |
| | /NMI | D | 6502 Non Maskable Interrupt (active low) buff'ed ttl | | |
| | | | out, unbuff'ed in | | |
| | 02 | E | Phase 2 system clock | | |
| | A15 | F | Address bus bit 15 \ | | |
| | A14 | H | Address bus bit 14 + | | |
| | A13 | J | Address bus bit 13 | | | |
| | A12 | K | Address bus bit 12 | | | |
| | A11 | L | Address bus bit 11 | | | |
| | A10 | M | Address bus bit 10 | | | |
| | A9 | N | Address bus bit 9 | | | |
| | A8 | P | Address bus bit 8 +-- unbuffered, 1 ls ttl load max | | |
| | A7 | R | Address bus bit 7 +-- | | |
| | A6 | S | Address bus bit 6 | | | |
| | A5 | T | Address bus bit 5 | | | |
| | A4 | U | Address bus bit 4 | | | |
| | A3 | V | Address bus bit 3 | | | |
| | A2 | W | Address bus bit 2 | | | |
| | A1 | X | Address bus bit 1 + | | |
| | A0 | Y | Address bus bit 0 / | | |
| | GND | Z | System ground | | |
| +---------+---+---------------------------------------------------------+ | |
| INPUT/OUTPUT GUIDE 367 | |
| ~ | |
| Following is a description of some important fines on the expansion | |
| port: | |
| Pins 1,22,A,Z are connected to the system ground. | |
| Pin 6 is the DOT CLOCK. This is the 8.18-MHz video dot clock. All | |
| system timing is derived from this clock. | |
| Pin 12 is the BA (BUS AVAILABLE) signal from the VIC-II chip. This line | |
| will go low 3 cycles before the VIC-II takes over the system busses, and | |
| remains low until the VIC-II is finished fetching display information. | |
| Pin 13 is the DMA (DIRECT MEMORY ACCESS) line. When this line is pulled | |
| low, the address bus, the data bus, and the Read/Write line of the 6510 | |
| processor chip enter high-impedance state mode. This allows an external | |
| processor to take control of the system busses. This line should only be | |
| pulled low when the (02 clock is low. Also, since the VIC-II chip will | |
| continue to perform display DMA, the external device must conform to the | |
| VIC-II timing. (See VIC-II timing diagram.) This line is pulled up on the | |
| Commodore 64. | |
| Z-80 MICROPROCESSOR CARTRIDGE | |
| Reading this book and using your computer has shown you just how | |
| versatile your Commodore 64 really is. But what makes this machine even | |
| more capable of meeting your needs is the addition of peripheral | |
| equipment. Peripherals are things like Datassette(TM) recorders, disk | |
| drives, printers, and modems. All these items can be added to your | |
| Commodore 64 through the various ports and sockets on the back of your | |
| machine. The thing that makes Commodore peripherals so good is the fact | |
| that our peripherals are "intelligent." That means that they don't take | |
| up valuable Random Access Memory space when they're in use. You're free | |
| to use all 64K of memory in your Commodore 64. | |
| Another advantage of your Commodore 64 is the fact most programs you | |
| write on your Commodore 64 today will be upwardly compatible with any new | |
| Commodore computer you buy in the future. This is partially because of | |
| the qualities of the computer's Operating System (OS). | |
| However, there is one thing that the Commodore OS can't do: make your | |
| programs compatible with a computer made by another company. | |
| 368 INPUT/OUTPUT GUIDE | |
| ~ | |
| Most of the time you won't even have to think about using another com- | |
| pany's computer, because your Commodore 64 is so easy to use. But for the | |
| occasional user who wants to take advantage of software that may not be | |
| available in Commodore 64 format we have created a Commodore CP/M(R) | |
| cartridge. | |
| CP/M(R) is not a "computer dependent" operating system. Instead it uses | |
| some of the memory space normally available for programming to run its | |
| own operating system. There are advantages and disadvantages to this. The | |
| disadvantages are that the programs you write will have to be shorter | |
| than the programs you can write using the Commodore 64's built-in | |
| operating system. In addition, you can NOT use the Commodore 64's | |
| powerful screen editing capabilities. The advantages are that you can now | |
| use a large amount of software that has been specifically designed for | |
| CP/M(R) and the Z-80 microprocessor, and the programs that you write | |
| using the CP/M(R) operating system can be transported and run on any | |
| other computer that has CP/M(R) and a Z-80 card. | |
| By the way, most computers that have a Z-80 microprocessor require that | |
| you go inside the computer to actually install a Z-80 card. With this | |
| method you have to be very careful not to disturb the delicate circuitry | |
| that runs the rest of the computer. The Commodore CP/M& cartridge | |
| eliminates this hassle because our Z-80 cartridge plugs into the back of | |
| your Commodore 64 quickly and easily, without any messy wires that can | |
| cause problems later. | |
| USING COMMODORE CP/M(R) | |
| The Commodore Z-80 cartridge let's you run programs designed for a Z-80 | |
| microprocessor on your Commodore 64. The cartridge is provided with a | |
| diskette containing the Commodore CP/M(R) operating system. | |
| RUNNING COMMODORE CP/M(R) | |
| To run CP/M(R): | |
| 1) LOAD the CP/M(R) program from your disk drive. | |
| 2) Type RUN. | |
| 3) Hit the <RETURN> key. | |
| INPUT/OUTPUT GUIDE 369 | |
| ~ | |
| At this point the 64K bytes of RAM in the Commodore 64 are accessible | |
| by the built-in 6510 central processor, OR 48K bytes of RAM are available | |
| for the Z-80 central processor. You can shift back and forth between | |
| these two processors, but you can NOT use them at the same time in a | |
| single program. This is possible because of your Commodore 64's | |
| sophisticated timing mechanism. | |
| Below is the memory address translation that is performed on the Z-80 | |
| cartridge. You should notice that by adding 4096 bytes to the memory | |
| locations used in CP/M(R) $1000 (hex) you equal the memory addresses of | |
| the normal Commodore 64 operating system. The correspondence between Z-80 | |
| and 6510 memory addresses is as follows: | |
| +-----------------------------------+-----------------------------------+ | |
| | Z-80 ADDRESSES | 6510 ADDRESSES | | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| | DECIMAL | HEX | DECIMAL | HEX | | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| | 0000-4095 | 0000-0FFF | 4096-8191 | 1000-1FFF | | |
| | 4096-8191 | 1000-1FFF | 8192-12287 | 2000-2FFF | | |
| | 8192-12287 | 2000-2FFF | 12288-16383 | 3000-3FFF | | |
| | 12288-16383 | 3000-3FFF | 16384-20479 | 4000-4FFF | | |
| | 16384-20479 | 4000-4FFF | 20480-24575 | 5000-5FFF | | |
| | 20480-24575 | 5000-5FFF | 24576-28671 | 6000-6FFF | | |
| | 24576-28671 | 6000-6FFF | 28672-32767 | 7000-7FFF | | |
| | 28672-32767 | 7000-7FFF | 32768-36863 | 8000-SFFF | | |
| | 32768-36863 | 8000-8FFF | 36864-40959 | 9000-9FFF | | |
| | 36864-40959 | 9000-9FFF | 40960-45055 | A000-AFFF | | |
| | 40960-45055 | A000-AFFF | 45056-49151 | B000-BFFF | | |
| | 45056-49151 | B000-BFFF | 49152-53247 | C000-CFFF | | |
| | 49152-53247 | C000-CFFF | 53248-57343 | D000-DFFF | | |
| | 53248-57343 | D000-DFFF | 57344-61439 | E000-EFFF | | |
| | 57344-61439 | E000-EFFF | 61440-65535 | F000-FFFF | | |
| | 61440-65535 | F000-FFFF | 0000-4095 | 0000-0FFF | | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| 370 INPUT/OUTPUT GUIDE | |
| ~ | |
| To TURN ON the Z-80 and TURN OFF the 6510 chip, type in the following | |
| program: | |
| start tok64 page371.prg | |
| 10 rem this program is to be used with the z80 card | |
| 20 rem it first stores z80 data at $1000 (Z80=$0000) | |
| 30 rem then it turns off the 6510 irq's and enables | |
| 40 rem the z80 card. the z80 card must be turned off | |
| 50 rem to reenable the 6510 system. | |
| 100 rem store z80 data | |
| 110 read b: rem get size of z80 code to be moved | |
| 120 for i=4096 to 4096+b-1:rem move code | |
| 130 read a:poke i,a | |
| 140 next i | |
| 200 rem run z80 code | |
| 210 poke 56333,127: rem turn of 6510 irq's | |
| 220 poke 56832,00 : rem turn on z80 card | |
| 230 poke 56333,129: rem turn on 6510 irq's when z80 done | |
| 240 end | |
| 1000 rem z80 machine language code data section | |
| 1010 data 18 : rem size of data to be passed | |
| 1100 rem z80 turn on code | |
| 1110 data 00,00,00 : rem our z80 card requires turn on time at $0000 | |
| 1200 rem z80 task data here | |
| 1210 data 33,02,245: rem ld hl,nn (location on screen) | |
| 1220 data 52 : rem inc hl (increment that location) | |
| 1300 rem z80 self-turn off data here | |
| 1310 data 62,01 : rem ld a,n | |
| 1320 data 50,00,206 : rem ld (nn),a :i/o location | |
| 1330 data 00,00,00 : rem nop, nop, nop | |
| 1340 data 195,00,00 : rem jmp $0000 | |
| stop tok64 | |
| For more details about Commodore CP/M(R) and the Z-80 microprocessor | |
| look for the cartridge and the Z-80 Reference Guide at your local | |
| Commodore computer dealer. | |
| INPUT/OUTPUT GUIDE 371 | |
| ~~ | |
| APPENDICES | |
| 373 | |
| ~ | |
| APPENDIX A | |
| ABBREVIATIONS FOR BASIC KEYWORDS | |
| As a time-saver when typing in programs and commands, Commodore 64 | |
| BASIC allows the user to abbreviate most keywords. The abbreviation for | |
| PRINT is a question mark. The abbreviations for other words are made by | |
| typing the first one or two letters of the word, followed by the SHIFTed | |
| next letter of the word. If the abbreviations are used in a program line, | |
| the keyword will LIST in the full form. | |
| Looks like | Looks like | |
| Command Abbreviation this on screen | Command Abbreviation this on screen | |
| ------------------------------------+------------------------------------ | |
| ABS A <SHIFT+B> | END E <SHIFT+N> | |
| | | |
| AND A <SHIFT+N> | EXP E <SHIFT+X> | |
| | | |
| ASC A <SHIFT+S> | FN NONE FN | |
| | | |
| ATN A <SHIFT+T> | FOR F <SHIFT+O> | |
| | | |
| CHR$ C <SHIFT+H> | FRE F <SHIFT+R> | |
| | | |
| CLOSE CL <SHIFT+O> | GET G <SHIFT+E> | |
| | | |
| CLR C <SHIFT+L> | GET# NONE GET# | |
| | | |
| CMD C <SHIFT+M> | GOSUB GO <SHIFT+S> | |
| | | |
| CONT C <SHIFT+O> | GOTO G <SHIFT+O> | |
| | | |
| COS NONE COS | IF NONE IF | |
| | | |
| DATA D <SHIFT+A> | INPUT NONE INPUT | |
| | | |
| DEF D <SHIFT+E> | INPUT# I <SHIFT+N> | |
| | | |
| DIM D <SHIFT+I> | INT NONE INT | |
| | | |
| LEFT$ LE <SHIFT+F> | RIGHT$ R <SHIFT+I> | |
| | | |
| LEN NONE LEN | RND R <SHIFT+N> | |
| 374 APPENDIX A | |
| ~ | |
| Looks like | Looks like | |
| Command Abbreviation this on screen | Command Abbreviation this on screen | |
| ------------------------------------+------------------------------------ | |
| LET L <SHIFT+E> | RUN R <SHIFT+U> | |
| | | |
| LIST L <SHIFT+I> SAVE | SAVE S <SHIFT+A> | |
| | | |
| LOAD L <SHIFT+O> | SGN S <SHIFT+G> | |
| | | |
| LOG NONE LOG | SIN S <SHIFT+I> | |
| | | |
| MID$ M <SHIFT+I> | SPC( S <SHIFT+P> | |
| | | |
| NEW NONE NEW | SQR S <SHIFT+Q> | |
| | | |
| NEXT N <SHIFT+E> | STATUS ST ST | |
| | | |
| NOT N <SHIFT+O> | STEP ST <SHIFT+E> | |
| | | |
| ON NONE ON | STOP S <SHIFT+T> | |
| | | |
| OPEN O <SHIFT+P> | STR$ ST <SHIFT+R> | |
| | | |
| OR NONE OR | SYS S <SHIFT+Y> | |
| | | |
| PEEK P <SHIFT+E> | TAB( T <SHIFT+A> | |
| | | |
| POKE P <SHIFT+O> | TAN NONE TAN | |
| | | |
| POS NONE POS | THEN T <SHIFT+H> | |
| | | |
| PRINT ? ? | TIME TI TI | |
| | | |
| PRINT# P <SHIFT+R> | TIME$ TI$ TI$ | |
| | | |
| READ R <SHIFT+E> | USR U <SHIFT+S> | |
| | | |
| REM NONE REM | VAL V <SHIFT+A> | |
| | | |
| RESTORE RE <SHIFT+S> | VERIFY V <SHIFT+E> | |
| | | |
| RETURN RE <SHIFT+T> | WAIT W <SHIFT+A> | |
| APPENDIX A 375 | |
| ~ | |
| APPENDIX B | |
| SCREEN DISPLAY CODES | |
| The following chart lists all of the characters built into the | |
| Commodore 64 character sets. It shows which numbers should be POKED into | |
| screen memory (locations 1024-2023) to get a desired character. Also | |
| shown is which character corresponds to a number PEEKed from the screen. | |
| Two character sets are available, but only one set at a time. This | |
| means that you cannot have characters from one set on the screen at the | |
| same time you have characters from the other set displayed. The sets are | |
| switched by holding down the <SHIFT> and <C=> keys simultaneously. | |
| From BASIC, POKE 53272,21 will switch to upper case mode and | |
| POKE 53272,23 switches to lower case. | |
| Any number on the chart may also be displayed in REVERSE. The reverse | |
| character code may be obtained by adding 128 to the values shown. | |
| If you want to display a solid circle at location 1504, POKE the code | |
| for the circle (81) into location 1504: POKE 1504,81. | |
| There is a corresponding memory location to control the color of each | |
| character displayed on the screen (locations 55296-56295). To change the | |
| color of the circle to yellow (color code 7) you would POKE the corre- | |
| sponding memory location (55776) with the character color: POKE 55776,7. | |
| Refer to Appendix D for the complete screen and color memory maps, | |
| along with color codes. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The following POKEs display the same symbol in set 1 and 2: 1, | | |
| | 27-64, 91-93, 96-104, 106-121, 123-127. | | |
| +-----------------------------------------------------------------------+ | |
| SCREEN CODES | |
| SET 1 SET 2 POKE | SET 1 SET 2 POKE | SET 1 SET 2 POKE | |
| ------------------------+------------------------+----------------------- | |
| | | | |
| @ 0 | C c 3 | F f 6 | |
| A a 1 | D d 4 | G g 7 | |
| B b 2 | E e 5 | H h 8 | |
| 376 APPENDIX B | |
| ~ | |
| SET 1 SET 2 POKE | SET 1 SET 2 POKE | SET 1 SET 2 POKE | |
| ------------------------+------------------------+----------------------- | |
| | | | |
| I i 9 | % 37 | A 65 | |
| J j 10 | & 38 | B 66 | |
| K k 11 | ' 39 | C 67 | |
| L l 12 | ( 40 | D 68 | |
| M m 13 | ) 41 | E 69 | |
| N n 14 | * 42 | F 70 | |
| O o 15 | + 43 | G 71 | |
| P p 16 | , 44 | H 72 | |
| Q q 17 | - 45 | I 73 | |
| R r 18 | . 46 | J 74 | |
| S s 19 | / 47 | K 75 | |
| T t 20 | 0 48 | L 76 | |
| U u 21 | 1 49 | M 77 | |
| V v 22 | 2 50 | N 78 | |
| W w 23 | 3 51 | O 79 | |
| X x 24 | 4 52 | P 80 | |
| Y y 25 | 5 53 | Q 81 | |
| Z z 26 | 6 54 | R 82 | |
| [ 27 | 7 55 | S 83 | |
| pound 28 | 8 56 | T 84 | |
| ] 29 | 9 57 | U 85 | |
| ^ 30 | : 58 | V 86 | |
| <- 31 | ; 59 | W 87 | |
| SPACE 32 | < 60 | X 88 | |
| ! 33 | = 61 | Y 89 | |
| " 34 | > 62 | Z 90 | |
| # 35 | ? 63 | 91 | |
| $ 36 | 64 | 92 | |
| APPENDIX B 377 | |
| ~ | |
| SET 1 SET 2 POKE | SET 1 SET 2 POKE | SET 1 SET 2 POKE | |
| ------------------------+------------------------+----------------------- | |
| | | | |
| 93 | 105 | 117 | |
| 94 | 106 | 118 | |
| 95 | 107 | 119 | |
| SPACE 96 | 108 | 120 | |
| 97 | 109 | 121 | |
| 98 | 110 | 122 | |
| 99 | 111 | 123 | |
| 100 | 112 | 124 | |
| 101 | 113 | 125 | |
| 102 | 114 | 126 | |
| 103 | 115 | 127 | |
| 104 | 116 | | |
| Codes from 128-255 are reversed images of codes 0-127. | |
| 378 APPENDIX B | |
| ~ | |
| APPENDIX C | |
| ASCII AND CHR$ CODES | |
| This appendix shows you what characters will appear if you PRINT | |
| CHR$(X), for all possible values of X. It will also show the values ob- | |
| tained by typing PRINT ASC("x"), where x is any character you can type. | |
| This is useful in evaluating the character received in a GET statement, | |
| converting upper/lower case, and printing character based commands (like | |
| switch to upper/lower case) that could not be enclosed in quotes. | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| | PRINTS CHR$ | PRINTS CHR$ | PRINTS CHR$ | PRINTS CHR$ | | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| | 0 | {down} 17 | " 34 | 3 51 | | |
| | 1 | {rvs on} 18 | # 35 | 4 52 | | |
| | 2 | {home} 19 | $ 36 | 5 53 | | |
| | 3 | {del} 20 | % 37 | 6 54 | | |
| | 4 | 21 | & 38 | 7 55 | | |
| | {white} 5 | 22 | ' 39 | 8 56 | | |
| | 6 | 23 | ( 40 | 9 57 | | |
| | 7 | 24 | ) 41 | : 58 | | |
| | disSHIFT+C= 8 | 25 | * 42 | ; 59 | | |
| | enaSHIFT+C= 9 | 26 | + 43 | < 60 | | |
| | 10 | 27 | , 44 | = 61 | | |
| | 11 | {red} 28 | - 45 | > 62 | | |
| | 12 | {right} 29 | . 46 | ? 63 | | |
| | return 13 | {green} 30 | / 47 | @ 64 | | |
| | lower case 14 | {blue} 31 | 0 48 | A 65 | | |
| | 15 | SPACE 32 | 1 49 | B 66 | | |
| | 16 | ! 33 | 2 50 | C 67 | | |
| APPENDIX C 379 | |
| ~ | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| | PRINTS CHR$ | PRINTS CHR$ | PRINTS CHR$ | PRINTS CHR$ | | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| | D 68 | 97 | 126 | {grey 3} 155 | | |
| | E 69 | 98 | 127 | {purple} 156 | | |
| | F 70 | 99 | 128 | {left} 157 | | |
| | G 71 | 100 | {orange} 129 | {yellow} 158 | | |
| | H 72 | 101 | 130 | {cyan} 159 | | |
| | I 73 | 102 | 131 | SPACE 160 | | |
| | J 74 | 103 | 132 | 161 | | |
| | K 75 | 104 | f1 133 | 162 | | |
| | L 76 | 105 | f3 134 | 163 | | |
| | M 77 | 106 | f5 135 | 164 | | |
| | N 78 | 107 | f7 136 | 165 | | |
| | O 79 | 108 | f2 137 | 166 | | |
| | P 80 | 109 | f4 138 | 167 | | |
| | Q 81 | 110 | f6 139 | 168 | | |
| | R 82 | 111 | f8 140 | 169 | | |
| | S 83 | 112 |shift+ret. 141 | 170 | | |
| | T 84 | 113 |upper case 142 | 171 | | |
| | U 85 | 114 | 143 | 172 | | |
| | V 86 | 115 | {black} 144 | 173 | | |
| | W 87 | 116 | {up} 145 | 174 | | |
| | X 88 | 117 | {rvs off} 146 | 175 | | |
| | Y 89 | 118 | {clear} 147 | 176 | | |
| | Z 90 | 119 | {inst} 148 | 177 | | |
| | [ 91 | 120 | {brown} 149 | 178 | | |
| | pound 92 | 121 | {lt. red} 150 | 179 | | |
| | ] 93 | 122 | {grey 1} 151 | 180 | | |
| | ^ 94 | 123 | {grey 2} 152 | 181 | | |
| |{arrow left}95 | 124 | {lt.green}153 | 182 | | |
| | 96 | 125 | {lt.blue} 154 | 183 | | |
| 380 APPENDIX C | |
| ~ | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| | PRINTS CHR$ | PRINTS CHR$ | PRINTS CHR$ | PRINTS CHR$ | | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| | 184 | 186 | 188 | 190 | | |
| | 185 | 187 | 189 | 191 | | |
| +-----------------+-----------------+-----------------+-----------------+ | |
| CODES 192-223 SAME AS 96-127 | |
| CODES 224-254 SAME AS 160-190 | |
| CODE 255 SAME AS 126 | |
| APPENDIX C 381 | |
| ~ | |
| APPENDIX D | |
| SCREEN AND COLOR MEMORY MAPS | |
| The following charts list which memory locations control placing char- | |
| acters on the screen, and the locations used to change individual char- | |
| acter colors, as well as showing character color codes. | |
| SCREEN MEMORY MAP | |
| COLUMN 1063 | |
| 0 10 20 30 39 / | |
| +------------------------------------------------------------/ | |
| 1024 | | 0 | |
| 1064 | | | |
| 1104 | | | |
| 1144 | | | |
| 1184 | | | |
| 1224 | | | |
| 1264 | | | |
| 1304 | | | |
| 1344 | | | |
| 1384 | | | |
| 1424 | | 10 | |
| 1464 | | | |
| 1504 | | ROW | |
| 1544 | | | |
| 1584 | | | |
| 1624 | | | |
| 1664 | | | |
| 1704 | | | |
| 1744 | | | |
| 1784 | | | |
| 1824 | | 20 | |
| 1864 | | | |
| 1904 | | | |
| 1944 | | | |
| 1984 | | 24 | |
| +------------------------------------------------------------\ | |
| \ | |
| 2023 | |
| 382 APPENDIX D | |
| ~ | |
| The actual values to POKE into a color memory location to change a | |
| character's color are: | |
| 0 BLACK 4 PURPLE 8 ORANGE 12 GRAY 2 | |
| 1 WHITE 5 GREEN 9 BROWN 13 Light GREEN | |
| 2 RED 6 BLUE 10 Light RED 14 Light BLUE | |
| 3 CYAN 7 YELLOW 11 GRAY 1 15 GRAY 3 | |
| For example, to change the color of a character located at the upper | |
| left-hand corner of the screen to red, type: POKE 55296,2. | |
| COLOR MEMORY MAP | |
| COLUMN 55335 | |
| 0 10 20 30 39 / | |
| +------------------------------------------------------------/ | |
| 55296| | 0 | |
| 55336| | | |
| 55376| | | |
| 55416| | | |
| 55456| | | |
| 55496| | | |
| 55536| | | |
| 55576| | | |
| 55616| | | |
| 55656| | | |
| 55696| | 10 | |
| 55736| | | |
| 55776| | ROW | |
| 55816| | | |
| 55856| | | |
| 55896| | | |
| 55936| | | |
| 55976| | | |
| 56016| | | |
| 56056| | | |
| 56096| | 20 | |
| 56136| | | |
| 56176| | | |
| 56216| | | |
| 56256| | 24 | |
| +------------------------------------------------------------\ | |
| 56295 | |
| APPENDIX D 383 | |
| ~ | |
| APPENDIX E | |
| MUSIC NOTE VALUES | |
| This appendix contains a complete list of Note#, actual note, and the | |
| values to be POKED into the HI FREQ and LOW FREQ registers of the sound | |
| chip to produce the indicated note. | |
| +-----------------------------+-----------------------------------------+ | |
| | MUSICAL NOTE | OSCILLATOR FREQ | | |
| +-------------+---------------+-------------+-------------+-------------+ | |
| | NOTE | OCTAVE | DECIMAL | HI | LOW | | |
| +-------------+---------------+-------------+-------------+-------------+ | |
| | 0 | C-0 | 268 | 1 | 12 | | |
| | 1 | C#-0 | 284 | 1 | 28 | | |
| | 2 | D-0 | 301 | 1 | 45 | | |
| | 3 | D#-0 | 318 | 1 | 62 | | |
| | 4 | E-0 | 337 | 1 | 81 | | |
| | 5 | F-0 | 358 | 1 | 102 | | |
| | 6 | F#-0 | 379 | 1 | 123 | | |
| | 7 | G-0 | 401 | 1 | 145 | | |
| | 8 | G#-0 | 425 | 1 | 169 | | |
| | 9 | A-0 | 451 | 1 | 195 | | |
| | 10 | A#-0 | 477 | 1 | 221 | | |
| | 11 | B-0 | 506 | 1 | 250 | | |
| | 16 | C-1 | 536 | 2 | 24 | | |
| | 17 | C#-1 | 568 | 2 | 56 | | |
| | 18 | D-1 | 602 | 2 | 90 | | |
| | 19 | D#-1 | 637 | 2 | 125 | | |
| | 20 | E-1 | 675 | 2 | 163 | | |
| | 21 | F-1 | 716 | 2 | 204 | | |
| | 22 | F#-1 | 758 | 2 | 246 | | |
| | 23 | G-1 | 803 | 3 | 35 | | |
| | 24 | G#-1 | 851 | 3 | 83 | | |
| | 25 | A-1 | 902 | 3 | 134 | | |
| | 26 | A#-1 | 955 | 3 | 187 | | |
| | 27 | B-1 | 1012 | 3 | 244 | | |
| | 32 | C-2 | 1072 | 4 | 48 | | |
| 384 APPENDIX E | |
| ~ | |
| +-----------------------------+-----------------------------------------+ | |
| | MUSICAL NOTE | OSCILLATOR FREQ | | |
| +-------------+---------------+-------------+-------------+-------------+ | |
| | NOTE | OCTAVE | DECIMAL | HI | LOW | | |
| +-------------+---------------+-------------+-------------+-------------+ | |
| | 33 | C#-2 | 1136 | 4 | 112 | | |
| | 34 | D-2 | 1204 | 4 | 180 | | |
| | 35 | D#-2 | 1275 | 4 | 251 | | |
| | 36 | E-2 | 1351 | 5 | 71 | | |
| | 37 | F-2 | 1432 | 5 | 152 | | |
| | 38 | F#-2 | 1517 | 5 | 237 | | |
| | 39 | G-2 | 1607 | 6 | 71 | | |
| | 40 | G#-2 | 1703 | 6 | 167 | | |
| | 41 | A-2 | 1804 | 7 | 12 | | |
| | 42 | A#-2 | 1911 | 7 | 119 | | |
| | 43 | B-2 | 2025 | 7 | 233 | | |
| | 48 | C-3 | 2145 | 8 | 97 | | |
| | 49 | C#-3 | 2273 | 8 | 225 | | |
| | 50 | D-3 | 2408 | 9 | 104 | | |
| | 51 | D#-3 | 2551 | 9 | 247 | | |
| | 52 | E-3 | 2703 | 10 | 143 | | |
| | 53 | F-3 | 2864 | 11 | 48 | | |
| | 54 | F#-3 | 3034 | 11 | 218 | | |
| | 55 | G-3 | 3215 | 12 | 143 | | |
| | 56 | G#-3 | 3406 | 13 | 78 | | |
| | 57 | A-3 | 3608 | 14 | 24 | | |
| | 58 | A#-3 | 3823 | 14 | 239 | | |
| | 59 | B-3 | 4050 | 15 | 210 | | |
| | 64 | C-4 | 4291 | 16 | 195 | | |
| | 65 | C#-4 | 4547 | 17 | 195 | | |
| | 66 | D-4 | 4817 | 18 | 209 | | |
| | 67 | D#-4 | 5103 | 19 | 239 | | |
| | 68 | E-4 | 5407 | 21 | 31 | | |
| | 69 | F-4 | 5728 | 22 | 96 | | |
| | 70 | F#-4 | 6069 | 23 | 181 | | |
| | 71 | G-4 | 6430 | 25 | 30 | | |
| | 72 | G#-4 | 6812 | 26 | 156 | | |
| | 73 | A-4 | 7217 | 28 | 49 | | |
| | 74 | A#-4 | 7647 | 29 | 223 | | |
| | 75 | B-4 | 8101 | 31 | 165 | | |
| | 80 | C-5 | 8583 | 33 | 135 | | |
| | 81 | C#-5 | 9094 | 35 | 134 | | |
| APPENDIX E 385 | |
| ~ | |
| +-----------------------------+-----------------------------------------+ | |
| | MUSICAL NOTE | OSCILLATOR FREQ | | |
| +-------------+---------------+-------------+-------------+-------------+ | |
| | NOTE | OCTAVE | DECIMAL | HI | LOW | | |
| +-------------+---------------+-------------+-------------+-------------+ | |
| | 82 | D-5 | 9634 | 37 | 162 | | |
| | 83 | D#-5 | 10207 | 39 | 223 | | |
| | 84 | E-5 | 10814 | 42 | 62 | | |
| | 85 | F-5 | 11457 | 44 | 193 | | |
| | 86 | F#-5 | 12139 | 47 | 107 | | |
| | 87 | G-5 | 12860 | 50 | 60 | | |
| | 88 | G#-5 | 13625 | 53 | 57 | | |
| | 89 | A-5 | 14435 | 56 | 99 | | |
| | 90 | A#-5 | 15294 | 59 | 190 | | |
| | 91 | B-5 | 16203 | 63 | 75 | | |
| | 96 | C-6 | 17167 | 67 | 15 | | |
| | 97 | C#-6 | 18188 | 71 | 12 | | |
| | 98 | D-6 | 19269 | 75 | 69 | | |
| | 99 | D#-6 | 20415 | 79 | 191 | | |
| | 100 | E-6 | 21629 | 84 | 125 | | |
| | 101 | F-6 | 22915 | 89 | 131 | | |
| | 102 | F#-6 | 24278 | 94 | 214 | | |
| | 103 | G-6 | 25721 | 100 | 121 | | |
| | 104 | G#-6 | 27251 | 106 | 115 | | |
| | 105 | A-6 | 28871 | 112 | 199 | | |
| | 106 | A#-6 | 30588 | 119 | 124 | | |
| | 107 | B-6 | 32407 | 126 | 151 | | |
| | 112 | C-7 | 34334 | 134 | 30 | | |
| | 113 | C#-7 | 36376 | 142 | 24 | | |
| | 114 | D-7 | 38539 | 150 | 139 | | |
| | 115 | D#-7 | 40830 | 159 | 126 | | |
| | 116 | E-7 | 43258 | 168 | 250 | | |
| | 117 | F-7 | 45830 | 179 | 6 | | |
| | 118 | F#-7 | 48556 | 189 | 172 | | |
| | 119 | G-7 | 51443 | 200 | 243 | | |
| | 120 | G#-7 | 54502 | 212 | 230 | | |
| | 121 | A-7 | 57743 | 225 | 143 | | |
| | 122 | A#-7 | 61176 | 238 | 248 | | |
| | 123 | B-7 | 64814 | 253 | 46 | | |
| +-------------+---------------+-------------+-------------+-------------+ | |
| 386 APPENDIX E | |
| ~ | |
| FILTER SETTINGS | |
| +------------+--------------------------------+ | |
| | Location | Contents | | |
| +------------+--------------------------------+ | |
| | 54293 | Low cutoff frequency (0-7) | | |
| | 54294 | High cutoff frequency (0-255) | | |
| | 54295 | Resonance (bits 4-7) | | |
| | | Filter voice 3 (bit 2) | | |
| | | Filter voice 2 (bit 1) | | |
| | | Filter voice 1 (bit 0) | | |
| | 54296 | High pass (bit 6) | | |
| | | Bandpass (bit 5) | | |
| | | Low pass (bit 4) | | |
| | | Volume (bits 0-3) | | |
| +------------+--------------------------------+ | |
| APPENDIX E 387 | |
| ~ | |
| APPENDIX F | |
| BIBLIOGRAPHY | |
| Addison-Wesley "BASIC and the Personal Computer", Dwyer and | |
| Critchfield | |
| Compute "Compute's First Book of PET/CBM" | |
| Cowbay Computing "Feed Me, I'm Your PET Computer", Carol Alexander | |
| "Looking Good with Your PET", Carol Alexander | |
| "Teacher's PET-Plans, Quizzes, and Answers" | |
| Creative Computing "Getting Acquainted With Your VIC 20", | |
| T. Hartnell | |
| Dilithium Press "BASIC Basic-English Dictionary for the PET", | |
| Lorry Noonan | |
| "PET BASIC", Tom Rugg and Phil Feldman | |
| Faulk Baker Associates "MOS Programming Manual", MOS Technology | |
| Hoyden Book Co. "BASIC From the Ground Up", David E. Simon | |
| "I Speak BASIC to My PET", Aubrey Jones, Jr. | |
| "Library of PET Subroutines',', Nick Hampshire | |
| "PET Graphics", Nick Hampshire | |
| "BASIC Conversions Handbook, Apple, TRS-80, and | |
| PET", David A. Brain, Phillip R. Oviatt, | |
| Paul J. Paquin, and Chandler P. Stone | |
| 388 APPENDIX F | |
| ~ | |
| Howard W. Sams "The Howard W. Sams Crash Course in Mi- | |
| crocomputers", Louis E. Frenzel, Jr. | |
| "Mostly BASIC: Applications for Your PET", | |
| Howard Berenbon | |
| "PET Interfacing", James M. Downey and Steven | |
| M. Rogers | |
| "VIC 20 Programmer's Reference Guide", A. Finkel, | |
| P. Higginbottom, N. Harris, and M. Tomczyk | |
| Little, Brown & Co. "Computer Games for Businesses, Schools, and | |
| Homes", J. Victor Nagigian, and William S. Hodges | |
| "The Computer Tutor: Learning Activities for | |
| Homes and Schools", Gary W. Orwig, University of | |
| Central Florida, and William S. Hodges | |
| McGraw-Hill "Hands-On BASIC With a PET", Herbert D. Peckman | |
| "Home and Office Use of VisiCalc", D. Castlewitz, | |
| and L. Chisauki | |
| Osborne/McGraw-Hill "PET/CBM Personal Computer Guide", Carroll | |
| S. Donahue | |
| "PET Fun and Games", R. Jeffries and G. Fisher | |
| "PET and the IEEE", A. Osborne and C. Donahue | |
| "Some Common BASIC Programs for the PET", | |
| L. Poole, M. Borchers, and C. Donahue | |
| "Osborne CP/M User Guide", Thorn Hogan | |
| "CBM Professional Computer Guide" | |
| "The PET Personal Guide" | |
| "The 8086 Book", Russell Rector and George Alexy | |
| APPENDIX F 389 | |
| ~ | |
| P. C. Publications "Beginning Self-Teaching Computer Lessons" | |
| Prentice-Hall "The PET Personal Computer for Beginners", | |
| S. Dunn and V. Morgan | |
| Reston Publishing Co. "PET and the IEEE 488 Bus (GPIB)", Eugene | |
| Fisher and C. W. Jensen | |
| "PET BASIC-Training Your PET Computer", | |
| Roman Zamora, Wm. F. Carrie, and B. Allbrecht | |
| "PET Games and Recreation", M. Ogelsby, L. | |
| Lindsey, and D. Kunkin | |
| "PET BASIC", Richard Huskell | |
| "VIC Games and Recreation" | |
| Telmas Courseware "BASIC and the Personal Computer", T. A. Dwyer, | |
| Ratings and M. Critchfield | |
| Total Information Ser- "Understanding Your PET/CBM, Vol. 1, BASIC | |
| vices Programming" | |
| "Understanding Your VIC", David Schultz | |
| Commodore Magazines provide you with the most up-to-date information | |
| for your Commodore 64. Two of the most popular publications that you | |
| should seriously consider subscribing to are: | |
| COMMODORE-The Microcomputer Magazine is published bimonthly and is | |
| available by subscription ($15.00 per year, U.S., and $25.00 per year, | |
| worldwide). | |
| POWER/PLAY-The Home Computer Magazine is, published quarterly and is | |
| available by subscription ($10.00 per year, U.S,, and $15.00 per year | |
| worldwide). | |
| 390 APPENDIX F | |
| ~ | |
| APPENDIX G | |
| VIC CHIP REGISTER MAP | |
| 53248 ($D000) Starting (Base) Address | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| |Register#| | | | | | | | | | | |
| | Dec Hex | DB7 | DB6 | DB5 | DB4 | DB3 | DB2 | DB1 | DB0 | | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 0 0 | S0X7| | | | | | | S0X0| SPRITE 0 X | | |
| | | | | | | | | | | Component | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 1 1 | S0Y7| | | | | | | S0Y0| SPRITE 0 Y | | |
| | | | | | | | | | | Component | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 2 2 | S1X7| | | | | | | S1X0| SPRITE 1 X | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 3 3 | S1Y7| | | | | | | S1Y0| SPRITE 1 Y | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 4 4 | S2X7| | | | | | | S2X0| SPRITE 2 X | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 5 5 | S2Y7| | | | | | | S2Y0| SPRITE 2 Y | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 6 6 | S3X7| | | | | | | S3X0| SPRITE 3 X | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 7 7 | S3Y7| | | | | | | S3Y0| SPRITE 3 Y | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 8 8 | S4X7| | | | | | | S4X0| SPRITE 4 X | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 9 9 | S4Y7| | | | | | | S4Y0| SPRITE 4 Y | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 10 A | S5X7| | | | | | | S5X0| SPRITE 5 X | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 11 B | S5Y7| | | | | | | S5Y0| SPRITE 5 Y | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 12 C | S6X7| | | | | | | S6X0| SPRITE 6 X | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 13 D | S6Y7| | | | | | | S6Y0| SPRITE 6 Y | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 14 E | S7X7| | | | | | | S7X0| SPRITE 7 X | | |
| | | | | | | | | | | Component | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| APPENDIX G 391 | |
| ~ | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| |Register#| | | | | | | | | | | |
| | Dec Hex | DB7 | DB6 | DB5 | DB4 | DB3 | DB2 | DB1 | DB0 | | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 15 F | S7Y7| | | | | | | S7Y0| SPRITE 7 Y | | |
| | | | | | | | | | | Component | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 16 10 | S7X8| S6X8| S5X8| S4X8| S3X8| S2X8| S1X8| S0X8| MSB of X | | |
| | | | | | | | | | | COORD. | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 17 11 | RC8 | ECM | BMM | BLNK| RSEL|YSCL2|YSCL1|YSCL0| Y SCROLL | | |
| | | | | | | | | | | MODE | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 18 12 | RC7 | RC6 | RC5 | RC4 | RC3 | RC2 | RC1 | RC0 | RASTER | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 19 13 | LPX7| | | | | | | LPX0| LIGHT PEN X | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 20 14 | LPY7| | | | | | | | LIGHT PEN Y | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 21 15 | SE7 | | | | | | | SE0 |SPRITE ENABLE| | |
| | | | | | | | | | | (ON/OFF) | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 22 16 | N.C.| N.C.| RST | MCM | CSEL|XSCL2|XSCL1|XSCL0| X SCROLL | | |
| | | | | | | | | | | MODE | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 23 17 |SEXY7| | | | | | |SEXY0| SPRITE | | |
| | | | | | | | | | | EXPAND Y | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 24 18 | VS13| VS12| VS11| VS10| CB13| CB12| CB11| N.C.| SCREEN and | | |
| | | | | | | | | | | Character | | |
| | | | | | | | | | | Memory Base | | |
| | | | | | | | | | | Address | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 25 19 | IRQ | N.C.| N.C.| N.C.|LPIRQ| ISSC| ISBC| RIRQ| Interrupt | | |
| | | | | | | | | | | Request's | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 26 1A | N.C.| N.C.| N.C.| N.C.| MLPI|MISSC|MISBC|MRIRQ| IRQ MASKS | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 27 1B | BSP7| | | | | | | BSP0| Background- | | |
| | | | | | | | | | | Sprite | | |
| | | | | | | | | | | PRIORITY | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| 392 APPENDIX G | |
| ~ | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| |Register#| | | | | | | | | | | |
| | Dec Hex | DB7 | DB6 | DB5 | DB4 | DB3 | DB2 | DB1 | DB0 | | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 28 1C | SCM7| | | | | | | SCM0| MULTICOLOR | | |
| | | | | | | | | | |SPRITE SELECT| | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 29 1D |SEXX7| | | | | | |SEXX0| SPRITE | | |
| | | | | | | | | | | EXPAND X | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 30 1E | SSC7| | | | | | | SSC0|Sprite-Sprite| | |
| | | | | | | | | | | COLLISION | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| | 31 1F | SBC7| | | | | | | SBC0| Sprite- | | |
| | | | | | | | | | | Background | | |
| | | | | | | | | | | COLLISION | | |
| +---------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | |
| +---------+-----------------------+ +---------+-----------------------+ | |
| |Register#| | |Register#| | | |
| | Dec Hex | Color | | Dec Hex | Color | | |
| | 32 20 | BORDER COLOR | | 39 27 | SPRITE 0 COLOR | | |
| | 33 21 | BACKGROUND COLOR 0 | | 40 28 | SPRITE 1 COLOR | | |
| | 34 22 | BACKGROUND COLOR 1 | | 41 29 | SPRITE 2 COLOR | | |
| | 35 23 | BACKGROUND COLOR 2 | | 42 2A | SPRITE 3 COLOR | | |
| | 36 24 | BACKGROUND COLOR 3 | | 43 2B | SPRITE 4 COLOR | | |
| | 37 25 | SPRITE MULTICOLOR 0 | | 44 2C | SPRITE 5 COLOR | | |
| | 38 26 | SPRITE MULTICOLOR 1 | | 45 2D | SPRITE 6 COLOR | | |
| +---------+-----------------------+ | 46 2E | SPRITE 7 COLOR | | |
| COLOR CODES +---------+-----------------------+ | |
| +---------+-----------+ +---------+-----------+ | |
| | Dec Hex | Color | | Dec Hex | Color | | |
| | 0 0 | BLACK | | 8 8 | ORANGE | | |
| | 1 1 | WHITE | | 9 9 | BROWN | | |
| | 2 2 | RED | | 10 A | LT RED | | |
| | 3 3 | CYAN | | 11 B | GRAY 1 | | |
| | 4 4 | PURPLE | | 12 C | GRAY 2 | | |
| | 5 5 | GREEN | | 13 D | LT GREEN | | |
| | 6 6 | BLUE | | 14 E | LT BLUE | | |
| | 7 7 | YELLOW | | 15 F | GRAY 3 | | |
| +---------+-----------+ +---------+-----------+ | |
| LEGEND: ONLY COLORS 0-7 MAY BE USED IN MULTICOLOR CHARACTER MODE | |
| APPENDIX G 393 | |
| ~ | |
| APPENDIX H | |
| DERIVING MATHEMATICAL FUNCTIONS | |
| Functions that are not intrinsic to Commodore 64 BASIC may be calcu- | |
| lated as follows: | |
| +------------------------------+----------------------------------------+ | |
| | FUNCTION | BASIC EQUIVALENT | | |
| +------------------------------+----------------------------------------+ | |
| | SECANT | SEC(X)=1/COS(X) | | |
| | COSECANT | CSC(X)=1/SIN(X) | | |
| | COTANGENT | COT(X)=1/TAN(X) | | |
| | INVERSE SINE | ARCSIN(X)=ATN(X/SQR(-X*X+1)) | | |
| | INVERSE COSINE | ARCCOS(X)=-ATN(X/SQR(-X*X+1))+{pi}/2 | | |
| | INVERSE SECANT | ARCSEC(X)=ATN(X/SQR(X*X-1)) | | |
| | INVERSE COSECANT | ARCCSC(X)=ATN(X/SQR(X*X-1)) | | |
| | | +(SGN(X)-1*{pi}/2 | | |
| | INVERSE COTANGENT | ARCOT(X)=ATN(X)+{pi}/2 | | |
| | HYPERBOLIC SINE | SINH(X)=(EXP(X)-EXP(-X))/2 | | |
| | HYPERBOLIC COSINE | COSH(X)=(EXP(X)+EXP(-X))/2 | | |
| | HYPERBOLIC TANGENT | TANH(X)=EXP(-X)/(EXP(X)+EXP(-X))*2+1 | | |
| | HYPERBOLIC SECANT | SECH(X)=2/(EXP(X)+EXP(-X)) | | |
| | HYPERBOLIC COSECANT | CSCH(X)=2/(EXP(X)-EXP(-X)) | | |
| | HYPERBOLIC COTANGENT | COTH(X)=EXP(-X)/(EXP(X)-EXP(-X))*2+1 | | |
| | INVERSE HYPERBOLIC SINE | ARCSINH(X)=LOG(X+SQR(X*X+1)) | | |
| | INVERSE HYPERBOLIC COSINE | ARCCOSH(X)=LOG(X+SQR(X*X-1)) | | |
| | INVERSE HYPERBOLIC TANGENT | ARCTANH(X)=LOG((1+X)/(1-X))/2 | | |
| | INVERSE HYPERBOLIC SECANT | ARCSECH(X)=LOG((SQR(-X*X+1)+1/X) | | |
| | INVERSE HYPERBOLIC COSECANT | ARCCSCH(X)=LOG((SGN(X)*SQR(X*X+1/X) | | |
| | INVERSE HYPERBOLIC COTANGENT| ARCCOTH(X)=LOG((X+1)/(X-1))/2 | | |
| +------------------------------+----------------------------------------+ | |
| 394 APPENDIX H | |
| ~ | |
| APPENDIX I | |
| PINOUTS FOR INPUT/OUTPUT DEVICES | |
| This appendix is designed to show you what connections may be made to | |
| the Commodore 64. | |
| 1) Game I/O 4) Serial I/O (Disk/Printer) | |
| 2) Cartridge Slot 5) Modulator Output | |
| 3) Audio/Video 6) Cassette | |
| 7) User Port | |
| Control Port 1 | |
| +-----+-------------+-----------+ | |
| | Pin | Type | Note | 1 2 3 4 5 | |
| | 1 | JOYA0 | | O O O O O | |
| | 2 | JOYA1 | | | |
| | 3 | JOYA2 | | O O O O | |
| | 4 | JOYA3 | | 6 7 8 9 | |
| | 5 | POT AY | | | |
| | 6 | BUTTON A/LP | | | |
| | 7 | +5V | MAX. 50mA | | |
| | 8 | GND | | | |
| | 9 | POT AX | | | |
| +-----+-------------+-----------+ | |
| Control Port 2 | |
| +-----+-------------+-----------+ | |
| | Pin | Type | Note | | |
| | 1 | JOYB0 | | | |
| | 2 | JOYB1 | | | |
| | 3 | JOYB2 | | | |
| | 4 | JOYB3 | | | |
| | 5 | POT BY | | | |
| | 6 | BUTTON B | | | |
| | 7 | +5V | MAX. 50mA | | |
| | 8 | GND | | | |
| | 9 | POT BX | | | |
| +-----+-------------+-----------+ | |
| APPENDIX I 395 | |
| ~ | |
| Cartridge Expansion Slot | |
| Pin Type Pin Type Pin Type Pin Type | |
| +----+----------+ +----+----------+ +----+----------+ +----+----------+ | |
| | 1 | GND | | 12 | BA | | A | GND | | N | A9 | | |
| | 2 | +5V | | 13 | /DMA | | B | /ROMH | | P | A8 | | |
| | 3 | +5V | | 14 | D7 | | C | /RESET | | R | A7 | | |
| | 4 | /IRQ | | 15 | D6 | | D | /NMI | | S | A6 | | |
| | 5 | R/W | | 16 | D5 | | E | 02 | | T | A5 | | |
| | 6 | Dot Clock| | 17 | D4 | | F | A15 | | U | A4 | | |
| | 7 | I/O1 | | 18 | D3 | | H | A14 | | V | A3 | | |
| | 8 | /GAME | | 19 | D2 | | J | A13 | | W | A2 | | |
| | 9 | /EXROM | | 20 | D1 | | K | A12 | | X | A1 | | |
| | 10 | I/O2 | | 21 | D0 | | L | A11 | | Y | A0 | | |
| | 11 | /ROML | | 22 | GND | | M | A10 | | Z | GND | | |
| +----+----------+ +----+----------+ +----+----------+ +----+----------+ | |
| 2 2 2 1 1 1 1 1 1 1 1 1 1 | |
| 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 | |
| +---@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@---+ | |
| | | | |
| +---@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@-@---+ | |
| Z Y X W V U T S R P N M L K J H F E D C B A | |
| Audio/Video Serial I/O | |
| Pin Type Pin Type | |
| +-------+----------------------+ +-------+----------------------+ | |
| | 1 | LUMINANCE | | 1 | /SERIAL SRQ IN | | |
| | 2 | GND | | 2 | GND | | |
| | 3 | AUDIO OUT | | 3 | SERIAL ATN OUT | | |
| | 4 | VIDEO OUT | | 4 | SERIAL CLK IN/OUT | | |
| | 5 | AUDIO IN | | 5 | SERIAL DATA IN/OUT | | |
| | 6 | CHROMINANCE | | 6 | /RESET | | |
| +-------+----------------------+ +-------+----------------------+ | |
| ++ ++ ++ ++ | |
| / +-+ \ / +-+ \ | |
| / \ /5 1\ | |
| + + + O O + | |
| | 6 | | 6 | | |
| |3O O O1| | O | | |
| | | | | | |
| + O O + + O O + | |
| \5 O 4/ \4 O 2/ | |
| \ 2 / \ 3 / | |
| +---+ +---+ | |
| 396 APPENDIX I | |
| ~ | |
| Cassette | |
| +-------+--------------------+ | |
| | Pin | Type | | |
| +-------+--------------------+ | |
| | A-1 | GND | 1 2 3 4 5 6 | |
| | B-2 | +5V | +---@-@-@-@-@-@---+ | |
| | C-3 | CASSETTE MOTOR | | | | |
| | D-4 | CASSETTE READ | +---@-@-@-@-@-@---+ | |
| | E-5 | CASSETTE WRITE | A B C D E F | |
| | F-6 | CASSETTE SENSE | | |
| +-------+--------------------+ | |
| User I/O | |
| +-----+---------------+-----------+ +-----+---------------+-----------+ | |
| | Pin | Type | Note | | Pin | Type | Note | | |
| +-----+---------------+-----------+ +-----+---------------+-----------+ | |
| | 1 | GND | | | A | GND | | | |
| | 2 | +5V |MAX. 100 mA| | B | /FLAG2 | | | |
| | 3 | /RESET | | | C | PB0 | | | |
| | 4 | CNT1 | | | D | PB1 | | | |
| | 5 | SP1 | | | E | PB2 | | | |
| | 6 | CNT2 | | | F | PB3 | | | |
| | 7 | SP2 | | | H | PB4 | | | |
| | 8 | /PC2 | | | I | PB5 | | | |
| | 9 | SER. ATN OUT | | | K | PB6 | | | |
| | 10 | 9 VAC |MAX. 100 mA| | L | PB7 | | | |
| | 11 | 9 VAC |MAX. 100 mA| | M | PA2 | | | |
| | 12 | GND | | | N | GND | | | |
| +-----+---------------+-----------+ +-----+---------------+-----------+ | |
| 1 1 1 | |
| 1 2 3 4 5 6 7 8 9 0 1 2 | |
| +--@-@-@-@-@-@-@-@-@-@-@-@--+ | |
| | | | |
| +--@-@-@-@-@-@-@-@-@-@-@-@--+ | |
| A B C D E F H J K L M N | |
| APPENDIX I 397 | |
| ~ | |
| APPENDIX J | |
| CONVERTING STANDARD | |
| BASIC PROGRAMS TO | |
| COMMODORE 64 BASIC | |
| If you have programs written in a BASIC other than Commodore BASIC, | |
| some minor adjustments may be necessary before running them on the | |
| Commodore-64. We've included some hints to make the conversion easier. | |
| String Dimensions | |
| Delete all statements that are used to declare the length of strings. | |
| A statement such as DIM A$(I,J), which dimensions a string array for J | |
| elements of length I, should be converted to the Commodore BASIC | |
| statement DIM A$(J). | |
| Some BASICs use a comma or an ampersand for string concatenation. Each | |
| of these must be changed to a plus sign, which is the Commodore BASIC | |
| operator for string concatenation. | |
| In Commodore-64 BASIC, the MID$, RIGHT$, and LEFT$ functions are used | |
| to take substrings of strings. Forms such as A$(I) to access the Ith | |
| character in A$, or A$(I,J) to take a substring of A$ from position I to | |
| J, must be changed as follows: | |
| Other BASIC Commodore 64 BASIC | |
| A$(I)=X$ A$=LEFT$(A$,I-1)+X$+MID$(A$,I+1) | |
| A$(I,J)=X$ A$=LEFT$(A$,I-1)+X$+MID$(A$,J+1) | |
| Multiple Assignments | |
| To set B and C equal to zero, some BASICs allow statements of the form: | |
| 10 LET B=C=0 | |
| 398 APPENDIX J | |
| ~ | |
| Commodore 64 BASIC would interpret the second equal sign as a logical | |
| operator and set B = -1 if C = 0. Instead, convert this statement to: | |
| 10 C=0:B=0 | |
| Multiple Statements | |
| Some BASICs use a backslash to separate multiple statements on a line. | |
| With Commodore 64 BASIC, separate all statements by a colon (:). | |
| MAT Functions | |
| Programs using the MAT functions available on some BASICs must be | |
| rewritten using FOR...NEXT loops to execute properly. | |
| APPENDIX J 399 | |
| ~ | |
| APPENDIX K | |
| ERROR MESSAGES | |
| This appendix contains a complete list of the error messages generated | |
| by the Commodore-64, with a description of causes. | |
| BAD DATA String data was received from an open file, but the | |
| program was expecting numeric data. | |
| BAD SUBSCRIPT The program was trying to reference an element of an | |
| array whose number is outside of the range specified | |
| in the DIM statement. | |
| BREAK Program execution was stopped because you hit the | |
| <STOP> key. | |
| CAN'T CONTINUE The CONT command will not work, either because the | |
| program was never RUN, there has been an error, or | |
| a line has been edited. | |
| DEVICE NOT PRESENT The required I/O device was not available for an | |
| OPEN, CLOSE, CMD, PRINT#, INPUT#, or GET#. | |
| DIVISION BY ZERO Division by zero is a mathematical oddity and not | |
| allowed. | |
| EXTRA IGNORED Too many items of data were typed in response to an | |
| INPUT statement. Only the first few items were | |
| accepted. | |
| FILE NOT FOUND If you were looking for a file on tape, and END-OF- | |
| TAPE marker was found. If you were looking on disk, | |
| no file with that name exists. | |
| FILE NOT OPEN The file specified in a CLOSE, CMD, PRINT#, INPUT#, | |
| or GET#, must first be OPENed. | |
| FILE OPEN An attempt was made to open a file using the number | |
| of an already open file. | |
| FORMULA TOO COMPLEX The string expression being evaluated should be split | |
| into at least two parts for the system to work with, | |
| or a formula has too many parentheses. | |
| ILLEGAL DIRECT The INPUT statement can only be used within a pro- | |
| gram, and not in direct mode. | |
| ILLEGAL QUANTITY A number used as the argument of a function or | |
| statement is out of the allowable range. | |
| 400 APPENDIX K | |
| ~ | |
| LOAD There is a problem with the program on tape. | |
| NEXT WITHOUT FOR This is caused by either incorrectly nesting loops or | |
| having a variable name in a NEXT statement that | |
| doesn't correspond with one in a FOR statement. | |
| NOT INPUT FILE An attempt was made to INPUT or GET data from a file | |
| which was specified to be for output only. | |
| NOT OUTPUT FILE An attempt was mode to PRINT data to a file which was | |
| specified as input only. | |
| OUT OF DATA A READ statement was executed but there is no data | |
| left unREAD in a DATA statement. | |
| OUT OF MEMORY There is no more RAM available for program or | |
| variables. This may also occur when too many FOR | |
| loops have been nested, or when there are too many | |
| GOSUBs in effect. | |
| OVERFLOW The result of a computation is larger than the | |
| largest number allowed, which is 1.70141884E+38. | |
| REDIM'D ARRAY An array may only be DiMensioned once. If an array | |
| variable is used before that array is DIM'D, an | |
| automatic DIM operation is performed on that array | |
| setting the number of elements to ten, and any | |
| subsequent DIMs will cause this error. | |
| REDO FROM START Character data was typed in during an INPUT statement | |
| when numeric data was expected. Just re-type the | |
| entry so that it is correct, and the program will | |
| continue by itself. | |
| RETURN WITHOUT GOSUB A RETURN statement was encountered, and no GOSUB | |
| command has been issued. | |
| STRING TOO LONG A string can contain up to 255 characters. | |
| ?SYNTAX ERROR A statement is unrecognizable by the Commodore 64. A | |
| missing or extra parenthesis, misspelled keywords, | |
| etc. | |
| TYPE MISMATCH This error occurs when a number is used in place of a | |
| string, or vice-versa. | |
| UNDEF'D FUNCTION A user defined function was referenced, but it has | |
| never been defined using the DEF FN statement. | |
| UNDEF'D STATEMENT An attempt was made to GOTO or GOSUB or RUN a line | |
| number that doesn't exist. | |
| VERIFY The program on tape or disk does not match the | |
| program currently in memory. | |
| APPENDIX K 401 | |
| ~ | |
| APPENDIX L | |
| 6510 MICROPROCESSOR CHIP | |
| SPECIFICATIONS | |
| DESCRIPTION | |
| The 6510 is a low-cost microcomputer system capable of solving a broad | |
| range of small-systems and peripheral-control problems at minimum cost to | |
| the user. | |
| An 8-bit Bi-Directional I/O Port is located on-chip with the Output | |
| Register at Address 0000 and the Data-Direction Register at Address 0001. | |
| The I/O Port is bit-by-bit programmable. | |
| The Three-State sixteen-bit Address Bus allows Direct Memory Accessing | |
| (DMA) and multiprocessor systems sharing a common memory. | |
| The internal processor architecture is identical to the MOS Technology | |
| 6502 to provide software compatibility. | |
| FEATURES OF THE 6510... | |
| o Eight-Bit Bi-Directional I/O Port | |
| o Single +5-volt supply | |
| o N-channel, silicon gate, depletion load technology | |
| o Eight-bit parallel processing | |
| o 56 Instructions | |
| o Decimal and binary arithmetic | |
| o Thirteen addressing modes | |
| o True indexing capability | |
| o Programmable stack pointer | |
| o Variable length stack | |
| o Interrupt capability | |
| o Eight-Bit Bi-Directional Data Bus | |
| o Addressable memory range of up to 64K bytes | |
| o Direct memory access capability | |
| o Bus compatible with M6800 | |
| o Pipeline architecture | |
| o 1-MHz and 2-MHz operation | |
| o Use with any type or speed memory | |
| 402 APPENDIX L | |
| ~ | |
| PIN CONFIGURATION | |
| +----+ +----+ | |
| 01 IN 1 @| +-+ |@ 40 /RES | |
| | | | |
| RDY 2 @| |@ 39 02 IN | |
| | | | |
| /IRQ 3 @| |@ 38 R/W | |
| | | | |
| /NMI 4 @| |@ 37 D0 | |
| | | | |
| AEC 5 @| |@ 36 D1 | |
| | | | |
| VCC 6 @| |@ 35 D2 | |
| | | | |
| A0 7 @| |@ 34 D3 | |
| | | | |
| A1 8 @| |@ 33 D4 | |
| | | | |
| A2 9 @| |@ 32 D5 | |
| | | | |
| A3 10 @| |@ 31 D6 | |
| | 6510 | | |
| A4 11 @| |@ 30 D7 | |
| | | | |
| A5 12 @| |@ 29 P0 | |
| | | | |
| A6 13 @| |@ 28 P1 | |
| | | | |
| A7 14 @| |@ 27 P2 | |
| | | | |
| A8 15 @| |@ 26 P3 | |
| | | | |
| A9 16 @| |@ 25 P4 | |
| | | | |
| A10 17 @| |@ 24 P5 | |
| | | | |
| A11 18 @| |@ 23 A15 | |
| | | | |
| A12 19 @| |@ 22 A14 | |
| | | | |
| A13 20 @| |@ 21 GND | |
| +-----------+ | |
| APPENDIX L 403 | |
| ~ | |
| [THE PICTURE IS MISSING!] | |
| 6510 BLOCK DIAGRAM | |
| 404 APPENDIX L | |
| ~ | |
| 6510 CHARACTERISTICS | |
| MAXIMUM RATINGS | |
| +--------------------------+------------+-----------------+-------------+ | |
| | RATING | SYMBOL | VALUE | UNIT | | |
| +--------------------------+------------+-----------------+-------------+ | |
| | SUPPLY VOLTAGE | Vcc | -0.3 to +7.0 | VDC | | |
| | INPUT VOLTAGE | Vin | -0.3 to +7.0 | VDC | | |
| | OPERATING TEMPERATURE | Ta | 0 to +70 | Celsius | | |
| | STORAGE TEMPERATURE | Tstg | -55 to +150 | Celsius | | |
| +--------------------------+------------+-----------------+-------------+ | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: This device contains input protection against damage due to high| | |
| | static voltages or electric fields; however, precautions should be | | |
| | taken to avoid application of voltages higher than the maximum rating.| | |
| +-----------------------------------------------------------------------+ | |
| ELECTRICAL CHARACTERISTICS (VCC=5.0V +-5%, VSS=0, Ta=0 to +70 Celsius) | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | CHARACTERISTIC | SYMBOL | MIN. |TYP| MAX. |UNIT | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | Input High Voltage | | | | | | | |
| | 01, 02(in) | Vih |Vcc-0.2| - |Vcc+1.0| VDC | | |
| | Input High Voltage | | | | | | | |
| | /RES, P0-P7, /IRQ, Data | |Vss+2.0| - | - | VDC | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | Input Low Voltage | | | | | | | |
| | 01,02(in) | Vil |Vss-0.3| - |Vss+0.2| VDC | | |
| | /RES, P0-P7, /IRQ, Data | | - | - |Vss+0.8| VDC | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | Input Leakage Current | | | | | | | |
| | (Vin=0 to 5.25V, Vcc=5.25V | | | | | | | |
| | Logic | Iin | - | - | 2.5 | uA | | |
| | 01, 02(in) | | - | - | 100 | uA | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | Three State(Off State)Input Current| | | | | | | |
| | (Vin=0.4 to 2.4V, Vcc=5.25V) | | | | | | | |
| | Data Lines | Itsi | - | - | 10 | uA | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | Output High Voltage | | | | | | | |
| | (Ioh=-100uADC, Vcc=4.75V) | | | | | | | |
| | Data, A0-A15, R/W, P0-P7 | Voh |Vss+2.4| - | - | VDC | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| APPENDIX L 405 | |
| ~ | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | CHARACTERISTIC | SYMBOL | MIN. |TYP| MAX. |UNIT | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | Out Low Voltage | | | | | | | |
| | (Iol=1.6mADC, Vcc=4.75V) | | | | | | | |
| | Data, A0-A15, R/W, P0-P7 | Vol | - | - |Vss+0.4| VDC | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | Power Supply Current | Icc | - |125| | mA | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| | Capacitance | C | | | | pF | | |
| | Vin=0, Ta=25 Celsius, f=1MHz) | | | | | | | |
| | Logic, P0-P7 | Cin | - | - | 10 | | | |
| | Data | | - | - | 15 | | | |
| | A0-A15, R/W | Cout | - | - | 12 | | | |
| | 01 | C01 | - | 30| 50 | | | |
| | 02 | C02 | - | 50| 80 | | | |
| +------------------------------------+--------+-------+---+-------+-----+ | |
| CLOCK TIMING | |
| [THE PICTURE IS MISSING!] | |
| TIMING FOR READING DATA FROM MEMORY OR PERIPHERALS | |
| 406 APPENDIX L | |
| ~ | |
| CLOCK TIMING | |
| [THE PICTURE IS MISSING!] | |
| TIMING FOR WRITING DATA TO MEMORY OR PERIPHERALS | |
| APPENDIX L 407 | |
| ~ | |
| AC CHARACTERISTICS | |
| ELECTRICAL CHARACTERISTICS (Vcc=5V +-5%, Vss=0V, Ta=0-70 Celsius) | |
| CLOCK TIMING 1 MHz TIMING 2 MHz TIMING | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | CHARACTERISTIC |SYMBOL|MIN.|TYP|MAX|MIN|TYP|MAX|UNITS| | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Cycle Time | Tcyc |1000| - | - |500| - | - | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Clock Pulse Width 01 |PWH01 | 430| - | - |215| - | - | ns | | |
| | (Measured at Vcc-0.2V) 02 |PWH02 | 470| - | - |235| - | - | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Fall Time, Rise Time | | | | | | | | | | |
| | (Measured from 0.2V to Vcc-0.2V)|Tf, Tr| - | - | 25| - | - | 15| ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Delay Time between Clocks | | | | | | | | | | |
| | (Measured at 0.2V) | Td | 0 | - | - | 0 | - | - | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| READ/WRITE TIMING (LOAD=1TTL) 1 MHz TIMING 2 MHz TIMING | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | CHARACTERISTIC |SYMBOL|MIN.|TYP|MAX|MIN|TYP|MAX|UNITS| | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Read/Write Setup Time from 6508 | Trws | - |100|300| - |100|150| ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Address Setup Time from 6508 | Tads | - |100|300| - |100|150| ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Memory Read Access Time | Tacc | - | - |575| - | - |300| ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Data Stability Time Period | Tdsu | 100| - | - | 50| | | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Data Hold Time-Read | Thr | | - | - | | | | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Data Hold Time-Write | Thw | 10| 30| - | 10| 30| | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Data Setup Time from 6510 | Tmds | - |150|200| - | 75|100| ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Address Hold Time | Tha | 10| 30| - | 10| 30| | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | R/W Hold Time | Thrw | 10| 30| - | 10| 30| | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| 408 APPENDIX L | |
| ~ | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Delay Time, Address valid to | | | | | | | | | | |
| | 02 positive transition | Taew | 180| - | - | | | | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Delay Time, 02 positive | | | | | | | | | | |
| | transition to Data valid on bus | Tedr | - | - |395| | | | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Delay Time, data valid to 02 | | | | | | | | | | |
| | negative transition | Tdsu | 300| - | - | | | | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Delay Time, R/W negative | | | | | | | | | | |
| | transition to 02 positive trans.| Twe | 130| - | - | | | | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Delay Time, 02 negative trans. | | | | | | | | | | |
| | to Peripheral data valid | Tpdw | - | - | 1 | | | | us | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Peripheral Data Setup Time | Tpdsu| 300| - | - | | | | ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| | Address Enable Setup Time | Taes | | | 60| | | 60| ns | | |
| +---------------------------------+------+----+---+---+---+---+---+-----+ | |
| APPENDIX L 409 | |
| ~ | |
| SIGNAL DESCRIPTION | |
| Clocks (01, 02) | |
| The 6510 requires a two-phase non-overlapping clock that runs at the | |
| Vcc voltage level. | |
| Address Bus (A0-A15) | |
| These outputs are TTL compatible, capable of driving one standard TTL | |
| load and 130 pf. | |
| Data Bus (D0-D7) | |
| Eight pins are used for the data bus. This is a Bi-Directional bus, | |
| transferring data to and from the device and peripherals. The outputs are | |
| tri-state buffers capable of driving one standard TTL load and 130 pf. | |
| Reset | |
| This input is used to reset or start the microprocessor from a power | |
| down condition. During the time that this line is held low, writing to or | |
| from the microprocessor is inhibited. When a positive edge is detected on | |
| the input, the microprocessor will immediately begin the reset sequence. | |
| After a system initialization time of six clock cycles, the mask | |
| interrupt flag will be set and the microprocessor will load the program | |
| counter from the memory vector locations FFFC and FFFD. This is the start | |
| location for program control. | |
| After Vcc reaches 4.75 volts in a power-up routine, reset must be held | |
| low for at least two clock cycles. At this time the R/W signal will | |
| become valid. | |
| When the reset signal goes high following these two clock cycles, the | |
| microprocessor will proceed with the normal reset procedure detailed | |
| above. | |
| Interrupt Request (/IRQ) | |
| This TTL level input requests that an interrupt sequence begin within | |
| the microprocessor. The microprocessor will complete the current in- | |
| struction being executed before recognizing the request. At that time, | |
| the interrupt mask bit in the Status Code Register will be examined. If | |
| the interrupt mask flag is not set, the microprocessor will begin an | |
| 410 APPENDIX L | |
| ~ | |
| interrupt sequence. The Program Counter and Processor Status Register are | |
| stored in the stack. The microprocessor will then set the interrupt mask | |
| flag high so that no further interrupts may occur. At the end of this | |
| cycle, the program counter low will be loaded from address FFFE, and | |
| program counter high from location FFFF, therefore transferring program | |
| control to the memory vector located at these addresses. | |
| Address Enable Control (AEC) | |
| The Address Bus is valid only when the Address Enable Control line is | |
| high. When low, the Address Bus is in a high-impedance state. This | |
| feature allows easy DMA and multiprocessor systems. | |
| I/O Port (P0-P7) | |
| Six pins are used for the peripheral port, which can transfer data to | |
| or from peripheral devices. The Output Register is located in RAM at | |
| address 0001, and the Data Direction Register is at Address 0000. The | |
| outputs are capable at driving one standard TTL load and 130 pf. | |
| Read/Write (R/W) | |
| This signal is generated by the microprocessor to control the direction | |
| of data transfers on the Data Bus. This line is high except when the | |
| microprocessor is writing to memory or a peripheral device. | |
| ADDRESSING MODES | |
| ACCUMULATOR ADDRESSING - This form of addressing is represented with a | |
| one byte instruction, implying an operation on the accumulator. | |
| IMMEDIATE ADDRESSING - In immediate addressing, the operand is contained | |
| in the second byte of the instruction, with no further memory addressing | |
| required. | |
| ABSOLUTE ADDRESSING - In absolute addressing, the second byte of the | |
| instruction specifies the eight low order bits of the effective address | |
| while the third byte specifies the eight high order bits. Thus, the | |
| absolute addressing mode allows access to the entire 64K bytes of | |
| addressable memory. | |
| ZERO PAGE ADDRESSING - The zero page instructions allow for shorter code | |
| APPENDIX L 411 | |
| ~ | |
| and execution times by only fetching the second byte of the instruction | |
| and assuming a zero high address byte. Careful use of the zero page can | |
| result in significant increase in code efficiency. | |
| INDEXED ZERO PAGE ADDRESSING - (X, Y indexing)-This form of addressing is | |
| used in conjunction with the index register and is referred to as "Zero | |
| Page, X" or "Zero Page, Y." The effective address is calculated by adding | |
| the second byte to the contents of the index register. Since this is a | |
| form of "Zero Page" addressing, the content of the second byte references | |
| a location in page zero. Additionally, due to the "Zero Page" addressing | |
| nature of this mode, no carry is added to the high order 8 bits of memory | |
| and crossing of page boundaries does not occur. | |
| INDEXED ABSOLUTE ADDRESSING - (X, Y indexing)-This form of addressing is | |
| used in conjunction with X and Y index register and is referred to as | |
| "Absolute, X," and "Absolute, Y." The effective address is formed by | |
| adding the contents of X and Y to the address contained in the second and | |
| third bytes of the instruction. This mode allows the index register to | |
| contain the index or count value and the instruction to contain the base | |
| address. This type of indexing allows any location referencing and the | |
| index to modify multiple fields resulting in reduced coding and execution | |
| time. | |
| IMPLIED ADDRESSING - In the implied addressing mode, the address | |
| containing the operand is implicitly stated in the operation code of the | |
| instruction. | |
| RELATIVE ADDRESSING - Relative addressing is used only with branch | |
| instructions and establishes a destination for the conditional branch. | |
| The second byte of the instruction becomes the operand which is an | |
| "Offset" added to the contents of the lower eight bits of the program | |
| counter when the counter is set at the next instruction. The range of the | |
| offset is -128 to +127 bytes from the next instruction. | |
| INDEXED INDIRECT ADDRESSING - In indexed indirect addressing (referred to | |
| as [Indirect, X]), the second byte of the instruction is added to the | |
| contents of the X index register, discarding the carry. The result of | |
| this addition points to a memory location on page zero whose contents is | |
| the low order eight bits of the effective address. The next memory loca- | |
| tion in page zero contains the high order eight bits of the effective ad- | |
| dress. Both memory locations specifying the high and low order bytes of | |
| 412 APPENDIX L | |
| ~ | |
| the effective address must be in page zero. | |
| INDIRECT INDEXED ADDRESSING - In indirect indexed addressing (referred to | |
| as [Indirect], Y), the second byte of the instruction points to a memory | |
| location in page zero. The contents of this memory location is added to | |
| the contents of the Y index register, the result being the low order | |
| eight bits of the effective address. The carry from this addition is | |
| added to the contents of the next page zero memory location, the result | |
| being the high order eight bits of the effective address. | |
| ABSOLUTE INDIRECT - The second byte of the instruction contains the low | |
| order eight bits of a memory location. The high order eight bits of that | |
| memory location is contained in the third byte of the instruction. The | |
| contents of the fully specified memory location is the low order byte of | |
| the effective address. The next memory location contains the high order | |
| byte of the effective address which is loaded into the sixteen bits of | |
| the program counter. | |
| INSTRUCTION SET - ALPHABETIC SEQUENCE | |
| ADC Add Memory to Accumulator with Carry | |
| AND "AND" Memory with Accumulator | |
| ASL Shift left One Bit (Memory or Accumulator) | |
| BCC Branch on Carry Clear | |
| BCS Branch on Carry Set | |
| BEQ Branch on Result Zero | |
| BIT Test Bits in Memory with Accumulator | |
| BMI Branch on Result Minus | |
| BNE Branch on Result not Zero | |
| BPL Branch on Result Plus | |
| BRK Force Break | |
| BVC Branch on Overflow Clear | |
| BVS Branch on Overflow Set | |
| CLC Clear Carry Flag | |
| CLD Clear Decimal Mode | |
| CLI Clear Interrupt Disable Bit | |
| CLV Clear Overflow Flag | |
| CMP Compare Memory and Accumulator | |
| CPX Compare Memory and Index X | |
| CPY Compare Memory and Index Y | |
| APPENDIX L 413 | |
| ~ | |
| DEC Decrement Memory by One | |
| DEX Decrement Index X by One | |
| DEY Decrement Index Y by One | |
| EOR "Exclusive-OR" Memory with Accumulator | |
| INC Increment Memory by One | |
| INX Increment Index X by one | |
| INY Increment Index Y by one | |
| JMP Jump to New location | |
| JSR Jump to New Location Saving Return Address | |
| LDA Load Accumulator with Memory | |
| LDX Load Index X with Memory | |
| LDY Load Index Y with Memory | |
| LSR Shift One Bit Right (Memory or Accumulator) | |
| NOP No Operation | |
| ORA "OR" Memory with Accumulator | |
| PHA Push Accumulator on Stack | |
| PHP Push Processor Status on Stack | |
| PLA Pull Accumulator from Stack | |
| PLP Pull Processor Status from Stack | |
| ROL Rotate One Bit Left (Memory or Accumulator) | |
| ROR Rotate One Bit Right (Memory or Accumulator) | |
| RTI Return from Interrupt | |
| RTS Return from Subroutine | |
| SBC Subtract Memory from Accumulator with Borrow | |
| SEC Set Carry Flag | |
| SED Set Decimal Mode | |
| SEI Set Interrupt Disable Status | |
| STA Store Accumulator in Memory | |
| STX Store Index X in Memory | |
| STY Store Index Y in Merrory | |
| 414 APPENDIX L | |
| ~ | |
| TAX Transfer Accumulator to Index X | |
| TAY Transfer Accumulator to Index Y | |
| TSX Transfer Stack Pointer to Index X | |
| TXA Transfer Index X to Accumulator | |
| TXS Transfer Index X to Stack Register | |
| TYA Transfer Index Y to Accumulator | |
| PROGRAMMING MODEL | |
| +---------------+ | |
| | A | ACCUMULATOR A | |
| +---------------+ | |
| +---------------+ | |
| | Y | INDEX REGISTER Y | |
| +---------------+ | |
| +---------------+ | |
| | X | INDEX REGISTER X | |
| +---------------+ | |
| 15 7 0 | |
| +---------------+---------------+ | |
| | PCH | PCL | PROGRAM COUNTER "PC" | |
| +---------------+---------------+ | |
| 8 7 0 | |
| +-+---------------+ | |
| |1| S | STACK POINTER "S" | |
| +-+---------------+ | |
| 7 0 | |
| +-+-+-+-+-+-+-+-+ | |
| |N|V| |B|D|I|Z|C| PROCESSOR STATUS REG "P" | |
| +-+-+-+-+-+-+-+-+ | |
| | | | | | | | | |
| | | | | | | +> CARRY 1=TRUE | |
| | | | | | +--> ZERO 1=RESULT ZERO | |
| | | | | +----> IRQ DISABLE 1=DISABLE | |
| | | | +------> DECIMAL MODE 1=TRUE | |
| | | +--------> BRK COMMAND | |
| | | | |
| | +------------> OVERFLOW 1=TRUE | |
| +--------------> NEGATIVE 1=NEG | |
| APPENDIX L 415 | |
| ~ | |
| INSTRUCTION SET - OP CODES, EXECUTION TIME, MEMORY REQUIREMENTS | |
| [THE PICTURE IS MISSING!] | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: COMMODORE SEMICONDUCTOR GROUP cannot assume liability for the | | |
| | use of undefined OP CODES. | | |
| +-----------------------------------------------------------------------+ | |
| 416 APPENDIX L | |
| ~ | |
| INSTRUCTION SET - OP CODES, EXECUTION TIME, MEMORY REQUIREMENTS | |
| [THE PICTURE IS MISSING!] | |
| APPENDIX L 417 | |
| ~ | |
| 6510 MEMORY MAP | |
| +-------------------+ | |
| FFFF | | | |
| | ADDRESSABLE | | |
| / EXTERNAL / | |
| / MEMORY / | |
| | | | |
| 0200 | | | |
| +-------------------+ STACK | |
| 01FF | | STACK | | 01FF <--- POINTER | |
| 0100 | \|/ Page 1 \|/ | INITIALIZED | |
| +-------------------+ | |
| 00FF | | | |
| | Page 0 | | |
| +-------------------+ | |
| | OUTPUT REGISTER | 0001 <-+- Used For | |
| +-------------------+ | Internal | |
| 0000 |DATA DIRECTION REG.| 0000 <-+ I/O Port | |
| +-------------------+ | |
| APPLICATIONS NOTES | |
| Locating the Output Register at the internal I/O Port in Page Zero | |
| enhances the powerful Zero Page Addressing instructions of the 6510. | |
| By assigning the I/O Pins as inputs (using the Data Direction Register) | |
| the user has the ability to change the contents of address 0001 (the | |
| Output Register) using peripheral devices. The ability to change these | |
| contents using peripheral inputs, together with Zero Page Indirect | |
| Addressing instructions, allows novel and versatile programming tech- | |
| niques not possible earlier. | |
| +-----------------------------------------------------------------------+ | |
| | COMMODORE SEMICONDUCTOR GROUP reserves the right to make changes to | | |
| | any products herein to improve reliability, function or design. | | |
| | COMMODORE SEMICONDUCTOR GROUP does not assume any liability arising | | |
| | out of the application or use of any product or circuit described | | |
| | herein; neither does it convey any license under its patent rights nor| | |
| | the rights of others. | | |
| +-----------------------------------------------------------------------+ | |
| 418 APPENDIX L | |
| ~ | |
| APPENDIX M | |
| 6526 COMPLEX INTERFACE ADAPTER | |
| (CIA) CHIP SPECIFICATIONS | |
| DESCRIPTION | |
| The 6526 Complex Interface Adapter (CIA) is a 65XX bus compatible | |
| peripheral interface device with extremely flexible timing and I/O | |
| capabilities. | |
| FEATURES | |
| o 16 Individually programmable 110 lines | |
| o 8 or 16-Bit handshaking on read or write | |
| o 2 independent, linkable 16-Bit interval timers | |
| o 24-hour (AM/PM) time of day clock with programmable alarm | |
| o 8-Bit shift register for serial I/O | |
| o 2 TTL load capability | |
| o CMOS compatible I/O lines | |
| o 1 or 2 MHz operation available | |
| APPENDIX M 419 | |
| ~ | |
| PIN CONFIGURATION | |
| +----+ +----+ | |
| Vss 1 @| +-+ |@ 40 CNT | |
| | | | |
| PA0 2 @| |@ 39 SP | |
| | | | |
| PA1 3 @| |@ 38 RS0 | |
| | | | |
| PA2 4 @| |@ 37 RS1 | |
| | | | |
| PA3 5 @| |@ 36 RS2 | |
| | | | |
| PA4 6 @| |@ 35 RS3 | |
| | | | |
| PA5 7 @| |@ 34 /RES | |
| | | | |
| PA6 8 @| |@ 33 D0 | |
| | | | |
| PA7 9 @| |@ 32 D1 | |
| | | | |
| PB0 10 @| |@ 31 D2 | |
| | 6526 | | |
| PB1 11 @| |@ 30 D3 | |
| | | | |
| PB2 12 @| |@ 29 D4 | |
| | | | |
| PB3 13 @| |@ 28 D5 | |
| | | | |
| PB4 14 @| |@ 27 D6 | |
| | | | |
| PB5 15 @| |@ 26 D7 | |
| | | | |
| PB6 16 @| |@ 25 02 | |
| | | | |
| PB7 17 @| |@ 24 /FLAG | |
| | | | |
| /PC 18 @| |@ 23 /CS | |
| | | | |
| TOD 19 @| |@ 22 R/W | |
| | | | |
| Vcc 20 @| |@ 21 /IRQ | |
| +-----------+ | |
| 420 APPENDIX M | |
| ~ | |
| 6526 BLOCK DIAGRAM | |
| [THE PICTURE IS MISSING!] | |
| APPENDIX M 421 | |
| ~ | |
| MAXIMUM RATINGS | |
| Supply Voltage, Vcc -0.3V to +7.0V | |
| Input/Output Voltage, Vin -0.3V to +7.0V | |
| Operating Temperature, Top 0 to 70 Celsius | |
| Storage Temperature, Tstg -55 to 150 Celsius | |
| All inputs contain protection circuitry to prevent damage due to high | |
| static discharges. Care should be exercised to prevent unnecessary ap- | |
| plication of voltages in excess of the allowable limits. | |
| COMMENT | |
| Stresses above those listed under "Absolute Maximum Ratings" may cause | |
| permanent damage to the device. These are stress ratings oily. Functional | |
| operation of this device at these or any other conditions above those | |
| indicated in the operational sections of this specification is not | |
| implied and exposure to absolute maximum rating conditions for extended | |
| periods may affect device reliability. | |
| ELECTRICAL CHARACTERISTICS (Vcc +-5%, Vss=0V, Ta=0-70 Celsius) | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | CHARACTERISTIC | SYMBOL | MIN. | TYP. | MAX. | UNIT | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Input High Voltage | Vih | +2.4 | - | Vcc | V | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Input Low Voltage | Vil | -0.3 | - | - | V | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Input Leakage Current; | Iin | - | 1.0 | 2.5 | uA | | |
| | Vin=Vss+5V | | | | | | | |
| | (TOD, R/W, /FLAG, 02, | | | | | | | |
| | /RES, RS0-RS3, /CS) | | | | | | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| 422 APPENDIX M | |
| ~ | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | CHARACTERISTIC | SYMBOL | MIN. | TYP. | MAX. | UNIT | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Port Input Pull-up Resistance | Rpi | 3.1 | 5.0 | - | kohms| | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Output Leakage Current for | Itsi | - |+-1.0 |+-10.0 | uA | | |
| | High Impedance State (Three | | | | | | | |
| | State); Vin=4V to 2.4V; | | | | | | | |
| | (D0-D7, SP, CNT, /IRQ) | | | | | | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Output High Voltage | Voh | +2.4 | - | Vcc | V | | |
| | Vcc=MIN, Iload < | | | | | | | |
| | -200uA (PA0-PA7, /PC, | | | | | | | |
| | PB0-PB7, D0-D7) | | | | | | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Output Low Voltage | Vol | - | - | +0.40 | V | | |
| | Vcc=MIN, Iload < 3.2 mA | | | | | | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Output High Current (Sourcing)| Ioh | -200 | -1000 | - | uA | | |
| | Voh > 2.4V (PA0-PA7, | | | | | | | |
| | PB0-PB7, /PC, D0-D7 | | | | | | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Output Low Current (Sinking); | Iol | 3.2 | - | - | mA | | |
| | Vol < .4V (PA0-PA7, /PC, | | | | | | | |
| | PB0-PB7, D0-D7 | | | | | | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Input Capacitance | Cin | - | 7 | 10 | pf | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Output Capacitance | Cout | - | 7 | 10 | pf | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| | Power Supply Current | Icc | - | 70 | 100 | mA | | |
| +-------------------------------+--------+-------+-------+-------+------+ | |
| APPENDIX M 423 | |
| ~ | |
| 6526 WRITE TIMING DIAGRAM | |
| [THE PICTURE IS MISSING!] | |
| 424 APPENDIX M | |
| ~ | |
| 6526 READ TIMING DIAGRAM | |
| [THE PICTURE IS MISSING!] | |
| APPENDIX M 425 | |
| ~ | |
| 6526 INTERFACE SIGNALS | |
| 02-Clock Input | |
| The 02 clock is a TTL compatible input used for internal device opera- | |
| tion and as a timing reference for communicating with the system data | |
| bus. | |
| /CS-Chip Select Input | |
| The /CS input controls the activity of the 6526. A low level on /CS | |
| while 02 is high causes the device to respond to signals on the R/W and | |
| address (RS) lines. A high on /CS prevents these lines from controlling | |
| the 6526. The /CS line is normally activated (low) at 02 by the | |
| appropriate address combination. | |
| R/W-Read/Write Input | |
| The R/W signal is normally supplied by the microprocessor and controls | |
| the direction of data transfers of the 6526. A high on R/W indicates | |
| a read (data transfer out of the 6526), while a low indicates a write | |
| (data transfer into the 6526). | |
| RS3-RS0-Address Inputs | |
| The address inputs select the internal registers as described by the | |
| Register Map. | |
| DB7-DB0-Data Bus Inputs/Outputs | |
| The eight data bus pins transfer information between the 6526 and the | |
| system data bus. These pins are high impedance inputs unless CS is low | |
| and R/W and 02 are high to read the device. During this read, the data | |
| bus output buffers are enabled, driving the data from the selected | |
| register onto the system data bus. | |
| IRQ-Interrupt Request Output | |
| IRQ is an open drain output normally connected to the processor inter- | |
| rupt input. An external pullup resistor holds the signal high, allowing | |
| multiple IRQ outputs to be connected together. The IRQ output is normally | |
| 426 APPENDIX M | |
| ~ | |
| off (high impedance) and is activated low as indicated in the functional | |
| description. | |
| /RES-Reset Input | |
| A low on the RES pin resets all internal registers. The port pins are | |
| set as inputs and port registers to zero (although a read of the ports | |
| will return all highs because of passive pullups). The timer control | |
| registers are set to zero and the timer latches to all ones. All other | |
| registers are reset to zero. | |
| 6526 TIMING CHARACTERISTICS | |
| +--------+-----------------------+---------------+---------------+------+ | |
| | | | 1MHz | 2MHz | | | |
| | | +-------+-------+-------+-------+ | | |
| | Symbol | Characteristic | MIN | MAX | MIN | MAX | Unit | | |
| +--------+-----------------------+-------+-------+-------+-------+------+ | |
| | | 02 CLOCK | | | | | | | |
| | Tcyc | Cycle Time | 1000 |20,000 | 500 |20,000 | ns | | |
| | Tr, Tf | Rise and Fall Time | - | 25 | - | 25 | ns | | |
| | Tchw | Clock Pulse Width | | | | | | | |
| | | (High) | 420 |10,000 | 200 |10,000 | ns | | |
| | Tclw | Clock Pulse Width | | | | | | | |
| | | (Low) | 420 |10,000 | 200 |10,000 | ns | | |
| +--------+-----------------------+-------+-------+-------+-------+------+ | |
| | | WRITE CYCLE | | | | | | | |
| | Tpd | Output Delay From 02 | - | 1000 | - | 500 | ns | | |
| | Twcs | /CS low while 02 high | 420 | - | 200 | - | ns | | |
| | Tads | Address Setup Time | 0 | - | 0 | - | ns | | |
| | Tadh | Address Hold Time | 10 | - | 5 | - | ns | | |
| | Trws | R/W Setup Time | 0 | - | 0 | - | ns | | |
| | Trwh | R/W Hold Time | 0 | - | 0 | - | ns | | |
| | Tds | Data Bus Setup Time | 150 | - | 75 | - | ns | | |
| | Tdh | Data Bus Hold Time | 0 | - | 0 | - | ns | | |
| +--------+-----------------------+-------+-------+-------+-------+------+ | |
| | | READ CYCLE | | | | | | | |
| | Tps | Port Setup Time | 300 | - | 150 | - | ns | | |
| | Twcs(2)| /CS low while 02 high | 420 | - | 20 | - | ns | | |
| | Tads | Address Setup Time | 0 | - | 0 | - | ns | | |
| | Tadh | Address Hold Time | 10 | - | 5 | - | ns | | |
| | Trws | R/W Setup Time | 0 | - | 0 | - | ns | | |
| | Trwh | R/W Hold Time | 0 | - | 0 | - | ns | | |
| APPENDIX M 427 | |
| ~ | |
| +--------+-----------------------+---------------+---------------+------+ | |
| | | | 1MHz | 2MHz | | | |
| | | +-------+-------+-------+-------+ | | |
| | Symbol | Characteristic | MIN | MAX | MIN | MAX | Unit | | |
| +--------+-----------------------+-------+-------+-------+-------+------+ | |
| | Tacc | Data Access from | | | | | | | |
| | | RS3-RS0 | - | 550 | - | 275 | ns | | |
| | Tco(3) | Data Access from /CS | - | 320 | - | 150 | ns | | |
| | Tdr | Data Release Time | 50 | - | 25 | - | ns | | |
| +--------+-----------------------+-------+-------+-------+-------+------+ | |
| +-----------------------------------------------------------------------+ | |
| | NOTES: 1 -All timings are referenced from Vil max and Vih min on | | |
| | inputs and Vol max and Voh min on outputs. | | |
| | 2 -Twcs is measured from the later of 02 high or /CS low. /CS | | |
| | must be low at least until the end of 02 high. | | |
| | 3 -Tco is measured from the later of 02 high or /CS low. | | |
| | Valid data is available only after the later of Tacc or Tco. | | |
| +-----------------------------------------------------------------------+ | |
| REGISTER MAP | |
| +---+---+---+---+---+----------+----------------------------------------+ | |
| |RS3|RS2|RS1|RS0|REG| NAME | | | |
| +---+---+---+---+---+----------+----------------------------------------+ | |
| | 0 | 0 | 0 | 0 | 0 | PRA | PERIPHERAL DATA REG A | | |
| | 0 | 0 | 0 | 1 | 1 | PRB | PERIPHERAL DATA REG B | | |
| | 0 | 0 | 1 | 0 | 2 | DDRA | DATA DIRECTION REG A | | |
| | 0 | 0 | 1 | 1 | 3 | DDRB | DATA DIRECTION REG B | | |
| | 0 | 1 | 0 | 0 | 4 | TA LO | TIMER A LOW REGISTER | | |
| | 0 | 1 | 0 | 1 | 5 | TA HI | TIMER A HIGH REGISTER | | |
| | 0 | 1 | 1 | 0 | 6 | TB LO | TIMER B LOW REGISTER | | |
| | 0 | 1 | 1 | 1 | 7 | TB HI | TIMER B HIGH REGISTER | | |
| | 1 | 0 | 0 | 0 | 8 | TOD 10THS| 10THS OF SECONDS REGISTER | | |
| | 1 | 0 | 0 | 1 | 9 | TOD SEC | SECONDS REGISTER | | |
| | 1 | 0 | 1 | 0 | A | TOD MIN | MINUTES REGISTER | | |
| | 1 | 0 | 1 | 1 | B | TOD HR | HOURS-AM/PM REGISTER | | |
| | 1 | 1 | 0 | 0 | C | SDR | SERIAL DATA REGISTER | | |
| | 1 | 1 | 0 | 1 | 0 | ICR | INTERRUPT CONTROL REGISTER | | |
| | 1 | 1 | 1 | 0 | E | CRA | CONTROL REG A | | |
| | 1 | 1 | 1 | 1 | F | CRB | CONTROL REG B | | |
| +---+---+---+---+---+----------+----------------------------------------+ | |
| 428 APPENDIX M | |
| ~ | |
| 6526 FUNCTIONAL DESCRIPTION | |
| I/O Ports (PRA, PRB, DDRA, DDRB). | |
| Ports A and B each consist of an 8-bit Peripheral Data Register (PR) | |
| and an 8-bit Data Direction Register (DDR). If a bit in the DDR is set to | |
| a one, the corresponding bit in the PR is an output; if a DDR bit is set | |
| to a zero, the corresponding PR bit is defined as an input. On a READ, | |
| the PR reflects the information present on the actual port pins (PA0-PA7, | |
| PB0-PB7) for both input and output bits. Port A and Port B have passive | |
| pull-up devices as well as active pull-ups, providing both CMOS and TTL | |
| compatibility. Both ports have two TTL load drive capability. In addition | |
| to normal I/O operation, PB6 and PB7 also provide timer output functions. | |
| Handshaking | |
| Handshaking on data transfers can be accomplished using the /PC output | |
| pin and the FLAG input pin. PC will go low for one cycle following a read | |
| or write of PORT B. This signal can be used to indicate "data ready" at | |
| PORT B or "data accepted" from PORT B. Handshaking on 16-bit data | |
| transfers (using both PORT A and PORT B) is possible by always reading or | |
| writing PORT A first. /FLAG is a negative edge sensitive input which can | |
| be used for receiving the /PC output from another 6526, or as a general | |
| purpose interrupt input. Any negative transition of /FLAG will set the | |
| /FLAG interrupt bit. | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| | REG | NAME | D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0 | | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| | 0 | PRA | PA7 | PA6 | PA5 | PA4 | PA3 | PA2 | PA1 | PA0 | | |
| | 1 | PRB | PB7 | PB6 | PB5 | PB4 | PB3 | PB2 | PB1 | PB0 | | |
| | 2 | DDRA | DPA7 | DPA6 | DPA5 | DPA4 | DPA3 | DPA2 | DPA1 | DPA0 | | |
| | 3 | DDRB | DPB7 | DPB6 | DPB5 | DPB4 | DPB3 | DPB2 | DPB1 | DPB0 | | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| Interval Timers (Timer A, Timer B) | |
| Each interval timer consists of a 16-bit read-only Timer Counter and a | |
| 16-bit write-only Timer Latch. Data written to the timer are latched in | |
| the Timer Latch, while data read from the timer are the present contents | |
| of the Time Counter. The timers can be used independently or linked for | |
| extended operations. The various timer modes allow generation of long | |
| time delays, variable width pulses, pulse trains and variable frequency | |
| APPENDIX M 429 | |
| ~ | |
| waveforms. Utilizing the CNT input, the timers can count external pulses | |
| or measure frequency, pulse width and delay times of external signals. | |
| Each timer has an associated control register, providing independent | |
| control of the following functions: | |
| Start/Stop | |
| A control bit allows the timer to be started or stopped by the micro- | |
| processor at any time. | |
| PB On/Off: | |
| A control bit allows the timer output to appear on a PORT B output line | |
| (PB6 for TIMER A and PB7 for TIMER B). This function overrides the DDRB | |
| control bit and forces the appropriate PB line to an output. | |
| Toggle/Pulse | |
| A control bit selects the output applied to PORT B. On every timer | |
| underflow the output can either toggle or generate a single positive | |
| pulse of one cycle duration. The Toggle output is set high whenever the | |
| timer is started and is set low by /RES. | |
| One-Shot/Continuous | |
| A control bit selects either timer mode. In one-shot mode, the timer | |
| will count down from the latched value to zero, generate an interrupt, | |
| reload the latched value, then stop. In continuous mode, the timer will | |
| count from the latched value to zero, generate' an interrupt, reload the | |
| latched value and repeat the procedure continuously. | |
| Force Load | |
| A strobe bit allows the timer latch to be loaded into the timer counter | |
| at any time, whether the timer is running or not. | |
| Input Mode: | |
| Control bits allow selection of the clock used to decrement the timer. | |
| TIMER A can count 02 clock pulses or external pulses applied to the CNT | |
| pin. TIMER B can count (02 pulses, external CNT pulses, TIMER A underflow | |
| pulses or TIMER A underflow pulses while the CNT pin is held high. | |
| 430 APPENDIX M | |
| ~ | |
| The timer latch is loaded into the timer on any timer underflow, on a | |
| force load or following a write to the high byte of the prescaler while | |
| the timer is stopped. If the timer is running, a write to the high byte | |
| will load the timer latch, but not reload the counter. | |
| READ (TIMER) | |
| REG NAME | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| | 4 | TA LO | TAL7 | TAL6 | TAL5 | TAL4 | TAL3 | TAL2 | TAL1 | TAL0 | | |
| | 5 | TA HI | TAH7 | TAH6 | TAH5 | TAH4 | TAH3 | TAH2 | TAH1 | TAH0 | | |
| | 6 | TB LO | TBL7 | TBL6 | TBL5 | TBL4 | TBL3 | TBL2 | TBL1 | TBL0 | | |
| | 7 | TB HI | TBH7 | TBH6 | TBH5 | TBH4 | TBH3 | TBH2 | TBH1 | TBH0 | | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| WRITE (PRESCALER) | |
| REG NAME | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| | 4 | TA LO | PAL7 | PAL6 | PAL5 | PAL4 | PAL3 | PAL2 | PAL1 | PAL0 | | |
| | 5 | TA HI | PAH7 | PAH6 | PAH5 | PAH4 | PAH3 | PAH2 | PAH1 | PAH0 | | |
| | 6 | TB LO | PBL7 | PBL6 | PBL5 | PBL4 | PBL3 | PBL2 | PBL1 | PBL0 | | |
| | 7 | TB HI | PBH7 | PBH6 | PBH5 | PBH4 | PBH3 | PBH2 | PBH1 | PBH0 | | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| Time of Day Clock (TOD) | |
| The TOD clock is a special purpose timer for real-time applications. | |
| TOD consists of a 24-hour (AM/PM) clock with 1/10th second resolution. It | |
| is organized into 4 registers: 10ths of seconds, Seconds, Minutes and | |
| Hours. The AM/PM flag is in the MSB of the Hours register for easy bit | |
| testing. Each register reads out in BCD format to simplify conversion for | |
| driving displays, etc. The clock requires an external 60 Hz or 50 Hz | |
| (programmable) TTL level input on the TOD pin for accurate time-keeping. | |
| In addition to time-keeping, a programmable ALARM is provided for | |
| generating an interrupt at a desired time. The ALARM registers or located | |
| at the same addresses as the corresponding TOD registers. Access to the | |
| ALARM is governed by a Control Register bit. The ALARM is write-only; any | |
| read of a TOD address will read time regardless of the state of the ALARM | |
| access bit. | |
| A specific sequence of events must be followed for proper setting and | |
| reading of TOD. TOD is automatically stopped whenever a write to the | |
| Hours register occurs. The clock will not start again until after a write | |
| to the 10ths of seconds register. This assures TOD will always start at | |
| the desired time. Since a carry from one stage to the next can occur at | |
| APPENDIX M 431 | |
| ~ | |
| any time with respect to a read operation, a latching function is | |
| included to keep all Time Of Day information constant during a read | |
| sequence. All four TOD registers latch on a read of Hours and remain | |
| latched until after a read of 10ths of seconds. The TOD clock continues | |
| to count when the output registers are latched. If only one register is | |
| to be read, there is no carry problem and the register can be read "on | |
| the fly," provided that any read of Hours is followed by a read of 10ths | |
| of seconds to disable the latching. | |
| READ | |
| REG NAME | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| | 8 |TOD 10THS| 0 | 0 | 0 | 0 | T8 | T4 | T2 | T1 | | |
| | 9 |TOD SEC | 0 | SH4 | SH2 | SH1 | SL8 | SL4 | SL2 | SL1 | | |
| | A |TOD MIN | 0 | MH4 | MH2 | MH1 | ML8 | ML4 | ML2 | ML1 | | |
| | B |TOD HR | PM | 0 | 0 | HH | HL8 | HL4 | HL2 | HL1 | | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| WRITE | |
| CRB7=0 TOD | |
| CRB7=1 ALARM | |
| (SAME FORMAT AS READ) | |
| Serial Port (SDR) | |
| The serial port is a buffered, 8-bit synchronous shift register system. | |
| A control bit selects input or output mode. In input mode, data on the SP | |
| pin is shifted into the shift register on the rising edge of the signal | |
| applied to the CNT pin. After 8 CNT pulses, the data in the shift | |
| register is dumped into the Serial Data Register and an interrupt is | |
| generated. In the output mode, TIMER A is used for the baud rate | |
| generator. Data is shifted out on the SP pin at 1/2 the underflow rate of | |
| TIMER A. The maximum baud rate possible is 02 divided by 4, but the | |
| maximum useable baud rate will be determined by line loading and the | |
| speed at which the receiver responds to input data. Transmission will | |
| start following a write to the Serial Data Register (provided TIMER A is | |
| running and in continuous mode). The clock signal derived from TIMER A | |
| appears as an output on the CNT pin. The data in the Serial Data Register | |
| will be loaded into the shift register then shift out to the SP pin when | |
| a CNT pulse occurs. Data shifted out becomes valid on the falling edge of | |
| CNT and remains valid until the next falling edge. After 8 CNT pulses, an | |
| 432 APPENDIX M | |
| ~ | |
| interrupt is generated to indicate more data can be sent. If the Serial | |
| Data Register was loaded with new information prior to this interrupt, | |
| the new data will automatically be loaded into the shift register and | |
| transmission will continue. If the microprocessor stays one byte ahead of | |
| the shift register, transmission will be continuous. If no further data | |
| is to be transmitted, after the 8th CNT pulse, CNT will return high and | |
| SP will remain at the level of the last data bit transmitted. SDR data is | |
| shifted out MSB first and serial input data should also appear in this | |
| format. | |
| The bidirectional capability of the Serial Port and CNT clock allows | |
| many 6526 devices to be connected to a common serial communication bus on | |
| which one 6526 acts as a master, sourcing data and shift clock, while all | |
| other 6526 chips act as slaves. Both CNT and SP outputs are open drain to | |
| allow such a common bus. Protocol for master/slave selection can be | |
| transmitted over the serial bus, or via dedicated handshaking lines. | |
| REG NAME | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| | C | SDR | S7 | S6 | S5 | S4 | S3 | S2 | S1 | S0 | | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| Interrupt Control (ICR) | |
| There are five sources of interrupts on the 6526: underflow from TIMER | |
| A, underflow from TIMER B, TOD ALARM, Serial Port full/empty and /FLAG. | |
| A single register provides masking and interrupt information. The | |
| interrupt Control Register consists of a write-only MASK register and a | |
| read-only DATA register. Any interrupt will set the corresponding bit in | |
| the DATA register. Any interrupt which is enabled by the MASK register | |
| will set the IR bit (MSB) of the DATA register and bring the /IRQ pin | |
| low. In a multi-chip system, the IR bit can be polled to detect which | |
| chip has generated an interrupt request. The interrupt DATA register is | |
| cleared and the /IRQ line returns high following a read of the DATA | |
| register. Since each interrupt sets an interrupt bit regardless of the | |
| MASK, and each interrupt bit can be selectively masked to prevent the | |
| generation of a processor interrupt, it is possible to intermix polled | |
| interrupts with true interrupts. However, polling the IR bit will cause | |
| the DATA register to clear, therefore, it is up to the user to preserve | |
| the information contained in the DATA register if any polled interrupts | |
| were present. | |
| The MASK register provides convenient control of individual mask bits. | |
| When writing to the MASK register, if bit 7 (SET/CLEAR) of the data | |
| APPENDIX M 433 | |
| ~ | |
| written is a ZERO, any mask bit written with a one will be cleared, while | |
| those mask bits written with a zero will be unaffected. If bit 7 of the | |
| data written is a ONE, any mask bit written with a one will be set, while | |
| those mask bits written with a zero will be unaffected. In order for an | |
| interrupt flag to set IR and generate an Interrupt Request, the corre- | |
| sponding MASK bit must be set. | |
| READ (INT DATA) | |
| REG NAME | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| | D | ICR | IR | 0 | 0 | FLG | SP | ALRM | TB | TA | | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| WRITE (INT MASK) | |
| REG NAME | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| | D | ICR | S/C | X | X | FLG | SP | ALRM | TB | TA | | |
| +-----+---------+------+------+------+------+------+------+------+------+ | |
| CONTROL REGISTERS | |
| There are two control registers in the 6526, CRA and CRB. CRA is | |
| associated with TIMER A and CRB is associated with TIMER B. The register | |
| format is as follows: | |
| CRA: | |
| Bit Name Function | |
| 0 START 1=START TIMER A, 0=STOP TIMER A. This bit is automatically | |
| reset when underflow occurs during one-shot mode. | |
| 1 PBON 1=TIMER A output appears on PB6, 0=PB6 normal operation. | |
| 2 OUTMODE 1=TOGGLE, 0=PULSE | |
| 3 RUNMODE 1=ONE-SHOT, 0=CONTINUOUS | |
| 4 LOAD 1=FORCE LOAD (this is a STROBE input, there is no data | |
| storage, bit 4 will always read back a zero and writing a | |
| zero has no effect). | |
| 5 INMODE 1=TIMER A counts positive CNT transitions, 0=TIMER A counts | |
| 02 pulses. | |
| 6 SPMODE 1=SERIAL PORT output (CNT sources shift clock), | |
| 0=SERIAL PORT input (external shift clock required). | |
| 7 TODIN 1=50 Hz clock required on TOD pin for accurate time, | |
| 0=60 Hz clock required on TOD pin for accurate time. | |
| 434 APPENDIX M | |
| ~ | |
| CRB: | |
| Bit Name Function | |
| (Bits CRB0-CRB4 are identical to CRA0-CRA4 for TIMER B with | |
| the exception that bit 1 controls the output of TIMER B on | |
| PB7). | |
| 5,6 INMODE Bits CRB5 and CRB6 select one of four input modes for | |
| TIMER B as: | |
| CRB6 CRB5 | |
| 0 0 TIMER B counts 02 pulses. | |
| 0 1 TIMER B counts positive CNT transistions. | |
| 1 0 TIMER B counts TIMER A underflow pulses. | |
| 1 1 TIMER B counts TIMER A underflow pulses | |
| while CNT is high. | |
| 7 ALARM 1=writing to TOD registers sets ALARM, 0=writing to TOD | |
| registers sets TOD clock. | |
| REGNAME TODIN SP MODE IN MODE LOAD RUN MODE OUT MODE PB ON START | |
| +-+---+------+-------+-------+--------+-------+--------+--------+-------+ | |
| |E|CRA|0=60Hz|0=INPUT| 0=02 |1=FORCE |0=CONT.|0=PULSE |0=PB6OFF|0=STOP | | |
| | | | | | | LOAD | | | | | | |
| | | |1=50Hz|1=OUTP.| 1=CNT |(STROBE)|1=O.S. |1=TOGGLE|1=PB6ON |1=START| | |
| +-+---+------+-------+-------+--------+-------+--------+--------+-------+ | |
| +------------------ TA ----------------------------+ | |
| REGNAME ALARM IN MODE LOAD RUN MODE OUT MODE PB ON START | |
| +-+---+------+------+--------+--------+-------+--------+--------+-------+ | |
| |E|CRB|0=TOD | 0 |0=02 |1=FORCE |0=CONT.|0=PULSE |0=PB7OFF|0=STOP | | |
| | | | | 1 |1=CNT |LOAD | | | | | | |
| | | |1= | 1 |0=TA | | | | | | | |
| | | | ALARM| 1 |1=CNT&TA|(STROBE)|1=O.S. |1=TOGGLE|1=PB7ON |1=START| | |
| +-+---+------+------+--------+--------+-------+--------+--------+-------+ | |
| +-------------------------- TB ----------------------------+ | |
| All unused register bits are unaffected by a write and are forced to zero | |
| on a read. | |
| +-----------------------------------------------------------------------+ | |
| | COMMODORE SEMICONDUCTOR GROUP reserves the right to make changes to | | |
| | any products herein to improve reliability, function or design. | | |
| | COMMODORE SEMICONDUCTOR GROUP does not assume any liability arising | | |
| | out of the application or use of any product or circuit described | | |
| | herein; neither does it convey any license under its patent rights nor| | |
| | the rights of others. | | |
| +-----------------------------------------------------------------------+ | |
| APPENDIX M 435 | |
| ~ | |
| APPENDIX N | |
| 6566/6567 (VIC-II) CHIP | |
| SPECIFICATIONS | |
| The 6566/6567 are multi-purpose color video controller devices for use | |
| in both computer video terminals and video game applications. Both | |
| devices contain 47 control registers which are accessed via a standard | |
| 8-bit microprocessor bus (65XX) and will access up to 16K of memory for | |
| display information. The various operating modes and options within each | |
| mode are described. | |
| CHARACTER DISPLAY MODE | |
| In the character display mode, the 6566/6567 fetches CHARACTER POINTERs | |
| from the VIDEO MATRIX area of memory and translates the pointers to | |
| character dot location addresses in the 2048 byte CHARACTER BASE area of | |
| memory. The video matrix is comprised of 1000 consecutive locations in | |
| memory which each contain an eight-bit character pointer. The location of | |
| the video matrix within memory is defined by VM13-VM10 in register 24 | |
| ($18) which are used as the 4 MSB of the video matrix address. The lower | |
| order 10 bits are provided by an internal counter (VC9-VC0) which steps | |
| through the 1000 character locations. Note that the 6566/6567 provides 14 | |
| address outputs; therefore, additional system hardware may be required | |
| for complete system memory decodes. | |
| CHARACTER POINTER ADDRESS | |
| A13| A12| A11| A10| A09| A08| A07| A06| A05| A04| A03| A02| A01| A00 | |
| ------+----+----+----+----+----+----+----+----+----+----+----+----+------ | |
| VM13|VM12|VM11|VM10| VC9| VC8| VC7| VC6| VC5| VC4| VC3| VC2| VC1| VC0 | |
| 436 APPENDIX N | |
| ~ | |
| The eight-bit character pointer permits up to 256 different character | |
| definitions to be available simultaneously. Each character is an 8*8 dot | |
| matrix stored in the character base as eight consecutive bytes. The loca- | |
| tion of the character base is defined by CB13-CB11 also in register 24 | |
| ($18) which are used for the 3 most significant bits (MSB) of the char- | |
| acter base address. The 11 lower order addresses are formed by the 8-bit | |
| character pointer from the video matrix (D7-D0) which selects a | |
| particular character, and a 3-bit raster counter (RC2-RC0) which selects | |
| one of the eight character bytes. The resulting characters are formatted | |
| as 25 rows of 40 characters each. In addition to the 8-bit character | |
| pointer, a 4-bit COLOR NYBBLE is associated with each video matrix | |
| location (the video matrix memory must be 12 bits wide) which defines one | |
| of sixteen colors for each character. | |
| CHARACTER DATA ADDRESS | |
| A13| A12| A11| A10| A09| A08| A07| A06| A05| A04| A03| A02| A01| A00 | |
| ------+----+----+----+----+----+----+----+----+----+----+----+----+------ | |
| CB13|CB12|CB11| D7 | D6 | D5 | D4 | D3 | D2 | D1 | D0 | RC2| RC1| RC0 | |
| STANDARD CHARACTER MODE (MCM = BMM = ECM = 0) | |
| In the standard character mode, the 8 sequential bytes from the | |
| character base are displayed directly on the 8 lines in each character | |
| region. A "0" bit causes the background #0 color (from register 33 ($21)) | |
| to be displayed while the color selected by the color nybble (foreground) | |
| is displayed for a "1" bit (see Color Code Table). | |
| | CHARACTER | | |
| FUNCTION | BIT | COLOR DISPLAYED | |
| --------------+-----------+---------------------------------------------- | |
| Background | 0 | Background #0 color | |
| | | (register 33 ($21) | |
| Foreground | 1 | Color selected by 4-bit color nybble | |
| Therefore, each character has a unique color determined by the 4-bit | |
| color nybble (1 of 16) and all characters share the common background | |
| color. | |
| APPENDIX N 437 | |
| ~ | |
| MULTI-COLOR CHARACTER MODE (MCM = 1, BMM = ECM = 0 ) | |
| Multi-color mode provides additional color flexibility allowing up to | |
| four colors within each character but with reduced resolution. The multi- | |
| color mode is selected by setting the MCM bit in register 22 ($16) to | |
| "1," which causes the dot data stored in the character base to be | |
| interpreted in a different manner. If the MSB of the color nybble is a | |
| "0," the character will be displayed as described in standard character | |
| mode, allowing the two modes to be inter-mixed (however, only the lower | |
| order 8 colors are available). When the MSB of the color nybble is a "1" | |
| (if MCM:MSB(CM) = 1) the character bits are interpreted in the multi- | |
| color mode: | |
| | CHARACTER | | |
| FUNCTION | BIT PAIR | COLOR DISPLAYED | |
| --------------+------------+--------------------------------------------- | |
| Background | 00 | Background #0 Color | |
| | | (register 33 ($21)) | |
| Background | 01 | Background #1 Color | |
| | | (register 34 ($22) | |
| Foreground | 10 | Background #2 Color | |
| | | (register 35 ($23) | |
| Foreground | 11 | Color specified by 3 LSB | |
| | | of color nybble | |
| Since two bits are required to specify one dot color, the character is | |
| now displayed as a 4*8 matrix with each dot twice the horizontal size as | |
| in standard mode. Note, however, that each character region can now | |
| contain 4 different colors, two as foreground and two as background (see | |
| MOB priority). | |
| EXTENDED COLOR MODE (ECM = 1, Bmm = MCM = 0) | |
| The extended color mode allows the selection of individual, background | |
| colors for each character region with the normal 8*8 character | |
| resolution. This mode is selected by setting the ECM bit of register 17 | |
| ($11) to "1". The character dot data is displayed as in the standard mode | |
| (foreground color determined by the color nybble is displayed for a "1" | |
| 438 APPENDIX N | |
| ~ | |
| data bit), but the 2 MSB of the character pointer are used to select the | |
| background color for each character region as follows: | |
| CHAR. POINTER | | |
| MS BIT PAIR | BACKGROUND COLOR DISPLAYED FOR 0 BIT | |
| --------------------+---------------------------------------------------- | |
| 00 | Background #0 color (register 33 ($21)) | |
| 01 | Background #l color (register 34 ($22)) | |
| 10 | Background #2 color (register 35 ($23)) | |
| 11 | Background #3 color (register 36 ($24)) | |
| Since the two MSB of the character pointers are used for color informa- | |
| tion, only 64 different character definitions are available. The 6566/ | |
| 6567 will force CB10 and CB9 to "0" regardless of the original pointer | |
| values, so that only the first 64 character definitions will be accessed. | |
| With extended color mode each character has one of sixteen individually | |
| defined foreground colors and one of the four available background | |
| colors. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Extended color mode and multi-color mode should not be enabled | | |
| | simultaneously. | | |
| +-----------------------------------------------------------------------+ | |
| BIT MAP MODE | |
| In bit map mode, the 6566/6567 fetches data from memory in a different | |
| fashion, so that a one-to-one correspondence exists between each | |
| displayed dot and a memory bit. The bit map mode provides a screen | |
| resolution of 320H * 200V individually controlled display dots. Bit map | |
| mode is selected by setting the BMM bit in register 17 ($11) to a "1". | |
| The VIDEO MATRIX is still accessed as in character mode, but the video | |
| matrix data is no longer interpreted as character pointers, but rather as | |
| color data. The VIDEO MATRIX COUNTER is then also used as an address to | |
| fetch the dot data for display from the 8000-byte DISPLAY BASE. The | |
| display base address is formed as follows: | |
| A13| A12| A11| A10| A09| A08| A07| A06| A05| A04| A03| A02| A01| A00 | |
| ------+----+----+----+----+----+----+----+----+----+----+----+----+------ | |
| CB13| VC9| VC8| VC7| VC6| VC5| VC4| VC3| VC2| VC1| VC0| RC2| RC1| RC0 | |
| APPENDIX N 439 | |
| ~ | |
| VCx denotes the video matrix counter outputs, RCx denotes the 3-bit | |
| raster line counter and CB13 is from register 24 ($18). The video matrix | |
| counter steps through the same 40 locations for eight raster lines, con- | |
| tinuing to the next 40 locations every eighth line, while the raster | |
| counter increments once for each horizontal video line (raster line). | |
| This addressing results in each eight sequential memory locations being | |
| formatted as an 8*8 dot block on the video display. | |
| STANDARD BIT MAP MODE (BMM =1, MCM = 0) | |
| When standard bit map mode is in use, the color information is derived | |
| only from the data stored in the video matrix (the color nybble is | |
| disregarded). The 8 bits are divided into two 4-bit nybbles which allow | |
| two colors to be independently selected in each 8*8 dot block. When a bit | |
| in the display memory is a "0" the color of the output dot is set by the | |
| least significant (lower) nybble (LSN). Similarly, a display memory bit | |
| of "1" selects the output color determined by the MSN (upper nybble). | |
| BIT | DISPLAY COLOR | |
| -----------+------------------------------------------------------------- | |
| 0 | Lower nybble of video matrix pointer | |
| 1 | Upper nybble of video matrix pointer | |
| MULTI-COLOR BIT MAP MODE (BMM = MCM = 1) | |
| Multi-colored bit map mode is selected by setting the MCM bit in | |
| register 22 ($16) to a "1" in conjunction with the BMM bit. Multi-color | |
| mode uses the same memory access sequences as standard bit map mode, but | |
| interprets the dot data as follows: | |
| BIT PAIR | DISPLAY COLOR | |
| --------------------+---------------------------------------------------- | |
| 00 | Background #0 color (register 33 ($21)) | |
| 01 | Upper nybble of video matrix pointer | |
| 10 | Lower nybble of video matrix pointer | |
| 11 | Video matrix color nybble | |
| Note that the color nybble (DB11-DB8) IS used for the multi-color bit map | |
| mode. Again, as two bits are used to select one dot color, the horizontal | |
| 440 APPENDIX N | |
| ~ | |
| dot size is doubled, resulting in a screen resolution of 160H*200V. | |
| Utilizing multi-color bit map mode, three independently selected colors | |
| can be displayed in each 8*8 block in addition to the background color. | |
| MOVABLE OBJECT BLOCKS | |
| The movable object block (MOB) is a special type of character which can | |
| be displayed at any one position on the screen without the block | |
| constraints inherent in character and bit map mode. Up to 8 unique MOBs | |
| can be displayed simultaneously, each defined by 63 bytes in memory which | |
| are displayed as a 24*21 dot array (shown below). A number of special | |
| features make MOBs especially suited for video graphics and game | |
| applications. | |
| MOB DISPLAY BLOCK | |
| +--------+--------+--------+ | |
| | BYTE | BYTE | BYTE | | |
| +--------+--------+--------+ | |
| | 00 | 01 | 02 | | |
| | 03 | 04 | 05 | | |
| | . | . | . | | |
| | . | . | . | | |
| | . | . | . | | |
| | 57 | 58 | 59 | | |
| | 60 | 61 | 62 | | |
| +--------+--------+--------+ | |
| ENABLE | |
| Each MOB can be selectively enabled for display by setting its corre- | |
| sponding enable bit (MnE) to "1" in register 21 ($15). If the MnE bit is | |
| "0," no MOB operations will occur involving the disabled MOB. | |
| POSlTlON | |
| Each MOB is positioned via its X and Y position register (see register | |
| map) with a resolution of 512 horizontal and 256 vertical positions. The | |
| APPENDIX N 441 | |
| ~ | |
| position of a MOB is determined by the upper-left corner of the array. X | |
| locations 23 to 347 ($17-$157) and Y locations 50 to 249 ($32-$F9) are | |
| visible. Since not all available MOB positions are entirely visible on | |
| the screen, MOBs may be moved smoothly on and off the display screen. | |
| COLOR | |
| Each MOB has a separate 4-bit register to determine the MOB color. The | |
| two MOB color modes are: | |
| STANDARD MOB (MnMC = 0) | |
| In the standard mode, a "0" bit of MOB data allows any background data | |
| to show through (transparent) and a "1" bit is displayed as the MOB color | |
| determined by the corresponding MOB Color register. | |
| MULTI-COLOR MOB (MnMC = 1) | |
| Each MOB can be individually selected as a multi-color MOB via MnMC | |
| bits in the MOB Multi-color register 28 ($1C). When the MnMC bit is "1", | |
| the corresponding MOB is displayed in the multi-color mode. In the multi- | |
| color mode, the MOB data is interpreted in pairs (similar to the other | |
| multi-color modes) as follows: | |
| BIT PAIR | COLOR DISPLAYED | |
| --------------------+---------------------------------------------------- | |
| 00 | Transparent | |
| 01 | MOB Multi-color #0 (register 37 ($25)) | |
| 10 | MOB Color (registers 39-46 ($27-$2E)) | |
| 11 | MOB Multi-color #1 (register 38 ($26)) | |
| Since two bits of data are required for each color, the resolution of the | |
| MOB is reduced to 12X21, with each horizontal dot expanded to twice | |
| standard size so that the overall MOB size does not change. Note that up | |
| to 3 colors can be displayed in each MOB (in addition to transparent) but | |
| that two of the colors are shared among all the MOBs in the multi-color | |
| mode. | |
| 442 APPENDIX N | |
| ~ | |
| MAGNIFICATION | |
| Each MOB can be selectively expanded (2X) in both the horizontal and | |
| vertical directions. Two registers contain the control bits (MnXE,MnYE) | |
| for the magnification control. | |
| REGISTER | FUNCTION | |
| ------------+------------------------------------------------------------ | |
| 23 ($17) | Horizontal expand MnXE-"1"=expand; "0"=normal | |
| 29 ($1D) | Vertical expand MnYE-"1"=expand; "0"=normal | |
| When MOBs are expanded, no increase in resolution is realized. The same | |
| 24*21 array (12X21 if multi-colored) is displayed, but the overall MOB | |
| dimension is doubled in the desired direction (the smallest MOB dot may | |
| be up to 4X standard dot dimension if a MOB is both multi-colored and | |
| expanded). | |
| PRIORITY | |
| The priority of each MOB may be individually controlled with respect to | |
| the other displayed information from character or bit map modes. The | |
| priority of each MOB is set by the corresponding bit (MnDP) of register | |
| 27 ($1B) as follows: | |
| REG BIT | PRIORITY TO CHARACTER OR BIT MAP DATA | |
| ------------+------------------------------------------------------------ | |
| 0 | Non-transparent MOB data will be displayed (MOB in front) | |
| 1 | Non-transparent MOB data will be displayed only instead of | |
| | Bkgd #0 or multi-color bit pair 01 (MOB behind) | |
| MOB-DISPLAY DATA PRIORITY | |
| +--------------+--------------+ | |
| | MnDP = 1 | MnDP = 0 | | |
| +--------------+--------------+ | |
| | MOBn | Foreground | | |
| | Foreground | MOBn | | |
| | Background | Background | | |
| +--------------+--------------+ | |
| APPENDIX N 443 | |
| ~ | |
| MOB data bits of "0" ("00" in multi-color mode) are transparent, always | |
| permitting any other information to be displayed. | |
| The MOBs have a fixed priority with respect to each other, with MOB 0 | |
| having the highest priority and MOB 7 the lowest. When MOB data (except | |
| transparent data) of two MOBs are coincident, the data from the lower | |
| number MOB will be displayed. MOB vs. MOB data is prioritized before | |
| priority resolution with character or bit map data. | |
| COLLISION DETECTION | |
| Two types of MOB collision (coincidence) are detected, MOB to MOB | |
| collision and MOB to display data collision: | |
| 1) A collision between two MOBs occurs when non-transparent output data | |
| of two MOBs are coincident. Coincidence of MOB transparent areas | |
| will not generate a collision. When a collision occurs, the MOB bits | |
| (MnM) in the MOB-MOB COLLISION register 30 ($1E) will be set to "1" | |
| for both colliding MOBS. As a collision between two (or more) MOBs | |
| occurs, the MOB-MOB collision bit for each collided MOB will be set. | |
| The collision bits remain set until a read of the collision | |
| register, when all bits are automatically cleared. MOBs collisions | |
| are detected even if positioned off-screen. | |
| 2) The second type of collision is a MOB-DATA collision between a MOB | |
| and foreground display data from the character or bit map modes. The | |
| MOB-DATA COLLISION register 31 ($1F) has a 'bit (MnD) for each MOB | |
| which is set to "1" when both the MOB and non-background display | |
| data are coincident. Again, the coincidence of only transparent data | |
| does not generate a collision. For special applications, the display | |
| data from the 0-1 multicolor bit pair also does not cause a | |
| collision. This feature permits their use as background display data | |
| without interfering with true MOB collisions. A MOB-DATA collision | |
| can occur off-screen in the horizontal direction if actual display | |
| data has been scrolled to an off-screen position (see scrolling). | |
| The MOB-DATA COLLISION register also automatically clears when read. | |
| 444 APPENDIX N | |
| ~ | |
| The collision interrupt latches are set whenever the first bit of | |
| either register is set to "1". Once any collision bit within a register | |
| is set high, subsequent collisions will not set the interrupt latch | |
| until that collision register has been cleared to all "0s" by a read. | |
| MOB MEMORY ACCESS | |
| The data for each MOB is Stored in 63 consecutive bytes of memory. Each | |
| block of MOB data is defined by a MOB pointer, located at the end of the | |
| VIDEO MATRIX. Only 1000 bytes of the video matrix are used in the normal | |
| display modes, allowing the video matrix locations 1016-1023 (VM base+ | |
| $3F8 to VM base+$3FF) to be used for MOB pointers 0-7, respectively. The | |
| eight-bit MOB pointer from the video matrix together with the six bits | |
| from the MOB byte counter (to address 63 bytes) define the entire 14-bit | |
| address field: | |
| A13| A12| A11| A10| A09| A08| A07| A06| A05| A04| A03| A02| A01| A00 | |
| ------+----+----+----+----+----+----+----+----+----+----+----+----+------ | |
| MP7| MP6| MP5| MP4| MP3| MP2| MP1| MP0| MC5| MC4| MC3| MC2| MC1| MC0 | |
| Where MPx are the MOB pointer bits from the video matrix and MCx are the | |
| internally generated MOB counter bits. The MOB pointers are read from the | |
| video matrix at the end of every raster line. When the Y position | |
| register of a MOB matches the current raster line count, the actual | |
| fetches of MOB data begin. Internal counters automatically step through | |
| the 63 bytes of MOB data, displaying three bytes on each raster line. | |
| OTHER FEATURES | |
| SCREEN BLANKING | |
| The display screen may be blanked by setting the DEN bit in register | |
| 17 ($11) to a "0". When the screen is blanked, the entire screen will be | |
| filled with the exterior color as set in register 32 ($20). When blanking | |
| is active, only transparent (Phase 1) memory accesses are required, per- | |
| mitting full processor utilization of the system bus. MOB data, however, | |
| will be accessed if the MOBs are not also disabled. The DEN bit must be | |
| set to "1" for normal video display. | |
| APPENDIX N 445 | |
| ~ | |
| ROW/COLUMN SELECT | |
| The normal display consists of 25 rows of 40 characters (or character | |
| regions) per row. For special display purposes, the display window may be | |
| reduced to 24 rows and 38 characters. There is no change in the format of | |
| the displayed information, except that characters (bits) adjacent to the | |
| exterior border area will now be covered by the border. The select bits | |
| operate as follows: | |
| RSEL | NUMBER OF ROWS | CSEL | NUMBER OF COLUMNS | |
| -------+----------------------------+-------+---------------------------- | |
| 0 | 24 rows | 0 | 38 columns | |
| 1 | 25 rows | 1 | 40 columns | |
| The RSEL bit is in register 17 ($11) and the CSEL bit is in register 22 | |
| ($16). For standard display the larger display window is normally used, | |
| while the smaller display window is normally used in conjunction with | |
| scrolling. | |
| SCROLLING | |
| The display data may be scrolled up to one entire character space in | |
| both the horizontal and vertical direction. When used in conjunction with | |
| the smaller display window (above), scrolling can be used to create a | |
| smooth panning motion of display data while updating the system memory | |
| only when a new character row (or column) is required. Scrolling is also | |
| used to center a fixed display within the display window. | |
| BITS | REGISTER | FUNCTION | |
| ----------------------+--------------------+----------------------------- | |
| X2,X1,X0 | 22 ($16) | Horizontal Position | |
| Y2,Y1,Y0 | 17 ($11) | Vertical Position | |
| LIGHT PEN | |
| The light pen input latches the current screen position into a pair of | |
| registers (LPX,LPY) on a low-going edge. The X position register 19 ($13) | |
| will contain the 8 MSB of the X position at the time of transition. Since | |
| the X position is defined by a 512-state counter (9 bits) resolution to 2 | |
| horizontal dots is provided. Similarly, the Y position is latched to its | |
| 446 APPENDIX N | |
| ~ | |
| register 20 ($14) but here 8 bits provide single raster resolution within | |
| the visible display. The light pen latch may be triggered only once per | |
| frame, and subsequent triggers within the same frame will have no effect. | |
| Therefore, you must take several samples before turning the light pen to | |
| the screen (3 or more samples, average), depending upon the | |
| characteristics of your light pen. | |
| RASTER REGISTER | |
| The raster register is a dual-function register. A read of the raster | |
| register 18 ($12) returns the lower 8 bits of the current raster position | |
| (the MSB-RC8 is located in register 17 ($11)). The raster register can be | |
| interrogated to implement display changes outside the visible area to | |
| prevent display flicker. The visible display window is from raster 51 | |
| through raster 251 ($033-$0FB). A write to the raster bits (including | |
| RC8) is latched for use in an internal raster compare. When the current | |
| raster matches the written value, the raster interrupt latch is set. | |
| INTERRUPT REGISTER | |
| The interrupt register shows the status of the four sources of | |
| interrupt. An interrupt latch in register 25 ($19) is set to "1" when an | |
| interrupt source has generated an interrupt request. The four sources of | |
| interrupt are: | |
| LATCH |ENABLE| | |
| BIT | BIT | WHEN SET | |
| -------+------+---------------------------------------------------------- | |
| IRST | ERST | Set when (raster count) = (stored raster count) | |
| IMDC | EMDC | Set by MOB-DATA collision register (first collision only) | |
| IMMC | EMMC | Set by MOB-MOB collision register (first collision only) | |
| ILP | ELP | Set by negative transition of LP input (once per frame) | |
| IRQ | | Set high by latch set and enabled (invert of /IRQ output) | |
| To enable an interrupt request to set the /IRQ output to "0", the | |
| corresponding interrupt enable bit in register 26 ($1A) must be set to | |
| "1". Once an interrupt latch has been set, the latch may be cleared only | |
| by writing a "1" to the desired latch in the interrupt register. This | |
| feature allows selective handling of video interrupts without software | |
| required to "remember" active interrupts. | |
| APPENDIX N 447 | |
| ~ | |
| DYNAMIC RAM REFRESH | |
| A dynamic ram refresh controller is built in to the 6566/6567 devices. | |
| Five 8-bit row addresses are refreshed every raster line. This rate | |
| guarantees a maximum delay of 2.02 ms between the refresh of any single | |
| row address in a 128 refresh scheme. (The maximum delay is 3.66 ms in a | |
| 256 address refresh scheme.) This refresh is totally transparent to the | |
| system, since the refresh occurs during Phase 1 of the system clock. The | |
| 6567 generates both /RAS and /CAS which are normally connected directly | |
| to the dynamic rams. /RAS and /CAS are generated for every Phase 2 and | |
| every video data access (including refresh) so that external clock | |
| generation is not required. | |
| RESET | |
| THEORY OF OPERATION | |
| SYSTEM INTERFACE | |
| The 6566/6567 video controller devices interact with the system data | |
| bus in a special way. A 65XX system requires the system buses only during | |
| the Phase 2 (clock high) portion of the cycle. The 6566/6567 devices take | |
| advantage of this feature by normally accessing system memory during the | |
| Phase 1 (clock low) portion of the clock cycle. Therefore, operations | |
| such as character data fetches and memory refresh are totally transparent | |
| to the processor and do not reduce the processor throughput. The video | |
| chips provide the interface control signals required to maintain this bus | |
| sharing. | |
| The video devices provide the signal AEC (address enable control) which | |
| is used to disable the processor address bus drivers allowing the video | |
| device to access the address bus. AEC is active low which, permits direct | |
| connection to the AEC input of the 65XX family. The AEC signal is | |
| 448 APPENDIX N | |
| ~ | |
| normally activated during Phase 1 so that processor operation is not | |
| affected. Because of this bus "sharing", all memory accesses must be | |
| completed in 1/2 cycle. Since the video chips provide a 1-MHz clock | |
| (which must be used as system Phase 2), a memory cycle is 500 ns | |
| including address setup, data access and, data setup to the reading | |
| device. | |
| Certain operations of the 6566/6567 require data at a faster rate than | |
| available by reading only during the Phase 1 time; specifically, the ac- | |
| cess of character pointers from the video matrix and the fetch of MOB | |
| data. Therefore, the processor must be disabled and the data accessed | |
| during the Phase 2 clock. This is accomplished via the BA (bus available) | |
| signal. The BA line is normally high but is brought low during Phase 1 to | |
| indicate that the video chip will require a Phase 2 data access. Three | |
| Phase-2 times are allowed after BA low for the processor to complete any | |
| current memory accesses. On the fourth Phase 2 after BA low, the AEC | |
| signal will remain low during Phase 2 as the video chip fetches data. The | |
| BA line is normally connected to the RDY input of a 65XX processor. The | |
| character pointer fetches occur every eighth raster line during the | |
| display window and require 40 consecutive Phase 2 accesses to fetch the | |
| video matrix pointers. The MOB data fetches require 4 memory accesses as | |
| follows: | |
| PHASE | DATA | CONDITION | |
| --------+-------------+-------------------------------------------------- | |
| 1 | MOB Pointer | Every raster | |
| 2 | MOB Byte 1 | Each raster while MOB is displayed | |
| 1 | MOB Byte 2 | Each raster while MOB is displayed | |
| 2 | MOB Byte 3 | Each raster while MOB is displayed | |
| The MOB pointers are fetched every other Phase 1 at the end of each | |
| raster line. As required, the additional cycles are used for MOB data | |
| fetches. Again, all necessary bus control is provided by the 6566/6567 | |
| devices. | |
| MEMORY INTERFACE | |
| The two versions of the video interface chip, 6566 and 6567, differ in | |
| address output configurations. The 6566 has thirteen fully decoded | |
| APPENDIX N 449 | |
| ~ | |
| addresses for direct connection to the system address bus. The 6567 has | |
| multiplexed addresses for direct connection to 64K dynamic RAMS. The | |
| least significant address bits, A06-A00, are present on A06-A00 while | |
| /RAS is brought low, while the most significant bits, A13-A08, are pres- | |
| ent on A05-A00 while /CAS is brought low. The pins A11-A07 on the 6567 | |
| are static address outputs to allow direct connection of these bits to a | |
| conventional 16K (2K*8) ROM. (The lower order addresses require external | |
| latching.) | |
| PROCESSOR INTERFACE | |
| Aside from the special memory accesses described above, the 6566/6567 | |
| registers can be accessed similar to any other peripheral device. The | |
| following processor interface signals are provided: | |
| DATA BUS (DB7-DB0) | |
| The eight data bus pins are the bidirectional data port, controlled by | |
| /CS, RW, and Phase 0. The data bus can only be accessed while AEC and | |
| Phase 0 are high and /CS is low. | |
| CHIP SELECT (/CS) | |
| The chip select pin, /CS, is brought low to enable access to the device | |
| registers in conjunction with the address and RW pins. /CS low is recog- | |
| nized only while AEC and Phase 0 are high. | |
| READ/WRITE (R/W) | |
| The read/write input, R/W, is used to determine the direction of data | |
| transfer on the data bus, in conjunction with /CS. When R/W is high ("1") | |
| data is transferred from the selected register to the data bus output. | |
| When R/W is low ("0") data presented on the data bus pins is loaded into | |
| the selected register. | |
| ADDRESS BUS (A05-A00) | |
| The lower six address pins, A5-A0, are bidirectional. During a pro- | |
| cessor read or write of the video device, these address pins are inputs. | |
| The data on the address inputs selects the register for read or write as | |
| defined in the register map. | |
| 450 APPENDIX N | |
| ~ | |
| CLOCK OUT (PH0) | |
| The clock output, Phase 0, is the 1-MHz clock used as the 65XX pro- | |
| cessor Phase 0 in. All system bus activity is referenced to this clock. | |
| The clock frequency is generated by dividing the 8-MHz video input clock | |
| by eight. | |
| INTERRUPTS (/IRQ) | |
| The interrupt output, /IRQ, is brought low when an enabled source of | |
| interrupt occurs within the device. The /IRQ output is open drain, | |
| requiring an external pull-up resistor. | |
| VIDEO INTERFACE | |
| The video output signal from the 6566/6567 consists of two signals | |
| which must be externally mixed together. SYNC/LUM output contains all the | |
| video data, including horizontal and vertical syncs, as well as the | |
| luminance information of the video display. SYNC/LUM is open drain, | |
| requiring an external pull-up of 500 ohms. The COLOR output contains all | |
| the chrominance information, including the color reference burst and the | |
| color of all display data. The COLOR output is open source and should be | |
| terminated with 1000 ohms to ground. After appropriate mixing of these | |
| two signals, the resulting signal can directly drive a video monitor or | |
| be fed to a modulator for use with a standard television. | |
| SUMMARY OF 6566/6567 BUS ACTIVITY | |
| +-----+-----+-----+-----+-----------------------------------------------+ | |
| | AEC | PH0 | /CS | R/W | ACTION | | |
| +-----+-----+-----+-----+-----------------------------------------------+ | |
| | 0 | 0 | X | X | PHASE 1 FETCH, REFRESH | | |
| | 0 | 1 | X | X | PHASE 2 FETCH (PROCESSOR OFF) | | |
| | 1 | 0 | X | X | NO ACTION | | |
| | 1 | 1 | 0 | 0 | WRITE TO SELECTED REGISTER | | |
| | 1 | 1 | 0 | 1 | READ FROM SELECTED REGISTER | | |
| | 1 | 1 | 1 | X | NO ACTION | | |
| +-----+-----+-----+-----+-----------------------------------------------+ | |
| APPENDIX N 451 | |
| ~ | |
| PIN CONFIGURATION | |
| +----+ +----+ | |
| D6 1 @| +-+ |@ 40 Vcc | |
| | | | |
| D5 2 @| |@ 39 D7 | |
| | | | |
| D4 3 @| |@ 38 D8 | |
| | | | |
| D3 4 @| |@ 37 D9 | |
| | | | |
| D2 5 @| |@ 36 D10 | |
| | | | |
| D1 6 @| |@ 35 D11 | |
| | | | |
| D0 7 @| |@ 34 A10 | |
| | | | |
| /IRQ 8 @| |@ 33 A9 | |
| | | | |
| LP 9 @| |@ 32 A8 | |
| | | | |
| /CS 10 @| |@ 31 A7 | |
| | 6567 | | |
| R/W 11 @| |@ 30 A6("1") | |
| | | | |
| BA 12 @| |@ 29 A5(A13) | |
| | | | |
| Vdd 13 @| |@ 28 A4(A12) | |
| | | | |
| COLOR 14 @| |@ 27 A3(A11) | |
| | | | |
| S/LUM 15 @| |@ 26 A2(A10) | |
| | | | |
| AEC 16 @| |@ 25 A1(A9) | |
| | | | |
| PH0 17 @| |@ 24 A0(A8) | |
| | | | |
| /RAS 18 @| |@ 23 A11 | |
| | | | |
| /CAS 19 @| |@ 22 PHIN | |
| | | | |
| Vss 20 @| |@ 21 PHCL | |
| +-----------+ | |
| 452 APPENDIX N (Multiplexed addresses in parentheses) | |
| ~ | |
| PIN CONFIGURATION | |
| +----+ +----+ | |
| D6 1 @| +-+ |@ 40 Vcc | |
| | | | |
| D5 2 @| |@ 39 D7 | |
| | | | |
| D4 3 @| |@ 38 D8 | |
| | | | |
| D3 4 @| |@ 37 D9 | |
| | | | |
| D2 5 @| |@ 36 D10 | |
| | | | |
| D1 6 @| |@ 35 D11 | |
| | | | |
| D0 7 @| |@ 34 A13 | |
| | | | |
| /IRQ 8 @| |@ 33 A12 | |
| | | | |
| LP 9 @| |@ 32 A11 | |
| | | | |
| /CS 10 @| |@ 31 A10 | |
| | 6567 | | |
| R/W 11 @| |@ 30 A9 | |
| | | | |
| BA 12 @| |@ 29 A8 | |
| | | | |
| Vdd 13 @| |@ 28 A7 | |
| | | | |
| COLOR 14 @| |@ 27 A6 | |
| | | | |
| S/LUM 15 @| |@ 26 A5 | |
| | | | |
| AEC 16 @| |@ 25 A4 | |
| | | | |
| PH0 17 @| |@ 24 A3 | |
| | | | |
| PHIN 18 @| |@ 23 A2 | |
| | | | |
| PHCOL 19 @| |@ 22 A1 | |
| | | | |
| Vss 20 @| |@ 21 A0 | |
| +-----------+ | |
| APPENDIX N 453 | |
| ~ | |
| REGISTER MAP | |
| +----------+------------------------------------------------------------+ | |
| | ADDRESS | DB7 DB6 DB5 DB4 DB3 DB2 DB1 DB0 DESCRIPTION | | |
| +----------+------------------------------------------------------------+ | |
| | 00 ($00) | M0X7 M0X6 M0X5 M0X4 M0X3 M0X2 M0X1 M0X0 MOB 0 X-position | | |
| | 01 ($01) | M0Y7 M0Y6 M0Y5 M0Y4 M0Y3 M0Y2 M0Y1 M0Y0 MOB 0 Y-position | | |
| | 02 ($02) | M1X7 M1X6 M1X5 M1X4 M1X3 M1X2 M1Xl M1X0 MOB 1 X-position | | |
| | 03 ($03) | M1Y7 M1Y6 M1Y5 M1Y4 M1Y3 M1Y2 M1Y1 M1Y0 MOB 1 Y-position | | |
| | 04 ($04) | M2X7 M2X6 M2X5 M2X4 M2X3 M2X2 M2X1 M2X0 MOB 2 X-position | | |
| | 05 ($05) | M2Y7 M2Y6 M2Y5 M2Y4 M2Y3 M2Y2 M2Y1 M2Y0 MOB 2 Y-position | | |
| | 06 ($06) | M3X7 M3X6 M3X5 M3X4 M3X3 M3X2 M3X1 M3X0 MOB 3 X-position | | |
| | 07 ($07) | M3Y7 M3Y6 M3Y5 M3Y4 M3Y3 M3Y2 M3Y1 M3Y0 MOB 3 Y-position | | |
| | 08 ($08) | M4X7 M4X6 M4X5 M4X4 M4X3 M4X2 M4X1 M4X0 MOB 4 X-position | | |
| | 09 ($09) | M4Y7 M4Y6 M4Y5 M4Y4 M4Y3 M4Y2 M4Y1 M4Y0 MOB 4 Y-position | | |
| | 10 ($0A) | M5X7 M5X6 M5X5 M5X4 M5X3 M5X2 M5X1 M5X0 MOB 5 X-position | | |
| | 11 ($0B) | M5Y7 M5Y6 M5Y5 M5Y4 M5Y3 M5Y2 M5Y1 M5Y0 MOB 5 Y-position | | |
| | 12 ($0C) | M6X7 M6X6 M6X5 M6X4 M6X3 M6X2 M6X1 M6X0 MOB 6 X-position | | |
| | 13 ($0D) | M6Y7 M6Y6 M6Y5 M6Y4 M6Y3 M6Y2 M6Y1 M6Y0 MOB 6 Y-position | | |
| | 14 ($0E) | M7X7 M7X6 M7X5 M7X4 M7X3 M7X2 M7Xl M7X0 MOB 7 X-position | | |
| | 15 ($0F) | M7Y7 M7Y6 M7Y5 M7Y4 M7Y3 M7Y2 M7Y1 M6Y0 MOB 7 Y-position | | |
| | 16 ($10) | M7X8 M6X8 M5X8 M4X8 M3X8 M2X8 M1X8 M0X8 MSB of X-position | | |
| | 17 ($11) | RC8 ECM BMM DEN RSEL Y2 Y1 Y0 See text | | |
| | 18 ($12) | RC7 RC6 RC5 RC4 RC3 RC2 RC1 RC0 Raster register | | |
| | 19 ($13) | LPX8 LPX7 LPX6 LPX5 LPX4 LPX3 LPX2 LPX1 Light Pen X | | |
| | 20 ($14) | LPY7 LPY6 LPY5 LPY4 LPY3 LPY2 LPY1 LPY0 Light Pen Y | | |
| | 21 ($15) | M7E M6E M5E M4E M3E M2E M1E M0E MOB Enable | | |
| | 22 ($16) | - - RES MCM CSEL X2 X1 X0 See text | | |
| | 23 ($17) | M7YE M6YE M5YE M4YE M3YE M2YE M1YE M0YE MOB Y-expand | | |
| 454 APPENDIX N | |
| ~ | |
| | 24 ($18) | VM13 VM12 VM11 VM10 CB13 CB12 CB11 - Memory Pointers | | |
| | 25 ($19) | IRQ - - - ILP IMMC IMBC IRST Interrupt Register| | |
| | 26 ($1A) | - - - - ELP EMMC EMBC ERST Enable Interrupt | | |
| | 27 ($1B) | M7DP M6DP M5DP M4DP M3DP M2DP M1DP M0DP MOB-DATA Priority | | |
| | 28 ($1C) | M7MC M6MC M5MC M4MC M3MC M2MC M1MC M0MC MOB Multicolor Sel| | |
| | 29 ($1D) | M7XE M6XE M5XE M4XE M3XE M2XE M1XE M0XE MOB X-expand | | |
| | 30 ($1E) | M7M M6M M5M M4M M3M M2M M1M M0M MOB-MOB Collision | | |
| | 31 ($1F) | M7D M6D M5D M4D M3D M2D M1D M0D MOB-DATA Collision| | |
| | 32 ($20) | - - - - EC3 EC2 EC1 EC0 Exterior Color | | |
| | 33 ($21) | - - - - B0C3 B0C2 B0C1 B0C0 Bkgd #0 Color | | |
| | 34 ($22) | - - - - B1C3 B1C2 B1C1 B1C0 Bkgd #1 Color | | |
| | 35 ($23) | - - - - B2C3 B2C2 B2C1 B2C0 Bkgd #2 Color | | |
| | 36 ($24) | - - - - B3C3 B3C2 B3C1 B3C0 Bkgd #3 Color | | |
| | 37 ($25) | - - - - MM03 MM02 MM01 MM00 MOB Multicolor #0 | | |
| | 38 ($26) | - - - - MM13 MM12 MM11 MM10 MOB Multicolor #1 | | |
| | 39 ($27) | - - - - M0C3 M0C2 M0C1 M0C0 MOB 0 Color | | |
| | 40 ($28) | - - - - M1C3 M1C2 M1C1 M1C0 MOB 1 Color | | |
| | 41 ($29) | - - - - M2C3 M2C2 M2C1 M2C0 MOB 2 Color | | |
| | 42 ($2A) | - - - - M3C3 M3C2 M3C1 M3C0 MOB 3 Color | | |
| | 43 ($2B) | - - - - M4C3 M4C2 M4C1 M4C0 MOB 4 Color | | |
| | 44 ($2C) | - - - - M5C3 M5C2 M5C1 M5C0 MOB 5 Color | | |
| | 45 ($2D) | - - - - M6C3 M6C2 M6C1 M6C0 MOB 6 Color | | |
| | 46 ($2E) | - - - - M7C3 M7C2 M7C1 M7C0 MOB 7 Color | | |
| +----------+------------------------------------------------------------+ | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: A dash indicates a no connect. All no connects are read as a | | |
| | "1" | | |
| +-----------------------------------------------------------------------+ | |
| APPENDIX N 455 | |
| ~ | |
| COLOR CODES | |
| +--------+--------+--------+--------+--------+--------+-----------------+ | |
| | D3 | D2 | D1 | D0 | HEX | DEC | COLOR | | |
| +--------+--------+--------+--------+--------+--------+-----------------+ | |
| | 0 | 0 | 0 | 0 | 0 | 0 | BLACK | | |
| | 0 | 0 | 0 | 1 | 1 | 1 | WHITE | | |
| | 0 | 0 | 1 | 0 | 2 | 2 | RED | | |
| | 0 | 0 | 1 | 1 | 3 | 3 | CYAN | | |
| | 0 | 1 | 0 | 0 | 4 | 4 | PURPLE | | |
| | 0 | 1 | 0 | 1 | 5 | 5 | GREEN | | |
| | 0 | 1 | 1 | 0 | 6 | 6 | BLUE | | |
| | 0 | 1 | 1 | 1 | 7 | 7 | YELLOW | | |
| | 1 | 0 | 0 | 0 | 8 | 8 | ORANGE | | |
| | 1 | 0 | 0 | 1 | 9 | 9 | BROWN | | |
| | 1 | 0 | 1 | 0 | A | 10 | LT RED | | |
| | 1 | 0 | 1 | 1 | B | 11 | DARK GREY | | |
| | 1 | 1 | 0 | 0 | C | 12 | MED GREY | | |
| | 1 | 1 | 0 | 1 | 0 | 13 | LT GREEN | | |
| | 1 | 1 | 1 | 0 | E | 14 | LT BLUE | | |
| | 1 | 1 | 1 | 1 | F | 15 | LT GREY | | |
| +--------+--------+--------+--------+--------+--------+-----------------+ | |
| 456 APPENDIX N | |
| ~ | |
| APPENDIX O | |
| 6581 SOUND INTERFACE DEVICE (SID) | |
| CHIP SPECIFICATIONS | |
| CONCEPT | |
| The 6581 Sound Interface Device (SID) is a single-chip, 3-voice elec- | |
| tronic music synthesizer/sound effects generator compatible with the 65XX | |
| and similar microprocessor families. SID provides wide-range, high- | |
| resolution control of pitch (frequency), tone color (harmonic content), | |
| and dynamics (volume). Specialized control circuitry minimizes software | |
| overhead, facilitating use in arcade/home video games and low-cost | |
| musical instruments. | |
| FEATURES | |
| o 3 TONE OSCILLATORS | |
| Range: 0-4 kHz | |
| o 4 WAVEFORMS PER OSCILLATOR | |
| Triangle, Sawtooth, | |
| Variable Pulse, Noise | |
| o 3 AMPLITUDE MODULATORS | |
| Range: 48 dB | |
| o 3 ENVELOPE GENERATORS | |
| Exponential response | |
| Attack Rate: 2 ms-8 s | |
| Decay Rate: 6 ms-24 s | |
| Sustain Level: 0-peak volume | |
| Release Rate: 6 ms-24 s | |
| o OSCILLATOR SYNCHRONIZATION | |
| o RING MODULATION | |
| o PROGRAMMABLE FILTER | |
| Cutoff range: 30 Hz-12 kHz | |
| 12 dB/octave Rolloff | |
| Low pass, Bandpass, | |
| High pass, Notch outputs | |
| Variable Resonance | |
| APPENDIX O 457 | |
| ~ | |
| o MASTER VOLUME CONTROL | |
| o 2 A/D POT INTERFACES | |
| o RANDOM NUMBER/MODULATION GENERATOR | |
| o EXTERNAL AUDIO INPUT | |
| PIN CONFIGURATION | |
| +----+ +----+ | |
| CAP1A 1 @| +-+ |@ 28 Vdd | |
| | | | |
| CAP1B 2 @| |@ 27 AUDIO OUT | |
| | | | |
| CAP2A 3 @| |@ 26 EXT IN | |
| | | | |
| CAP2B 4 @| |@ 25 Vcc | |
| | | | |
| /RES 5 @| |@ 24 POT X | |
| | | | |
| 02 6 @| |@ 23 POT Y | |
| | | | |
| R/W 7 @| |@ 22 D7 | |
| | 6581 | | |
| /CS 8 @| SID |@ 21 D6 | |
| | | | |
| A0 9 @| |@ 20 D5 | |
| | | | |
| A1 10 @| |@ 19 D4 | |
| | | | |
| A2 11 @| |@ 18 D3 | |
| | | | |
| A3 12 @| |@ 17 D2 | |
| | | | |
| A4 13 @| |@ 16 D1 | |
| | | | |
| GND 14 @| |@ 15 D0 | |
| +-----------+ | |
| 458 APPENDIX O | |
| ~ | |
| [THE PICTURE IS MISSING!] | |
| 6581 BLOCK DIAGRAM | |
| APPENDIX O 459 | |
| ~ | |
| DESCRIPTION | |
| The 6581 consists of three synthesizer "voices" which can be used | |
| independently or in conjunction with each other (or external audio | |
| sources) to create complex sounds. Each voice consists of a Tone | |
| Oscillator/Waveform Generator, an Envelope Generator and an Amplitude | |
| Modulator. The Tone Oscillator controls the pitch of the voice over a | |
| wide range. The Oscillator produces four waveforms at the selected | |
| frequency, with the unique harmonic content of each waveform providing | |
| simple control of tone color. The volume dynamics of the oscillator are | |
| controlled by the Amplitude Modulator under the direction of the Envelope | |
| Generator. When triggered, the Envelope Generator creates an amplitude | |
| envelope with programmable rates of increasing and decreasing volume. In | |
| addition to the three voices, a programmable Filter is provided for | |
| generating complex, dynamic tone colors via subtractive synthesis. | |
| SID allows the microprocessor to read the changing output of the third | |
| Oscillator and third Envelope Generator. These outputs can be used as a | |
| source of modulation information for creating vibrato, frequency/filter | |
| sweeps and similar effects. The third oscillator can also act as a random | |
| number generator for games. Two A/D converters are provided for inter- | |
| facing SID with potentiometers. These can be used for "paddles" in a | |
| game environment or as front panel controls in a music synthesizer. SID | |
| can process external audio signals, allowing multiple SID chips to be | |
| daisy-chained or mixed in complex polyphonic systems. | |
| SID CONTROL REGISTERS | |
| There are 29 eight-bit registers in SID which control the generation of | |
| sound. These registers are either WRITE-only or READ-only and are listed | |
| below in Table 1. | |
| 460 APPENDIX O | |
| ~ | |
| Table 1. SID Register Map WO=WRITE-ONLY | |
| RO=READ-ONLY | |
| REG# DATA | |
| (HEX) D7 D6 D5 D4 D3 D2 D1 D0 REG NAME REG | |
| Voice 1 TYPE | |
| 0 00 F7 F6 F5 F4 F3 F2 F1 F0 FREQ LO WO | |
| 1 01 F15 F14 F13 F12 F11 F10 F9 F8 FREQ HI WO | |
| 2 02 PW7 PW6 PW5 PW4 PW3 PW2 PW1 PW0 PW LO WO | |
| 3 03 - - - - PW11 PW10 PW9 PW8 PW HI WO | |
| 4 04 NOISE PULSE SAW TRIANG TEST RING SYNC GATE CONTROL REG WO | |
| 5 05 ATK3 ATK2 ATK1 ATK0 DCY3 DCY2 DCY1 DCY0 ATTACK/DECAY WO | |
| 6 06 STN3 STN2 STN1 STN0 RLS3 RLS2 RLS1 RLS0 SUSTAIN/RELEASE WO | |
| Voice 2 | |
| 7 07 F7 F6 F5 F4 F3 F2 F1 F0 FREQ LO WO | |
| 8 08 F15 F14 F13 F12 F11 F10 F9 F8 FREQ HI WO | |
| 9 09 PW7 PW6 PW5 PW4 PW3 PW2 PW1 PW0 PW LO WO | |
| 10 0A - - - - PW11 PW10 PW9 PW8 PW HI WO | |
| 11 0B NOISE PULSE SAW TRIANG TEST RING SYNC GATE CONTROL REG WO | |
| 12 0C ATK3 ATK2 ATK1 ATK0 DCY3 DCY2 DCY1 DCY0 ATTACK/DECAY WO | |
| 13 0D STN3 STN2 STN1 STN0 RLS3 RLS2 RLS1 RLS0 SUSTAIN/RELEASE WO | |
| Voice 3 | |
| 14 0E F7 F6 F5 F4 F3 F2 F2 F1 FREQ LO WO | |
| 15 0F F15 F14 F13 F12 F11 F10 F9 F8 FREQ HI WO | |
| 16 10 PW7 PW6 PW5 PW4 PW3 PW2 PW1 PW0 PW LO WO | |
| 17 11 - - - - PW11 PW10 PW9 PW8 PW HI WO | |
| 18 12 NOISE PULSE SAW TRIANG TEST RING SYNC GATE CONTROL REG WO | |
| 19 13 ATK3 ATK2 ATK1 ATK0 DCY3 DCY2 DCY1 DCY0 ATTACK/DECAY WO | |
| 20 14 STN3 STN2 STN1 STN0 RLS3 RLS2 RLS1 RLS0 SUSTAIN/RELEASE WO | |
| Filter | |
| 21 15 - - - - - FC2 FC1 FC0 FC LO WO | |
| 22 16 FC10 FC9 FC8 FC7 FC6 FC5 FC4 FC3 FC HI WO | |
| 23 17 RES3 RES2 RES1 RES0 FILTEX FILT3 FILT2 FILT1 RES/FILT WO | |
| 24 18 3OFF HP BP LP VOL3 VOL2 VOL1 VOL0 MODE/VOL WO | |
| Misc. | |
| 25 19 PX7 PX6 PX5 PX4 PX3 PX2 PX1 PX0 POT X RO | |
| 26 1A PY7 PY6 PY5 PY4 PY3 PY2 PY1 PY0 POT Y RO | |
| 27 1B O7 O6 O5 O4 O3 O2 O1 O0 OSC3/RANDOM RO | |
| 28 1C E7 E6 E5 E4 E3 E2 E1 E0 ENV3 RO | |
| APPENDIX O 461 | |
| ~ | |
| SID REGISTER DESCRIPTION | |
| VOICE 1 | |
| FREQ LO/FREQ HI (Registers 00,01) | |
| Together these registers form a 16-bit number which linearly controls | |
| the frequency of Oscillator 1 . The frequency is determined by the | |
| following equation: | |
| Fout = (Fn*Fclk/16777216) Hz | |
| Where Fn is the 16-bit number in the Frequency registers and Fclk is | |
| the system clock applied to the 02 input (pin 6). For a standard 1.0-MHz | |
| clock, the frequency is given by: | |
| Fout = (Fn*0.059604645) Hz | |
| A complete table of values for generating 8 octaves of the equally | |
| tempered musical scale with concert A (440 Hz) tuning is provided in | |
| Appendix E. It should be noted that the frequency resolution of SID is | |
| sufficient for any tuning scale and allows sweeping from note to note | |
| (portamento) with no discernable frequency steps. | |
| PW LO/PW HI (Registers 02,03) | |
| Together these registers form a 12-bit number (bits 4-7 of PW HI are | |
| not used) which linearly controls the Pulse Width (duty cycle) of the | |
| Pulse waveform on Oscillator 1. The pulse width is determined by the | |
| following equation: | |
| PWout = (PWn/40.95) % | |
| Where PWn is the 12-bit number in the Pulse Width registers. | |
| The pulse width resolution allows the width to be smoothly swept with | |
| no discernable stepping. Note that the Pulse waveform on Oscillator 1 | |
| must be selected in order for the Pulse Width registers to have any au- | |
| dible effect. A value of 0 or 4095 ($FF) in the Pulse Width registers | |
| will produce a constant DC output, while a value of 2048 ($800) will | |
| produce a square wave. | |
| 462 APPENDIX O | |
| ~ | |
| CONTROL REGISTER (Register 04) | |
| This register contains eight control bits which select various options | |
| on Oscillator 1. | |
| GATE (Bit 0): The GATE bit controls the Envelope Generator for Voice 1. | |
| When this bit is set to a one, the Envelope Generator is Gated | |
| (triggered) and the ATTACK/DECAY/SUSTAIN cycle is initiated. When the bit | |
| is reset to a zero, the RELEASE cycle begins. The Envelope Generator | |
| controls the amplitude of Oscillator I appearing at the audio output, | |
| therefore, the GATE bit must be set (along with suitable envelope pa- | |
| rameters) for the selected output of Oscillator 1 to be audible. A de- | |
| tailed discussion of the Envelope Generator can be found at the end of | |
| this Appendix. | |
| SYNC (Bit 1): The SYNC bit, when set to a one, synchronizes the | |
| fundamental frequency of Oscillator 1 with the fundamental frequency of | |
| Oscillator 3, producing "Hard Sync" effects. | |
| Varying the frequency of Oscillator 1 with respect to Oscillator 3 pro- | |
| duces a wide range of complex harmonic structures from Voice I at the | |
| frequency of Oscillator 3. In order for sync to occur, Oscillator 3 must | |
| be set to some frequency other than zero but preferably lower than the | |
| frequency of Oscillator 1. No other parameters of Voice 3 have any effect | |
| on sync. | |
| RING MOD (Bit 2): The RING MOD bit, when set to a one, replaces the | |
| Triangle waveform output of Oscillator 1 with a "Ring Modulated" | |
| combination of Oscillators 1 and 3. Varying the frequency of Oscillator 1 | |
| with respect to Oscillator 3 produces a wide range of non-harmonic | |
| overtone structures for creating bell or gong sounds and for special ef- | |
| fects. In order for ring modulation to be audible, the Triangle waveform | |
| of Oscillator 1 must be selected and Oscillator 3 must be set to some | |
| frequency other than zero. No other parameters of Voice 3 have any effect | |
| on ring modulation. | |
| TEST (Bit 3): The TEST bit, when set to a one, resets and locks Oscil- | |
| lator 1 at zero until the TEST bit is cleared. The Noise waveform output | |
| of Oscillator 1 is also reset and the Pulse waveform output is held at a | |
| DC level. Normally this bit is used for testing purposes, however, it can | |
| be used to synchronize Oscillator 1 to external events, allowing the | |
| generation of highly complex waveforms under real-time software control. | |
| APPENDIX O 463 | |
| ~ | |
| (Bit 4): When set to a one, the Triangle waveform output of Oscillator | |
| 1 is selected. The Triangle waveform is low in harmonics and has a | |
| mellow, flute-like quality. | |
| (Bit 5): When set to a one, the Sawtooth waveform output of Oscillator | |
| 1 is selected. The Sawtooth waveform is rich in even and odd harmonics | |
| and has a bright, brassy quality. | |
| (Bit 6): When set to a one, the Pulse waveform output of Oscillator 1 | |
| is selected. The harmonic content of this waveform can be adjusted by the | |
| Pulse Width registers, producing tone qualities ranging from a bright, | |
| hollow square wave to a nasal, reedy pulse. Sweeping the pulse width in | |
| real-time produces a dynamic "phasing" effect which adds a sense of | |
| motion to the sound. Rapidly jumping between different pulse widths can | |
| produce interesting harmonic sequences. | |
| NOISE (Bit 7): When set to a one, the Noise output waveform of | |
| Oscillator 1 is selected. This output is a random signal which changes at | |
| the frequency of Oscillator 1. The sound quality can be varied from a low | |
| rumbling to hissing white noise via the Oscillator 1 Frequency registers. | |
| Noise is useful in creating explosions, gunshots, jet engines, wind, surf | |
| and other unpitched sounds, as well as snore drums and cymbals. Sweeping | |
| the oscillator frequency with Noise selected produces a dramatic rushing | |
| effect. | |
| One of the output waveforms must be selected for Oscillator 1 to be | |
| audible, however, it is NOT necessary to de-select waveforms to silence | |
| the output of Voice 1. The amplitude of Voice 1 at the final output is a | |
| function of the Envelope Generator only. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The oscillator output waveforms are NOT additive. If more than | | |
| | one output waveform is selected simultaneously, the result will be a | | |
| | logical ANDing of the waveforms. Although this technique can be used | | |
| | to generate additional waveforms beyond the four listed above, it must| | |
| | be used with care. If any other waveform is selected while Noise is | | |
| | on, the Noise output can "lock up " If this occurs, the Noise output | | |
| | will remain silent until reset by the TEST bit or by bringing RES | | |
| | (pin 5) low. | | |
| +-----------------------------------------------------------------------+ | |
| 464 APPENDIX O | |
| ~ | |
| ATTACK/DECAY (Register 05) | |
| Bits 4-7 of this register (ATK0-ATK3) select 1 of 16 ATTACK rates for | |
| the Voice 1 Envelope Generator. The ATTACK rate determines how rapidly | |
| the output of Voice 1 rises from zero to peak amplitude when the Envelope | |
| Generator is Gated. The 16 ATTACK rates are listed in Table 2. | |
| Bits 0-3 (DCY0-DCY3) select 1 of 16 DECAY rates for the Envelope | |
| Generator. The DECAY cycle follows the ATTACK cycle and the DECAY rate | |
| determines how rapidly the output fails from the peak amplitude to the | |
| selected SUSTAIN level. The 16 DECAY rates are listed in Table 2. | |
| SUSTAIN/RELEASE (Register 06) | |
| Bits 4-7 of this register (STN0-STN3) select 1 of 16 SUSTAIN levels for | |
| the Envelope Generator. The SUSTAIN cycle follows the DECAY cycle and the | |
| output of Voice 1 will remain at the selected SUSTAIN amplitude as long | |
| as the Gate bit remains set. The SUSTAIN levels range from zero to peak | |
| amplitude in 16 linear steps, with a SUSTAIN value of 0 selecting zero | |
| amplitude and a SUSTAIN value of 15 ($F) selecting the peak amplitude. A | |
| SUSTAIN value of 8 would cause Voice I to SUSTAIN at an amplitude one- | |
| half the peak amplitude reached by the ATTACK cycle. | |
| Bits 0-3 (RLS0-RLS3) select 1 of 16 RELEASE rates for the Envelope | |
| Generator. The RELEASE cycle follows the SUSTAIN cycle when the Gate bit | |
| is reset to zero. At this time, the output of Voice 1 will fall from the | |
| SUSTAIN amplitude to zero amplitude at the selected RELEASE rate. The 16 | |
| RELEASE rates are identical to the DECAY rates. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The cycling of the Envelope Generator can be altered at any | | |
| | point via the Gate bit. The Envelope Generator can be Gated and | | |
| | Released without restriction. For example, if the Gate bit is reset | | |
| | before the envelope has finished the ATTACK cycle, the RELEASE cycle | | |
| | will immediately begin, starting from whatever amplitude had been | | |
| | reached. if the envelope is then Gated again (before the RELEASE cycle| | |
| | has reached zero amplitude), another ATTACK cycle will begin, starting| | |
| | from whatever amplitude had been reached. This technique can be used | | |
| | to generate complex amplitude envelopes via real-time software | | |
| | control. | | |
| +-----------------------------------------------------------------------+ | |
| APPENDIX O 465 | |
| ~ | |
| Table 2. Envelope Rates | |
| +-----------------+--------------------------+--------------------------+ | |
| | VALUE | ATTACK RATE | DECAY/RELEASE RATE | | |
| +-----------------+--------------------------+--------------------------+ | |
| | DEC (HEX) | (Time/Cycle) | (Time/Cycle) | | |
| +-----------------+--------------------------+--------------------------+ | |
| | 0 (0) | 2 ms | 6 ms | | |
| | 1 (1) | 8 ms | 24 ms | | |
| | 2 (2) | 16 ms | 48 ms | | |
| | 3 (3) | 24 ms | 72 ms | | |
| | 4 (4) | 38 ms | 114 ms | | |
| | 5 (5) | 56 ms | 168 ms | | |
| | 6 (6) | 68 ms | 204 ms | | |
| | 7 (7) | 80 ms | 240 ms | | |
| | 8 (8) | 100 ms | 300 ms | | |
| | 9 (9) | 250 ms | 750 ms | | |
| | 10 (A) | 500 ms | 1.5 s | | |
| | 11 (B) | 800 ms | 2.4 s | | |
| | 12 (C) | 1 s | 3 s | | |
| | 13 (D) | 3 s | 9 s | | |
| | 14 (E) | 5 s | 15 s | | |
| | 15 (F) | 8 s | 24 s | | |
| +-----------------+--------------------------+--------------------------+ | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: Envelope rates are based on a 1.0-MHz 02 clock. For other 02 | | |
| | frequencies, multiply the given rate by 1 MHz/02. The rates refer to | | |
| | the amount of time per cycle. For example, given an ATTACK value of 2,| | |
| | the ATTACK cycle would take 16 ms to rise from zero to peak amplitude.| | |
| | The DECAY/RELEASE rates refer to the amount of time these cycles would| | |
| | take to fall from peak amplitude to zero. | | |
| +-----------------------------------------------------------------------+ | |
| VOICE 2 | |
| Registers 07-$0D control Voice 2 and are functionally identical to reg- | |
| isters 00-06 with these exceptions: | |
| 1) When selected, SYNC synchronizes Oscillator 2 with Oscillator 1. | |
| 2) When selected, RING MOD replaces the Triangle output of Oscillator 2 | |
| with the ring modulated combination of Oscillators 2 and 1. | |
| 466 APPENDIX O | |
| ~ | |
| VOICE 3 | |
| Registers $0E-$14 control Voice 3 and are functionally identical to | |
| registers 00-06 with these exceptions: | |
| 1) When selected, SYNC synchronizes Oscillator 3 with Oscillator 2. | |
| 2) When selected, RING MOD replaces the Triangle output of Oscillator 3 | |
| with the ring modulated combination of Oscillators 3 and 2. | |
| Typical operation of a voice consists of selecting the desired parame- | |
| ters: frequency, waveform, effects (SYNC, RING MOD) and envelope rates, | |
| then gating the voice whenever the sound is desired. The sound can be | |
| sustained for any length of time and terminated by clearing the Gate bit. | |
| Each voice can be used separately, with independent parameters and | |
| gating, or in unison to create a single, powerful voice. When used in | |
| unison, a slight detuning of each oscillator or tuning to musical | |
| intervals creates a rich, animated sound. | |
| FILTER | |
| FC LO/FC HI (Registers $15,$16) | |
| Together these registers form an 11-bit number (bits 3-7 of FC LO are | |
| not used) which linearly controls the Cutoff (or Center) Frequency of the | |
| programmable Filter. The approximate Cutoff Frequency ranges from 30 | |
| Hz to 12 KHz. | |
| RES/FILT (Register $17) | |
| Bits 4-7 of this register (RES0-RES3) control the resonance of the | |
| filter. Resonance is a peaking effect which emphasizes frequency com- | |
| ponents at the Cutoff Frequency of the Filter, causing a sharper sound. | |
| There are 16 resonance settings ranging linearly from no resonance (0) to | |
| maximum resonance (15 or $F). Bits 0-3 determine which signals will be | |
| routed through the Filter: | |
| FILT 1 (Bit 0): When set to a zero, Voice 1 appears directly at the | |
| audio output and the Filter has no effect on it. When set to a one, Voice | |
| 1 will be processed through the Filter and the harmonic content of Voice | |
| 1 will be altered according to the selected Filter parameters. | |
| FILT 2 (Bit 1): Same as bit 0 for Voice 2. | |
| FILT 3 (Bit 2): Same as bit 0 for Voice 3. | |
| FILTEX (Bit 3): Same as bit 0 for External audio input (pin 26). | |
| APPENDIX O 467 | |
| ~ | |
| MODE/VOL (Register $18) | |
| Bits 4-7 of this register select various Filter mode and output | |
| options: | |
| LP (Bit 4): When set to a one, the Low-Pass output of the Filter is | |
| selected and sent to the audio output. For a given Filter input signal, | |
| all frequency components below the Filter Cutoff Frequency are passed | |
| unaltered, while all frequency components above the Cutoff are attenuated | |
| at a rate of 12 dB/Octave. The Low-Pass mode produces fullbodied sounds. | |
| BP (Bit 5): Same as bit 4 for the Bandpass output. All frequency | |
| components above and below the Cutoff are attenuated at a rate of 6 | |
| dB/Octave. The Bandpass mode produces thin, open sounds. | |
| HP (Bit 6): Same as bit 4 for the High-Pass output. All frequency | |
| components above the Cutoff are passed unaltered, while all frequency | |
| components below the Cutoff are attenuated at a rate of 12 dB/Octave. | |
| The High-Pass mode produces tinny, buzzy sounds. | |
| 3 OFF (Bit 7): When set to a one, the output of Voice 3 is disconnected | |
| from the direct audio path. Setting Voice 3 to bypass the Filter | |
| (FILT 3 = 0) and setting 3 OFF to a one prevents Voice 3 from reaching | |
| the audio output. This allows Voice 3 to be used for modulation purposes | |
| without any undesirable output. | |
| +-----------------------------------------------------------------------+ | |
| | NOTE: The Filter output modes ARE additive and multiple Filter modes | | |
| | may be selected simultaneously. For example, both LP and HP modes can | | |
| | be selected to produce a Notch (or Band Reject) Filter response. In | | |
| | order for the Filter to have any audible effect, at least one Filter | | |
| | output must be selected and at least one Voice must be routed through | | |
| | the Filter. The Filter is, perhaps, the most important element in SID | | |
| | as it allows the generation of complex tone colors via subtractive | | |
| | synthesis (the Filter is used to eliminate specific frequency | | |
| | components from a harmonically rich input signal). The best results | | |
| | are achieved by varying the Cutoff Frequency in real-time. | | |
| +-----------------------------------------------------------------------+ | |
| Bits 0-3 (VOL0-VOL3) select 1 of 16 overall Volume levels for the final | |
| composite audio output. The output volume levels range from no output (0) | |
| to maximum volume (15 or $F) in 16 linear steps. This control can be used | |
| as a static volume control for balancing levels in multi-chip systems or | |
| for creating dynamic volume effects, such as Tremolo. Some Volume level | |
| other than zero must be selected in order for SID to produce any sound. | |
| 468 APPENDIX O | |
| ~ | |
| MISCELLANEOUS | |
| POTX (Register $19) | |
| This register allows the microprocessor to read the position of the | |
| potentiometer tied to POTX (pin 24), with values ranging from 0 at | |
| minimum resistance, to 255 ($FF) at maximum resistance. The value is | |
| always valid and is updated every 512 (02 clock cycles. See the Pin | |
| Description section for information on pot and capacitor values. | |
| POTY (Register $1A) | |
| Same as POTX for the pot tied to POTY (pin 23). | |
| OSC 3/RANDOM (Register $1B) | |
| This register allows the microprocessor to read the upper 8 output bits | |
| of Oscillator 3. The character of the numbers generated is directly re- | |
| lated to the waveform selected. If the Sawtooth waveform of Oscillator 3 | |
| is selected, this register will present a series of numbers incrementing | |
| from 0 to 255 ($FF) at a rate determined by the frequency of Oscillator | |
| 3. If the Triangle waveform is selected, the output will increment from 0 | |
| up to 255, then decrement down to 0. If the Pulse waveform is selected, | |
| the output will jump between 0 and 255. Selecting the Noise waveform | |
| will produce a series of random numbers, therefore, this register can be | |
| used as a random number generator for games. There are numerous timing | |
| and sequencing applications for the OSC 3 register, however, the chief | |
| function is probably that of a modulation generator. The numbers | |
| generated by this register can be added, via software, to the Oscillator | |
| or Filter Frequency registers or the Pulse Width registers in real-time. | |
| Many dynamic effects can be generated in this manner. Siren-like sounds | |
| can be created by adding the OSC 3 Sawtooth output to the frequency | |
| control of another oscillator. Synthesizer "Sample and Hold" effects can | |
| be produced by adding the OSC 3 Noise output to the Filter Frequency | |
| control registers. Vibrato can be produced by setting Oscillator 3 to a | |
| frequency around 7 Hz and adding the OSC 3 Triangle output (with proper | |
| scaling) to the Frequency control of another oscillator. An unlimited | |
| range of effects are available by altering the frequency of Oscillator 3 | |
| and scaling the OSC 3 output. Normally, when Oscillator 3 is used for | |
| modulation, the audio output of Voice 3 should be eliminated (3 OFF = 1). | |
| APPENDIX O 469 | |
| ~ | |
| ENV 3 (Register $1C) | |
| Same as OSC 3, but this register allows the microprocessor to read the | |
| output of the Voice 3 Envelope Generator. This output can be added to the | |
| Filter Frequency to produce harmonic envelopes, WAH-WAH, and similar | |
| effects. "Phaser" sounds can be created by adding this output to the | |
| frequency control registers of an oscillator. The Voice 3 Envelope | |
| Generator must be Gated in order to produce any output from this regis- | |
| ter. The OSC 3 register, however, always reflects the changing output of | |
| the oscillator and is not affected in any way by the Envelope Generator. | |
| SID PIN DESCRIPTION | |
| CAP1A,CAP1B, (Pins 1,2)/ CAP2A,CAP2B (Pins 3,4) | |
| These pins are used to connect the two integrating capacitors required | |
| by the programmable Filter. C1 connects between pins 1 and 2, C2 between | |
| pins 3 and 4. Both capacitors should be the some value. Normal operation | |
| of the Filter over the audio range (approximately 30 Hz-12 kHz) is | |
| accomplished with a value of 2200 pF for C1 and C2. Polystyrene | |
| capacitors are preferred and in complex polyphonic systems, where many | |
| SID chips must track each other, matched capacitors are recommended. | |
| The frequency range of the Filter can be tailored to specific applica- | |
| tions by the choice of capacitor values. For example, a low-cost game may | |
| not require full high-frequency response. In this case, larger values | |
| for C1 and C2 could be chosen to provide more control over the bass | |
| frequencies of the Filter. The maximum Cutoff Frequency of the Filter is | |
| given by: | |
| FCmax = 2.6E-5/C | |
| Where C is the capacitor value. The range of the Filter extends 9 octaves | |
| below the maximum Cutoff Frequency. | |
| RES (Pin 5) | |
| This TTL-level input is the reset control for SID. When brought low for | |
| at least ten 02 cycles, all internal registers are reset to zero and the | |
| audio output is silenced. This pin is normally connected to the reset | |
| line of the microprocessor or a power-on-clear circuit. | |
| 470 APPENDIX O | |
| ~ | |
| 02 (Pin 6) | |
| This TTL-Level input is the master clock for SID. All oscillator | |
| frequencies and envelope rates are referenced to this clock. 02 also | |
| controls data transfers between SID and the microprocessor. Data can only | |
| be transferred when (02 is high. Essentially, (02 acts as a high-active | |
| chip select as far as data transfers are concerned. This pin is normally | |
| connected to the system clock, with a nominal operating frequency of 1.0 | |
| MHz. | |
| R/W (Pin 7) | |
| This TTL-level input controls the direction of data transfers between | |
| SID and the microprocessor. If the chip select conditions have been met, | |
| a high on this line allows the microprocessor to Read data from the | |
| selected SID register and a low allows the microprocessor to Write data | |
| into the selected SID register. This pin is normally connected to the | |
| system Read/Write line. | |
| CS (Pin 8) | |
| This TTL-Level input is a low active chip select which controls data | |
| transfers between SID and the microprocessor. CS must be low for any | |
| transfer. A Read from the selected SID register can only occur if CS is | |
| low, 02 is high and R/W is high. A Write to the selected SID register can | |
| only occur if CS is low, (02 is high and R/W is low. This pin is normally | |
| connected to address decoding circuitry, allowing SID to reside in the | |
| memory map of a system. | |
| A0-A4 (Pins 9-13) | |
| These TTL-Level inputs are used to select one of the 29 SID registers. | |
| Although enough addresses are provided to select 1 of 32 registers, the | |
| remaining three register locations are not used. A Write to any of these | |
| three locations is ignored and a Read returns invalid data. These pins | |
| are normally connected to the corresponding address lines of the micro- | |
| processor so that SID may be addressed in the same manner as memory. | |
| GND (Pin 14) | |
| For best results, the ground line between SID and the power supply | |
| should be separate from ground lines to other digital circuitry. This | |
| will minimize digital noise at the audio output. | |
| APPENDIX O 471 | |
| ~ | |
| D0-D7 (Pins 15-22) | |
| These bidirectional lines are used to transfer data between SID and the | |
| microprocessor. They are TTL compatible in the input mode and capable of | |
| driving 2 TTL loads in the output mode. The data buffers are usually in | |
| the high-impedance off state. During a Write operation, the data buffers | |
| remain in the off (input) state and the microprocessor supplies data to | |
| SID over these lines. During a Read operation, the data buffers turn on | |
| and SID supplies data to the microprocessor over these lines. The pins | |
| are normally connected to the corresponding data lines of the micro- | |
| processor. | |
| POTX,POTY (Pins 24,23) | |
| These pins are inputs to the A/D converters used to digitize the posi- | |
| tion of potentiometers. The conversion process is based on the time con- | |
| stant of a capacitor tied from the POT pin to ground, charged by a | |
| potentiometer tied from the POT pin to +5 volts. The component values are | |
| determined by: | |
| RC = 4.7E-4 | |
| Where R is the maximum resistance of the pot and C is the capacitor. | |
| The larger the capacitor, the smaller the POT value jitter. The recom- | |
| mended values for R and C are 470 komhs and 1000 pF. Note that a separate | |
| pot and cap are required for each POT pin. | |
| VCC (Pin 25) | |
| As with the GND line, a separate +5 VDC line should be run between SID | |
| Vcc and the power supply in order to minimize noise. A bypass capacitor | |
| should be located close to the pin. | |
| EXT IN (Pin 26) | |
| This analog input allows external audio signals to be mixed with the | |
| audio output of SID or processed through the Filter. Typical sources in- | |
| clude voice, guitar, and organ. The input impedance of this pin is on the | |
| order of 100 kohms. Any signal applied directly to the pin should ride at | |
| a DC level of 6 volts and should not exceed 3 volts p-p. In order to pre- | |
| 472 APPENDIX O | |
| ~ | |
| vent any interference caused by DC level differences, external signals | |
| should be AC-coupled to EXT IN by an electrolytic capacitor in the 1-10 | |
| uF range. As the direct audio path (FILTEX=0) has unity gain, EXT IN can | |
| be used to mix outputs of many SID chips by daisy-chaining. The number of | |
| chips that can be chained in this manner is determined by the amount of | |
| noise and distortion allowable at the final output. Note that the output | |
| Volume control will affect not only the three SID voices, but also any | |
| external inputs. | |
| AUDIO OUT (Pin 27) | |
| This open-source buffer is the final audio output of SID, comprised of | |
| the three SID voices, the Filter and any external input. The output level | |
| is set by the output Volume control and reaches a maximum of 2 volts p-p | |
| at a DC level of 6 volts. A source resistor from AUDIO OUT to ground is | |
| required for proper operation. The recommended resistance is 1 kohm for | |
| a standard output impedance. | |
| As the output of SID rides at a 6-volt DC level, it should be AC- | |
| coupled to any audio amplifier with an electrolytic capacitor in the 1-10 | |
| uF range. | |
| VDD (Pin 28) | |
| As with Vcc, a separate +12 VDC line should be run to SID VDD and a | |
| bypass capacitor should be used. | |
| 6581 SID CHARACTERISTICS | |
| ABSOLUTE MAXIMUM RATINGS | |
| +--------------------------+------------+-----------------+-------------+ | |
| | RATING | SYMBOL | VALUE | UNITS | | |
| +--------------------------+------------+-----------------+-------------+ | |
| | Supply Voltage | VDD | -0.3 to +17 | VDC | | |
| | Supply Voltage | VCC | -0.3 to +7 | VDC | | |
| | Input Voltage (analog) | Vina | -0.3 to +17 | VDC | | |
| | Input Voltage (digital) | Vind | -0.3 to +7 | VDC | | |
| | Operating Temperature | Ta | 0 to +70 | Celsius | | |
| | Storage Temperature | Tstg | -55 to +150 | Celsius | | |
| +--------------------------+------------+-----------------+-------------+ | |
| APPENDIX O 473 | |
| ~ | |
| ELECTRICAL CHARACTERISTICS (Vdd=12 VDC+-5%, Vcc=5 VDC+-5%, | |
| Ta=0 to 70 Celsius) | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | CHARACTERISTIC SYMBOL MIN |TYP| MAX |UNITS| | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Input High Voltage (RES, 02, RIN, CS, | Vih| 2 | - | Vcc | VDC | | |
| | Input Low Voltage A0-A4, D0-D7) | Vil|-0.3 | - | 0.8 | VDC | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Input Leakage Current (RES, 02, R/W, CS, | Iin| - | - | 2.5 | uA | | |
| | A0-A4; Vin=0-5 VDC)| | | | | | | |
| | Three-State (Off) (D0-D7; Vcc=max) |Itsi| - | - | 10 | uA | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Input Leakage Current Vin=0.4-2.4 VDC | | | | | | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Output High Voltage (D0-D7; Vcc=min, | Voh| 2.4 | - |Vcc-0.7| VDC | | |
| | I load=200 uA) | | | | | | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Output Low Voltage (D0-D7; Vcc=max, | Vol| GND | - | 0.4 | VDC | | |
| | I load=3.2 mA) | | | | | | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Output High Current (D0-D7; Sourcing, | Ioh| 200 | - | - | uA | | |
| | Voh=2.4 VDC) | | | | | | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Output Low Current (D0-D7; Sinking, | Iol| 3.2 | - | - | mA | | |
| | Vol=0.4 VDC) | | | | | | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Input Capacitance (RES, 02, R/W, CS, | Cin| - | - | 10 | pF | | |
| | A0-A4, D0-D7) | | | | | | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Pot Trigger Voltage (POTX, POTY) |Vpot| - Vcc/2 - | VDC | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Pot Sink Current (POTX, POTY) |Ipot| 500 | - | - | uA | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Input Impedance (EXT IN) | Rin| 100 |150| - |kohms| | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Audio Input Voltage (EXT IN) | Vin| 5.7 | 6 | 6.3 | VDC | | |
| | | | - |0.5| 3 | VAC | | |
| 474 APPENDIX O | |
| ~ | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Audio Output Voltage (AUDIO OUT; 1 kohm | | | | | | | |
| | load, volume=max) |Vout| 5.7 | 6 | 6.3 | VDC | | |
| | One Voice on: | | 0.4 |0.5| 0.6 | VAC | | |
| | All Voices on: | | 1.0 |1.5| 2.0 | VAC | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Power Supply Current (VDD) | Idd| - | 20| 25 | mA | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Power Supply Current (VCC) | Icc| - | 70| 100 | mA | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| | Power Dissipation (Total) | Pd | - |600| 1000 | mW | | |
| +------------------------------------------+----+-----+---+-------+-----+ | |
| APPENDIX O 475 | |
| ~ | |
| 6581 SID TIMING | |
| [THE PICTURE IS MISSING!] | |
| READ CYCLE | |
| +----------+----------------------------+-------+-------+-------+-------+ | |
| | SYMBOL | NAME | MIN | TYP | MAX | UNITS | | |
| +----------+----------------------------+-------+-------+-------+-------+ | |
| | Tcyc | Clock Cycle Time | 1 | - | 20 | uA | | |
| | Tc | Clock High Pulse Width | 450 | 500 |10,000 | ns | | |
| | Tr,Tf | Clock Rise/Fall Time | - | - | 25 | ns | | |
| | Trs | Read Set-Up Time | 0 | - | - | ns | | |
| | Trh | Read Hold Time | 0 | - | - | ns | | |
| | Tacc | Access Time | - | - | 300 | ns | | |
| | Tah | Address Hold Time | 10 | - | - | ns | | |
| | Tch | Chip Select Hold Time | 0 | - | - | ns | | |
| | Tdh | Data Hold Time | 20 | - | - | ns | | |
| +----------+----------------------------+-------+-------+-------+-------+ | |
| 476 APPENDIX O | |
| ~ | |
| [THE PICTURE IS MISSING!] | |
| WRITE CYCLE | |
| +----------+----------------------------+-------+-------+-------+-------+ | |
| | SYMBOL | NAME | MIN | TYP | MAX | UNITS | | |
| +----------+----------------------------+-------+-------+-------+-------+ | |
| | Tw | Write Pulse Width | 300 | - | - | ns | | |
| | Twh | Write Hold Time | 0 | - | - | ns | | |
| | Taws | Address Set-up Time | 0 | - | - | ns | | |
| | Tah | Address Hold Time | 10 | - | - | ns | | |
| | Tch | Chip Select Hold Time | 0 | - | - | ns | | |
| | Tvd | Valid Data | 80 | - | - | ns | | |
| | Tdh | Data Hold Time | 10 | - | - | ns | | |
| +----------+----------------------------+-------+-------+-------+-------+ | |
| APPENDIX O 477 | |
| ~ | |
| EQUAL-TEMPERED MUSICAL SCALE VALUES | |
| The table in Appendix E lists the numerical values which must be stored | |
| in the SID Oscillator frequency control registers to produce the notes of | |
| the equal-tempered musical scale. The equal-tempered scale consists of an | |
| octave containing 12 semitones (notes): C,D,E,F,G,A,B and C#,D#,F#,G#,A#. | |
| The frequency of each semitone is exactly the 12th root of 2 times the | |
| frequency of the previous semitone. The table is based on a (02 clock of | |
| 1.02 MHz. Refer to the equation given in the Register Description for use | |
| of other master clock frequencies. The scale selected is concert pitch, | |
| in which A-4 = 440 Hz. Transpositions of this scale and scales other than | |
| the equal-tempered scale are also possible. | |
| Although the table in Appendix E provides a simple and quick method for | |
| generating the equal-tempered scale, it is very memory inefficient as it | |
| requires 192 bytes for the table alone. Memory efficiency can be improved | |
| by determining the note value algorithmically. Using the fact that each | |
| note in an octave is exactly half the frequency of that note in the next | |
| octave, the note look-up table can be reduced from 96 entries to 12 | |
| entries, as there are 12 notes per octave. If the 12 entries (24 bytes) | |
| consist of the 16-bit values for the eighth octave (C-7 through B-7), | |
| then notes in lower octaves can be derived by choosing the appropriate | |
| note in the eighth octave and dividing the 16-bit value by two for each | |
| octave of difference. As division by two is nothing more than a right- | |
| shift of the value, the calculation can easily be accomplished by a | |
| simple software routine. Although note B-7 is beyond the range of the | |
| oscillators, this value should still be included in the table for | |
| calculation purposes (the MSB of B-7 would require a special software | |
| case, such as generating this bit in the CARRY before shifting). Each | |
| note must be specified in a form which indicates which of the 12 | |
| semitones is desired, and which of the eight octaves the semitone is in. | |
| Since four bits are necessary to select 1 of 12 semitones and three bits | |
| are necessary to select 1 of 8 octaves, the information can fit in one | |
| byte, with the lower nybble selecting the semitone (by addressing the | |
| look-up table) and the upper nybble being used by the division routine to | |
| determine how many times the table value must be right-shifted. | |
| 478 APPENDIX O | |
| ~ | |
| SID ENVELOPE GENERATORS | |
| The four-part ADSR (ATTACK, DECAY, SUSTAIN, RELEASE) envelope generator | |
| has been proven in electronic music to provide the optimum trade-off | |
| between flexibility and ease of amplitude control. Appropriate selection | |
| of envelope parameters allows the simulation of a wide range 2: of | |
| percussion and sustained instruments. The violin is a good example of a | |
| sustained instrument. The violinist controls the volume by bowing the | |
| instrument. Typically, the volume builds slowly, reaches a peak, then | |
| drops to an intermediate level. The violinist can maintain this level for | |
| as long as desired, then the volume is allowed to slowly die away. A | |
| "snapshot" of this envelope is shown below: | |
| PEAK AMPLITUDE --- + <- SUSTAIN -> | |
| / \ PERIOD | |
| A/ D\ S R | |
| / +------------+ | |
| / INTERMEDIATE + | |
| / LEVEL + | |
| ZERO AMPLITUDE ---+ +-- | |
| This volume envelope can be easily reproduced by the ADSR as shown | |
| below, with typical envelope rates: | |
| + | |
| / \ | |
| / +--------+ | |
| ATTACK: 10 ($A) 500 ms / + | |
| DECAY: 8 300 ms --+ A D S R +- | |
| SUSTAIN: 10 ($A) | |
| RELEASE: 9 750 ms | |
| GATE+--------------+ | |
| --+ +----- | |
| Note that the tone can be held at the intermediate SUSTAIN level for | |
| as long as desired. The tone will not begin to die away until GATE is | |
| cleared. With minor alterations, this basic envelope can be used for | |
| brass and woodwinds as well as strings. | |
| An entirely different form of envelope is produced by percussion in- | |
| struments such as drums, cymbals and gongs, as well as certain | |
| keyboards such as pianos and harpsichords. The percussion envelope is | |
| characterized by a nearly instantaneous attack, immediately followed by | |
| a decay to zero volume. Percussion instruments cannot be sustained at | |
| APPENDIX O 479 | |
| ~ | |
| a constant amplitude. For example, the instant a drum is struck, the | |
| sound reaches full volume and decays rapidly regardless of how it was | |
| struck. A typical cymbal envelope is shown below: | |
| ATTACK: 0 2 ms + | |
| DECAY: 9 750 ms |+ | |
| SUSTAIN: 0 | + | |
| RELEASE: 9 750 ms ----+ +-- | |
| A D | |
| Note that the tone immediately begins to decay to zero amplitude after | |
| the peak is reached, regardless of when GATE is cleared. The amplitude | |
| envelope of pianos and harpsichords is somewhat more complicated, but can | |
| be generated quite easily with the ADSR. These instruments reach full | |
| volume when a key is first struck. The amplitude immediately begins to | |
| die away slowly as long as the key remains depressed. If the key is | |
| released before the sound has fully died away, the amplitude will | |
| immediately drop to zero. This envelope is shown below: | |
| ATTACK: 0 2 ms + | |
| DECAY: 9 750 ms |+ | |
| SUSTAIN: 0 | + | |
| RELEASE: 0 6 ms ----+ +----- | |
| A D R | |
| Note that the tone decays slowly until GATE is cleared, at which point | |
| the amplitude drops rapidly to zero. | |
| The most simple envelope is that of the organ, When a key is pressed, | |
| the tone immediately reaches full volume and remains there. When the key | |
| is released, the tone drops immediately to zero volume. This envelope is | |
| shown below: | |
| +----+ | |
| ATTACK: 0 2 ms | | | |
| DECAY: 0 6 ms | | | |
| SUSTAIN: 15 ($F) | | | |
| RELEASE: 0 6 ms ----+ +--- | |
| A S R | |
| The real power of SID lies in the ability to create original sounds | |
| rather than simulations of acoustic instruments. The ADSR is capable of | |
| creating envelopes which do not correspond to any "real" instruments. A | |
| good example would be the "backwards" envelope. This envelope is | |
| characterized by a slow attack and rapid decay which sounds very much | |
| 480 APPENDIX O | |
| ~ | |
| like an instrument that has been recorded on tape then played backwards. | |
| This envelope is shown below: S | |
| +----------+ | |
| ATTACK: 10 ($A) 500 ms A / | R | |
| DECAY: 0 6 ms / + | |
| SUSTAIN: 15 ($F) / + | |
| RELEASE: 3 72 ms --+ +-- | |
| Many unique sounds can be created by applying the amplitude envelope of | |
| one instrument to the harmonic structure of another. This produces sounds | |
| similar to familiar acoustic instruments, yet notably different. In | |
| general, sound is quite subjective and experimentation with various | |
| envelope rates and harmonic contents will be necessary in order to | |
| achieve the desired sound. | |
| [THE PICTURE IS MISSING!] | |
| TYPICAL 6581/SID APPLICATION | |
| APPENDIX O 481 | |
| ~ | |
| APPENDIX P | |
| GLOSSARY | |
| ADSR Attack/Decay/Sustain/Release envelope. | |
| attack Rate at which musical note reaches peak volume. | |
| binary Base-2 number system. | |
| Boolean operators Logical operators. | |
| byte Memory location. | |
| CHROMA noise Color distortion. | |
| CIA Complex Interface Adapter. | |
| DDR Data Direction Register. | |
| decay Rate at which musical note falls from peak | |
| volume to sustain volume. | |
| decimal Base-10 number system. | |
| e Mathematical constant (approx. 2.71828183). | |
| envelope Shape of the volume of a note over time. | |
| FIFO First-In/First-Out. | |
| hexadecimal Base-16 number system. | |
| integer Whole number (without decimal point). | |
| jiffy clock Hardware interval timer. | |
| NMI Non-Maskable Interrupt. | |
| octal Base-8 number system. | |
| operand Parameter. | |
| OS Operating System. | |
| pixel Dot of resolution on the screen. | |
| queue Single-file line. | |
| register Special memory storage location. | |
| release Rate at which a musical note fails from | |
| sustain volume to no volume. | |
| ROM Read-Only Memory. | |
| SID Sound Interface Device | |
| signed numbers Plus or minus numbers. | |
| subscript Index variable. | |
| sustain Volume level for sustain of musical note. | |
| syntax Programming sentence structure. | |
| truncated Cut off, eliminated (not rounded). | |
| VIC-II Video Interface Chip. | |
| video screen Television set | |
| 482 APPENDIX P | |
| ~ | |
| INDEX | |
| Abbreviations, BASIC Commands, Statements, and Functions, x, 29, 31-34, | |
| 374-375 | |
| ABS function, 31, 35, 374 | |
| Accessories, 335-371 | |
| Accumulator, 213 | |
| ACPTR, 272-274 | |
| ADC, 232, 235, 254 | |
| Addition, 3, 9-11, 16 | |
| Addressing, 211, 215-217, 411-413 | |
| A/D/S/R, 183-185, 189, 196-199 | |
| AND, 232, 235, 254 | |
| AND operator, 13-16, 31, 35-36, 374 | |
| Animation, xiii, 153, 166 | |
| Applications, xiii-xvi | |
| Arithmetic expressions, 10-12 | |
| Arithmetic operators, 10-12, 16 | |
| Arrays, 10-12, 44-45 | |
| ASC function, 31, 37, 374 | |
| ASCII character codes, 31, 38, 340, 374 | |
| ASL, 232, 236, 254 | |
| Assembler, 215, 218, 227, 310 | |
| ArcTaNgent function, 31, 38, 374 | |
| Attack, (see A/D/S/R) | |
| Bank selection, 101-102, 133 | |
| BASIC abbreviations, 29, 31-34, 374-375 | |
| BASIC commands, 31-34, 41, 58-60, 62, 81-82, 91 | |
| BASIC miscellaneous functions, 31-34, 43-44, 49, 56-57, 61, 69, 70, 80, | |
| 83-85, 89 | |
| BASIC numeric functions, 31-35, 37-38, 42, 46-47, 49, 83-84, 88-89 | |
| BASIC operators, 3, 9-15, 31-36, 63-64, 68, 92 | |
| BASIC statements, 18-26, 31-34, 39-55, 57, 62-67, 69-79, 86-87, 92 | |
| BASIC string functions, 31-34, 38, 56, 61, 79, 87, 89 | |
| BASIC variables, 7-26 | |
| BCC, 232, 236, 254 | |
| BCS, 232, 236, 254 | |
| BEQ, 226-227, 232, 237, 254 | |
| Bibliography, 388-390 | |
| Binary, 69, 92, 108, 112, 216-217 | |
| Bit, 99-149, 290, 298, 300-301, 305, 343-357, 359 | |
| INDEX 483 | |
| ~ | |
| BIT, 232, 237, 254 | |
| Bit map mode, 121-130 | |
| Bit map mode, multicolor, 127-130 | |
| Bit mapping, 121-130 | |
| BMI, 232, 237, 254 | |
| BNE, 226-227, 232, 238, 254 | |
| Boolean arithmetic, 14 | |
| BPL, 232, 238, 254 | |
| Branches and testing, 226-227 | |
| BRK, 232, 238, 254 | |
| Buffer, keyboard, 93 | |
| Business aids, xiii-xvi | |
| BVC, 232, 239, 254 | |
| BVS, 232, 239, 254 | |
| Byte, 9, 104, 108, 117-119, 124-127, 196, 213, 218-220, 222-227, 260-263, | |
| 274, 278-279, 286, 292-293, 299, 307, 349, 357-359 | |
| Cassette port, 337, 340-342 | |
| Cassette, tape recorder, xiii, 39-41, 65-67, 81-82, 91, 187, 192, 283, | |
| 293-294, 297, 320-321, 337-338, 340-342 | |
| Character PEEKs and POKES, 104, 106, 109-111, 115, 118, 120-122, 127-130, | |
| 134-137, 150, 154-155, 159-161, 165-166 | |
| CHAREN, 260-261 | |
| CHKIN, 272-273, 275 | |
| CHKOUT, 272-273, 276 | |
| CHRGET, 272-273, 307-308 | |
| CHRIN, 272-273, 277-278 | |
| CHROUT, 272-273, 278-279 | |
| CHR$ function, 24, 31, 37-38, 45, 50, 55, 75-76, 93-94, 97, 120, 156, | |
| 336-342, 374, 379-381 | |
| CINT, 272-273, 280 | |
| CIOUT, 272-273, 279-280 | |
| CLALL, 272-273, 281 | |
| CLC, 232, 239, 254 | |
| CLD, 232, 240, 254 | |
| CLI, 232, 240, 254 | |
| Clock, 80, 89, 314, 329-332, 366, 406-408, 421-427, 431, 451 | |
| Clock timing diagram, 406-408 | |
| CLOSE, 272-273, 281-282 | |
| CLOSE statement, 31, 39-41, 348, 354, 374 | |
| CLR statement, 31, 39-40, 81, 109, 374 | |
| CLRCHN, 272-273, 282 | |
| 484 INDEX | |
| ~ | |
| CLR/HOME key, 220 | |
| CLV, 232, 240, 254 | |
| CMD statement, 31, 40-41, 374 | |
| CMP, 232, 241, 254 | |
| Collision detect, 144-145, 180 | |
| Color adjustment, 113 | |
| Color combinations chart, 152 | |
| Color memory, 103 | |
| Color register, 117, 120, 128, 135-136, 179 | |
| Color screen, background, border, 115-119, 128, 135-137, 176, 179-180 | |
| Commands, BASIC, 31-92 | |
| Commodore magazine, xvii-xviii, 390 | |
| Commodore 64 memory map, 310 | |
| Complement, twos, 63-64 | |
| Constants, floating-point, integer, string, 4-7, 46, 77-78 | |
| CONTinue command, 31, 41-42, 46, 81, 86, 374 | |
| ConTRoL key, 58, 72, 93-97, 171 | |
| COSine function, 31-34, 42, 374 | |
| CP/M, x, xiv, 368-371 | |
| CPX, 227, 232, 241, 254 | |
| CPY, 227, 232, 241, 254 | |
| Crunching BASIC programs, 24-27, 156 | |
| CuRSoR keys, 93-97, 336 | |
| DATASSETTE(TM) recorder, (see cassette, tape recorder) | |
| DATA statement, 26, 31, 42-43, 76-77, 111-114, 164, 169, 174, 374 | |
| DEC, 232, 242, 254 | |
| Decay, (see AIDIS/R) | |
| DEFine FuNction statement, 31, 43-44, 374 | |
| DELete key, 71-72, 95-96 | |
| DEX, 226, 232 242, 254 | |
| DEY, 226, 232: 242, 254 | |
| DiMension statement, 9, 31, 44-45, 374 | |
| Direct mode, 3 | |
| Division, 3, 10-11 | |
| Edit mode, 93-97 | |
| Editor, screen, 93-97 | |
| END statement, 32, 46, 79, 93, 374 | |
| Envelope generator, (see A/D/S/R) | |
| EOR, 232, 243, 254 | |
| Equal, not-equal-to signs, 3, 9-12 | |
| INDEX 485 | |
| ~ | |
| Error messages, 306, 400-401 | |
| Expansion port(s), (also user port, serial port, RS-232 port), 335-371 | |
| EXPonent function, 32, 46, 374 | |
| Exponentiation, 5-6, 10, 12, 16 | |
| Files (cassette), 40, 50, 55, 59-60, 65-66, 75, 84-85, 91, 337-338, | |
| 340-342 | |
| Files (disk), 40, 50, 55, 59-60, 65-66, 75, 84-85, 91, 337-338, 342 | |
| Filtering, 183, 189, 199-202 | |
| Fire button, joystick/paddle/lightpen, 328-329, 343-348 | |
| FOR statement, 20-21, 32, 39, 47-48, 62-63, 77-78, 86, 110, 155-156, | |
| 165-166, 169-171, 198-199, 309, 374 | |
| Football, 45 | |
| FREE function, 32, 49, 109, 374 | |
| FuNction function, 32, 47, 374 | |
| Functions, 31-34, 35, 37-38, 42, 46-47, 49, 56-57, 61, 69-70, 79-80, | |
| 83-85, 87-90, 374-375 | |
| Game controls and ports, 343-348 | |
| GET statement, 22-24, 32, 37, 49-50, 93, 374-375 | |
| GETIN, 272-273, 283 | |
| GET# statement, 32, 37, 50, 55, 65, 341-342, 348, 374 | |
| GOSUB statement, 32, 39, 51-52, 77, 79, 85, 374 | |
| GOTO (GO TO) statement, 32, 37, 48, 52-53, 64, 77, 81, 86, 374 | |
| Graphics keys, xiv-xv, 70-74, 95-96, 108-114 | |
| Graphics mode, xiv-xv, 99-183 | |
| Graphics mode, bit mapped, 121-130 | |
| Graphics symbols, (see graphics keys) | |
| Greater than, equal to or, 3, 12-13, 16 | |
| Hexadecimal notation, 101, 209, 215-218 | |
| Hierarchy of operations, 16 | |
| IEEE-488 interface, (see serial port) | |
| IF...THEN statement, 32, 46-47, 49, 52-53, 64, 70, 86, 172-173, 180, 374 | |
| INC, 232, 243, 254 | |
| Income/expense program, 20-21 | |
| Indexed indirect, 224-225 | |
| Indexing, 223-225 | |
| Indirect indexed, 223-224 | |
| INPUT statement, 18-22, 32, 45, 53-55, 93, 374 | |
| INPUT# statement, 32, 55, 75, 86, 88, 90, 374 | |
| INSerT key, 72, 95-96 | |
| 486 INDEX | |
| ~ | |
| INTeger function, 32, 56, 80, 374 | |
| Integer,, arrays, constants, variables, 4-5, 7-9 | |
| INX, 226-227, 232, 243, 254 | |
| INY, 226-227, 232, 244, 254 | |
| IOBASE, 272-273, 284 | |
| I/O Guide, 335-375 | |
| IOINIT, 272-273, 285 | |
| I/O Pinouts, 395-397 | |
| I/O Ports, 214, 260, 335-375 | |
| I/O Registers, 104-106, 212-214 | |
| I/O Statements, 39, 50, 54-55, 65-67, 75 | |
| IRQ, 308 | |
| Joysticks, 343-345 | |
| JMP, 228-230, 232, 244, 254, 270, 308 | |
| JSR, 228-230, 233, 244, 255, 268, 270 | |
| KERNAL, 2, 94, 209, 228-230, 308, 268-306, 348-358 | |
| Keyboard, 93-98 | |
| Keywords, BASIC, 29-92 | |
| LDA, 218-220, 233, 245, 255 | |
| LDX, 233, 245, 255 | |
| LDY, 233, 246, 255 | |
| LEFT$ function, 32, 56, 375 | |
| LENgth function, 32, 57, 375 | |
| Less than, equal to or, 3, 12-13, 16 | |
| LET statement, 32, 57, 375 | |
| LIST command, 32, 58, 375 | |
| LISTEN, 272-273, 285 | |
| LOAD, 272-273, 286 | |
| LOAD command, 32, 59-60, 370, 375 | |
| Loading programs from tape, disk, 59-60, 337-338, 340-342 | |
| LOGarithm function, 32, 61, 375 | |
| Lower case characters, 72-74, 105 | |
| LPX (LPY), 348 | |
| LSR, 233, 246, 255 | |
| Machine language, 209-334, 411-413 | |
| Mask, 92 | |
| Mathematics formulas, 394 | |
| Mathematical symbols, 3, 6-17, 394 | |
| INDEX 487 | |
| ~ | |
| MEMBOT, 272-273, 287 | |
| Memory maps, 212, 262-267, 272-273, | |
| 310-3@4 | |
| Memory map, abbreviated, 212 | |
| Memory reallocation, 101-103 | |
| MEMTOP, 272-273, 288 | |
| MID$ function, 33, 61, 375 | |
| Modem, xiii-xviii, 339-340 | |
| Modulation, 183, 207-208 | |
| Multiplication, 3, 10-11 | |
| Music, 183-208 | |
| NEW command, 18, 33, 62, 111, 117, 185, 187,375 | |
| NEXT command, 20-21, 33, 39, 47-48, 62-63, 77-78, 86, 110, 155-156, | |
| 165-166, 169-171, 198-199, 309, 375 | |
| NOP, 233, 246, 255 | |
| NOT operator, 13-16, 33, 63-64, 375 | |
| Note types, 190 | |
| Numeric variables, 7-8, 26 | |
| ON (ON...GOTO/GOSUB) statement, 33, 64,375 | |
| OPEN, 272-273, 289 | |
| OPEN statement, 33, 41, 65-67, 75-76, 85, 94, 337-339, 349-352, 375 | |
| Operating system, 210-211 | |
| Operators, arithmetic, 3, 9-12, 16 | |
| Operators, logical, 13-16, 31-33, 35-37, 63-64, 68, 374-375 | |
| Operators, relational, 3, 10-12, 16 | |
| OR operator, 13-26, 33, 68, 101-102, 104, 106, 115, 118, 120, 122, | |
| 126-127, 129, 134, 136-137, 375 | |
| ORA, 233, 247, 255 | |
| Parentheses, 3, 8, 30, 33, 83-84, 88, 375 | |
| PEEK function, 33, 69, 93, 101-102, 104, 106, 108-111, 115, 118, 120-122, | |
| 126-130, 134-137, 145, 150, 159-160, 176-177, 180, 185, 211, 361, 375 | |
| Peripherals, (see I/O Guide) | |
| PHA, 233, 247, 255 | |
| PHP, 233, 247, 255 | |
| Pinouts, (also see I/O Pinouts), 363, 395-397 | |
| PLA, 233, 248, 255 | |
| PLOT, 273, 290 | |
| PLP, 233, 248, 255 | |
| 488 INDEX | |
| ~ | |
| POKE statement, 25, 33, 69-70, 94, 101-102, 104, 106, 109-111, 115-116, | |
| 118, 120-123, 126-130, 134-137, 150, 153-161, 165-166, 168-170, | |
| 172-173, 177-178, 180, 184-186, 194, 198-199, 204-205, 211, 220, 309, | |
| 361, 375-376 | |
| Ports, I/O, 214, 335-375, 395-397 | |
| POSition function, 33, 70, 375 | |
| Power/Play, xvi, 390 | |
| PRINT statement, 13-15, 18-22, 25, 33-54, 56-61, 63, 68-75, 79-80, | |
| 83-84, 87-89, 94-96, 109, 168, 171, 210, 213, 220, 375 | |
| PRINT# statement, 33, 40-41, 75-76, 85, 94, 337, 340-341, 348, 353, 375 | |
| Printer, xv, 338-339 | |
| Program counter, 214 | |
| Program mode, 3 | |
| Prompt, 45 | |
| Quotation marks, xi, 3, 23, 72, 95, 337 | |
| Quote mode, 72-73, 95-96 | |
| RAM, 49, 100-101, 104-105, 107-108, 110-111, 117, 122, 260-262, 269, 340 | |
| RAMTAS, 273, 291 | |
| Random numbers, 53, 80 | |
| RaNDom function, 33, 43, 53, 80, 375 | |
| Raster interrupt, 131, 150-152 | |
| RDTIM, 273, 291 | |
| READST, 273, 292 | |
| READ statement, 33, 42, 76-77, 111, 170, 309,375 | |
| Release, (see A/D/S/R) | |
| Register map, CIA chip, 428 | |
| Register map, SID chip, 461 | |
| Register map, VIC chip, 454-455 | |
| REMark statement, 25-26, 33, 37-38, 41-42, 45-46, 50, 77-78, 93-95, 101, | |
| 118, 198-199, 338, 340, 356, 375 | |
| Reserved words, (see Keywords, BASIC) | |
| RESTOR, 273, 293 | |
| RESTORE key, 22, 92, 126, 353 | |
| RESTORE statement, 33, 78, 375 | |
| RETURN key, 3, 18, 22, 41, 50-51, 74, 93-97, 154-155, 166, 217, 220, | |
| 336-337, 370 | |
| RETURN statement, 33, 51-52, 79, 85, 175, 375 | |
| ReVerSe ON, OFF keys, 97 | |
| RIGHT$ function, 33, 79, 375 | |
| ROL, 233, 248, 255 | |
| ROM, 261, 268-269 | |
| INDEX 489 | |
| ~ | |
| ROM, character generator, 103-111, 134 | |
| ROR, 233, 249, 255 | |
| RS-232C, 335, 348-359 | |
| RTI, 233, 249, 255, 308 | |
| RTS, 233, 249, 255 | |
| RUN command, 33, 40, 59, 81, 113, 154, 375 | |
| RUN/STOP key, 22, 41-42, 52, 58, 86, 92, 126, 220, 353 | |
| SAVE, 273, 293-294 | |
| SAVE command, 34, 81-82, 375 | |
| SBC, 233, 250, 255 | |
| SCNKEY, 273, 295 | |
| SCREEN, 273, 295-296 | |
| Screen editor, 2, 94-97, 211 | |
| Screen memory, 102-103 | |
| Scrolling, 128-130, 166 | |
| SEC, 233, 250, 255 | |
| SECOND, 273, 296 | |
| SED, 233, 250, 255 | |
| SEI, 233, 251, 255 | |
| Serial port (IEEE-488), 262, 331, 333, 362-366, 432-433 | |
| SETLFS, 273, 297 | |
| SETMSG, 273, 298 | |
| SETNAM, 273, 299 | |
| SETTIM, 273, 299-300 | |
| SETTMO, 273, 300-301 | |
| SGN function, 34, 83, 109, 375 | |
| SHIFT key, 4, 30, 72, 74, 94, 96-97, 168, 220 | |
| SID chip programming, xiv, 183-208 | |
| SID chip specifications, 457-481 | |
| SID chip memory map, 223-328 | |
| SiNe function, 34, 83, 375 | |
| Sound waves, 186-187, 192-196 | |
| SPaCe function, 27, 34, 83-84, 336, 375 | |
| Sprites, x, xiv, 99-100, 131-149, 153-182 | |
| Sprite display priorities, 144, 161, 179 | |
| Sprite positioning, 137-143, 157-161, 177 | |
| SQuare Root function, 34, 84, 375 | |
| STA, 221, 233, 251, 255 | |
| Stack pointer, 214, 222 | |
| STATUS function, 34, 84-85, 354, 375 | |
| Status register, 214, 354 | |
| 490 INDEX | |
| ~ | |
| STEP keyword, (see FOR...TO), 34, 86 | |
| STOP, 273, 301-302 | |
| STOP command, 34, 41, 86, 375 | |
| STOP key, (see RUN/STOP key) | |
| String arrays, constants, variables, 4, 6-9 | |
| String expressions, 9, 17 | |
| String operators, 9, 16-17 | |
| STR$ function, 34, 87, 375 | |
| STX, 233, 251, 255 | |
| STY, 233, 252, 255 | |
| Subroutines, 222, 228-229, 270, 307 | |
| Subtraction, 3, 10-11, 16 | |
| Sustain, (see A/D/S/R) | |
| SYS statement, 34, 87, 121, 307, 375 | |
| TAB function, 27, 34, 45, 88, 336, 375 | |
| TANgent function, 34, 88, 375 | |
| TALK, 273, 302 | |
| TAX, 233, 252, 255 | |
| TAY, 233, 252, 255 | |
| THEN keyword, (see IF...THEN), 34 | |
| TIME function, 34, 89, 375 | |
| TIME$ function, 34, 89, 375 | |
| TKSA, 273, 302-303 | |
| TO keyword, (see FOR...TO), 34 | |
| TSX, 233, 253, 255 | |
| TXA, 229, 233, 253, 255 | |
| TXS, 233, 253, 255 | |
| TYA, 229, 233, 253, 255 | |
| UDTIM, 273, 303 | |
| UNLSN, 273, 304 | |
| UNTLK, 273, 304 | |
| User port, 355, 359-362 | |
| USR function, 34, 90, 307, 375 | |
| VALue function, 34, 90, 375 | |
| VECTOR, 273, 305-306 | |
| VERIFY command, 34, 91, 375 | |
| Vibrato, 203 | |
| Voices, 187-191 | |
| Volume control, SID, 186 | |
| INDEX 491 | |
| ~ | |
| WAIT statement, 13-14, 34, 92, 375 | |
| XOR, (see WAIT statement), 13-14 | |
| X index register, 213, 223-224 | |
| Y index register, 214, 223-224 | |
| Z-80, (see CP/M) | |
| Zero page, 221-222, 358-359 | |
| 492 INDEX | |
| ~ | |
| COMMODORE 64 QUICK REFERENCE CARD | |
| SIMPLE VARIABLES | |
| Type Name Range | |
| Real XY +-1.70141183E+38 | |
| +-2.93873588E-39 | |
| Integer XY% +-32767 | |
| String XY$ 0 to 255 characters | |
| X is a letter (A-Z), Y is a letter or number (0-9). Variable names | |
| can be more than 2 characters, but only the first two are recognized. | |
| ARRAY VARIABLES | |
| Type Name | |
| Single Dimension XY(5) | |
| Two-Dimension XY(5,5) | |
| Three-Dimension XY(5,5,5) | |
| Arrays of up to eleven elements (subscripts 0-10) can be used | |
| where needed. Arrays with more than eleven elements need to be | |
| DIMensioned. | |
| ALGEBRAIC OPERATORS RELATIONAL AND LOGICAL OPERATORS | |
| = Assigns value to variable = Equal | |
| - Negation <> Not Equal To | |
| ^ Exponentiation < Less Than | |
| * Multiplication > Greater Than | |
| / Division <= Less Than or Equal To | |
| + Addition >= Greater Than or Equal To | |
| - Substraction NOT Logical "Not" | |
| AND Logical "And" | |
| OR Logical "Or" | |
| Expression equals 1 if true, 0 if false | |
| ~ | |
| SYSTEM COMMANDS | |
| LOAD"NAME" Loads a program from tape | |
| SAVE"NAME" Saves a program on tape | |
| LOAD"NAME",8 Loads a program from disk | |
| SAVE"NAME",8 Saves a program to disk | |
| VERIFY"NAME" Verifies that program was SAVEd without errors | |
| RUN Executes a program | |
| RUN xxx Executes program starting at line xxx | |
| STOP Halts execution | |
| END Ends execution | |
| CONT Continues program execution from line where | |
| program was halted | |
| PEEK(X) Returns contents of memory location X | |
| POKE X,Y Changes contents of location X to value Y | |
| SYS xxxxx Jumps to execute a machine language program, | |
| starting at xxxxx | |
| WAIT X,Y,Z Program waits until contents of location X, | |
| when EORed with Z and ANDed with Y, is nonzero. | |
| USR(X) Passes value of X to a machine language subroutine. | |
| EDITING AND FORMATTING COMMANDS | |
| LIST Lists entire program | |
| LIST A-B Lists from line A to line B | |
| REM Message Comment message can be listed but is ignored during | |
| program execution | |
| TAB(X) Used in PRINT statement. Spaces X positions on screen | |
| SPC(X) PRINTs X blanks on line | |
| POS(X) Returns current cursor position | |
| CLR/HOME Positions cursor to left corner of screen | |
| SHIFT+CLR/HOME Clears screen and places cursor in "Home" position | |
| SHIFT+INST/DEL Inserts space at current cursor position | |
| INST/DEL Deletes character at current cursor position | |
| CTRL When used with numeric color key, selects text color. | |
| May be used in PRINT statement. | |
| CRSR keys Moves cursor up, down, left, right on screen | |
| Commodore Key When used with SHIFT selects between upper/lower case | |
| and graphic display mode. | |
| When used with numeric color key, selects optional | |
| text color | |
| ~ | |
| ARRAYS AND STRINGS | |
| DIM A(X,Y,Z) Sets maximum subscripts for A; reserves space for | |
| (X+1)*(Y+1)*(Z+1) elements starting at A(0,0,0) | |
| LEN(X$) Returns number of characters in X$ | |
| STR$(X) Returns numeric value of X, converted to a string | |
| VAL(X$) Returns numeric value of X$, up to first | |
| non-numeric character | |
| CHR$(X) Returns ASCII character whose code is X | |
| ASC(X$) Returns ASCII code for first character of X$ | |
| LEFT$(A$,X) Returns leftmost X characters of A$ | |
| RIGHT$(A$,X) Returns rightmost X characters of A$ | |
| MID$(A$,X,Y) Returns Y characters of A$ starting at character X | |
| INPUT/OUTPUT COMMANDS | |
| INPUT A$ or A PRINTs "?" on screen and waits for user to enter | |
| a string or value | |
| INPUT "ABC";A PRINTs message and waits for user to enter value. | |
| Can also INPUT A$ | |
| GET A$ or A Waits for user to type one-character value; no | |
| RETURN needed | |
| DATA A,"B",C Initializes a set of values that can be used by | |
| READ statement | |
| READ A$ or A Assigns next DATA value to A$ or A | |
| RESTORE Resets data pointer to start READing the DATA list again | |
| PRINT"A= ";A PRINTs string "A=" and value of A | |
| ";" suppresses spaces - "," tabs data to next field | |
| PROGRAM FLOW | |
| GOTO X Branches to line X | |
| IF A=1 TO 10 IF assertion is true THEN execute following part of | |
| statement. IF false, execute next line number | |
| FOR A=1 TO 10 STEP 2 Executes all statements between FOR and | |
| corresponding NEXT, with A going from 1 to 10 | |
| by 2. Step size is 1 unless specified | |
| NEXT A Defines end of loop. A is optional | |
| GOSUB 2000 Branches to subtoutine starting at line 2000 | |
| RETURN Marks end of subroutine. Returns to statement following | |
| most recent GOSUB | |
| ON X GOTO A,B Branches to Xth line number on list. If X=1 branches | |
| to A, etc. | |
| ON X GOSUB A,B Branches to subroutine at Xth line number in list | |
| ~ | |
| ABOUT THE COMMODORE 64 PROGRAMMER'S REFERENCE GUIDE... | |
| ---------------------------------------------------------- | |
| Game cartridge compability... spectacular sound... arcade | |
| style graphics... and high caliber computing capabilities | |
| make Commodore 64 the most advanced personal computer in | |
| its class for home, business and educational use. | |
| The COMMODORE 64 PROGRAMMER'S REFERENCE GUIDE tells you | |
| everything you need to know about your Commodore 64. The | |
| perfect companion to your Commodore 64 User's Guide, this | |
| manual presents detailed information on everything from | |
| graphics and sound to advanced machine language techniques. | |
| This book is a must for everyone from the beginner to the | |
| advanced programmer. | |
| For the beginner, the most complicated topics are explained | |
| with many sample programs and an easy-to-read writing style. | |
| For the advanced programmer, this book has been subjected | |
| to heavy pre-testing with your needs in mind. And it's | |
| designed so that you can easily get the most out of your | |
| Commodore 64's extensive capabilities. | |
| C= COMMODORE | |
| COMPUTER | |
| COMMODORE BUSINESS MACHINES (UK) LTD. | |
| 675 Ajax Avenue | |
| Trading Estate | |
| Slough, Berkshire SL1 4BG | |
| ENGLAND | |
| 9.95 pounds/22056 ISBN 0-672-22056-3 | |
| ~ | |
| ********* | |
| The end of the Project 64 etext of the Commodore 64 Programmer's | |
| Reference Guide, first edition. | |
| ********* | |
| ~ |